Melle wrote:Anvil of Doom: Pretty much useless now. Uses Runelord's
Toughness and his Wounds (provides +2 like Shieldbearers
though). Gives him Unbreakable and a 5+ ward save. Provides
one free casting and dispel dice. Casting Runes: All Runes are
now Innate Bound Spells (like a Warrior Priest from Empire) so
you have to do it in the magic phase and roll casting dice. 3
Spells are:
Rune of Oath and Home (power level 3) - Augment that targets
all friendly dwarf units within 24" of the Anvil. Affected units
are Immune to Psychology until the next friendly magic phase.
Rune of Oath and Steel (power level 4) - Augment that targets
a single dwarf unit anywhere on the table. Affected unit gains
+1 to its armor save (to a max of 1+) until the start of the next
friendly magic phase.
Rune of Wrath and Ruin (power level 5) - Direct Damage with
24" range. 2D6 S4 hits.
So pretty much useless especially considering it costs 85ss.
What did you expect from the man who thought that the Lizardmen Engine of the Gods was too OP and needed a nerf? I don't know about you, but I'm sure glad that thing has stopped rampaging across the meta...
Genuinely, this sort of thing proves to me that Vetock just does not know what he's doing. And I'm quite a fan of bound spells - if your level 4 falls down a hole, its good to have something around to keep you in the magic phase. They are usually low enough casting value that you can force your opponent to take tough decisions. Does he stop you trying to sneakily one dice something, or save up for your Level 4? Its all good tactical play. In essence, they help you saturate a magic phase.
But here's the thing... Bound Spells
augment a magic phase. They don't work when its your
only magic phase, for two reasons: One, you don't have any wizard levels backing them up, meaning someone who does will usually have the advantage in dispelling. That wouldn't matter if you had lots of spells to throw around though, as your opponent would have to make a hard choice about what to stop. Which brings me on to problem Two:
there's no hard choice. A 2D6 S4 magic missile is pretty irrelevant - and even where it might be relevant (clearing chaff), Dwarves have plenty of small arms fire, not to mention the revamped Gyrocopters, which do the same thing but better (And, bizarrely, it has the highest casting value. Wtf?). Whilst the range of Oath and Home is awesome, ITP isn't as effective on Ld10 Dwarves as for other races and, moreover, its only going to become relevant in later stages of the game (so your opponent will focus on stopping it if its a big deal). And whilst Oath and Steel is pretty cool in keeping your dudes alive, it
also will only be relevant at certain points (during a combat) when your opponent might as well stop it.
Early game: Stop Ruin; or Steel on interfering Rangers/Miners.
Mid game: Stop Steel.
Late game: Stop Home so any big combats are won.
If playing Gyro MSU: stop Home.
If playing Hammer Deathstar: Stop Steel.
If playing Dwarf Assault: Stop Ruin, then stop Home, then Steel in key combats.
Well, that's a tough decision. Because each spell has such a minimal impact, its going to be very easy for the opponent to stop what's going to have the most impact by letting the other two through. Its like the very opposite of magic saturation, which is what Bound Spells effectively contribute.
Generally speaking, I'm a fan of many of the changes to Dwarves. But Vetock's not the man to push through radical change where its needed, as evidenced by Lizardmen, and I'm worried that we're seeing that here. Perhaps Gyrocopters will change things, although I would have preferred it had we not had to deal with even more bloody Flying stuff.
And its 170 points. Just... Why?