JuQ said:
In bugman Brewery people are very disapointed with the latest rumours because they didn't get the promised revamps that would bring a whole new world of tatctics and posibilities to the army and they only got the irondrakes and gyrobomber as new stuff (people were expeting buff wagons, some huge tunneling thing or maybe even runic golems monstrous infantry) but anvil got nerfed to the ground and magic defense from runesmith is now gone (no more auto generate 1 dispel dice, now they have to channel on a 6+ as everybody else).
They also said that the guy that wrote the book is the same that wrote ours and he has done to the dwarfs the same thing he did to us. He is a guy that has no imagination that the only thing he knows is nerfing and rehashing.
Erhhh... Right. Ok so here's what I agree on: they could've gotten
something in terms of monstrous infantry (rune golems or something like that). That along with the two new copters, rangers and miners could've made for a decently mobile army. Or how about the rumoured tunned machine or whatever? Something fresh and interesting, but oh well..
On the other hand though the dwarfs have gotten much stronger. 2 attacks on hammeres, ironbreakers with 2+ armour save and improved parry (I'm not sure if max parry is now 5+ or 4+ on the turn they are being charged). Their organ cannon have been both nerfed and buffed - it is now range 30 and get be buffed with runes, but need to roll to hit.
I believe their new unit is a ranged unit (albeit somewhat limited range AFAIK), with S5, AP and flaming attacks along with quick to fire or something like that.
Their runesmiths/lords now give armour piercing along with MR1/2 and can each carry a dispel scroll (so we're still looking at multiple dispel scrolls) - combine a runelord with ironbreakers for the ultimate defensive units and along with S4 AP they can at least do something when the swing back.
The nerfs the dwarfs got was sometihng that was ineviteble. I know the dwarf players have a hard time realizing this, but just as much as the slann and salamanders needed the nerf so does the heavy anti magic aspect of the dwarfs. I also believe their cannons have gotten a price bump.
In terms of army wide rules we're looking at the chance to have a dwarf army with hatred to all their units (oh yay more rerolls to their WS5 and GWs

), +1 S on the turn they charge and some other stuff.
Personally I believe that most dwarf players will play the game safe and do what they have always done - stand back, shoot and take the charge with their now improved melee units when time comes. This, however, isn't necessarily the only way to play. The new rules and units appear to inspire for a more aggressive dwarf army, but we'll see.
The ironic thing is that I see a parallel from when our book released. Remember that? When the ripperdactyls were deemed useles along with the bast? A half year later people have come to realize that they can indeed be used, it's just a matter of preferences.
So what I'm trying to say is that they might be disappointed now, but I'm sure they'll come to find their new book to be good. From what I've seen several people on this forum have claimed that our books is quite balanced, but then again it's a lot of the times a matter of preferences. Some will like to just do the same old, while others are trying out the new stuff and mixing things up.
Anyway the dwarf players should try and relax because their new models are looking sexeh along with their rules. I can't wait to play my dwarf friend
