Faster Dwarfs
Posted: Fri Dec 01, 2023 5:54 pm
I got to watch a game of Dwarfs vs Lizardmen recently with Dwarfs as the attacker and once again, the Dwarfs lost because they simply couldn't enter melee soon enough.
There are a few attempts to resolve this within 6th edition: the Slayer army got a free move at the start of the game, the 6.5 book added a standard with the same effect and added a anvil rune to move units as well. I'm not a fan of any of these solutions however. Free moves at the start of the game add more time to play since you have to interrupt your opponent after deployment and have no ongoing effect and limiting the effects to specific magic items and units effectively just makes those required choices given how important movement is.
Thus, inspired a bit by the Old World rules previews, I propose an alternative. Add an extra paragraph to their existing Relentless rule.
Anyway, I plan on proposing this to my local Dwarf player for our next game, but thought others might also find it interesting.
There are a few attempts to resolve this within 6th edition: the Slayer army got a free move at the start of the game, the 6.5 book added a standard with the same effect and added a anvil rune to move units as well. I'm not a fan of any of these solutions however. Free moves at the start of the game add more time to play since you have to interrupt your opponent after deployment and have no ongoing effect and limiting the effects to specific magic items and units effectively just makes those required choices given how important movement is.
Thus, inspired a bit by the Old World rules previews, I propose an alternative. Add an extra paragraph to their existing Relentless rule.
This lets dwarfs quickly approach the enemy as required by scenarios that require entering the opponent's deployment zone without greatly increasing their speed or maneuverability. It also allows some more counterplay by their opponent as there is now an equivalent to march blocking. If it proves to be abusable, there are reasonable limitations that could be added (e.g. no Gromril armor excludes ironbreakers and forces interesting choices on making fast characters, must move closer to the enemy prevents cowardly running).So implacable are the dwarfs that even running in full armour does not tire them. Dwarf infantry more than 8" from any enemy may run up to three times their normal movement rate forward in a straight line. They may not wheel or change direction in any way while running and may not enter difficult terrain or charge an enemy unit.
Anyway, I plan on proposing this to my local Dwarf player for our next game, but thought others might also find it interesting.