What do you mean by "no Rune can be identical" Does that mean each Rune, not marked with an Asterix can only be tsaken once? If so then why distinguish that each Master Rune can only be taken once? Is that meant that you can only take a single Master Rune?
rule 3 is that no 2 runic items can be identical. this applies to items with only a single rune and to items with two or three runes. rule 4 is that each master rune may only be chosen once per army. No items can have more than one master rune. Rule 5 is that only runes marked with an asterisk can be duplicated on the same item, combining together for stronger effects. so you can have an item with 3 runes of might (since they're *) for +3 strength, but you can't have another of the same item. You could, however, have another item with 2 runes of might and something else.
For Arcane Journal and one of the Armies of Infamy, just let me say... Barak Varr. Set right were all the action and story so far is happening - check. Would allow to bring Slayer Pirates back, introduce some mercenary shenanigans - check. Just overall one of the coolest Dwarf cities - check. I'm sure it will be at least a consideration, but I might almost be willing to bet money on this one.
Can´t wait to bring my dwarfs out of the shelf again! Happy to see they maintain their essence. That Anvil of Doom looks incredibly fun and giving your army a certain flexibility depending on the situation, can´t wait to field my short kings army!
@@richardpagel6959 yyyyeah I'm aware dwarves exist in other settings, but I'm pretty sure everyone commenting something like me meant that we´re excited to have them back "officially" in Warhammer again. (and yes, they exist on Age of Sigmar too, but once again, we wanted the Fantasy roster/style/lore, which now is going to have continuous support)
@@carlosanton6048 AoS does not exist to me - it simply is the biggest insult from GW ever made because it destroyed WHF completely after 8th edition at least started to destroy the game as 1/3 to 1/2 of all WHF players stimply stopped playing because of the stupid rules of 8th. Also, who cares about "official"!?! I really do not understand that point. All other 3 alternative games are MUCH more balanced. ToW is broken as hell at the beginning already with uber characters on dragons or so ruling the tables and dwarfs will be able to do nothing against this because artillery got super nerfed. Have fun shooting at flying 7-10 wound models with 2+ armor and 5++ ward or regeneration save with your ap2 cannons who just deal D3 wounds. Also, you should not be that sure about continious support. If they would "support" the game, they simply could have made it balanced BEFORE releasing it but they did not so it is obvious that GW will just milk the nostalgia cash cow that, obviously, already took a strong grip onto a lot of old WHF players who happily run into that money trap.
@@richardpagel6959 I'm not spending any money, I already have my full "nostalgia" army, and pretty sure a big chunk of the Old World playerbase will be in the same situation. And I respect that you hate AOS and Fantasy editions you didn't like, but luckily enough for me, I'm pretty happy with how things look, kind of a way to replay my younger years, no amount of rage on rules will change my mind I'm afraid. You care deeply about things being the way to want them to be, some others care about playing the official game. I'm into many other tabletop games but I keep my dwarfs just for warhammer, that's the way I like it, and since these are just games, I don't feel like I need to be purely rational, doing it this way makes me happy so that´s the way it will be for me.
Well, everything connected to 8th WHF edition was bullshit. This edition destroyed Warhammer as it simply was the worst of it all! 1/3 to 1/2 of all players simply stopped playing the game in that time.
Hopefully will be restricted on tournaments. In private games... laugh at the player that he wasted so much money on models he/she will probably never be able to play because it will either not be allowed or nobody wants to play against...
As boring as the runesmith with just +1 attack, wound, weapon skill and toughness - so 3 attacks WS6 and 3 wounds T5 - there is no point in taking a runelord because he still sucks at close combat. You take a cheap smith with 1-2 runes of spellbreaking and that's it. In 6/7th edition the runelord was mandatory to take an anvil. As now the anvil is his own choice, the runelord unit entry got in fact simply useless. Before taking a fully equipped Runelord for approx 250 pts you rather take a cheap runesmith for approx 130 pts + a thane for around 140 pts. More wounds, more attacks, more versatile.
I’ve got a small Dwarf “army” that I collected over the years: Warriors (20), Longbeards (20), Miners (20), Hammerers (10), Thunderers (10) and a single cannon. I’m sure I need more war machines, maybe a gyrocopter or two… does not having units of iron breakers or troll slayers cause me any major problems? Do I need more Thunderers?
Will I be able to use my Throne of Power that I still have from some 30 years ago? So stoked hearing the old names and hoping to be able to re-build my old army. 👍👍😉
I definitely have an ancient Dawi army somewhere, and this has made me keen to dig it out..... However, I'm afraid to say that I'm currently working on a Night Goblin army (yes I know, I should be in the book 😂)
@@thedwarfdave the hobby is in full swing at the moment. Problem is that I'm tempted by about 4 armies and also have AOS Lizardmen I'd like to port over into the old world. It's a great time for Warhammer fans!
No Strollaz rune is a big painful looking, but the extra group of core rangers is fanastic with the new scout rules, and no -1 to hit on stand and shoot means charging a unit of dwarf rangers means you'll get throwing axes to the face.
@@MoonyPoet It is? Very nice then! I'm hoping there are many tools so Dwarfs are not stuck in a corner plinking away; I want my Josef Bugman themed army.
@@grimnir8872 the movement for a Vanguard move isn't too good honestly. You're better off eth BS4 scout/skirmish Rangers, Ambush/Vanguard Miners, and the very cheap and good gyrocopter/bomber. There's only a handful of banner runes and the Strollaz rune seems like the worst. The smallest allotment to banner runes being 50 points, you have options.
@@MoonyPoet I've sadly not got access to the actual list, I'm just ruminating on what can be done to make Dwarfs a little more dynamic and much less gun-line like. The deathblow thing for Slayers and a lack of ward save has me a little saddened, unless there is a ward save banner rune.
YEAH LETS GO! I think ranged will not be as strong this time around at least from what I've seen from some of the other factions. Still I'm happy I got some dwarfs already from long ago. Maybe one day more dwarfs models.
I think you're doing a stellar job releasing videos. If people nag you about wanting more, just take it as a compliment (and a sign of people being used to bingewatch these days) Personally I hope to see a cool new shieldbearers mini in the nearby future.
WH:TOW seems to be shaping as a squishier (nothing wrong) WHFB with certain revamps especially magic. I do observe some alot of scale-back in terms of Unique faction units. Better or worst, can't say too much until it hits the tables.
I personally think the Gromril rule is a shame. It would have been great to distinguish the superior dwarven craftsmanship from that of others, so you basically pay for that rule in points even if you use Longbeards with Greatweapons. And to me it makes absolutely no sense that a weapon loses this rule once it is inscribed with a rune.
Sorry to be pickty, but only because i was regularly slaughtered by Chaos Knights on armoured horses... A 1+ save always did matter. You failed on a roll of a 1, as you correctly say, but modifying it with -2 ap still gave them a 3+ save. Now that would be a 4+. Very happy to see 1+ gone. Thanks for the excellent overview
i feel like gyrocopters and bombers should have been restricted to like 0-2 per thousand or something. it looks like you could easily just take minimum core with quarrellers or something, an engineer for the hero tax and then fill out the rest with flying guns.
Also units of 1-6 is just stupid... they should have stayed a single model unit entry, if necessary max 2 models per unit but 6... and no restriction to fielding them at all... a shame on GW for such stuff for instance... adding some minor restrictions here and there (like with longbeards and hammerers) just to no restrict such spammable units... also all the starting unit sizes of 5 models are against the RnF thought of the entire game... on tournaments you will be able to see the worst abuses and exploits possible of course that will make the matches unplayable for normal fielded armies.
@@lesbianmorgoth652 I think they do not want to have balanced rules. I mean, if they really cared, they simply could have made it MUCH MORE balanced BEFORE releasing it but they did not so it is obvious that GW will just milk the nostalgia cash cow that, obviously, already took a strong grip onto a lot of old WHF players who happily run into that money trap.
@@richardpagel6959 oh absolutely. TOW has some pretty nice ideas, i'm a huge fan of magic not being a specific phase like in mesbg for example. but they've just decided that the nostalgia is all that matters with the pricing and remaining imbalances that they easily could have fixed if they wanted to make a truly good modern mass battle rank-and-flank ruleset. instead its just squeezing whales and grogs, just like most other GW games.
Could you also suggest a good starter list which is playable. I am buying and building some AoS Dwarfs for my dwarfen TOW army and I have no idea what to get and build.
Magic is a 2d6+wizard level cast. Bound spells and bound items number is added to the cast. So a bound spell 3 is 2d6+3. It's also the only way to get a +3 to any dispel attempts. And being able to use it multiple times a turn is a huge buff for it.
You could have played them all the time in The 9th Age, Kings of War, Warhammer Armies Project just to name the biggest 3 alternatives. Damn it... so many stupid Games Workshop fanboys here that really never heard about better alternatives thou? Even compared to ToW they are still better. Especially Warhammer Armies Project comes much nearer to 6/7th (logical) WHF as ToW will ever come.
In private games I would simply not play against such armies and in competitive tournaments allies should simply be banished. Just a disgusting money grab inserted by GW so that people buy allies for their armies... they did the same shit in 40k for some time but had to remove it because it was just abused like you wrote for instance.
Not many people will play against such a gyrocopter spam as it has nothing to do with a RnF game and on tournaments it will hopefully simply banished/restricted.
@@richardpagel6959 bruh, taking a load of gyrocopters isn't unrealistic in the slightest, sure if you just took the maximum points allowed of gyros they could get a stupid number, but a gyro focused army is not unreasonable in the slightest
@@calebbarnhouse496 For me as a 4-7th WHF (mainly) dwarf player it completely is because copters always were single model choices. The only reason GW made them units in 8th (and now ToW) is because they are probably sitting on tons of unsold copters. Also, just play once against bretons and you will lose with that army probably just thanks due to the falcon-horn of fredemund which forbids your copters from flying.
@@MoonyPoet ok that's strangely intuitive since it's a war machine. How unexpected. Any idea if it's still only two guards with the runelord/furnance master? I'm sure Kragi is being ignored since he was technically part of the special character anvil of doom.
Overall, my dwarfs got slightly more expensive. I'm not sure if this is common across the system. If it is, then I'm not so concerned with some of the things taken away from dwarfs.
"Dwarfs were always in a good spot", really? We must've followed different tournaments over the years :P They were mid tier at best. Slow and without cavalry it was hard for them to get the big wins.
@@TheGreatBookofGrudges I guess you mean 8th WHF edition that no real WHF players ever cared about as it was the worst and most unbalanced and most stupid WHF edition ever that made 1/3 to 1/2 of all WHF players simply stopping to play the game at all anymore from one day to the other. So besides that bullshit BROKEN rule edition, dwarfs never have been in a good spot so please, be realistic and watch all of the other, better, WHF editions when it comes to analyzing the dwarf tournament power level.
We need special characters, the big guys (not too huge models) center of the lore. I think that the lack of real special characters with solid background is also one of the main problem of AOS. In Warhammer Fantasy we always had beautiful characters with a background story, we need that, not gigantic models with no clue
the new gyrocopters are pretty good, they can form units with the skirmishers rule, in fact they now are our cavalry! Also Rangers, with their BS improved to 4 are now very interesting (don't forget that we may be able to move twice per turn a unit with the anvil's rune of urgency) and we can take 1 unit of ranger as a core troop. I think that this armylist is very interesting, can't wait to test it on the battlefield!
@@DurginPaintForgeMiniatures Gyrocopters are not really our cavalry. They are too weak for doing that job. I mean 2 attacks s4 - whom do you want to frighten with that? Ok sure the D3 impact hits are nice to have but still, bigger units are quite expensive and just play once against bretons and you will have almost unusable units due to the Falcon-Horn of Fredemund that forbids flying movement.
Waaay before gotrek and felix. ToW is set like ~30 years before magnus the pious did his magic with faith, steel, and gunpowder. so it's like 200+ years before modern day
According to the developer blogs, the old world will be set in 2276, and Gotrek is born in 2370 with him meeting Felix sometime around 2490. So there probably won't be any official rules released. But I bet there will be some unofficial ones cooked up in no time. Especially since there already are rules for them in older editions.
A very rosy tinged review. Dwarves are not particularly survivable this edition. For example, an Ironbreakers is more or less as resistant as a black orc and the best you can do is inferior to heavy cavalry from, Empire, Chaos AND high elves (!). Same deal with characters. They changed the runes so you can’t have a character with AS2+and a 4+ ward. Best you can do is 2+/5+ or 3+/4+. THERE ARE some ways to make a character powerful but nothing that comes near to having a monstrous mount (like a dragon…). Dwarves are not terrible but are very limited. They will need to mix shooting and melee, keeping in mind shooting has been nerfed quite a bit and cavalry has huge charge ranges and the way initiative works puts them to a disadvantage. They do have a few powerful advantages: high leadership that will help staying into combat and possibly absorb charge impact, good magic defense BUT you have no lvl 4 option for dispelling, so you really need to invest into runes to counter enemy magic.
Seeing as strength no longer modifies armor, I'd say Dwarfs are just as survivable as always. Ironbreakers are just fine with their 3+ re-roll 1s saves, WS vs mundane, and they are stubborn now. Characters are just fine. My concept for a King will have shieldbearers, shield, runic weapon that gives him -1 to be hit in combat, +1S, +1A and a 4+ WS. So he'll be T5, W6, 3+/4+. That sounds VERY survivable to me. Dwarfs have always had the handicap of having a very low movement and initiative. Being charged and going 2nd is a fact of life. Nw with the gyrocopters as units, Miners (who also have Vanguard), and being able to take a unit of Rangers as core, Dwarfs actually have ways to get across the board and be mobile. Magic may be a bit of an issue with low dispel bonuses, but the Dwarf army has magic resistance across the board so harmful spells are easier to handle. The rune of spellbreaking is an auto dispel, no one else has that. Dwarfs received a lot more buffs than debuffs I feel. I think they will be just fine and tough to crack.
@@MoonyPoet the difference this edition is cavalry can close the distance round 2 instead of 3. Which is huge. And you don’t want to deploy near the border too much because being pushed back and touching the border means you are destroyed. And sure, you can do one survivable character… now consider an equivalent lord character can have armor/ward/regen… while rsibding a dragon which allows him to fly, have extra T, have extra attacks and a stomp. We’ll see how it plays out but the comparison doesn’t really seem to favor dwarves.
@@Tulkash01 Other armies being able to take big, flying monsters with equally good As and WS has never changed. It has been a concern, always. The extra attacks from stomp and toughness were present in 8th. Literally nothing has changed there. Turn 2 charges were common in 8th. There were ways to deal with it. Nothing has changed. With our combat units having shieldwall, ironbreakers picking up stubborn, fewer and smaller modifiers to reduce AS, how combat is resolved, the army is just fine.
@@MoonyPoetNobody cares about 8th WHF, it was a broken rule bullshit edition that made 1/3 to 1/2 of all WHF players stopping to play the game. And of course there is a very big difference when it comes to flying monsters. Cause in 6/7th WHF, what ToW is more meant to be like, you could shot away the monsters underneath the ass of the rider and the monsters DID NOT have armor + ward save or so from the rider. But NOW in ToW you can simply create flying cowboys with 7-10 wounds with 2+ armor and 5++ ward save /and/or 5+++ regeneration. And what can dwarfs do against such things? Nothing... ah no wait, hoping the dragon will fly into the block of slayers with the first striking dragon/daemon slayer... lol.... Cannons back in 6/7th WHF were capable of almost one-shooting most monsters at least with D6 wounds. More important, they simply ignored armor saves! How do you want to get along with 2+ armor save 7-10 wound dragons/hippos/etc. with cannons that have only AP 2? Ridiculous! And yes, armorbane 2, good luck throwing that 6 with the 1 wound roll you have but even then the whole model will still have a 5++ ward save probably and you just do like D3 wounds with the small dwarf cannon... So A LOT has changed when dwarfs are not capable to be a threat to single models with their artillery anymore. The army will just be fine for beginners who push RnF infantry units into each other to just roll dice but in competitive gaming dwarfs will stand no chance against cowboys, single models and tons of cavalry and skirmishers and fliers.
Dwarves look absolutely awful! They’ve gained no new powerful rules and the other factions have been supercharged! High Elf dragon lords are completely broken, bretonnians have gained the skaven strength in numbers rule for peasants and cheap heavy infantry that are better than any dwarf heavy infantry point for point, they also have the best war machine in the game with the Trubuchet for 100pts (far better than any dwarf warm machine) and they are supposed to be a Cavalry force! Even black orcs have gained heavy full plate armour! And strength in numbers for their orc and goblin units (so they now have better leadership than dwarves!!!). This is an absolute disgrace.
Yeah the dwarfs really do look very weak. With especially artillery becoming so bad and looking at how powerfull some cowboys on dragons, griffons or "just" royal pegasi are I really question that dwarfs will really get a good step into ToW. Sure, beginners will win with them but the more skilled the player, the more competitive the setting and thus harder the rosters, the less chances dwarfs have. Also sure, it was always like this but with cannons/catapults not even ignoring all armor when shooting at single models at least, I see no chance stopping 7-10 wound T6 2+ armor/5++ ward or regeneration save flying cowboys for instance. A dwarf king can be equipped to hold off the damage of such beasts but he will never be able to defeat them. And I do not want to start about grail knights or knights in general with "first charge" rules ignoring rank bonus or cavalry, monsters or such stuff having the counter charge rule which will always even negate the dwarfs charge momentum... yeah great, we have infantry, the unit type that was always the worst in WHF but somewhat even got worse in ToW it seems.
@@richardpagel6959 3 dwarf cannons firing on a 2+ armour save great dragon riding lord inflict about 2wounds! (If your lucky) Assuming none misfire and all hits wound one should miss, both wound then he gets a 4+ save as its only -2AP and then D3 damage (why is this warmachine 100pts!). The dragon rider can now stalk the battlefield with impunity! Rubbish
That depends entirely on the setting. While most settings followed Tolkien and called them 'dwarves', GW did not. They are called 'dwarfs' in Warhammer.
The Great Book of Me remains full.... wait what?
The great book of the great book of grudges?
🤨
What do you mean by "no Rune can be identical" Does that mean each Rune, not marked with an Asterix can only be tsaken once? If so then why distinguish that each Master Rune can only be taken once? Is that meant that you can only take a single Master Rune?
The great book of the great book of grudges?
rule 3 is that no 2 runic items can be identical. this applies to items with only a single rune and to items with two or three runes. rule 4 is that each master rune may only be chosen once per army. No items can have more than one master rune. Rule 5 is that only runes marked with an asterisk can be duplicated on the same item, combining together for stronger effects.
so you can have an item with 3 runes of might (since they're *) for +3 strength, but you can't have another of the same item. You could, however, have another item with 2 runes of might and something else.
I am so excited to play my Dwarves again. I love your videos, they have gotten me very excited for the Old World release!!
You could have played them all the time in The 9th Age, Kings of War, Warhammer Armies Project just to name the biggest 3 alternatives.
For Arcane Journal and one of the Armies of Infamy, just let me say... Barak Varr. Set right were all the action and story so far is happening - check. Would allow to bring Slayer Pirates back, introduce some mercenary shenanigans - check. Just overall one of the coolest Dwarf cities - check. I'm sure it will be at least a consideration, but I might almost be willing to bet money on this one.
Can´t wait to bring my dwarfs out of the shelf again! Happy to see they maintain their essence. That Anvil of Doom looks incredibly fun and giving your army a certain flexibility depending on the situation, can´t wait to field my short kings army!
You could have played them all the time in The 9th Age, Kings of War, Warhammer Armies Project just to name the biggest 3 alternatives.
@@richardpagel6959 yyyyeah I'm aware dwarves exist in other settings, but I'm pretty sure everyone commenting something like me meant that we´re excited to have them back "officially" in Warhammer again. (and yes, they exist on Age of Sigmar too, but once again, we wanted the Fantasy roster/style/lore, which now is going to have continuous support)
@@carlosanton6048 AoS does not exist to me - it simply is the biggest insult from GW ever made because it destroyed WHF completely after 8th edition at least started to destroy the game as 1/3 to 1/2 of all WHF players stimply stopped playing because of the stupid rules of 8th.
Also, who cares about "official"!?! I really do not understand that point. All other 3 alternative games are MUCH more balanced. ToW is broken as hell at the beginning already with uber characters on dragons or so ruling the tables and dwarfs will be able to do nothing against this because artillery got super nerfed. Have fun shooting at flying 7-10 wound models with 2+ armor and 5++ ward or regeneration save with your ap2 cannons who just deal D3 wounds.
Also, you should not be that sure about continious support. If they would "support" the game, they simply could have made it balanced BEFORE releasing it but they did not so it is obvious that GW will just milk the nostalgia cash cow that, obviously, already took a strong grip onto a lot of old WHF players who happily run into that money trap.
@@richardpagel6959 I'm not spending any money, I already have my full "nostalgia" army, and pretty sure a big chunk of the Old World playerbase will be in the same situation. And I respect that you hate AOS and Fantasy editions you didn't like, but luckily enough for me, I'm pretty happy with how things look, kind of a way to replay my younger years, no amount of rage on rules will change my mind I'm afraid. You care deeply about things being the way to want them to be, some others care about playing the official game. I'm into many other tabletop games but I keep my dwarfs just for warhammer, that's the way I like it, and since these are just games, I don't feel like I need to be purely rational, doing it this way makes me happy so that´s the way it will be for me.
I love that the Dwarfs have moved back to more of a 6th/7th edition style. I find it to be much more fulfilling than the army from 8th.
Well, everything connected to 8th WHF edition was bullshit. This edition destroyed Warhammer as it simply was the worst of it all! 1/3 to 1/2 of all players simply stopped playing the game in that time.
This is possibly the first dwarf army book where they'll be putting some holds back on the map instead of incrementally taking a few away.
You do great work! Really enjoy the reviews!
Well, GW at it's finest.
Dwarfs list:
1x Master Engineer - 80 pts
10x Thunderers - 100 pts
10x Thunderers - 100 pts
10x Thunderers - 100 pts
10x Thunderers - 100 pts
10x Thunderers - 100 pts
1x Gyrocopter Clattergun - 70 pts
1x Gyrocopter Clattergun - 70 pts
1x Gyrocopter Clattergun - 70 pts
1x Gyrocopter Clattergun - 70 pts
1x Gyrocopter Clattergun - 70 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrocopter Brimstone gun - 65 pts
1x Gyrobomber Clattergun - 105 pts
1x Gyrobomber Clattergun - 105 pts
1x Gyrobomber Clattergun - 105 pts
1x Gyrobomber Clattergun - 105 pts
Rules wise - legit list with 80 pts of hero, 500 pts of Core, 1000 pts of special, 420 pts of rare.
Good luck with that LOL
I would put them in their units of 3. They are skirmishers and get d3 impact hits each. You could do some serious work with a flying circus.
Take crossbows instead of thunderers for 1st round 30" shots and take them in units of 5. Also bolt throwers seem legit
Hopefully will be restricted on tournaments. In private games... laugh at the player that he wasted so much money on models he/she will probably never be able to play because it will either not be allowed or nobody wants to play against...
@@richardpagel6959 to be honest, idea of playing GW games in a tournament is already laughable
honestly this idea is so wild and and chaotic and i love it. no one expects a FAST FLYING dwarf throng!
Fantastic video as always
Damnit.. I still haven't painted my 35 year old 7000pt dwarf army yet. I better get crackin.
Meanwhile orcs : let me in LET ME IN WAAAGGGGHHHHHHH
So largely the same. I am pleased. The minor changes are thematic and agreeable. I wonder what the profile looks like on Rune Lords.
As boring as the runesmith with just +1 attack, wound, weapon skill and toughness - so 3 attacks WS6 and 3 wounds T5 - there is no point in taking a runelord because he still sucks at close combat. You take a cheap smith with 1-2 runes of spellbreaking and that's it. In 6/7th edition the runelord was mandatory to take an anvil. As now the anvil is his own choice, the runelord unit entry got in fact simply useless.
Before taking a fully equipped Runelord for approx 250 pts you rather take a cheap runesmith for approx 130 pts + a thane for around 140 pts. More wounds, more attacks, more versatile.
Love some Dawi attention! Love to have your analysis and greatly appreciate all of your videos!
Thanks for your series. What does the Oathstone do now? I use to build my army around it in a unit Ironbreakers. Loved it.
I’ve got a small Dwarf “army” that I collected over the years: Warriors (20), Longbeards (20), Miners (20), Hammerers (10), Thunderers (10) and a single cannon. I’m sure I need more war machines, maybe a gyrocopter or two… does not having units of iron breakers or troll slayers cause me any major problems? Do I need more Thunderers?
Will I be able to use my Throne of Power that I still have from some 30 years ago? So stoked hearing the old names and hoping to be able to re-build my old army. 👍👍😉
You could have played them all the time in The 9th Age, Kings of War, Warhammer Armies Project just to name the biggest 3 alternatives.
Are you unable to say which units have the special rules? Is that a part of the embargo?
I definitely have an ancient Dawi army somewhere, and this has made me keen to dig it out..... However, I'm afraid to say that I'm currently working on a Night Goblin army (yes I know, I should be in the book 😂)
Don't worry... I played Skaven before.
Hobby on! that's what matters.
@@thedwarfdave the hobby is in full swing at the moment. Problem is that I'm tempted by about 4 armies and also have AOS Lizardmen I'd like to port over into the old world. It's a great time for Warhammer fans!
You could have played them all the time in The 9th Age, Kings of War, Warhammer Armies Project just to name the biggest 3 alternatives.
I cannot wait to see what's gonna come out for the Dwarfs!!
Any reasons why there are no longer Irondrakes? Also, based on this absence of any new unit, could that mean that there won’t be any new ones in TWW3?
There are Irondrakes. They are special units.
Irondrakes are a rare unit, but they're there. You can use irondrakes as a detachment unit to Ironbreakers.
@@MoonyPoet Sorry, I switched Rare and Special up. I'm always getting confused with them...
If I were to start a dwarf army. What would you recommend to get, and how many if budget wasn't a factor
Dawi the most important vid to date ;)
No Strollaz rune is a big painful looking, but the extra group of core rangers is fanastic with the new scout rules, and no -1 to hit on stand and shoot means charging a unit of dwarf rangers means you'll get throwing axes to the face.
The strollaz rune is there. It just gives you Vanguard.
@@MoonyPoetand it's even cheaper than in 8th edition. Vanguard lists is definitely still a thing
@@MoonyPoet It is? Very nice then! I'm hoping there are many tools so Dwarfs are not stuck in a corner plinking away; I want my Josef Bugman themed army.
@@grimnir8872 the movement for a Vanguard move isn't too good honestly. You're better off eth BS4 scout/skirmish Rangers, Ambush/Vanguard Miners, and the very cheap and good gyrocopter/bomber.
There's only a handful of banner runes and the Strollaz rune seems like the worst. The smallest allotment to banner runes being 50 points, you have options.
@@MoonyPoet I've sadly not got access to the actual list, I'm just ruminating on what can be done to make Dwarfs a little more dynamic and much less gun-line like. The deathblow thing for Slayers and a lack of ward save has me a little saddened, unless there is a ward save banner rune.
Ty these videos are really useful, waiting for the Orks and Goblins's one!
Dropping today :)
@@TheGreatBookofGrudges Awesome 😍
When we get rules for a slayer army led by the slayer king I will come back.
Happy to see they don't get the SHORT end of the stick
is this the type of anvil of doom thats stationary? like a piece of terrain, or is it the mobile one with shieldbears carrying it?
It is an immovable object.
YEAH LETS GO! I think ranged will not be as strong this time around at least from what I've seen from some of the other factions. Still I'm happy I got some dwarfs already from long ago. Maybe one day more dwarfs models.
im excited for the shieldbearers!!!!!!
Kazukan Kazakit Ha!
Now this is what I have been waiting for BABY! Lets go!
I think you're doing a stellar job releasing videos. If people nag you about wanting more, just take it as a compliment (and a sign of people being used to bingewatch these days)
Personally I hope to see a cool new shieldbearers mini in the nearby future.
They definitely need to be durable. Step-up rules and low initiative do not go well together, unless there is a rune or rule to mitigate that.
WH:TOW seems to be shaping as a squishier (nothing wrong) WHFB with certain revamps especially magic. I do observe some alot of scale-back in terms of Unique faction units. Better or worst, can't say too much until it hits the tables.
This should have been the first faction done considering your name.... You need to put yourself in yourself
I personally think the Gromril rule is a shame. It would have been great to distinguish the superior dwarven craftsmanship from that of others, so you basically pay for that rule in points even if you use Longbeards with Greatweapons. And to me it makes absolutely no sense that a weapon loses this rule once it is inscribed with a rune.
Sorry to be pickty, but only because i was regularly slaughtered by Chaos Knights on armoured horses... A 1+ save always did matter. You failed on a roll of a 1, as you correctly say, but modifying it with -2 ap still gave them a 3+ save. Now that would be a 4+. Very happy to see 1+ gone.
Thanks for the excellent overview
Fair point! My mistake mind you whenever I fought against Chaos I tried to use armies that had a lot of stuff that ignored armour saves:D
Do we know when any army boxes will be released for the dwarfs ?
Saldy no idea but Dwarf dice leaked so I imagine soonish?
i feel like gyrocopters and bombers should have been restricted to like 0-2 per thousand or something. it looks like you could easily just take minimum core with quarrellers or something, an engineer for the hero tax and then fill out the rest with flying guns.
Also units of 1-6 is just stupid... they should have stayed a single model unit entry, if necessary max 2 models per unit but 6... and no restriction to fielding them at all... a shame on GW for such stuff for instance... adding some minor restrictions here and there (like with longbeards and hammerers) just to no restrict such spammable units... also all the starting unit sizes of 5 models are against the RnF thought of the entire game... on tournaments you will be able to see the worst abuses and exploits possible of course that will make the matches unplayable for normal fielded armies.
@@richardpagel6959 yeah. from what I've seen there is no real reason for me to move from the 9th age, GW just can't write a tight set of rules.
@@lesbianmorgoth652 I think they do not want to have balanced rules. I mean, if they really cared, they simply could have made it MUCH MORE balanced BEFORE releasing it but they did not so it is obvious that GW will just milk the nostalgia cash cow that, obviously, already took a strong grip onto a lot of old WHF players who happily run into that money trap.
@@richardpagel6959 oh absolutely. TOW has some pretty nice ideas, i'm a huge fan of magic not being a specific phase like in mesbg for example. but they've just decided that the nostalgia is all that matters with the pricing and remaining imbalances that they easily could have fixed if they wanted to make a truly good modern mass battle rank-and-flank ruleset. instead its just squeezing whales and grogs, just like most other GW games.
Could you also suggest a good starter list which is playable. I am buying and building some AoS Dwarfs for my dwarfen TOW army and I have no idea what to get and build.
I got some ideas don't worry my dude!
Any news on when we will get Skaven? I need my Rat things-things
Please do wood elves next!
Kinda wish they had these faction core rules for total war warhammer 3
Dwarfs are natural SPRINTERS! Strollan their way to put an axe in your face.
The Anvil doesn't seem pretty convincing to me, it just works as a wizard, and we got some nasty nerfs... I don't how to feel...
Magic is a 2d6+wizard level cast. Bound spells and bound items number is added to the cast. So a bound spell 3 is 2d6+3. It's also the only way to get a +3 to any dispel attempts. And being able to use it multiple times a turn is a huge buff for it.
Good news!
Thanks for the video
Loving these videos. Dying for high elves!
Finally I can play them again
You could have played them all the time in The 9th Age, Kings of War, Warhammer Armies Project just to name the biggest 3 alternatives.
Damn it... so many stupid Games Workshop fanboys here that really never heard about better alternatives thou? Even compared to ToW they are still better. Especially Warhammer Armies Project comes much nearer to 6/7th (logical) WHF as ToW will ever come.
I bet a lot of dwarfs armies will have Empire or Bretonnia cavalry as an allied contingent.
In private games I would simply not play against such armies and in competitive tournaments allies should simply be banished. Just a disgusting money grab inserted by GW so that people buy allies for their armies... they did the same shit in 40k for some time but had to remove it because it was just abused like you wrote for instance.
Very excited for my first army, very hyped for throwing out a shitload of gyros
Not many people will play against such a gyrocopter spam as it has nothing to do with a RnF game and on tournaments it will hopefully simply banished/restricted.
@@richardpagel6959 bruh, taking a load of gyrocopters isn't unrealistic in the slightest, sure if you just took the maximum points allowed of gyros they could get a stupid number, but a gyro focused army is not unreasonable in the slightest
@@calebbarnhouse496 For me as a 4-7th WHF (mainly) dwarf player it completely is because copters always were single model choices.
The only reason GW made them units in 8th (and now ToW) is because they are probably sitting on tons of unsold copters.
Also, just play once against bretons and you will lose with that army probably just thanks due to the falcon-horn of fredemund which forbids your copters from flying.
@@richardpagel6959 yea, counters exist, that's not why I want to run an army, a lot of gyros sounds fun
Dwarfs were great in 5th edition because organ guns, but haven't been in a good place since move 3". Maybe you are thinking of Warhammer total war
What do you mean? Dwarfes we're super in strong in 8th edition
@lukeit7949 I thought that may have been the case
Yooooo, dorfs, now I’m certain I will finance a new army
How does the anvil of doom work in combat since there is no base?
The crew are considered skirmishers and will line up in front when in combat.
@@MoonyPoet ok that's strangely intuitive since it's a war machine. How unexpected. Any idea if it's still only two guards with the runelord/furnance master? I'm sure Kragi is being ignored since he was technically part of the special character anvil of doom.
Overall, my dwarfs got slightly more expensive. I'm not sure if this is common across the system. If it is, then I'm not so concerned with some of the things taken away from dwarfs.
If you look at how cheap cowboys on dragons have become, how weak artillery, it sadly is not common all over the books/rules.
"Dwarfs were always in a good spot", really? We must've followed different tournaments over the years :P They were mid tier at best. Slow and without cavalry it was hard for them to get the big wins.
Did you not see the broken Vanguard, Scout list? Was popular in Spain circuit tbh and brutal
@@TheGreatBookofGrudges I guess you mean 8th WHF edition that no real WHF players ever cared about as it was the worst and most unbalanced and most stupid WHF edition ever that made 1/3 to 1/2 of all WHF players simply stopping to play the game at all anymore from one day to the other.
So besides that bullshit BROKEN rule edition, dwarfs never have been in a good spot so please, be realistic and watch all of the other, better, WHF editions when it comes to analyzing the dwarf tournament power level.
We need special characters, the big guys (not too huge models) center of the lore. I think that the lack of real special characters with solid background is also one of the main problem of AOS. In Warhammer Fantasy we always had beautiful characters with a background story, we need that, not gigantic models with no clue
We'll get them in the Arcane Journals don't worry!
The problem with AoS is... AoS itself. 🤣
Can Anvil of Doom be the general?
Yes.
Why does the thumbnail say New Mounts? It doesn’t seem the dwarves got any.
Think that was referring to the shieldbearers giving the lord a split profile like a mount.
From what it looks like, thanes can take shieldbearers as well.
What is Magic Resistance (x)?
X means that there's multiple things in the book with different values :)
What is Castle up?
Sitting in a corner and using your infantry as your castle walls while the rest of the army shoots
@@TheGrunaldi Ah okay thanks
Nothing new honestly. Hoping that over time they will get something new or something that will break the mold and give them more options.
the new gyrocopters are pretty good, they can form units with the skirmishers rule, in fact they now are our cavalry! Also Rangers, with their BS improved to 4 are now very interesting (don't forget that we may be able to move twice per turn a unit with the anvil's rune of urgency) and we can take 1 unit of ranger as a core troop.
I think that this armylist is very interesting, can't wait to test it on the battlefield!
@@DurginPaintForgeMiniatures Hoped for more stuff that is in lore. Like Ancestor Engines at least.
Thornik Thorson's Iron Cog-dragon ???
@@federicodoppio6902 Would like it, but Sniktch smashed it sadly.
@@DurginPaintForgeMiniatures Gyrocopters are not really our cavalry. They are too weak for doing that job.
I mean 2 attacks s4 - whom do you want to frighten with that? Ok sure the D3 impact hits are nice to have but still, bigger units are quite expensive and just play once against bretons and you will have almost unusable units due to the Falcon-Horn of Fredemund that forbids flying movement.
Is Old-world before Felix & Gotrek were born? Cuz i still have my originals 😭
Waaay before gotrek and felix. ToW is set like ~30 years before magnus the pious did his magic with faith, steel, and gunpowder. so it's like 200+ years before modern day
@@alexswindley-wilson2762 modern day?
@@bigfil1981 circa 2520+ ic is the modern day in whf
According to the developer blogs, the old world will be set in 2276, and Gotrek is born in 2370 with him meeting Felix sometime around 2490.
So there probably won't be any official rules released.
But I bet there will be some unofficial ones cooked up in no time.
Especially since there already are rules for them in older editions.
I still have my original metal Gyrocopter from the 90’s and it’s painted terribly I love it lol
I wonder if we'll get any new units or characters?
tank
They removed all named characters
@@drschwandi3687No they didn’t.
@@drschwandi3687 named characters will be in the arcane journal for the dwarfs
@@deerhawk7788 eventually ;)
Yesss, finally! Great summary, cannot wait to play this army :)
What do you think would be a good starting list?
Khazuk!
Nooo way
I feared that you were gona act like a wazzock and leave dwarfs for the last faction focus video.
Dwarfs 🪨
A very rosy tinged review. Dwarves are not particularly survivable this edition. For example, an Ironbreakers is more or less as resistant as a black orc and the best you can do is inferior to heavy cavalry from, Empire, Chaos AND high elves (!). Same deal with characters. They changed the runes so you can’t have a character with AS2+and a 4+ ward. Best you can do is 2+/5+ or 3+/4+. THERE ARE some ways to make a character powerful but nothing that comes near to having a monstrous mount (like a dragon…).
Dwarves are not terrible but are very limited. They will need to mix shooting and melee, keeping in mind shooting has been nerfed quite a bit and cavalry has huge charge ranges and the way initiative works puts them to a disadvantage.
They do have a few powerful advantages: high leadership that will help staying into combat and possibly absorb charge impact, good magic defense BUT you have no lvl 4 option for dispelling, so you really need to invest into runes to counter enemy magic.
Agree!
Seeing as strength no longer modifies armor, I'd say Dwarfs are just as survivable as always. Ironbreakers are just fine with their 3+ re-roll 1s saves, WS vs mundane, and they are stubborn now. Characters are just fine. My concept for a King will have shieldbearers, shield, runic weapon that gives him -1 to be hit in combat, +1S, +1A and a 4+ WS. So he'll be T5, W6, 3+/4+. That sounds VERY survivable to me.
Dwarfs have always had the handicap of having a very low movement and initiative. Being charged and going 2nd is a fact of life. Nw with the gyrocopters as units, Miners (who also have Vanguard), and being able to take a unit of Rangers as core, Dwarfs actually have ways to get across the board and be mobile.
Magic may be a bit of an issue with low dispel bonuses, but the Dwarf army has magic resistance across the board so harmful spells are easier to handle. The rune of spellbreaking is an auto dispel, no one else has that.
Dwarfs received a lot more buffs than debuffs I feel. I think they will be just fine and tough to crack.
@@MoonyPoet the difference this edition is cavalry can close the distance round 2 instead of 3. Which is huge. And you don’t want to deploy near the border too much because being pushed back and touching the border means you are destroyed. And sure, you can do one survivable character… now consider an equivalent lord character can have armor/ward/regen… while rsibding a dragon which allows him to fly, have extra T, have extra attacks and a stomp.
We’ll see how it plays out but the comparison doesn’t really seem to favor dwarves.
@@Tulkash01 Other armies being able to take big, flying monsters with equally good As and WS has never changed. It has been a concern, always. The extra attacks from stomp and toughness were present in 8th. Literally nothing has changed there. Turn 2 charges were common in 8th. There were ways to deal with it.
Nothing has changed. With our combat units having shieldwall, ironbreakers picking up stubborn, fewer and smaller modifiers to reduce AS, how combat is resolved, the army is just fine.
@@MoonyPoetNobody cares about 8th WHF, it was a broken rule bullshit edition that made 1/3 to 1/2 of all WHF players stopping to play the game.
And of course there is a very big difference when it comes to flying monsters. Cause in 6/7th WHF, what ToW is more meant to be like, you could shot away the monsters underneath the ass of the rider and the monsters DID NOT have armor + ward save or so from the rider. But NOW in ToW you can simply create flying cowboys with 7-10 wounds with 2+ armor and 5++ ward save /and/or 5+++ regeneration.
And what can dwarfs do against such things? Nothing... ah no wait, hoping the dragon will fly into the block of slayers with the first striking dragon/daemon slayer... lol....
Cannons back in 6/7th WHF were capable of almost one-shooting most monsters at least with D6 wounds. More important, they simply ignored armor saves! How do you want to get along with 2+ armor save 7-10 wound dragons/hippos/etc. with cannons that have only AP 2? Ridiculous! And yes, armorbane 2, good luck throwing that 6 with the 1 wound roll you have but even then the whole model will still have a 5++ ward save probably and you just do like D3 wounds with the small dwarf cannon...
So A LOT has changed when dwarfs are not capable to be a threat to single models with their artillery anymore.
The army will just be fine for beginners who push RnF infantry units into each other to just roll dice but in competitive gaming dwarfs will stand no chance against cowboys, single models and tons of cavalry and skirmishers and fliers.
Feel so sad that slayers are garbage now, starting with deathblow
They are better than in 6/7th edition and this is what ToW is meant to be like. Not like the garbage 8th WHF.
I swear to god, theyre gonna make us spend 60 dollars for 10 models HALF the size of others, GW’s prices SUCK
This is peak Oldhammer. Bitching about GW prices. My God…
Pretty sure i heard were gonna get heresy boxes, about 40 something quid for a box of 20
Just 3D print models. Oldhammer is meant for beer-n-pretzels games anyways
@@TheCrimsonSpork no disrespect but 3d printing isnt exactly cheap either
@@respectfulevil9022 sure- but that’s in the nature of the hobby; however, 3d printing is a hell of a lot more cost effective than buying from GW.
Dwarves look absolutely awful! They’ve gained no new powerful rules and the other factions have been supercharged! High Elf dragon lords are completely broken, bretonnians have gained the skaven strength in numbers rule for peasants and cheap heavy infantry that are better than any dwarf heavy infantry point for point, they also have the best war machine in the game with the Trubuchet for 100pts (far better than any dwarf warm machine) and they are supposed to be a Cavalry force! Even black orcs have gained heavy full plate armour! And strength in numbers for their orc and goblin units (so they now have better leadership than dwarves!!!). This is an absolute disgrace.
Yeah the dwarfs really do look very weak.
With especially artillery becoming so bad and looking at how powerfull some cowboys on dragons, griffons or "just" royal pegasi are I really question that dwarfs will really get a good step into ToW.
Sure, beginners will win with them but the more skilled the player, the more competitive the setting and thus harder the rosters, the less chances dwarfs have. Also sure, it was always like this but with cannons/catapults not even ignoring all armor when shooting at single models at least, I see no chance stopping 7-10 wound T6 2+ armor/5++ ward or regeneration save flying cowboys for instance.
A dwarf king can be equipped to hold off the damage of such beasts but he will never be able to defeat them. And I do not want to start about grail knights or knights in general with "first charge" rules ignoring rank bonus or cavalry, monsters or such stuff having the counter charge rule which will always even negate the dwarfs charge momentum... yeah great, we have infantry, the unit type that was always the worst in WHF but somewhat even got worse in ToW it seems.
@@richardpagel6959 3 dwarf cannons firing on a 2+ armour save great dragon riding lord inflict about 2wounds! (If your lucky) Assuming none misfire and all hits wound one should miss, both wound then he gets a 4+ save as its only -2AP and then D3 damage (why is this warmachine 100pts!). The dragon rider can now stalk the battlefield with impunity! Rubbish
* It's "Dwarves", if you're talking about small fantasy people.
That depends entirely on the setting. While most settings followed Tolkien and called them 'dwarves', GW did not. They are called 'dwarfs' in Warhammer.