
Originally Posted by
Flash Felix
Good point, but my take at least is that Dwarf Warriors should be awesome, but at a steep point cost. My maths goes something like this;
Dwarf Warrior, as is in his chainmail undies/Heavy Armour with HW: 7 pts (I think he's currently a pt overcosted)
Add 1 pt for Eternal Hatred/Grudgebearer
Add 1/2 pt for Dwarf Armour (reverse Armour Piercing, take 1 pt off Strength/AP armour modifier)
Add 1/2 pt for losing Resolute (take away the -1 flee/pursue rule, it's crippling)
Add 1/2 pt for compulsory shield. Normally 1 pt, but Dwarves will take GW anyway, so limits utility.
Add 1/2 pt for Movement boost, to allow Dwarves to better compete in this phase. I'm thinking auto-swift reform, with a Ld check allowing full 6" march move. Based on superior Dwarf discipline, which is critical to battlefield maneouvres. Leave at M3 though, it's part of the 'Dwarf Thing'.
Allow 2 pt upgrade for GW.
This gives you a Dwarf Warrior at 10 pts basic, with Hvy Armour, Shield and HW, who ignores the first pt of armour modification, gets rerolls to hit in the first round (always vs Greenskins/Skaven), can reform and move. You could cost him at 11 pts without too many issues, though 12 is too high I feel. The extra cost for GW is probably worth it, but then he's in the 12-13 pt bracket, and starts to be come expensive fast.
This Dwarf Warrior is now quite capable, but is also expensive, as he should be. Footing it vs Chaos Warriors/Black Guard/White Lions will be difficult, but he'll be superior vs most other core troops.
A final rule I'd like to see might be 'Shieldwall', whereby the Dwarf player can choose to use HW/Shield in the front rank with GW striking from behind. Again, this enhances the resilience of Dwarf infantry, though it will lower their lethality (front rank no longer with GW attacks in that combat). If taken, this would raise the base cost above to 11 pts per model, 13 with GW.