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Post by Horace on Oct 9, 2017 9:16:53 GMT
I don't think it is really the points that were the problem with the Anvil. It needed more, better runes for striking in my opinion.
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Post by avatarofbugman on Oct 9, 2017 11:14:58 GMT
I don't think it is really the points that were the problem with the Anvil. It needed more, better runes for striking in my opinion. That would be another fix. Either less expensive or more runes for the cost.
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Post by knoffles on Oct 9, 2017 21:29:11 GMT
The spells are ok on the anvil, my issue is they are all bound so it's just too easy for level 4's to dispel them. No idea what the 9th age rules are, will have to take a look at them.
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Post by mottdon on Oct 11, 2017 19:17:07 GMT
That's exactly what I'd do, lower it to 100pts. If that! Haha Hey, if you want to use another version's rules for the Anvil, then I say go for it. I'll probably do that since it WAS nerfed severely in this edition. Tons of Dwarf players used to take it when the 7th edition Dwarf book was still the current one. The extra movement spell was really beneficial. As it is now, it's a big, point-sink, target that doesn't do much for your army and can easily be countered by your opponents. If you want to regularly use it, I'd strongly suggest incorporating 9th age rules for it (NOT the entire army) or using the rules from a former version in your friendly games. Just make sure your opponent knows what you are doing and agrees. If they don't, well then, find a new opponent.
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Post by DiscoQing on Oct 11, 2017 19:20:27 GMT
I guess that's the beauty of 8th Ed now, you can play what you like as long as your opponent agrees.
Unfortunately, it doesn't work for any 8th ed events...
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Post by mottdon on Oct 11, 2017 19:52:57 GMT
Well, those are so few and far between now, it's not too difficult to use a list that is perfectly legit in them.
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Post by grandmasterwang on Oct 12, 2017 0:28:28 GMT
I haven't looked at the 9th age anvil rules but we play the 8th anvil runes as being a straight dice to dice roll off. No wizard levels affect it.
I quite like it like this.
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Post by Horace on Oct 12, 2017 13:44:33 GMT
I do wonder how good an edition of warhammer could have been if Games Workshop had properly supported it. I.e. Minor balance fixes and FAQs/erratas.
It wouldn't even have taken them that much effort to do, once a year chuck out some fixes which would have taken their rules guys a whole day to come up with.
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Post by mottdon on Oct 17, 2017 20:10:44 GMT
I do wonder how good an edition of warhammer could have been if Games Workshop had properly supported it. I.e. Minor balance fixes and FAQs/erratas. It wouldn't even have taken them that much effort to do, once a year chuck out some fixes which would have taken their rules guys a whole day to come up with. Exactly. That's the very reason I don't understand WHY they had to blow up the world. They could've just chucked a few bones here and there, wrote a different ending that didn't end everything, or simply left it alone and started AoS. But no, they were trying to shoe-horn all the former Fantasy players into playing their new game because.....IP. They just wanted to be able to sue people. That sucks. Now, all newcomers, Batrepers, and Tourny guys flock to the "current" game that is still "growing". Thank goodness for miniwargaming.
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Post by knoffles on Oct 19, 2017 18:19:11 GMT
One way to make it much more viable would have been to keep all the same rules/cost as they are but count it as a mount/chariot that could be placed in a unit in the same way as the cauldron of blood/dwarf throne of power. From an asthetic point of view the old model would have looked better for this as it was on wheels
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Yvain
Full Member
Posts: 112
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Post by Yvain on Apr 27, 2018 18:54:55 GMT
I think the Anvil suffers from a three main problems:
You have to pay for the runelord who does nothing extra and is overpriced
The runes are too easy to dispel
The upgrades aren't even that great.
I would give the runelord to increase natural resistance to 4+ for the army as long as he is alive. Drop his points by 20. Drop anvil points to 120 and Up his free dice to 2.
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Post by mottdon on May 2, 2018 14:57:23 GMT
I just looked up the 9th age rules for the Anvil and they aren't that bad!
You don't have to purchase a RuneLord/RuneSmith in order to bring the Anvil, and it can be inscribed with 3 "Battle Runes" which act as bound spells for it. There are up to 6 Battle Runes to select from, including a rune which basically automatically dispels any spell cast on a unit (friend or for), one to reroll To Hit misses, one to reroll To Wound misses, one for an extra 6" move, and some that make the target harder to hit.
That sounds pretty good to me! It allows you to customize your Anvil to your unit, or benefit from bringing more than one! I like that!
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Post by sedge on May 2, 2018 15:52:22 GMT
Fluff-wise, though, the Anvils are so rare they they really shouldn't be able to be chosen without a Runelord accompanying them. Runelords aren't exactly the most trusting of sorts, so could you really see one allowing some beardling to wander off unaccompanied with his most treasured heirloom (let alone actually strike the damn thing)?
Keeping the rules fluffy, I'd say you'd either want to just drop the points cost, or make the runes harder for enemy wizards to dispel.
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Post by mottdon on May 2, 2018 18:15:20 GMT
Honestly, if it's between those two options, I'd prefer making it harder to dispel, and better spell options, but you can only take three choices.
Doesn't really matter if it costs less, if it still is only "okay".
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Post by grandmasterwang on May 3, 2018 6:09:31 GMT
We play the anvil as a straight up Dice off.
So it doesn't matter who is trying to disell the rune, they need to equal what the dwarf player rolls. Each is a D6. Wizard levels don't come into it and it keeps dwarfs separate from the standard magic phase. So far so good. The +1 armory save is the best rune.
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