
Originally Posted by
knightime98
Just a retort to the above issues.
1) Cannon - The Dwarves only have 2 phases of a 4 phase game. Your suggestion says that Dwarves who are the ideal warmachine makers are not worthy of a d6 wound machine. If anything, the warmachine encourages the enemy to come to the Dwarves (thereby, making up for one phase of the game for the dwarves by their lack of mobility and movement). If this were to change to only d3 wounds, you'd see a lot less Dwarven players, in my opinion.. Also Empire players would drop vastly, as they don't have any other response to big nasty monsters, specific to HPA, Hydras, and Dragons.
You are right, it is a nerf. But your first sentence is not accurate -with my suggestions dwarfs would have 3 phases not 2. And all monsters (ignore HPA and hydra as they are blatantly underpointed - though rune of burning means you'd still get good value for points with d3 wounds against them, consider all others)get threatened by losing a couple of wounds - a warsphinx now has a fair chance of death before strking for example, but pretty much out of the game with 3.5 wuonds lost - considering the cannon pretty much never misses and wounds 5/6 of the time I don't think its right that a 150ish point model (with runes and engineer) should neuter a 250 odd point model per turn with virtual impunity. Don't just consider HPA and Hydra, think about warsphinx, arachnorok, ghorgon, cygor, giant, treeman,... all of whom currently suffer really badly at the hands of cannon fire. The fact that 2 monsters are too good for points shouldn't act as a justification for cannon being simply too good at the moment. Leave it at D6 but increase base cost to 130 if preferred - because I would pay those points for d6 wound cannon in my empire army.
Now, dwarf players have loads of options for killing monsters. Slayers as already mentioned. Bolt throwers. Organ Guns. Hammerer hordes (even warrior hordes with gw). Not to mention your rock hard characters. I play empire and they similarly do fine - steam tanks, Van horstmanns (against dragons), BoEF inner circle (against hpa, Hydra), sword of fate, magic to name a few. Its just that none of these options is as simple as a cannon - because they are balanced for points and cannon are too good.
3) I vastly disagree with your interpretation of the FAQ rule. The Flame Cannon already has a 12" range and the FAQ does NOT remove it. There is a spot on the Flame Thrower Rules in the mini rule book pg. 114, specific to paragraph 3 - that reads and quote, " Unless otherwise specified, a fire thrower has the following profile". Here is the key, the range is specified in the Dwarven book. I'm not sure how many players miss this part of it. In fact, the entire profile for the Flame Cannon is specified. I scratch my head why GW even placed the FAQ in the first place. Now, this is of course my opinion.
*Side note - I had people argue with me in 6th edition that the Flame Cannon did not count as flammable attacks. Primarily because the rules did not say they were flaming attacks.
Fair enough. Flame cannon is OK as long as that range is made explicit in the book. I do think 6" is fairer than 12 myself as it can hit things in turn 1 (my dwarf opponent never rolls below 10 for distance- its annoying)
8) Anti magic - Where are you getting that Dwarves generate 2 dispel dice? or even 4 dispel dice? You have to have either rune lord, rune priest, or anvil to get dispel dice. The army in general has the rule that allows them to add 2 to their dispel attempts. Unless you are changing their base rules to incorporate said changes?
The Dwarves lack in magic and movement, for this huge penalty they should be not only be good in combat and shooting, but AWESOME. I mean that sincerely. In combat they should be on par with WoC. The Dwarves should be second to none but on an even level with WoC. WoC sacrifices warmachines (which is even arguable for the Hell Cannon) and that's about it.
My mistake on magic rules - I must be thinking of a previous edition. Just to reiterate, I think dwarfs are badly balanced if you take the approach of ignoring 2 phases for being really good in the other 2. The biggest problem dwarfs have is that they are boring at the moment - they ignore the 2 most tactically interesting phases and just roll dice - about the only decisions they seem to make are what to shot with what, whether to challenge or accept, and whether to pursue or hold. Every time I have played them its been either a) I lost a unit per turn to shooting and thus lost (and I had one game where I lost 2 units per turn and had virtually no army by turn 3) or b) the shooting failed and I still lost in combat or c) the shooting failed and I beat the enemy. Accentuating this only increases this fundamental flaw. Instead, you should give them options to be decent in the movement phase - not by speed but by deployment, hecne my suggestions. The trade off for this is to weaken the shooting by just a little (and it really is only a little) - though I do agree with you on how good they should be in combat- up there with WOC, DOC, HE, DE (and the other 3 are as good currently if you factor out the chosenstar)
Anyhow, thanks for your ideas as input for other players against Dwarves enlightens the entire conversation as a whole. Your suggestions are noteworthy.