Warhammer/Tactics/8th Edition/Dwarfs: Difference between revisions
1d4chan>Triacom →Runic and Magic Items: - Who the hell wrote this section? This is a tactica, not an opinion board, and I question if the person who wrote this fully read the descriptions of the runes because a lot of the information is flat out wrong. |
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==='''''Runic and Magic Items'''''=== | ==='''''Runic and Magic Items'''''=== | ||
Dwarfs have actual magic items now. They still can't pick rule book magic items. But instead they have runes, which are 10 times better, because you can combine various runes to form your own unique Runic items. | Dwarfs have actual magic items now. They still can't pick rule book magic items. But instead they have runes, which are 10 times better, because you can combine various runes to form your own unique Runic items. See the Discussion page for interesting Loadouts and/or post your own builds there. | ||
'''Magic Items:''' | '''Magic Items:''' | ||
None of these save one are worth taking and that is army specific. Skip this unless you really want to read them. | None of these save one are worth taking and that is army specific. Skip this unless you really want to read them. | ||
The Hammer of Karak Drazh: For 65 points you get a magic weapon that grants +3I and causes anyone you hit to drop down to I1. Good against | The Hammer of Karak Drazh: For 65 points you get a magic weapon that grants +3I and causes anyone you hit to drop down to I1. Good against high Initiative ASF units for taking away their re-rolls and against some characters/monsters for allowing your troops to attack before the enemy they're fighting. | ||
The Red Axe of Karak Eight Peaks: | The Red Axe of Karak Eight Peaks: All those Goblin and Skaven grudges have to count to something. Great if you are going up against those two armies... Otherwise you paid 50pts for making your attacks magic. | ||
The Magnificent Armour of Borek Beetlebrow: For 60 points it gives you a 2+ armour save and a 3++ ward against str 6+ or higher | The Magnificent Armour of Borek Beetlebrow: For 60 points it gives you a 2+ armour save and a 3++ ward against str 6+ or higher, it's great if you plan on taking on lots of monsters (or holding up The End Times Lords), and even without the 3++ Ward you still have a 5+ Ward in close combat thanks to your Shieldwall rule anyway. Shieldbearers will also take that 2+ save to a 1+ save. | ||
Silver Horn of Vengeance: Even more grudge holding. | Silver Horn of Vengeance: Even more grudge holding. For 45 points it gives for 1 turn, all dwarfs within 6" devastating charge (good for when the enemy reaches a gunline), and once used, causes fear in all elves. This can really bring the hurt with your Longbeards and Elite units, everyone Striking with two attacks and at S5 or S7 with great weapons will crush everyone in its path, and it also has good synergy with Slayers armed with two hand weapons since if Slayers die they still get to make there attacks (in this case 3 for Troll Slayers, 4 for Giant Slayers) allowing you to throw a bucket of dice in combat. | ||
The Fiery Ring of Thori: For 35 Points you get a str 4 flaming, breath weapon. | The Fiery Ring of Thori: For 35 Points you get a str 4 flaming, breath weapon. This is a great item, and there's very little reason why you cannot put this on a character (even if it's a minor one), Breath Weapons are fantastic in 8th edition and perfect for dealing with the hordes you'll be up against. | ||
The Banner of the Lost Holds: For 100pts it's unit rerolls to wound. That sounds good but it can only be put on your BSB and is usually not the best choice for doing so. | |||
'''Runes:''' | '''Runes:''' | ||
Runes come in many different flavours | Runes come in many different flavours: Weapon runes, Armour Runes, Talismans Runes, Banner Runes and Warmachine Runes. An important thing to note is that apart from Warmachine runes, all characters can use any ''kind'' of rune. However some specific runes only allow certain characters to use them (e.g Runefolk) Also remember that Slayers (Dragon / Daemon) can only equip weapon runes. Like before Runes come with rules. They boil down to, only 3 runes a weapon, no rune combination stacking, and runes can only be put on Hand Weapons so don't buy other weapons for your Dwarf. Runes stack now, for example It costs 25 points to get a basic dispel rune but then costs 45 to get 2. And then when you take 2 stacked dispel runes on one character they do not have the same effect as 2 separate dispel runes on 2 different characters. They got rid of a few Runes too, no more Master Rune of Kragg the Grim, but they've changed a few as well, and maybe not for the better. | ||
'''Weapon Runes:''' | '''Weapon Runes:''' | ||
Master Rune of Skalf Blackhammer: You wound everything on 2+s and everything in magic armour on 3+. | Master Rune of Skalf Blackhammer: You wound everything on 2+s and everything in magic armour on 3+. It works fine against high Toughness targets but then you're usually stuck fighting them in combat for a few turns anyway. | ||
Master Rune of Smiting: | Master Rune of Smiting: D6 wounds per successful wound. Works well on character killer builds and even if you cause only one unsaved wound you'll still kill nearly every Lord character 50% of the time. | ||
Master Rune of Alaric the Mad: | Master Rune of Alaric the Mad: The generic ignores armour thing. With how common ward saves are now (and with how high Dwarf Lords can increase their Strength) armour isn't really that much of an issue for you anyway. If you are up against things like Heavy Cavalry then this can help if you put it on a lesser character. | ||
Master Rune of Breaking: 50pts for breaking magic weapons only on a 2+, when you hit. | Master Rune of Breaking: 50pts for breaking magic weapons only on a 2+, when you hit. This one is pretty great, especially with how many magic items are going to be showing up in an opponents army. If you have the points to spare, it's well worth taking. | ||
Master Rune of Dragon Slaying: | Master Rune of Dragon Slaying: This one really isn't worth it, any dragon out there can easily avoid your Dwarf Lord with this rune making it pointless, and it's effects can be duplicated almost just as well with Runes of Might. | ||
Master Rune of Flight: | Master Rune of Flight: Gives you a 12" attack with your Lord that always hits on a 2+. Not a good idea to take this on its own as one more wound usually won't help you all that much, stack it with the Rune of Might for monster/character sniping. | ||
Master Rune of Snorri Spangelhelm: | Master Rune of Snorri Spangelhelm: 25pts for ALWAYS hitting on 2+s. Awesome, there's almost never a reason for not being able to fit this in your armour somewhere. | ||
Master Rune of Swiftness: 25pts for ASF on dwarfs. This is amazing. | Master Rune of Swiftness: 25pts for ASF on dwarfs. This is amazing. Also gives you rerolls to hit against any army with Initiative 3 and lower (aka most armies) and can be stacked with the Rune of Speed for re-rolls against almost everyone. | ||
Rune of Demon Slaying: | Rune of Demon Slaying: Only works on Daemons but if you're tailoring a list and don't mind your Lord choice being pretty squishy, go ahead and get it 3 times. The first two ranks are good facing Daemons, but the third is not so great as it leaves you without any additional magic defences. | ||
Rune of Fire: | Rune of Fire: One rune isn't anything to write home about, but with how great Breath Weapons are in 8th edition, two runes are awesome. The third is not worth it as it leaves you without any additional armour. This also isn't a Master Rune, so if you're up against somebody who loves spamming hordes you can attach it to several Thanes for horde killing BBQ lists. | ||
Rune of Fury: | Rune of Fury: All around really good, Frenzy is much more easily reigned in than it was before (and Dwarfs have great leadership across the board anyway), and the third rune is fantastic if you plan on getting stuck in combat against horde armies. | ||
Rune of Dismay: | Rune of Dismay: Fear is useful (especially if you have the hatred result on everything), but the next two runes aren't. Terror is nowhere near as good as it once was and you're almost never going to make use of the full effects of the second two runes. | ||
Rune of Cleaving: | Rune of Cleaving: All three of these runes are pretty decent choices, and they have great synergy with nearly every other weapon rune, if you have any points to spare you can't go wrong with one or two of these runes. | ||
Rune of Might: | Rune of Might: Good for a monster hunter character or a character killer. Two of these plus the Master Rune of Swiftness pretty much guarantee you'll drop any monsters/Toughness 5 characters stupid enough to attack your Dwarf. | ||
Rune of Striking: | Rune of Striking: This can be useful, if you're after Hordes and don't want to rely on chance to get hatred then go up to the second level, the first and last levels aren't really worth it as Dwarfs already have a high enough Weapon Skill. | ||
Grudge Rune: | Grudge Rune: Perfect for character killers, this and 2 Runes of Cleaving is pretty formidable in challenges. | ||
Rune of Parrying: | Rune of Parrying: Another great rune if you're making a Lord who murders in challenges or want to protect a character against low WS opponents (making them hit the dwarf on 6's). | ||
Rune of Speed: Same as before | Rune of Speed: Same as before, +1 intiative. Great way to get magic attacks for only 5 points. | ||
'''Armour Runes:''' | '''Armour Runes:''' | ||
Master Rune of Adamant: Gives the wearer T10 for 100pts. | Master Rune of Adamant: Gives the wearer T10 for 100pts. If combined with the Rune of Parrying the character becomes nearly invincible against anything that doesn't auto-wound him, making a fantastic tarpit that deals good damage if you give your Dwarf a great weapon. | ||
Master Rune of Gromil: Unmodifiable 1+ armour save for 30pts. In every army other than dwarfs, it would be epic. Sadly | Master Rune of Gromil: Unmodifiable 1+ armour save for 30pts. In every army other than dwarfs, it would be epic. Sadly this is easily achieved by Shieldbearers and a rune of stone which you were going to take anyway, if you want to take it though put it on a thane and send him off to bother lower tier heroes. | ||
Rune of Fortitude: The first rank is fantastic, who doesn't want a T6 character? The next two ranks are not as worth it, you can get a better Ward Save elsewhere and ignoring Multiple Wounds is a little too situational to be that useful. | |||
Rune of Fortitude | Rune of Iron: The first two runes are fantastic, combine those with the Rune of Fortitude and shieldbearers and you have a T7 6W character that still has a decent amount of points to spend on magic items. The third rank isn't that worth it as Regen Saves can no longer be taken after Ward Saves and you can get a better Ward Save elsewhere. | ||
Rune of | Rune of Shielding: For 25pts you get a 2++ against shooting. Put it on an Runelord on an Anvil, but otherwise you can do just fine with the "Look Out Sir!" rule. | ||
Rune of | Rune of Preservation: 25pts for a 2++ against Killing Blow. This one is a bit situational, and is only really great if you're list tailoring. | ||
Rune of | Rune of Impact: If you have 10 points to spare then one impact hit isn't that bad, consider it another attack that auto hits for 10 points. | ||
Rune of | Rune of Stone: Same as before, 5 points for +1 armour. Epic rune that ignores the rule of pride (e.g can take it on each of my thanes), the only reason you won't take this on everyone is if you used up your full points allowance elsewhere. | ||
'''Banner Runes:''' | |||
Master Rune of Groth One-Eye: Dwarfs have great leadership across the board, and giving everyone within 12" stubborn means you'll almost never fail a break test, especially if the general is nearby, a great choice to put on a unit of Hammerers. | |||
Master Rune of | Master Rune of Stromni Redbeard: An extra +1 combat res to all dwarf units within 12", can be great in larger games but is usually outshone by Runes of battle. If you want to take it anyway it stacks fairly well if you have another unit with the Runes of Battle. | ||
Master Rune of | Master Rune of Valaya: 65 point drop for a total of +4 to dispel (+2 for being Dwarfs, +2 for the banner) and at the start of each magic phase, each Remains in Play is dispelled on a 3+. A fantastic rune and for general lists and the one rune you never want to go without. With how powerful current magic is this is the best protection you have against Init test or die spells (like the purple sun) as well as making the opponents army much weaker because you can almost reliably dispel spells like Throne of Vines every turn without wasting power dice. | ||
Master Rune of | Master Rune of Grugni: BSB only. Another fantastic rune and perfect for gunline lists since it even gives your cannons within 6" the 5+ Ward Save. | ||
Rune of | Rune of Battle: The first two runes are good, but the third can only be put on the BSB and costs a little too much to be worth it since you'll already be getting +3 combat res from just the banner alone, attacking in one more rank is usually overkill at that point. | ||
Rune of | Rune of Slowness: The first two runes are good for ensuring your enemies fail their charge, and then get countercharged by you (or shot at again, which can do more damage), and it has good synergy with the Silver Horn to get you those extra attacks when you charge. The last rune isn't as good because it can only go on the BSB, though giving opponents ASL is still really helpful with your Initiative 2. | ||
Rune of | Rune of Sanctuary: Magic Resistance isn't as great as it used to be, and it won't stop that purple sun from wiping out a unit, but you can still make use out of the first level, as adding/not adding it allows multiple units to take the Rune of Battle on their banners too. | ||
Rune of | Rune of Stoicism: Another easy way Dwarfs can get stubborn. A good banner if you didn't want to put the Master Rune of Groth One-Eye on that unit of Hammerers. Put it on and have fun never running away. | ||
' | Strollaz' Rune: Vanguard for 35pts. Really nice on dwarfs, you can build an army around this rune (since you can put it on more than half an army), consider it an extra turn without getting shot at. But don't bother taking this on Rangers since they still have to remain 12" away from the foe and still can't charge first turn, if you go first. | ||
Rune of Courage: All of the Dwarf units that can carry this will not get much use out of it anyway, it doesn't work well with other banner runes, and Dwarfs already have great leadership. If you're up against a lot of Undead or Daemons it might be somewhat handy, but there's generally better banner runes. | |||
Master Rune of | Ancestor Rune: This is another rune you can build an army around, With the Master Rune of Groth One-Eyer giving you Stubborn, you can essentially make a unit Unbreakable in combat for one round (or even without Stubborn if you didn't lose by much). If this rune had a downside it's that it doesn't stack well with the other runes for normal units. | ||
'''Talisman Runes:''' | |||
Master Rune of | Master Rune of Balance: 50 points for a 4+ chance of stealing a power dice. Not as good as it once was, but if you have the points to spare there's no harm in adding it to a Runesmith. | ||
Rune of | Master Rune of Spite: Generally your points are better spent on armour so that it's effects don't have to come into play, though if you're making a Slayer themed list this one can prove useful. | ||
Rune of | Master Rune of Passage: 10 pts to auto-pass Dangerous Terrain tests. Good on a Runesmith or thane for helping a Horde pass through terrain pieces. | ||
Rune of | Rune of Warding: The easy Ward Save runes. These are not nearly as great as they used to be since with Rune Weapon and Shield your character has a 5+ Ward Save by default in close combat against S8 and lower (aka everything he has a chance at killing) so only the third result will help you all that much, and "Look Out Sir!"/Master Rune of Grugni should protect your character well enough outside of combat. | ||
Rune of | Rune of Spellbraking: Dispel Scroll that can be taken on more than one Runefolk. Same price as a dispel scroll. For 20 more points you get the stack which is the same except you have a 50% chance to remove the spell from the wizard. 1 is a must take (and you can take them across mutiple Runesmiths), though 2 stacked are only really worth it if you know your opponent is going to be using spells like the Purple Sun or buffs like in the Lore of Life. | ||
Rune of Luck: This rune can be worth it if you have a point sink Lord that you don't want to lose to a characteristic test, otherwise it's more of a way to bypass the Rule of Pride concerning Talismans. | |||
Rune of | Rune of Furnace: 2++ ward against flaming attacks for 5pts. A great way to bypass the Rule of Pride, and with how common flaming attacks are becoming it can be handy to have on a character. | ||
'''Engineering Runes:''' | '''Engineering Runes:''' | ||
Master Rune of Immolation: The ultimate Greater Good Rune. For 30 points you can detonate your warmachine at will, after combat, to cause | Master Rune of Immolation: The ultimate Greater Good Rune. For 30 points you can detonate your warmachine at will, after combat, to cause 2D6 S4 flaming hits to enemies. Not bad and it can really help you screw over war machine hunters and prevent them from running through the rest of your gunline. | ||
Master Rune of Disguise: Not a bad rune/way to get hard cover if you don't want to pay for more Master Engineers. | |||
Rune of Penetrating: The first rune is excellent on every warmachine besides cannons, the second one isn't nearly as good, you can almost always spend those 10 points elsewhere. | |||
Rune of | Stalwart Rune: Does a good job at speed bumping Warmachine Hunters, but it also costs the same as the Master Rune of Immolation which can kill those hunters outright. Take it if you already have the Master Rune of Immolation on something else, but otherwise it's not that good. | ||
Rune of | |||
Rune of Accuracy: For 25 points you get +1 BS or reroll the scatter dice if you use one. Almost mandatory on Organ Guns and Grudge Throwers. | |||
Rune of | Rune of Forging: For 25 points you can reroll an artillery dice whenever a missfire occurs... Almost mandatory on Cannons and arguably Organ guns. | ||
Rune of | Flakksson's Rune of Seeking: For 15 points your bolt throwers get +1 to hit against flying foes. This won't help too much against flying units, but it can cause lone fliers a lot of grief. | ||
Rune of Burning: For 5 points you get flaming attacks. This is arguably the best rune in the book because it allows you to set up different warmachines with very similar runes and bypass the rule of pride and it makes anything with regen or flammable wet themselves. | |||
===Magic=== | ===Magic=== |
Revision as of 05:29, 11 January 2015
Why Play Dwarfs
Because you like to piss people off by legally taking 25 war machines in 3,000 points matches. You also like high leadership and a standard toughness of 4. Also if you have a thing for alcoholic midgets. Also, DEM BEARDS.
To make models look really good is easy. Any detail you don't like just cover it with green stuff beard, and any model will always look better with an extra big bushy beard, on top except for those otherwise stated. Old Longbeard models are a good reference for these conversions. Also, braids on either side of the beard add a Celtic feel to the models which is reminiscent of the previous incarnation of Dwarf fluff when they were a little less viking-y. More beard seems to go a long way, especially because the plastic sculpts don't really compare to any of the newer models coming out. Before I forget, bigger round shields do absolute wonders for Dwarf models. Using thumbtacks or converted marauder shields make your models look amazing.
Army rules
Ancestral Grudge : Hatred Skaven/Greenskins; everyone else has a chart (1-2 : Your general Hates characters / 3-4 : All your characters Hate all enemy character / 5-6 : The entire army Hates the enemy). This is an awesome ability and makes Dwarfs potentially one of the best armies in the game. Yes, it is a table and therefore massively randomizes your success rate, however if you look at it statistically, you can easily predict what it will be useful for. For example, you can completely rely on your characters Hating enemy characters. This is immense. To my knowledge, it affects dwarfs going against Heroes on monsters as well, due to the fact the rule isn't removed. However I am not too sure.
Resolute : +1 Strength on the charge. Epic. Look at Choppas and now see that on your better, more resolute Dwarfs.
Relentless : No Leadership test for marching close to an enemy. Always nice, but Leadership really isn't too much of a problem. Only Gyrocopters will fully use this rule.
Shieldwall : +1 parry when charged, but only on the turn they have been charged. Now you have a reason to use your shield dwarfs. Having a third of all damage blocked in combat is amazing. Ask Daemons. You rarely ever charge first as dwarfs, so you should see this as a bonus. Sadly Great Weapon wielding dwarfs still have better statlines than those using shields. Also that +1 to combat res is rather nice.
Dwarf Crafted : You don't take the -1 to hit penalty when doing a Stand and Shoot reaction. Every Dwarf ranged weapon has this, bar the war machines. Another reason to field the dwarf gunline.
Unit Analysis
Note: A lot of the units in this army perform function that a cannon can do much better, and as dwarfs cannons are so cheap some units you should just drop in favor of another cannon, or in some cases another three (see slayers).
Lords & Heroes
Named Characters
Note: Although no longer true for more modern books, at the time the Dwarfs Army Book was released, named characters were almost always overpriced. In most cases, it's easy to emulate their abilities from scratch and save quite a few points. That's not to say they're worthless; named characters do have some unique abilities and combos, but make sure you're getting your points worth.
- Thorgrim Grudgebearer: At 650pts his is more usable than he was before
, but you are still looking in the 3000+ game range. He adds +3 to the roll on the Ancestral Grudge table (if the total is 7 or more he also allows any unit he joins to re-roll all to hit rolls in every round of CC) and when he dies all friendly Dwarf units get Frenzy. His Axe of Grimnir gives him the Always Strikes First rule and wounds anything on a 2+ (3+ if wearing magic armour) and has Multiple Wounds (D6) against any Giants. His Throne of Power and Throne Bearers remain the same, and his Armour gives him immunity to all forms of Killing Blow, Multiple Wounds and has a 4+ 2++ (2+ on The Throne of Power) He also has a Dwarf Version of the Crown of Command that grants Immune to Psychology too. On the downside, he cannot "Look out Sir" when he joins a unit.
- Thorek Ironbrow: 470 points!. You can play him in 2000pt games now. See the entry on the Anvil for why you never will however.
- Josef Bugman: The epitome of a dwarf grudge holder and probably the only named character anyone would/should ever take in this army(Grimm Burloksonn says otherwise). At 165 points he sits between a cheap Lord or a wallet killing Thane with stats more toward the former. He allows his unit to drink from his tankard, giving you a 2D6 table to roll at the start of each turn, heals a wound per turn like Isabella and still carries Ol' Trustworthy. His unit is situation dependent but is no longer mandatory. Whatever unit he does join can gain one of Flammable, Stubborn or +1 Toughness each turn depending how hammered they are.
- Belegar Ironhammer: Seems kind-of confused as to what his role is. He probably won't trump anyone of his cost in close combat at 305 points and a 3+ 4++ save, but won't really make his points back if you send him in for horde killing. He seems mostly designed to take care of heavy infantry because of his effective Strength of 6 on the charge and his double attacks to go along with it, so 8 attacks will probably kill you 4 or 5 Black Orcs (and equivalent) on the charge. I guess with that Always Strikes First he could be pretty nasty against a few heroes. Send him into a flank or a challenge and he might just fuck some shit up when he doubles his attacks, but otherwise just not a great Lord choice. His best unit to sit in is probably Ironbreakers since he naturally gives them Stubborn and his Oathstone gives them a 5+ parry to the flank and rear, this frees up their banner for something like vanguard, together they can waltz up to whatever flank you can't handle and hold them up for a few turns.
- Grimm Burloksonn: The Master Engineer to trump all others. He has a ranged weapon that fires Multiple Shots (2D3) at S4 Armour Piercing (although 18" range is pretty short, but at BS5 it should be okay.) he also has a Magic Weapon which, on a 5+ on a D6 destroys an enemy magic weapon. He is also the highest base Strength Dwarves Character at S6. Also, in a friendly shooting phase on a 2+ he can bestow one of three abilities to a single friendly unit (not himself) whilst still being able to fire his own weapon:
- Artillery Adjustment: Allows a friendly War Machines to his BS of 5 and the ability to re-roll an Artillery Dice which can be the bounce on a Cannon or a Flame Cannons scatter. Useful for all war machines, esp due to the changes to the Organ Gun, use it if you want to snipe that enemy wizard or kill squishy things with stones.
- Increased Range: Does what it says on the tin. Increases the units Crossbow and Handgun ranges by 2D6, so your horde of 40+ Quarrels can now hit more things! Use it if that one enemy unit is just out of reach.
- Superior Volley: Models in the unit may re-roll any to hit rolls. Again, useful for Bolt Throwers and Organ Guns (Organ Guns roll to hit now). Deadly on infantry with a Runelord/Runesmith.
- Ungrim Ironfist Apart from being a the most badass ginger I've ever seen, he's a pretty nice hero or monster killer due to Slayer, Strength 6 and Killing Blow, he's also pretty tough when facing Dragons due to his 2+ Ward vs. Fire. That, along with a slew of other foes because Flaming is omnipresent in tournaments to get rid of regenning units. Other than that he'll fuck up a few Lords and he'll weather a few hits, also his Slayer King rule is useless because Slayers are bloody awful. Overall cool for Slayer-themed lists, but otherwise he'll be fucked because he can only join Slayers in combat. Either way Slayers aren't viable so it's probably unwise to field him despite his relatively good combat potential.
- End Times: Thanquol During the End Times Ungrim does a Karl Franz and becomes the Incarnate of Fire. He gains +1S, +1W and +1A on his profile, flaming attacks and a S4 flaming breath attack. However he has lost his Slayer King rule, due to him actually dying before before being resurrected thus fulfilling his Slayer Oath. This is no small loss since Slayers are useless and he can now join other units like Hammerers and Ironbreakers.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
- Dwarf Lord: Generic combat lord. Good combination of rune items can make him incredibly nasty in close combat. Oathstone is usually a good choice since you're unlikely to be moving around much. Or even better put him up on Shieldbearers, +2 Wounds, +2 to his armour, 2 additional WS5 S4 I3 attacks plus he counts as infantry still so he gets his look out sirs. 40 points never tasted so good. Shame you can only use it on your general. Be advised, putting any kind of runes on his weapon negates whatever that weapon was before, so if you took a great weapon for your beardlord, putting a rune on it will drop the strength bonus and Always Strikes Last. The Master Rune of Kragg the Grimm no longer exists, so no more runed-up Great Weapons.
- Runelords/Runesmiths: Runesmiths are the true heroes of the new dwarf codex. Always take 1 with a dispel rune for 85pts. Though they have lost their free dispel dice, they now channel dispel like wizards, grant Armour Piercing as a generic rule (This does not buff ranged weapons). Grants Magic Resistance 1. Sadly Runelords have taken a serious hit with the new codex. For 60 points more than a smith you gain one more level of magic resistance, +1 to Weapon Skill, Toughness and Wounds and access to an Anvil of Doom. Unless you want the anvil, do not bother taking the lords, as even with the stat increases he's not worth it alone.
- Anvil of Doom: This has been completely redone (as it is in every edition). It grants an additional 2 wounds, a 5++, bodyguards, 1 power and 1 dispel dice and is a 170pts upgrade for a Runelord. Multiple Anvils do not stack and it is still a war-machine and can thus be entrenched. The runes are still cast as innate bound spells, but are slightly different. Each rune can be cast once per magic phase. The Rune of Hearth and Home when struck on a 3+, grants 1 dwarf unit within 24" immune to psychology. The Rune of Oath and Steel when struck on a 4+, gives any dwarf unit on the board +1 to their armour save. The Rune of Wrath and Ruin when struck on a 5+ is 24" magic missile that hits 2d6 times at str 4. Though the Anvil can no longer slow down your foes, it can hand out some pretty neat buffs for little to no magic. Still you are probably better off taking a Rune of Valaya Banner Bearer for anti magic.Alternate Opinion: It's now rather bad, don't take it. as said already, runelords dont really do much for the army any more, and as the anvil is considerably worse than before, I'm sure you can see the dots connecting.
- Daemon Slayer: Same as before but forces successful ward saves to be re rolled. It's nice now that when kitted out properly, he can guaranteed kill a Daemon prince. With some weapon runes he comes out at a good price and is a worthy consideration. Be careful as he can get focused and destroyed quite easily, and at much greater impact being a lord choice unlike dragon slayers.
- Thanes: These guys take your BSB, and you must ALWAYS take a BSB. You really cant afford to have dwarves running away. Very solid Hero. Comes in two builds, the 'Thane o' pain' and the 'Tank thane'. Basically, the names say it all. Tank thane concentrates on staying alive, and therefore uses armour runes. A MR of Gromril and a rune of resistance, coupled with a rune of challenge is a good way to tie up an enemy character. Troll the sissy elf wizards with it, especially when they are hiding at the back, near the table edge. The Thane o' pain operates on the philosophy that if the enemy is dead, then it won't attack you back. Use a rune of Snorri Spangelheim, a rune of cleaving, and either a grudge rune if you have it in for one particular character, a rune of FUREH, or, when fighting tough enemies (orcs and ogres etc.), a rune of might for strength 9.
Ammendment: With the introduction of the new codex thanes have become even more useful having dropped to 5 points more than the Runesmiths mentioned below. The new banner runes have made the dwarf BSB more useful as a general army buffer than to be armed with magic items. Almost every master rune for banners give buffs to the army, and they are all good. There are many effective combinations of runes, however one rune of note is the banner rune of valaya. Always, always take this on your BSB, or at the very least include it in your list. Its cheaper than before, and way better providing a much needed buff to the army's nerfed anti magic.
- Master Engineers: Buffs your artillery, and can make one entrenched (counts as being behind heavy cover). Great if you are playing a shooty list. Also gives your cannons and grudge throwers free artillery die re-rolls which can save your ass many times over. NOTE THAT THE ANVIL STILL COUNTS AS A WAR MACHINE. If you take one, they work best with an organ gun, which takes most advantage of their BS 4 and an artillery reroll.
- Dragon Slayer: Better than before as he now has D3 wounds on each attack against monsters. When cheaply kitted out these guys can do some nice damage. Worth taking one and run him alongside the rest of your army as a threat to monsters etc if Cannon's aren't available.
Core Units
- Dwarf Warriors: These are your
breadbeard and butter. They have Toughness 4, Leadership 9 and Heavy Armour as standard. Give them shields if you don't want them to die or give them great weapons if you want them to kill shit. Always take them in big units of 30+ with full command, they may not be the most expensive units but they sure as hell aren't cheap so you need to make sure they are formed up as a horde to get the most attacks out of them. Normally, as dwarfs tend to be expensive, this will be your biggest unit and thus a large fire magnet; as you're going to be striking last anyway, great weapons are a good choice. If not take shields for the extra survivability.
- Longbeards: Longbeards, an actual unit now, are 4 points more than a dwarf warrior. They are better at killing shit and not running away, being immune to psychology with ld 9. They also allow nearby units to re-roll failed panic tests when not fleeing, which is nice if you haven't taken a BSB (but you always should take a BSB with Rune of Valaya). If you play dwarfs without this unit you aren't playing real dwarfs, you need, I repeat, YOU NEED grumbling old santa dwarfs. Generally better with a hand weapon and shield at s4, but in terms of close combat, hammerers and ironbreakers are better for points in all regards. Longbeards though nice, fill a niche already cramped with options. Pay 2 points more to get some serious Warrior of Chaos equivalent elites.
- Quarrelers: Crossbow dwarfs. They are dwarfs with crossbows with Heavy Armour as standard. That's about it. Take them if you want to be shooty. Also they can take shields and great weapons. Shields are good if you want to get into a shooting match with Wood Elves. Take these guys as your general core as crossbows will generally outrange all other armies at range 30 and great weapons will still allow them to hit any kind of anti archer unit and come out smiling. 40 man horde of these stubbies with great weapons is a scary prospect to charge against especially with new improved stand and shoot.
- Thunderers: Handgun Dwarfs. Upgraded to Heavy Armour and dropped two points makes them useful again. Not useless as someone here keeps insisting, they still put the hurt on units that -1 just doesn't matter much to 1+/2+ armour save, T3 knights. Plus with Shields and a rune of Groth One Eye nearby they make a surprisingly tough anvil to setup a beautiful countercharge with that unit of GW Quarrelers you have sitting beside them.
Special Units
- Hammerers: 2 Attacks now. TWO! Stubborn elite Dwarves with Great Weapons. For 14 points , you get a warrior of chaos stat line, less initiative and a 75-point runic banner allowance. Always. Take. Careful who they fight though, they might attack like a Chaos Warrior but they die far easier than one especially to ranged attacks. They cannot afford to get into a grind, that's what Ironbreakers are for.
- Bolt Throwers: Not terrible, but with a point increase to 55 pts a pop and loss of a 15 pt BS4 Engineer they became far more expensive to use effectively. Don't bother unless you are list tailoring and they serve a specific purpose
- Cannons:At 150 points with a 25 point rune of forging and 5 point rune of burning, cannons are so, so. They are necessary, but aren't worth taking more than twice. Of course the price goes up as you add runes and engineers, which you should do. Give a cannon the Rune of Burning for 5 points so you can ass rape Vampire counts/trolls/tomb kings/treemen from turn one. Give them engineers and you should be fine not watching it blow up, and if you still have the battle for skull pass model (which is a tiny as fuck cannon model), be sure to field those.
- Miners: Have a nifty special rule that lets them enter the game from any table edge after turn 2 on a roll of 3+. A welcome new addition to that rule is that the miners count as being in light cover after turning up, until the next turn . They are very good against static armies that take war machines and the like. Don't spend too many points on these guys as they are still Dwarves with M3 so they are prone to getting stuck on the wrong side of the board. Instead take in small groups of 10 or so and go war machine hunting with them. You can buy them upgrades to help them with their warmachine hunting role if you want. The steam drill allows you to reroll your arrival dice, while the blasting charges remain str 4, quick to fire, flaming, armour piercing, one shot 4" missile weapons. Though the drill isn't bad, don't take charges. Your miners should do the charging. They shouldn't be charged.
- Ironbreakers: Elite Tarpit. For 14 points each you get WS5, T4, Ld10, a 5+ parry that continues throughout combart (Shieldwall of Gromril on the Ironbreakers entry) and a 3+ armour save. Keep them near your BSB and you have a solid unit. Don't expect them to go toe to toe with the likes of Bloodletters or Chaos warriors though (though they can do pretty well with the new rules), but they will hold down S3/4 opponents three times their number and eventually come out on top. Give them the rune of Stoicism for Stubborn or Strollaz's Rune for Vanguard to shove a mean tarpit in your opponent's face right from go.
- Grudge Thrower: Its a standard stone thrower for 80 points. Can be buffed up with runes and engineers, the right combination can make this a very effective war machine. Take one. No take two. These can seriously troll T3 armies. Take a rune of accuracy and penetrating for 65 points to get str 4, re-rolling to hit, blasts, a bit more expensive now but probably still worth that Ironbreaker/Hammerer you paid for it. Alternatively you could take the level 2 version of the rune of penetrating for 50 points to get a str 4 blast with 1 re-roll to wound per game.
- Slayers: This unit has changed a bit, but perhaps not for the better. Slayers now wound on 4+ instead of raising their strength. This is after calculating str and to wound rolls. They have gained aswell, the deathblow rule, which allows each Slayer to strike before they die, in a blue-horror-esque style. This means if they get stomped on, they can still strike back but if they get skewered by impact hits, they can't. They still keep their ton of axes, but since they lost their bonus strength, great weapons will be come more common. After all, charging Slayers using great weapons will be Strength 6, regardless of whether they’re dying before they get to attack. Dragon Slayers do D3 wounds against Monsters, and Daemon Slayers also force enemies to re-roll ward saves as well.
- Gyrocopter: Gyrocopters have completely changed with the introduction of the new codex. They are now the dwarf equivalent of great eagles. For 30 points more than great eagles, you practically get a great eagle with a 4+ armour save, T5, either a str 3 armour piercing template, or a gun that fires d3 str 5, flaming, armour piercing shots. They also carry a one shot, str 3 armor piercing, artillery dice amount of hits, bomb which you can drop during your movement when you march. You can take vanguard for 20 more points, if you want first turn bombing/flaming from the rear or side arc. Considering you can take 6 in under 3000pts and 12 in 3000pts games and above, theoretically you can try to run a list around them, but they do lose out to some lists.
Rare Units
- Organ Guns: Your can do, rage machine against lightly armored troops(if you roll high) to heavily armored elites. (8th ed) Is now BS based, but rolls two artillery dice, rather than one. It can be given up to 50 points of Runes, and there's a +1 to hit Rune. Also, the range is now 30"; I seem to remember that it was 24" before. Stick a spare engineer on this to get BS 4, and then take a flaming rune to kill all VCs and Treekin/men.
Travelling wood elf players opinion: FUCKING ORGAN GUNS ARE FUCKING OP. at least last ed I could outrange them, now they have 30 fucking inch range and it's bullshit. If you're a dwarf player and you don't take these with flaming and engineers you deserve to get tabled by turn 2. Put this bad boy next to a block of ironbreakers, have your BSB Thane in that block, give him 3 runes of slowness and sit back and watch your enemy slowly dragging himself over the battlefield while your Organ Gun wipes the floor with his face. Face it, Dwarfs are shooty now and they have the heavy weights needed for the job, no sane person would want to stay in your field of view for longer than necessary so expect long distance charges which will ultimately fail because of your divine BSB.
- Flame Cannon: Underrated by far! Actually, against Gobbos, Monstrous infantry and Skaven, it can be used very effectively to cause panic tests on any large unit. Being able to throw down a str 5 flamer template is amazing in fantasy especially when it causes d3 wounds. The main problem is the short range (sort of, average rolling still hits 16/18"), but this is ok when you are facing a "run at you screaming" type army. Now you can boost the template again to send that run at you screaming army running away screaming even faster
- Gyrobomber: Released. Same as the Gyrocopter except it costs 45 more points, has a str 3 armor piercing, bouncing large blast bomb that can send out a second small blast on a 4+, and has a slightly stronger machine gun that fires 4 str 4 armour piercing shots. This thing will get shot to death. Nobody will let you get away with a nasty large blast on a flimsy platform. It may have a place in a flight of the bearded valkryies list, however, otherwise, it is too flimsy to field against anything other than Vampire Counts. This thing can be used in cohesion with a block of tasty Dwarfs and a BSB with 3 runes of slowness (read Organ Gun) You only need to fly over the enemy and blitzkrieg him to death while he slowly approaches "safety" of combat from your big guns.
- Rangers: Sadly the days of scouting hordes are over. Having been moved to the rare section, rangers have now the same role as chameleon skinks, shades and shadow warriors, except they do it worse. However if you have any Quarrelers with Great Weapons spare that aren't fufilling your core requirement, then you should swap them for Rangers, because they have throwing axes and scout for exactly the same price. Neat to improve an already decent unit, but still not good.
- Irondrake : They come with special Gromil armour standard which is 4+/6++ normally but grants a 2++ against fire and wield a drakegun for 1 more point than rangers. The Drakegun is an 18", strength five, flaming, quick to fire, armour piercing gun. Their champion can take some special weaponry as well, but the one you want is the Trollhammer torpedo, which is a flaming, non penetrating, slow to fire bolt thrower for all intents and purposes which is an awesome, more mobile monster repellent. Fuck everything else. Arguably other units can do what they do, but these models look badass.
Building Your Army
Buying Your Army
Buy a battleline set or two to start, you can get a couple for the same price as a battalion from the official site if you know where to look. Do all of the warriors as the same type - believe me, 40 warriors in one unit is far more effective than two units of 20. The shooty dwarfs should be assembled depending on who you usually face. Thunderers and quarrelers should generally have shields. The 4 cannons are really good both ways.
Next, buy a dwarf lord with shieldbearers. Gyrocopters will never go amiss, but make sure that you can afford it if you made the cannon into an organ gun. Keep buying more dwarfs. I usually go for a ratio of 1 shooty dwarf to 1 or 2 close combat dwarfs. A Runelord is no longer a good choice due to barely being better than the Runesmith for 60 pts. more, but a BSB is still ever-useful.
If you feel you need to stretch your converter's wings and make something unique/different or aren't all that impressed by the dwarf miniature range, Learn first and foremost how to green stuff beards.
Army Composition
Repeat after me. War machines and lots of shit that refuses to die.
Runic and Magic Items
Dwarfs have actual magic items now. They still can't pick rule book magic items. But instead they have runes, which are 10 times better, because you can combine various runes to form your own unique Runic items. See the Discussion page for interesting Loadouts and/or post your own builds there.
Magic Items: None of these save one are worth taking and that is army specific. Skip this unless you really want to read them.
The Hammer of Karak Drazh: For 65 points you get a magic weapon that grants +3I and causes anyone you hit to drop down to I1. Good against high Initiative ASF units for taking away their re-rolls and against some characters/monsters for allowing your troops to attack before the enemy they're fighting.
The Red Axe of Karak Eight Peaks: All those Goblin and Skaven grudges have to count to something. Great if you are going up against those two armies... Otherwise you paid 50pts for making your attacks magic.
The Magnificent Armour of Borek Beetlebrow: For 60 points it gives you a 2+ armour save and a 3++ ward against str 6+ or higher, it's great if you plan on taking on lots of monsters (or holding up The End Times Lords), and even without the 3++ Ward you still have a 5+ Ward in close combat thanks to your Shieldwall rule anyway. Shieldbearers will also take that 2+ save to a 1+ save.
Silver Horn of Vengeance: Even more grudge holding. For 45 points it gives for 1 turn, all dwarfs within 6" devastating charge (good for when the enemy reaches a gunline), and once used, causes fear in all elves. This can really bring the hurt with your Longbeards and Elite units, everyone Striking with two attacks and at S5 or S7 with great weapons will crush everyone in its path, and it also has good synergy with Slayers armed with two hand weapons since if Slayers die they still get to make there attacks (in this case 3 for Troll Slayers, 4 for Giant Slayers) allowing you to throw a bucket of dice in combat.
The Fiery Ring of Thori: For 35 Points you get a str 4 flaming, breath weapon. This is a great item, and there's very little reason why you cannot put this on a character (even if it's a minor one), Breath Weapons are fantastic in 8th edition and perfect for dealing with the hordes you'll be up against.
The Banner of the Lost Holds: For 100pts it's unit rerolls to wound. That sounds good but it can only be put on your BSB and is usually not the best choice for doing so.
Runes: Runes come in many different flavours: Weapon runes, Armour Runes, Talismans Runes, Banner Runes and Warmachine Runes. An important thing to note is that apart from Warmachine runes, all characters can use any kind of rune. However some specific runes only allow certain characters to use them (e.g Runefolk) Also remember that Slayers (Dragon / Daemon) can only equip weapon runes. Like before Runes come with rules. They boil down to, only 3 runes a weapon, no rune combination stacking, and runes can only be put on Hand Weapons so don't buy other weapons for your Dwarf. Runes stack now, for example It costs 25 points to get a basic dispel rune but then costs 45 to get 2. And then when you take 2 stacked dispel runes on one character they do not have the same effect as 2 separate dispel runes on 2 different characters. They got rid of a few Runes too, no more Master Rune of Kragg the Grim, but they've changed a few as well, and maybe not for the better.
Weapon Runes:
Master Rune of Skalf Blackhammer: You wound everything on 2+s and everything in magic armour on 3+. It works fine against high Toughness targets but then you're usually stuck fighting them in combat for a few turns anyway.
Master Rune of Smiting: D6 wounds per successful wound. Works well on character killer builds and even if you cause only one unsaved wound you'll still kill nearly every Lord character 50% of the time.
Master Rune of Alaric the Mad: The generic ignores armour thing. With how common ward saves are now (and with how high Dwarf Lords can increase their Strength) armour isn't really that much of an issue for you anyway. If you are up against things like Heavy Cavalry then this can help if you put it on a lesser character.
Master Rune of Breaking: 50pts for breaking magic weapons only on a 2+, when you hit. This one is pretty great, especially with how many magic items are going to be showing up in an opponents army. If you have the points to spare, it's well worth taking.
Master Rune of Dragon Slaying: This one really isn't worth it, any dragon out there can easily avoid your Dwarf Lord with this rune making it pointless, and it's effects can be duplicated almost just as well with Runes of Might.
Master Rune of Flight: Gives you a 12" attack with your Lord that always hits on a 2+. Not a good idea to take this on its own as one more wound usually won't help you all that much, stack it with the Rune of Might for monster/character sniping.
Master Rune of Snorri Spangelhelm: 25pts for ALWAYS hitting on 2+s. Awesome, there's almost never a reason for not being able to fit this in your armour somewhere.
Master Rune of Swiftness: 25pts for ASF on dwarfs. This is amazing. Also gives you rerolls to hit against any army with Initiative 3 and lower (aka most armies) and can be stacked with the Rune of Speed for re-rolls against almost everyone.
Rune of Demon Slaying: Only works on Daemons but if you're tailoring a list and don't mind your Lord choice being pretty squishy, go ahead and get it 3 times. The first two ranks are good facing Daemons, but the third is not so great as it leaves you without any additional magic defences.
Rune of Fire: One rune isn't anything to write home about, but with how great Breath Weapons are in 8th edition, two runes are awesome. The third is not worth it as it leaves you without any additional armour. This also isn't a Master Rune, so if you're up against somebody who loves spamming hordes you can attach it to several Thanes for horde killing BBQ lists.
Rune of Fury: All around really good, Frenzy is much more easily reigned in than it was before (and Dwarfs have great leadership across the board anyway), and the third rune is fantastic if you plan on getting stuck in combat against horde armies.
Rune of Dismay: Fear is useful (especially if you have the hatred result on everything), but the next two runes aren't. Terror is nowhere near as good as it once was and you're almost never going to make use of the full effects of the second two runes.
Rune of Cleaving: All three of these runes are pretty decent choices, and they have great synergy with nearly every other weapon rune, if you have any points to spare you can't go wrong with one or two of these runes.
Rune of Might: Good for a monster hunter character or a character killer. Two of these plus the Master Rune of Swiftness pretty much guarantee you'll drop any monsters/Toughness 5 characters stupid enough to attack your Dwarf.
Rune of Striking: This can be useful, if you're after Hordes and don't want to rely on chance to get hatred then go up to the second level, the first and last levels aren't really worth it as Dwarfs already have a high enough Weapon Skill.
Grudge Rune: Perfect for character killers, this and 2 Runes of Cleaving is pretty formidable in challenges.
Rune of Parrying: Another great rune if you're making a Lord who murders in challenges or want to protect a character against low WS opponents (making them hit the dwarf on 6's).
Rune of Speed: Same as before, +1 intiative. Great way to get magic attacks for only 5 points.
Armour Runes:
Master Rune of Adamant: Gives the wearer T10 for 100pts. If combined with the Rune of Parrying the character becomes nearly invincible against anything that doesn't auto-wound him, making a fantastic tarpit that deals good damage if you give your Dwarf a great weapon.
Master Rune of Gromil: Unmodifiable 1+ armour save for 30pts. In every army other than dwarfs, it would be epic. Sadly this is easily achieved by Shieldbearers and a rune of stone which you were going to take anyway, if you want to take it though put it on a thane and send him off to bother lower tier heroes.
Rune of Fortitude: The first rank is fantastic, who doesn't want a T6 character? The next two ranks are not as worth it, you can get a better Ward Save elsewhere and ignoring Multiple Wounds is a little too situational to be that useful.
Rune of Iron: The first two runes are fantastic, combine those with the Rune of Fortitude and shieldbearers and you have a T7 6W character that still has a decent amount of points to spend on magic items. The third rank isn't that worth it as Regen Saves can no longer be taken after Ward Saves and you can get a better Ward Save elsewhere.
Rune of Shielding: For 25pts you get a 2++ against shooting. Put it on an Runelord on an Anvil, but otherwise you can do just fine with the "Look Out Sir!" rule.
Rune of Preservation: 25pts for a 2++ against Killing Blow. This one is a bit situational, and is only really great if you're list tailoring.
Rune of Impact: If you have 10 points to spare then one impact hit isn't that bad, consider it another attack that auto hits for 10 points.
Rune of Stone: Same as before, 5 points for +1 armour. Epic rune that ignores the rule of pride (e.g can take it on each of my thanes), the only reason you won't take this on everyone is if you used up your full points allowance elsewhere.
Banner Runes:
Master Rune of Groth One-Eye: Dwarfs have great leadership across the board, and giving everyone within 12" stubborn means you'll almost never fail a break test, especially if the general is nearby, a great choice to put on a unit of Hammerers.
Master Rune of Stromni Redbeard: An extra +1 combat res to all dwarf units within 12", can be great in larger games but is usually outshone by Runes of battle. If you want to take it anyway it stacks fairly well if you have another unit with the Runes of Battle.
Master Rune of Valaya: 65 point drop for a total of +4 to dispel (+2 for being Dwarfs, +2 for the banner) and at the start of each magic phase, each Remains in Play is dispelled on a 3+. A fantastic rune and for general lists and the one rune you never want to go without. With how powerful current magic is this is the best protection you have against Init test or die spells (like the purple sun) as well as making the opponents army much weaker because you can almost reliably dispel spells like Throne of Vines every turn without wasting power dice.
Master Rune of Grugni: BSB only. Another fantastic rune and perfect for gunline lists since it even gives your cannons within 6" the 5+ Ward Save.
Rune of Battle: The first two runes are good, but the third can only be put on the BSB and costs a little too much to be worth it since you'll already be getting +3 combat res from just the banner alone, attacking in one more rank is usually overkill at that point.
Rune of Slowness: The first two runes are good for ensuring your enemies fail their charge, and then get countercharged by you (or shot at again, which can do more damage), and it has good synergy with the Silver Horn to get you those extra attacks when you charge. The last rune isn't as good because it can only go on the BSB, though giving opponents ASL is still really helpful with your Initiative 2.
Rune of Sanctuary: Magic Resistance isn't as great as it used to be, and it won't stop that purple sun from wiping out a unit, but you can still make use out of the first level, as adding/not adding it allows multiple units to take the Rune of Battle on their banners too.
Rune of Stoicism: Another easy way Dwarfs can get stubborn. A good banner if you didn't want to put the Master Rune of Groth One-Eye on that unit of Hammerers. Put it on and have fun never running away.
Strollaz' Rune: Vanguard for 35pts. Really nice on dwarfs, you can build an army around this rune (since you can put it on more than half an army), consider it an extra turn without getting shot at. But don't bother taking this on Rangers since they still have to remain 12" away from the foe and still can't charge first turn, if you go first.
Rune of Courage: All of the Dwarf units that can carry this will not get much use out of it anyway, it doesn't work well with other banner runes, and Dwarfs already have great leadership. If you're up against a lot of Undead or Daemons it might be somewhat handy, but there's generally better banner runes.
Ancestor Rune: This is another rune you can build an army around, With the Master Rune of Groth One-Eyer giving you Stubborn, you can essentially make a unit Unbreakable in combat for one round (or even without Stubborn if you didn't lose by much). If this rune had a downside it's that it doesn't stack well with the other runes for normal units.
Talisman Runes:
Master Rune of Balance: 50 points for a 4+ chance of stealing a power dice. Not as good as it once was, but if you have the points to spare there's no harm in adding it to a Runesmith.
Master Rune of Spite: Generally your points are better spent on armour so that it's effects don't have to come into play, though if you're making a Slayer themed list this one can prove useful.
Master Rune of Passage: 10 pts to auto-pass Dangerous Terrain tests. Good on a Runesmith or thane for helping a Horde pass through terrain pieces.
Rune of Warding: The easy Ward Save runes. These are not nearly as great as they used to be since with Rune Weapon and Shield your character has a 5+ Ward Save by default in close combat against S8 and lower (aka everything he has a chance at killing) so only the third result will help you all that much, and "Look Out Sir!"/Master Rune of Grugni should protect your character well enough outside of combat.
Rune of Spellbraking: Dispel Scroll that can be taken on more than one Runefolk. Same price as a dispel scroll. For 20 more points you get the stack which is the same except you have a 50% chance to remove the spell from the wizard. 1 is a must take (and you can take them across mutiple Runesmiths), though 2 stacked are only really worth it if you know your opponent is going to be using spells like the Purple Sun or buffs like in the Lore of Life.
Rune of Luck: This rune can be worth it if you have a point sink Lord that you don't want to lose to a characteristic test, otherwise it's more of a way to bypass the Rule of Pride concerning Talismans.
Rune of Furnace: 2++ ward against flaming attacks for 5pts. A great way to bypass the Rule of Pride, and with how common flaming attacks are becoming it can be handy to have on a character.
Engineering Runes:
Master Rune of Immolation: The ultimate Greater Good Rune. For 30 points you can detonate your warmachine at will, after combat, to cause 2D6 S4 flaming hits to enemies. Not bad and it can really help you screw over war machine hunters and prevent them from running through the rest of your gunline.
Master Rune of Disguise: Not a bad rune/way to get hard cover if you don't want to pay for more Master Engineers.
Rune of Penetrating: The first rune is excellent on every warmachine besides cannons, the second one isn't nearly as good, you can almost always spend those 10 points elsewhere.
Stalwart Rune: Does a good job at speed bumping Warmachine Hunters, but it also costs the same as the Master Rune of Immolation which can kill those hunters outright. Take it if you already have the Master Rune of Immolation on something else, but otherwise it's not that good.
Rune of Accuracy: For 25 points you get +1 BS or reroll the scatter dice if you use one. Almost mandatory on Organ Guns and Grudge Throwers.
Rune of Forging: For 25 points you can reroll an artillery dice whenever a missfire occurs... Almost mandatory on Cannons and arguably Organ guns.
Flakksson's Rune of Seeking: For 15 points your bolt throwers get +1 to hit against flying foes. This won't help too much against flying units, but it can cause lone fliers a lot of grief.
Rune of Burning: For 5 points you get flaming attacks. This is arguably the best rune in the book because it allows you to set up different warmachines with very similar runes and bypass the rule of pride and it makes anything with regen or flammable wet themselves.
Magic
Rule one of Playing Dwarfs. Dwarfs have no magic. Dwarfs have runes which can be cast from the Anvil of Doom, in the form of bound spells.
Dispelling Magic
- In 2000 point games and above, try to have a Runelord with the Master Rune of Balance and an Anvil of Doom, and park him behind some dwarven lines. The Anvil provides you with one Dispel Dice and some spells and in addition, the master rune's ability allows the Runelord to steal a power dice on a 4+, all for 305 points. Do not stack him with his Runesmith buddies, unless they are buffing units. Make sure you have at least one dispel rune in your army in case of a Pit of Shades. Yes, you should have more dispel dice, but this codex hasn't been kind to the Runefolk.
- However what the codex has done is give you a cheaper, better Rune of Valaya that shuts down all RiP spells and still provides a +2 bonus.
- Unless you're letting an allied wizard tag along you get +2 to dispel. NEVER EVER FORGET THIS.
Tactics
As the rulebook has set your army up to nearly never make the first move in anything from army placement to attack rolls, it is a good idea to theme your army around getting the enemy to come to you. try for at least 1 dwarven cannon just incase another git brings a cannon then you won't have to take 5 turns of cannonballs to the face (OUCH!).
Because dwarfs have such shit movement (M3), it's a good idea to just let your combat units wait for a bit while your opponent marches towards you, especially against armies like Beastmen, Skaven, OaG, WoC, Daemons and other armies with not much shooty shit. As they're coming towards you, start fucking them up with your war machines, thunderers and quarrelers. Once you've weakened them a bit, charge in for the kill with your combat units. Warning: this tactic will get you bum-fucked against elves, empire and armies with lots of missile fire/magic.
VS monsters of any kind CANNONS. MOAR CANNONS. Side note: Consider flaming Organ Guns, dwarfed by master engineers.
VS Skaven/Empire Kill the war-machines with cannons and then whatever else happens to present itself. Also, Empire will RAGE when you shut down their Magic phase with the Anvil. [Edit: Anvil sucks now, don't take it.]
VS Vampires/Tomb Kings Kill those darn Wizards. Use Cannons, Catapults, Gyrobombs, everything. You cannot win in a war of attrition, if you are going combat, so go in for the challenge with the knowledge you will have hatred and they won't.
VS Wood Elves Artillery (Flaming Cannonballs and Organ Guns) is the name of the game. The new Wood Elves are fast and shoot well, but still have lousy armour and the trees are not as devastating as they were. The problem is that they now have access to the eight magic lores and the Dark/High elves too; their magic buff options have grown a lot; neutralize their magic phase with the Rune of Valaya and some Runesmiths. Shoot the Dryads with Quarrelers. Treeman/Treekin? Use Fire.
Double Ranger/Miner List This specific build does not work as well as before. You can try build up a scouting horde, but the rare and special restrictions limit your success.
Hill Defence Stick a cannon and a grudge thrower on a hill. Array your units so that they are protecting the hill. Behind, and out of sight of the enemy, place your secret vengeance weapons- gyrocopter and anvil of doom. The plan is to use the artillery to whittle down the enemy with your war machines, then break the enemy in CC. At that point, the gyrocopter comes swooping over the hill and smashes into the fleeing units before they get a chance to rally. Beware of shooty armies and spells and template effects. This strategy requires ranks and outnumbering when you reach combat. If you can't break the enemy, the last ditch option is to use the gyrocopter to shred them into little tiny pieces using the bombs and gun.