Please refer to the latest PDF for the current incarnation of the rules (v4).
Some of you may already have seen my thread about new Dwarf "mounts" here, however it's kind of spinning up into a look at what the Dwarf army book needs in the current era of extra magic heavy armies, plethora of fear causing units and so-on.
Now, I've already posted a few ideas to N0th1ng c4n b34t 3lv3s' thread which contains a number of interesting ideas already. However, I'm creating a separate thread to take a look at the list as a whole, and consider things that might make an 8th edition Dwarf list more competitive.
At present my two main concerns with the Dwarf army are, lack of units that are immune to, or able to resist being auto-broken by fear causing units. And secondly, how a lot of Dwarf equipment, despite being supposedly the best engineers in the world, keeps getting upstaged by other armies.
The rules that I currently have scribbled down mostly supplement the existing army as it is, so here goes:
Unyielding
All units within the Dwarf army form an unbreakable chain that few enemies can threaten. To represent this, when calculating a Dwarf unit's unit strength, add 5 for every Dwarf unit with at least 5 models remaining within 6", to a maximum of 10. Fleeing units do not receive or contribute to this bonus.
This rule allows even basic Dwarf Warriors to resist fear a lot more easily in a well ordered battle line, hopefully without being overpowered.
Wall of steel
Iron Breakers form an unwavering mass of armoured bodies that is near impossible to overcome. If a unit of Iron Breakers were charged in the first round of a combat, then they may negate up to 2 points of lost combat resolution. This is done last, and may not result in better than a draw. For example, if the Iron Breakers are losing a combat by 3 points, then they may negate 2 points of this and thus only lose by 1.
The idea behind this is to give Iron Breakers that extra bit of staying power, essentially making them an even better anvil unit for their points.
Gromril Armour
Gromril armour gives a 4+ armour save. In addition, it is hardened to powerful attacks, and will ignore the first point of an armour save modifier.
For example, if struck by an attack with a -2 armour save modifier, the modifier is only treated as -1.
The improvement to Gromril armour allows it to actually be the "sturdiest in the known world", so that it can compete with chaos and plate armour.
Oath Stone
After setting the oath stone, if the enemy is unable (or unwilling) to meet the Dwarf character's challenges, then he may select an ordinary rank and file model to fight instead. If the challenge is still not met, then the character will fight normally, replacing any model in his unit that is in base contact with the enemy, the Dwarf player must announce where the character is before any combat is resolved, so that attacks can be allocated normally.
The idea here is to make the oath-stone a bit more viable. If your enemy does opt to use a rank and file model, then he runs the risk of overkill points. However, the alternative is that the character has free reign of the combat, potentially striking at different enemy units in each combat phase. The idea behind this is that with his unit formed up around him, the character can direct his warriors to open a gap so the enemy can reach him, or close ranks to hold them back, directing the carnage as he makes his last stand.
Conclusion
The idea here is to make the combat army a bit more viable, the oath-stone less useless, and bring a little lustre back into that Gromril armour to compete with the multitude of high toughness characters out there, bedecked in armour that for some reason is just as good.
My other thoughts are to integrate the War Platforms mounts ideas, and maybe lower the cost of the Master Engineer a bit, as well as tweak a lot of the rune costs, which N0th1ng c4n b34t 3lv3s' thread has a lot of good suggestions on already.
I'm also toying with the idea of making the resistance nature of Gromril (above) apply to all Dwarf armour, but that may be a bit much. My reasoning though is that many armies get to have super knights with 2+ or better saves, while Dwarfs are a bit stuck in that to get a better save they have to sacrifice the +2 strength from great weapons to fight with hand weapon and shield, which leaves them doing little to no damage.
One new unit idea I did have, which I may approach as another conversion even if only for the fun of it, is the idea of Golem's as a unit. These would be fairly typical as a half-giant unit, with one or more Dwarf handlers. They'd be tougher than they are strong (rather than the other way around), but a little faster moving than your average Dwarf. But with some kind of nasty rule should they go out of control.


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Malorian
I have a friend who's trying to rewrite the entire army list, so I've put some thought into these matters as well.