Feb 20, They should make this guy part of the Dwarfs army list. serious hit with the new Army Book as anything that can be done by them can usually. created by mattlDwarfsa community for 8 years. message the Looking for 8th Edition Dwarfs army book. I have the PDF if you want that. Apr 16, Has there been any scan of the Dwarfs army book floating around? .. Does anyone have a good pdf of lizardmen 8th edition army book?.
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Warhammer-Fantasy-BattleArmybookDwarfs[ENG].pdf - Free download as PDF File .pdf) or read online for Warhammer Armies the Empire - 8th Edition. So a mate told me WHTW is based from 8th Edition army books. It's the source of the Chaos Dwarfs roster too. they would have already made all their old rulebooks available in a high quality PDF set, and everyone's go to. Warhammer Armies: Dwarfs (Revised 6th Edition) Armies: The Warhammer: Dwarfs book is copyright and describes the Dwarf army for the 8th 1 Warhammer: Dwarfs (8th Edition); 2 White Dwarf Weekly, Issue 2.
An Army Book in the Warhammer Fantasy tabletop wargame, is a rules supplement containing information concerning a particular army, environment, or worldwide campaign. Army Books for particular armies were introduced for the fourth edition of the game prior to that all armies were included in the main rulebook. The sixth edition rendered these obsolete. Until superseded by newer versions, the 6th edition and later books remain valid for the newer editions of Warhammer. Games Workshop has also released various expansions over the years, including a siege rules supplement and campaign expansions. Expansions and Supplements may or may not be valid over multiple editions, though generally they cycle similarly to the Army Books. An Army Book normally contains: Background - Information about the race and its place in the Warhammer world.
Dwarfs have great leadership across the board, and giving everyone within 12" stubborn means you'll almost never fail a break test, especially if the general is nearby, a great choice to put on a unit of Hammerers. Master Rune of Stromni Redbeard: If you want to take it anyway it stacks fairly well if you have another unit with the Runes of Battle. Master Rune of Valaya: A fantastic rune and for general lists and the one rune you never want to go without.
With how powerful current magic is this is the best protection you have against Init test or die spells like the purple sun as well as making the opponents army much weaker because you can almost reliably dispel spells like Throne of Vines every turn without wasting power dice. Master Rune of Grungni: BSB only.
Rune of Battle: Rune of Slowness: The first two runes are good for ensuring your enemies fail their charge, and then get countercharged by you or shot at again, which can do more damage , and it has good synergy with the Silver Horn to get you those extra attacks when you charge.
The last rune isn't as good because it can only go on the BSB, though giving opponents ASL is still really helpful with your Initiative 2. Rune of Sanctuary: Rune of Stoicism: Another easy way Dwarfs can get stubborn. Put it on and have fun never running away. Strollaz' Rune: Vanguard for 35pts. Really nice on dwarfs, you can build an army around this rune since you can put it on more than half an army , consider it an extra turn without getting shot at.
But don't bother taking this on Rangers since they still have to remain 12" away from the foe and still can't charge first turn, if you go first. Works really well with Irondrakes. Rune of Courage: All of the Dwarf units that can carry this will not get much use out of it anyway, it doesn't work well with other banner runes, and Dwarfs already have great leadership. If you're up against a lot of Undead or Daemons it might be somewhat handy, but there's generally better banner runes.
Ancestor Rune: This is another rune you can build an army around, With the Master Rune of Groth One-Eyer giving you Stubborn, you can essentially make a unit Unbreakable in combat for one round or even without Stubborn if you didn't lose by much. If this rune had a downside it's that it doesn't stack well with the other runes for normal units. Master Rune of Balance: Not as good as it once was, but if you have the points to spare there's no harm in adding it to a Runesmith.
Master Rune of Spite: Generally your points are better spent on armour so that it's effects don't have to come into play, though if you're making a Slayer themed list this one can prove useful.
Master Rune of Passage: Good on a Runesmith or thane for helping a Horde pass through terrain pieces. Rune of Warding: The easy Ward Save runes. That said going up to the third level still does help a lot if you want a Rune weapon to go along with your Lord. Highly debatable! See discussion page for continuation. Rune of Spellbreaking: Dispel Scroll that can be taken on more than one Runefolk.
Same price as a dispel scroll. Rune of Luck: This rune can be worth it if you have a point sink Lord that you don't want to lose to a characteristic test, otherwise it's more of a way to bypass the Rule of Pride concerning Talismans.
Rune of Furnace: A great way to bypass the Rule of Pride, and with how common flaming attacks are becoming it can be handy to have on a character.
Also very important when facing Lore of Metal. Master Rune of Immolation: The ultimate Greater Good Rune. For 30 points you can detonate your warmachine at will, after combat, to cause 2D6 S4 flaming hits to enemies. Not bad and it can really help you screw over war machine hunters and prevent them from running through the rest of your gunline. Master Rune of Disguise: Rune of Penetrating: The first rune is excellent on every warmachine besides cannons, the second one isn't nearly as good, you can almost always spend those 10 points elsewhere.
Stalwart Rune: Does a good job at speed bumping Warmachine Hunters, but it also costs the same as the Master Rune of Immolation which can kill those hunters outright.
Take it if you already have the Master Rune of Immolation on something else, but otherwise it's not that good. Rune of Accuracy: Almost mandatory on Organ Guns and Grudge Throwers. Rune of Forging: For 25 points you can reroll an artillery dice whenever a missfire occurs Almost mandatory on Cannons and arguably Organ guns. Flakksson's Rune of Seeking: This won't help too much against flying units, but it can cause lone fliers a lot of grief. Rune of Burning: For 5 points you get flaming attacks.
This is arguably the best rune in the book because it allows you to set up different warmachines with very similar runes and bypass the rule of pride and it makes anything with regeneration, flammable or ethereal war machines with runes have magical attacks wet themselves.
Never slam it on all your war machines! Rule one of Playing Dwarfs, Dwarfs have no Wizards. Dwarfs have runes which can be cast from the Anvil of Doom in the form of innate bound spells. This has been completely redone as it is in every edition. Overall the Anvil is not usually worth it unless you're going up against an army without much magic ironically what it's supposed to help stop , against more than half the armies you'll put it down, and then take it away a first or second turn along with the Runelord because a characteristic test spell was cast upon it.
See discussion page for more on this. Arguably, Dwarfs are one of the best armies at countermagic, even without a single wizard on the table. Because of the rune system, Dwarfs are also the only army which can have more than one dispel scroll i. Rune of Spellbreaking and even ones which can destroy a spell after dispelling it.
Because Dwarfs don't have magic outside the Anvil of Doom, you can freely use the power dice in your own phase to dispel anything which may have remained in play, meaning you rarely suffer spells for longer than one turn. Watch your Vampire Counts opponent cry his eyes out. A practice rarely seen, due to most Battle-Scrolls being crappy, those that can give Dwarfs wizards appearing pretty late and many players and TOs having never heard of them although technically they are perfectly legal.
Quick reminder - a Battle Scroll is like a formation from 40k, but in Fantasy. However, Empire is a long-standing ally of the Dwarfs, and Imperial wizards kinda fit in. There are two fitting Empire Battlescrolls Dwarfs can use. Defenders of Middenheim is a worse one, as it is large, expensive, makes your army feel less Dwarfy, can be seen as powergaming dickery, because in addition to Wizard you get Ghal'Maraz and cavalry, and the Wizard in question has Lore of Beasts, which isn't the best thing for Dwarfs.
White Wizards of Templehof is much better. It is a small nice Battlescroll, containing a level 4 Light Wizard on foot, a Luminark as if you didn't have enough warmachines and man unit of Free Company, which is crap, but hey, you can just send them to die somewhere.
Lore of Light is pretty nice for Dwarfs, fixing their Initiative and Movement issues and being a quite nice lore all round. As the rulebook has set your army up to nearly never make the first move in anything from army placement to attack rolls, it is a good idea to theme your army around getting the enemy to come to you. As they're coming towards you, start fucking them up with your war machines, thunderers and quarrelers. Once you've weakened them a bit, charge in for the kill with your combat units.
Hill Defence: Stick a cannon and a grudge thrower on a hill. Array your units so that they are protecting the hill. Behind, and out of sight of the enemy, place your secret vengeance weapons- gyrocopter and anvil of doom.
The plan is to use the artillery to whittle down the enemy with your war machines, then break the enemy in CC. At that point, the gyrocopter comes swooping over the hill and smashes into the fleeing units before they get a chance to rally.
Beware of shooty armies and spells and template effects. This strategy requires ranks and outnumbering when you reach combat. If you can't break the enemy, the last ditch option is to use the gyrocopter to shred them into little tiny pieces using the bombs and gun.
Surprising Charge Offensive: Almost all the time you will have a defensive army. Large infantry blocks, lots of war machines, move-or-fire weapons. And your enemy will expect it. It's what Dwarfs excell at. But you can mix that up, if you want to: Strollaz Rune gives vanguard to any infantry unit you want, and with clever pairing you can give that to 4 units easily.
Combine with Miners, Rangers and Gyrocopters with vanguard and you can be in your opponents face in turn two. To be honest, most of the times the traditional approach works best for Dwarfs, but it can be a welcome change. Monsters of any kind: Side note: Consider flaming Organ Guns, dwarfed by master engineers. Against skaven, be extra careful with the dispel game, and if they bring a Bell, focus it down, as from turn 2 onwards it can wipe your artillery.
The dreaded 13th is also a must-dispel, bonus points if you can take it off the board completely through a rune. You have hatred against every Skaven unit, that should give you a nice edge in close combat.
As far as upgrades go, the drill isn't bad, but don't take the charges. Your miners should do the charging. They shouldn't be charged. Grudge Thrower: Its a standard stone thrower for 80 points. Can be buffed up with runes and engineers, the right combination can make this a very effective war machine.
These can seriously troll T3 armies. Bolt Thrower: Not terrible, but with a point increase to 55 pts a pop and loss of a 15 pt BS4 Engineer they became far more expensive to use effectively. Don't bother unless you are list tailoring and they serve a specific purpose.
Cannon: At points cannons are so, so. They are necessary, but usually aren't worth taking more than twice unless you're running a very heavy gunline list. Of course the price goes up as you add runes and engineers, which you should do to make it very reliable, and if you still have the battle for skull pass model which is a tiny as fuck cannon model , be sure to field those.
Cannons are best vs models with high numbers of wounds, good saves, high point cost or any combination of those. Gyrocopter: Gyrocopters have completely changed with the introduction of the new Army Book. They are now the dwarf equivalent of great eagles. Changed only slightly from the previous edition, they now have a gun choice, either keeping the old one a str 3 armour piercing template , or a gun that fires d3 str 5, flaming, armour piercing shots.
They also get their bomb back which can be handy when harassing opponents trying to approach your gunline or positioning behind units about to flee so they take Dangerous Terrain tests. Vanguard can be useful, but make sure that they are never in a position to get charged. Rare Units[ edit ] Rangers: Sadly the days of scouting hordes are over. Having been moved to the rare section, rangers have now the same role as chameleon skinks, shades and shadow warriors, except they do it worse.
However if you have any Quarrelers with Great Weapons spare that aren't fufilling your core requirement, then you should swap them for Rangers, because they have throwing axes and scout for exactly the same price.
Bugman's Rangers: If you field Josef Bugman, one of your Rangers units is eligible to become Bugman's Rangers and Josef has to join the unit and cannot leave. Bugman's Rangers cost an additional 3pts which makes them the most expensive troops in the list!
They fight better than regular Rangers, hit harder and will throw S5 thowing axes at BS4! Something like 15 BF4 crossbows in the flank or behind the frontline can really ruin your opponent's day, and he will have to divert something meaningfull to deal with this threat, as this unit is not easily dismissed.
Irondrakes: If you were ever worried about those Chaos Warriors posing a threat, just take these guys and you'll never have to worry about them ever again as they absolutely murder high Toughness high Armour squads and pump out far more shots than your warmachines, as well as making excellent Monstrous Infantry killers.
Their models also look badass. Organ Gun: The rage machine from the previous edition is revamped and is now BS based, but rolls two artillery dice rather than one. It can also now be given up to 50 points of Runes, as well as putting an engineer on it allowing it to hit a lot more than it previously could. Also, the range is now 30" allowing them to keep up with your Crossbows in range and even hit those elves trying to snipe you.
Flame Cannon: Against Gobbos, Monstrous Infantry and Skaven, it can be used very effectively to cause panic tests on any large unit, being able to throw down a str 5 flamer template is amazing in fantasy especially when it causes d3 wounds. Don't be worried about taking one as its range is a lot longer than it looks, be sure to give it runes though, nothing's worse than having your cannon blow up when you really need those Night Goblins to panic.
Gyrobomber: An extra large Gyrocopter that can wipe out entire hordes on its own, this thing will be a firing magnet, and as such can be used to distract the enemy away from a gunline, or stop the enemy from shooting your own guys if running a close combat list.
Building Your Army[ edit ] downloading Your Army[ edit ] download a battleline set or two to start, you can get a couple for the same price as a battalion from the official site if you know where to look. Do all of the warriors as the same type, 40 warriors in one unit is far more effective than two units of The shooty dwarfs should be assembled depending on who you usually face.
Thunderers and quarrelers should generally have shields. The 4 cannons are really good both ways. Next, download a dwarf lord with shieldbearers. Gyrocopters will never go amiss, but make sure that you can afford it if you made the cannon into an organ gun.
Keep downloading more dwarfs, a Runelord is no longer a good choice due to barely being better than the Runesmith for 60 pts more, but a BSB is still ever-useful. To make models look really good is easy, any detail you don't like just cover it with green stuff beard, and any model will always look better with an extra big bushy beard on top except for those otherwise stated.
Old Longbeard models are a good reference for these conversions. Also, braids on either side of the beard add a Celtic feel to the models which is reminiscent of the previous incarnation of Dwarf fluff when they were a little less viking-y.
More beard seems to go a long way, especially because the plastic sculpts don't really compare to any of the newer models coming out. Also bigger round shields do absolute wonders for Dwarf models, using thumbtacks or converted marauder shields make your models look amazing. Army Composition[ edit ] Repeat after me.
War machines and lots of shit that refuses to die. The nature of the Dwarf units is more restrictive than most other armies, since you basically have only two types of units: infantry and war machines. You don't have cavalry, war beasts, monstrous units, monsters, swarms, you don't even have cheap chaff or skirmishers!
This, together with M3 across the board Gyrocopters not counting means that Dwarf players historically tend to play rather stationary. But make no mistake, it might seem easier to play like this, but it means that mistakes during the deployment phase are so much worse, since you have little chance to remedy them.
With so little variation in your units, the differences often lie in the detail: Dwarf Warriors vs. Longbeards: With the exception of a pure gunline, you're going to field at least one of these two units. Field something like 30 in at least 5 ranks, they can take a lot of punches. Dwarfs in general work very well with Great Weapons, as they anyway have a low initiative.
They neither need a character to support nor the BSB-bubble but are still capable of holding their ground against most enemies. Be it Warriors or Longbeards, always have a full command. Quarrelers vs. Thunderers: Well, both weapons have merits. The crossbow has the longer range, the handgun is armour piercing. There are more occasions where the handgun takes the cake, but the crossbow just has these extra 6", so if your opponent stays out of the standard 24" distance or you have the first turn and your opponent was clever enough to deploy his troops half an inch behind the line , you would lose one round of shooting to move your Thunderers into threat range.
Additionally, Quarrelers can be equipped with great weapons as well as shields, Thunderers only have access to shields. The command units basically only give bonusses in close combat and are therefore not really necessary as a the champion doesn't have a better BS but an additional attack, b both weapons are move-or-fire so the musician's main benefit for shooting units - the swift reform - has no use here and c they cannot take magic standards and generally these units are not your dedicated close combat fighters anyway.
Save the 30 points and get two more troops instead, maybe unless you're playing a gunline and your shooting units also have to fill the role as close combat units, in that case definitely get a full command unit! Superiority breaks down like this, based on the distance to the enemy: 30"": Quarrelers duh 15"": Quarrelers 12"- 1": Thunderers Hammerers vs.
Ironbreakers: Your two main elite fighting units. With the changes in the last edition, Hammerers became just really, really good. They tick all the right boxes. Their only weakness, if any, is a relative low armour save, especially in close combat downloading them a shield only helps against shooting.
But they dish out pain like little else and are stubborn, so they work just as well in two small units.
Ironbreakers on the other hand are very resilient and with S5 on the charge and maybe a Runesmith in the unit are not to be dismissed offensively either. I'd say it depends a little on what you have in your core and what you battleplan is. You have a large block of Warriors with shields? Take a unit of Hammerers either side. You have Longbeards with great weapons?
Have them around a unit of Ironbreakers. Miners vs.
Rangers: Your two choices for units with deployment special rules, a better form of Ambushers for the Miners and Scouts for the Rangers. To be honest, neither is too great. Dwarfs are slow, very slow, so they just don't make for good ambushers.
That means you can charge on turn 3 at the earliest, and only something which is still pretty close to the bord edge. And your opponent has a turn to react to your arrival. Minimum unit size for Miners is 10, at 10pts a model that's the cost of a Gyrocopter with vanguard.
But since they are a special unit and literally every other choice in that category is superior, there will probably only be one relatively small unit. Yes, it can work in the right situation, but for me it is not a choice for a general army. A vanguard Gyrocopter is more versatile. Rangers have a similar problem. Scout is a nifty rule, and a decent unit with crossbows cleverly positioned can be a real threat for your opponent.
Rangers would benefit from being Skirmishers, which would allow them more flexibility and would go nicely with their throwing axes which are just great, never forget you have them! Similar to Miners, Rangers are clearly the weakest choice in the rare slot, it would help if they were special troops.
Both Miners and Rangers have the problem that you will have a hard time reinforcing their position with your slow army, which often likes to stay back and give their war machines more time to shoot the enemy to pieces anyway. They can be effective in the right situation, but most of the time that can also be done by Gyrocopters.
And both units suffered a major blow when this one rune was scrapped which would have allowed a character to join either unit and gain their special deployment rule ideally combined with that other scrapped rune that forced an enemy unit to charge All in all Rangers can be a little more valuable, since you can get five at 14pts a piece and they can be deployed at a strategic position to deny it your enemy Scouts and Vanguard in 12", which can be crucial. Cannon vs. Grudge Thrower vs.
Bolt Thrower vs. Organ Gun vs. Flame Cannon: Phew, that's not easy, they're all great! Usually you shouldn't leave your hold without an Organ Gun, it's just too good. The good old Cannon strikes fear in your opponent's heart like little else, and there is always a target worth a shot. When in doubt or you don't know which army you will be facing, you don't make a mistake with fielding these two.
Gyrocopters vs. Gyrobombers: For only 80pts, there is almost always room in your army for at least one Gyrocopter. They make for good war machine hunters or harassing enemy units with their steam cannon, especially some pesky waywatchers or similar hiding behind cover. Runic and Magic Items[ edit ] Dwarfs have actual magic items now.
They still can't pick rule book magic items. But instead they have runes, which are 10 times better, because you can combine various runes to form your own unique Runic items.
See the discussion page for interesting Loadouts and alternative takes on some items. Note that this is going to be a very long section as Dwarfs have a ton of magic runes so this section is collapsable.
Great if you are going up against those two armies Otherwise you paid 50pts for making your attacks magic. Silver Horn of Vengeance: Even more grudge holding.
Hi, this post is pretty outdated, you can use this post for updated links instead: Wednesday, 31 July All books now available on Google Drive! Since the links below are no longer valid, I recommend using this link to download all books instead: Google drive is now finally usable as a valid hosting service, allowing me to sync up all new documents directly from my computer!
This means that you can both preview and download all books without having to be logged in to Facebook, Scribd or Issuu. I will still keep supporting the Scribd and Issuu versions, but for future reference, I suggest you use Google drive to download the books directly. Posted by Mathias Eliasson at Anonymous 9 August at M4cR1II3n 9 August at Anonymous 10 August at Anonymous 25 August at Mathias Eliasson 25 August at Anonymous 11 February at Mathias Eliasson 11 February at