Because I'll be noodling over it anyway for my guide, here's a rundown of the implications I expect form the new patch. Overall, kudos to CA for finding clever ways to help some of the races with big disadvantages vs dwarfs while also helping the dwarfs in some of their harder matchups.
Beastmen – This was a matchup where master wrath and ruin damage was pretty helpful - for wearing down low leadership bestigors and AP cav, and for offering a path to taking out harpies and controlling the air battle. So that’s a real loss. Runesmiths (along with cheaper melee lords/heroes) may be more useful now at melee-trapping beastmen chariots, which is something. That said, the new slows aren’t much good in open field tactics against a faction that can envelop with tons of cheap units with ease. Basic miners and dwarf warriors GW might be more useful now vs bestigors but miners BC no longer a unit I’d spam given how easy it is to disrupt their throws. Minotaurs, while still a risky pick for Beastmen, offer some real upside vs infantry now. And Bugmans got less viable with the increased cost, further limiting dwarf wide build options. Overall, a slight downgrade of the matchup in favor of the Beasts, but it was already pretty limited as a matchup anyway, and it’s still winnable if you get lucky in your counterpick.
Brettonia – A slight improvement for Brettonia’s chances, though still clearly favors the dwarfs. The new runes of wrath and runes favor brettonia, since slowing one of multiple charging cavalry down more is not nearly as helpful as a slow that also deals big damage, and it’s always hard for dwarf melee lords to sink their teeth into anything high value vs a mobile faction. Grombrindal at least is viable, as is Gotrek, but the lose of the runelord as a cheap damaging fix will cut into dwarf wide builds. In the dwarf favor, however, quarrelers just got much better vs foot squires (and vs cav), and there may be some improvements in organ guns as well.
Dark Elves – Patch takes an even matchup and tilts to one that will slightly favor the dark elves. In the dawi favor, sorceress and cold one chariots both got pricier, chipping away at wide and fast builds. In the dark elf favor, wrath and rune was classically perfect against a low-HP faction with fast expensive infantry like sisters of slaughter who also had physical resist. Will be hard to find an ideal alternative melee lord, leaving the unenviable choice between having fewer slows or paying for slows that don’t deal damage against one of the strongest rush factions vs dwarfs. Cheaper dwarf foot lords will also face cheaper dark elf foot lords (and malekith on cold one) and heroes who are reasonable options vs the dawi. Reaper bolt throwers that work better vs infantry will open another viable approach for the dark elves, while pricier rangers – though more versatile vs armour – will be just a bit harder to spam. Same with miners BC. Dwarf warriors GW will be an even stronger hedge vs corsairs, however. Finally, improved gyrocoptors, bombers, and perhaps the flame cannon are all interesting surprise picks but all come with massive risk due to the presence of harpies and ranged AP threats to air or artillery dominance.
Empire – Most of the new units don’t have clear synergies vs dwarfs, but cheaper spammable archers will definitely be a factor in the matchup. Cheaper demis and possibly improved outrideres will occasionally help as well – and the hellblaster may now be a worthwhile risky pick. Mostly, however, the empire benefits from the change in wrath and rune, which devastated empire cav and punished rush builds too much. Empire has enough disruption tools and not a big reliance on single entities, so the new wrath and ruin is a real downgrade for dwarfs in this matchup, while melee dwarf lords have little impact on the game vs empire builds. Rangers’ cost increases will be offset by the AP helping vs greatswords, but bugmans, a killer unit in the matchup, will be harder to spam, helping the empire. The wagons will be very risky picks against dawi cannon, but just having one more thing for dwarfs to prepare against can only help the empire. A matchup that was almost broken in dawi favor may now be just disadvantaged for the empire.
Greenskins – Probably a slight net gain for dwarfs in a matchup that was tilting towards the greenskins in previous patches. Increased cost to doom divers is welcome. Dwarf melee lords got more cost competitive and super beefy but grimgor is keeping pace. Master Wrath and rune was not essential in this matchup since greenskins have high HP, but the loss of the free damage will make greenskin squig cav a bit harder to focus down. Quarrelers/rangers of all types with AP will be more versatile vs heavy black orc builds so that’s a plus. And finally, if you do use runes, sniping orc lords and mages of all types may be easier than it was.
Edit: it’s possible the new gyro brimstones will be just too hard for azhag and buddies to counter. I still have faith greenskins can do it but it may be a problem that they need to prepare for this even more than they used to. Still, at the end of the day they can still rush (even a box) and just ignore the air.
High elves – Overall an that shaved away some of the extremes for high elves but gave them a leg up they needed in their more generic builds. Should make the matchup still even but more fun. Lower mass on dragon princes and the option of extreme slows will hopefully mitigate the only HE build that was truly broken, and if dwarf characters can deal a little damage when cycle charged by noble chariots their end-game dominance may be less problematic. No more 6 chariots in QB will also help with the extreme counter-picking options. More extreme runesmith slows can also make it riskier to get value out of nobles, particularly if you are using shorter range punishing tools like trollhammers or following up with grombrindal. On the flip side, expensive elvish infantry is materially helped by the lack of damage on new wrath and ruin runes, and there is no clear winner melee dwarf lord to pick up the slack. More dangerous bolt throwers will make the artillery game more interesting.
Norsca – a dwarf favored matchup that probably got slightly easier for Norsca. Runes that don’t cause damage will help norsca a bit. Their big guys weren’t hard to shoot up to begin with so the super-slows are not needed. Weaker mammoths and fimir hurt norsca, while cheaper maurader hunters with throwing axes will help, as will vanguarded warhounds. Look out for that insane AOE buff from the new mammoth with warshrines, which could allow their AP infantry to overperform for a change.
Edit: similar to greenskins gyro spam may become an issue. Here too, though, a rush faction can win just by overwhelming before gyros have time to pay off. Will be key to see of frost wyrms are viable for actually contesting the air as an alternative.
Lizardmen – Another fairly even matchup, though this one improved for the dawi a bit. Reduced armour on the biggest dinosaurs will help keep the lizards from dominating the late game. Pricier RCS will unfortunately lead to people taking less of them, a net loss for the dawi since they were a poor units to take vs the dwarfs to begin with
. But seriously, RCS is a nerf that in theory hurts lizards a bit. Temple guards got a little weaker but feral cold ones a little stronger. I’ll be curious to see if the kroxigor charge distance makes it easier to avoid getting bowl-rushed by them. Meanwhile on the dawi side gyros with brimstones will be more dominant than ever, and extreme slows, while weaker vs RCS (who sucked anyway), will be handy vs the lizard air force and to some extent against big dinos. Finally, quarrelers will be more versatile vs all types of lizards (large or small).
Skaven – A rat-favored matchup that is now likely very even. The slight reduction in range on natty buboes and jezzails in general will make them easier to screen, spot, and kill. That aside, dwarfs have always been strong vs skaven and it will remain a classic matchup of sneakiness and surprise picks on both sides. Cavalry is for the birds.
Tomb Kings – a matchup that at the elite level I felt strongly favored tomb kings, but it keeps tweaking its way towards hope for the dwarfs. Super slows are probably handy against the warsphinxes and chariot lords, and wrath and rune damage was not all that useful for hordes of undead infantry to begin with. Meanwhile, carrion got more expensive again, lending a little more hope against a faction that can cheaply bog down a dawi ranged force like nobody else. All the dawi melee lords getting more playable and harder to knock over will help a little bit as well. I’m not holding my breath they’ll actually have viability vs chariot heroes or warsphinxes, however.
Vampire Coast – More hopeless than ever for the coast. Rune of wrath and rune was not a factor here to begin with. Depth guard got a little more handy, but all the zombies got easier to grind away, and dwarf builds all got a little cheaper and even more deadly at range. Bloated corpses may see some better use, I suppose.
Edit: forgot to mention nerf to bugmans helps coast a little. Bugmans we’re immune to scurvy dog play which was nice, by combined arms can still carry the day.
Vampire Counts – Another matchup not determined by runes. Vampires got a few more tools (we’ll see if Crypt horrors were buffed enough to matter), and they still have black coaches. But this was a very hard matchup for them and stronger quarrelers and dwarf melee lords and AP chaff units won’t help.
Edit: good points on slows potentially sniping VC sems early. Another potential way to lose. Also I forgot to mention nerfed bugmans helps VC a little.
Chaos – Getting a little silly. I still don’t see how chaos can reliably deal with four brimstone guns, much less working gyro- bombers. I suppose spamming manticores is always an option, but the matchup just feels like a big game of rock-scissors-paper. The loss of wrath and rune damage will hurt dwarfs a bit while extreme slows may help a bit in an air-war. On the flip side, chaos has good disruptor units so I feel they can still win big by spamming their cheap chariots, or skip chariots completely as a surprise. I worry this matchup is going nowhere on the fun spectrum.
Edit: as tzu devil noted, the trollhammers and rangers gw are already good in this matchup and the new slows may allow them to be better counters vs chariots so you can bring fewer. That would allow for more traditional line builds to be more viable than before.
Wood elves – was almost hopeless for the woodies, but I think it may be moving to just ‘hard’. In their toolset they now have loose formation AP infantry, waywatcher spam as always, wild riders that will no longer get chipped away by wrath and ruin runes, and the very cheap AP archers they were upgraded to have in the previous patch. Combined with blasting charges getting pricier and rangers getting AP but losing firing speed, I think the elves can now win this sometimes with the right counterpick. It’s a matchup where if dwarf units do what they typically can do it’s over, but wood elves can at least surprise and then take advantage. And wild riders not being punished so easily by magic damage will help disruption tactics quite a bit, while archers spam of various types remains as viable as ever as an alternative.