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Deepkin

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Posts posted by Deepkin

  1. Rules make no sense. Its a rumor thread where rumormongers get banned, we cant post leaked images, whats the point?

    Oooo sure am happy about [latest warhammer community post] isn't [mod-approved topic] quite interesting, eh wot?

    (stormcast, human or not?! Fantasy was better than AoS, dwarfs>elves, wololololololo!)

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    • Haha 1
  2. I still vote for rune/steam powered construct cavalry. Like some sort of hog or horse but with wheels instead of hooves and some sort of metallic, bar-like reins. 

    Maybe have three-wheeled versions that carry a small cannon on the back? 

    Some sort of massive ancestor engine, mayhap with a landing pad for gyrocopters? Call it the Colossus or Leviathan or some such.

    It would all be very... epic.

  3. 1 hour ago, Sete said:

    You mean tanned?

    I suppose so, yeah. With darker hair i guess. More like a Carthaginian, which I guess would look more like a modern North African. Cant say it really matters to me, have only read one or so story about him, was just an observation based on the name.

  4. We know Grungni lives and is still very much involved with the dwarfs though. He plays a prominent role in the Spear of Shadows novel, where he lives among the dwarfs quite openly and even has a discussion with Grombrindal (which reveal that the Grungni of this world may not be the same as the Grungni of the Warhammer world, as he cannot remember if he is Grombrindal's ancestor or his descendant, from which I derive my theory that Grungni and Grimnir of AoS are Thorgrim Grudgebearer and Ungrim Ironfist reborn, perhaps in part due to their status as incarnates prior to their deaths.) 

    I suspect we will get some sort of Dreadnought-esque rune golem, based off of the ancestor spirits we see in A Dirge of Dust and Steel and the fact that Grungni was heavily involved in the Stormcast process, so perhaps he did so by drawing on a dwarf practice of infusing particularly vengeful ancestors into golem bodies after they died, preserving their spirits from Nagash (though it is hinted that Gazul still lives, after a fashion) and allowing them to settle grudges into eternity.

    I will also admit I am partial to the idea of dwarfen bear cavalry and hope we get that too. Or perhaps massive chariots pulled by steam-powered beasts? Or dwarfs riding massive, beast-shaped golems powered by rune magic and steam power (which were referenced in the 8th ed BRB, but never made into models, alongside "ancestor engines").

    Im quite excited, they could do so many cool things IMO. Priority one is give us rune magic back so we can tool up our thanes and kings into character-smashing, unit destroying, grudge-reckoning machines (it works in the ninth age!)

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  5. Dispossessed also sell strongly because GW dwarf models have always had a strong aesthetic. And they can be used for other systems, like the Ninth Age or Mordheim, quite easily. Something like Fyreslayers are a departure from an earlier aesthetic (too much butt cheek and helmet to blend in with old slayers) and extraordinarily expensive to boot. Slayers were always a cool part of the Dwarf army, but they were only a part. Outside of gimmick armies like the Storm of Chaos Slayer Cult army (Goblin hewer when!), they were never the focus of the army, but rather an opportunity for some very characterful models (and generally naff rules, unfortunately. They are quite awesome in the 9th age though, which is cool). 

    Their lore is kinda terrible too: the lava dwarfs in their lava holds, burning with fiery rage that powers their fire steel axes as they ride into battle on their magma lizards while sipping magmalt ale. There is some cool stuff there to expand on (their mercenary nature, their collective addiction to literally consuming pieces of their dead god to make themselves stronger, the fact that they prospered where the other dwarfs suffered) but it kinda got buried in all the dumb of early AoS.

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  6. 1 hour ago, Arkanaut Admiral said:

    It seems like every faction needs a sort of national hero (the Loonking for the grots for example) .  I guess that means that naturally we need one.  A king looking to rebuild the khazild empire and avenge all the grudges.

    Hmmmm, perhaps someone grim and Thor-like? Who bears grudges? 

    I like this. We could put him on a big mount and give him some kind of awesome rune weapon and a pile of special rules. 

    We could call him...Grudgegrim Thorbearer? Hm, doesnt sound quite right...

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  7. 5 hours ago, RexHavoc said:

    I'd suspect the slannesh and keeper of secrets would come during the 40k heavy release, that way they can do it as a duel release and AoS still gets a release on a heavy 40k month.

    I've been wondering about KO endless spells, and would they really fit. Personally I think they need them as otherwise they would end up being the only race that didn have them. However this does give GW the excuse to work outside the current mould of endless spells. They could go in a different direction, I'd love to see KO styled tech that has models like the spells, but work more as anti magic like olden dwarven runes. I'd love to something like defence turrets, Aether-gold deposit, fuel depot- that kind of thing. Have them absorb enemies spells of give buffs. That way they can have access to magic with out being flown blown fantasy magic.

    I made a small goblin warband for skirmish. It's ended up at about 30 miniatures so far and no sign of slowing down! I can't wait to see how big my planned 'small' army of gloomspite grots ends up! haha

    They could do awesome Kharadron stuff that uses Endless Spell rules but aren't "spells" per se. Like some kind of mechanical flock of birds used by arkanauts for reconnaissance, or a remote controlled missile, or an aerolized spray of aether-gold-derived stimms that enriches the mind and enrages the spirit.

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  8. I think some kind of Rune Golem would still be relly cool. They even hinted at them in the 8th edition BRB, saying that rune-forged, steam-powered "ancestor engines" were being produced to spearhead the dwarfen armies.

    Anvil of Doom would be really cool, obvious choice for a center piece. A revised Throne of Power would be another cool choice: perhaps carried on the shoulders of rune golems, or in the form of a massive chariot pulled by steam-powered beasts? 

    WHFB Dwarfs have one of the greatest aesthetics ever, particularly the 5th/6th edition models, like the old Ironbreakers (though new ones aren't bad) the old metal Longbeards, the old metal Slayers, and the Lord/Hero models like the one with the two-handed axe and Sutton Hoo helmet.

    EDIT: Responding to Raritan;

    A: Movement. Use of Runelore to allow Dwarf models to move, or force enemy models to move (or not allow them to move). Perhaps rooting enemy units in place, or making them fail charges, etc. 

    Could also use deployment shenanigans: think a unit of miners leading other units onto the board at predetermined "Undgrin Ankor" sites, placed before the game like gravesites. Or something as simple as Rangers forward deploying.

    I particularly like movement shenanigans that involve either vanguard deployment via miners/rangers, or stopping/altering enemy movement through runes, since I feel that gives Dwarfs some tactical flexibility while preserving their essential character. 

    B: Mortal Wound protecton/production. Make basic warriors worth taking might help, as a sort of cheap "horde bubble" type thing. Not very dwarfy though. Could obviously go the "a Runelord did it!" route with more runelore, or runes on banners, armor, etc. For production: I think this would be where either our artillery or our lords step in. I like having killy, awesome characters, and Dwarf characters in Warhammer could be runed up into monsters (though typically more survivability tanks than DPS machines). So I lean towards giving us back our "item crafting" via runes, and letting us make our heroes into mortal wound machines via their equipment. Runelore would be another obvious choice: stuff like the Rune of Wrath and Ruin for the Anvil of Doom. Or miners with blasting charges hurling their grenades into the enemy.

    C. Magic offense. Easy, make runesmiths/lords like Khorne priests and give them a lore they can cast from that are essentially bound spells. 

    • Like 4
  9. 3 hours ago, Skabnoze said:

    I was in the early stages of Beta all the way until after the Tomb Kings expansion when the game ended up in a complete death-spiral.  The game had some real moments of brilliance and a lot of obvious love of the IP from the developers.  But at the same time there was gross mismanagement, lack of focus, and a myriad of other issues on the part of the developers.  The developers pivoted their entire game-design in a different direction late in the development process to chase ideas from World Of Warcraft.  They also set unrealistic timelines that they could not reach which caused them to pull huge chunks of content from launch and also launch with a lot of content that was very heavily bare-bones. 

    The game had balance issues across the two main allegiances and class balance was terrible.  There were also poorly-implemented or flat-out broken mechanics all throughout all parts of the game.  Much of this stuff was never addressed.  They had some great ideas, and some of it worked well, but there was a lot of poor execution.  The heart was there but they failed to execute.  Post-mortem this is really a case-study in many of the things not to do for a game.  I really wanted it to succeed, but almost all of the fault for the failure lies in the hands of the developers and not a lack of marketing.

    A bit of thread-derailment there, but I feel like it needs to be said that this game honestly deserved to fail.

    To be fair to the developers, much of these issues were directly due to EA, not the choices of the Mythic devs. The company was purchased partway through development by EA and absolutely gutted by them shortly before, or after (can't remember) release. A lot of the nonsensical decisions stem from this: the game was made, and then maintained, by totally different teams of people. 

    It truly was a very fun MMO and it nailed the Warhammer aesthetic so thoroughly that the armor sets and zones in the game still rank among the best in any MMO ever released IMO.

    Also, there is a private server for the game out there that is decently active. The developers for the private server are legitimately unpleasant people however, which is a shame because it was great to be able to play WAR after all these years and relive the glory days.

    Ironbreaker and Marauder are two of the most fun MMO classes to date. Uuuuugh, the nostalgia, it is getting to me! Curse ye!

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  10. Grungni is back in the lore. He appears in the Eight Lamentations novels. The duardin seem to know about him, since he has a bunch as his buddies and servants. He is out there doing stuff, though he isn't necessarily 100% aligned with Sigmar (pretty sure he is on Sigmar's side, but disagrees on how to handle things)

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  11. I think giving Hearthguard Berzerkers two attacks baseline would be a good way to go. Give Runemaster and Runesmiter access to a "Lore of Grimnir" style list of prayers, similar to the Lord-Relictor from Stormcast or the Slaughter-Priests from Khorne. Give Runemaster some better rules in general, particularly an unbind. Give us the "chapter tactics" rules all new factions have gotten for our lodges. Make Grimwrath Berzerkers a unit instead of a hero, 0-1 for the entire army, retain the same points cost but make it something like a unit of 1-5 hero models. Three Grimwraths would be 240 points for a unit that has 18 wounds, and can put out some serious hurt.

    All that could be done without releasing new models, just a new tome ( or hell, an FAQ update, though that would be too nice even for new-GW). A single dual-kit that adds something like a chariot drawn by smaller magma dragons that can be built as either a heavy melee chariot or some kind of ranged one with a goblin-hewer-esque axe thrower on the back would be cool, and fit the "barbarian" aesthetic of the fyreslayers.

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  12. Chariots and female fyreslayers would be awesome. GW lore on female dwarfs always alternated between good (they dont have beards, which was always an annoying trope IMO. Funny when Prachett did it, terrible everywhere else) and bad (only 1 in 10 dwarfs are women; aka this species should have died out literally the first time it fought a war). 

    We know women take a pretty big role in Fyreslayer culture (the head of the Miners Fellowship in, i.e. one of the most important positions in a society that lives underground, was a woman in one of the short stories, and its not portrayed as abnormal) so having them as warriors would be cool. Plus barbarian dwarf warrior women with golden runes in their skin and gigantic ginger mohawks sounds so deliciously 80s.

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  13. I don't see how playing by the rules printed on the card is rules lawyering in any way, shape or form. There is nothing to "interpret," it's literally what the rules on the card say. It's nowhere near the "creative interpretation" required to do nonsense like the Lord of  Change on a Balewind, or the Anvils of the Heldenhammer CA spam. Hell, it's not even the most broken legal thing in the game right now. 

    Perhaps take your sour grapes elsewhere. I'm quite certain it will be changed somehow as well, and my group has agreed to ignore that part of the warscroll for now just to sidestep the whole thing (I'm the only one interested in running it, and again, I only want Hearthguard that swing twice), but you're displaying an impressive amount of salt for something I'm fairly certain you've never been on the receiving end of in any recent tournament (because Fyreslayers, and Lords of the Lodge, have not placed very highly in any recent large tournaments, and are not a very popular army, at least where I live.) But until it gets changed, it's legal, and there are better ways to spend your time.

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