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Dwarfs New Updated Missing Characters and Units

SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
edited November 2020 in General Discussion
This is the ninth in a series of Posts I plan on doing on a complete visual guide to factions and their missing units.

Links to the rest of this series



Premise

I've formatted this similar to how you may have seen them before, however I am doing this all from scratch to remaster the visual guides everyone has been drawing from; bringing them up to full speed with the latest DLC, fixing any issues that may have existed in them (such as missing models or artwork) and expanding them to include characters and units that were overlooked in the posts you may have seen before.

That being said: some characters or units never had models and have no noteworthy art that I could find. In the event of a missing model or artwork I have attempted to compensate with a similar model, another art piece, a screenshot I took in-game from a mod or, in the worst-case scenario: a bootleg model *shudders*



Introduction


Now we come to the Everlasting Realm of the Dawi, and looking at their current roster in WH2 pragmatically, they are only missing a few Lord and Hero archetypes to make them functionally complete. However, there is so much potential for the Dwarfs that has gone untapped. Many units and characters, even from their 8th edition Army Book are still absent from the Warhammer trilogy, and beyond that, there’s a goldmine of exciting units from the fluff and older editions that could really flesh out the Dwarfen Airforce and Runelord aesthetics. They also got one of the smallest updates for the Old World factions and are in need of fresh new playstyle options that a DLC and new mechanics could bring.

Please Read Below

This post was a little too long to fit, so all of the optional information on the Units that is usually just below the images will now be placed in the comment directly below the Original Post. Sorry for the inconvenience.


Dwarf Lord Weapon Options







Dwarfs are a faction famous for their craftsmanship and unlike other factions who have multiple different Lord Types, the Dwarfs are more simplistic, relying instead on utilizing different weapon types for their lords and thanes. Ideally, a future update or DLC will give us the ability to craft different weapon types for our Dawi Lords and Heroes via the forge, thus changing their niche.


Missing Characters












Please read: Due to the size of this post, the information on missing characters has been moved to the first comment directly below the original post.


Generic Lords/Heroes and Mounts










(optional) Info on these and how they could work in WH2
Brewmasters
The Brewmasters, like Josef Bugman are integral to Dwarfen society and their armed forces too, since many Dwarfs go out to war with nothing but fine ale to sustain them. the Brewmaster would be a hybrid: Melee-Support Lord for the Dawi. The Runelord is a frail fighter, focused on defensive buffs that offer +60 Armour, +30% physical resistance and so on. The Brewmaster on the other hand, could be decent in melee and offer offensive buffs, Leadership buffs and Healing for the Dawi (the only cross over between the two support roles would be that they could both offer Immune to psych/Unbreakable).


Bugman Ale Cart
A Chariot mount option for the Brewmasters.


Deamon & Dragon Slayers
Generic Slayer Lords and heroes for the Dawi.


Dwarf Queens
Although less spoken of, Dwarf woman can be as strong-willed as their husbands and Valaya, the mother goddess of all Dwarfs is arguably the most important deity to the Dawi People, being the patron hearth and home, healing and brewing, the founder of most of the Dwarf holds, the inventor of their Culture and runic scripts and the protector of their race. When Grungni prophesized the coming of Chaos, it was Valaya that devised a special rune to protect the Dwarfs and their underground homes from the taint of Chaos and the magic of the warp (her rune gave the Dwarfs their innate magic resistance).

This is the legacy of Valaya and it is the Archetype that every Dwarf Woman aspires to be, yet despite this, their woman folk are rarely spoken of. This is due to the fact that Dwarf Woman are very rare (making up roughly 15% of their population) and as such, the majority of the higher-ranking roles are held by men and a woman’s social standing is often based on the rank of her husband, rather than her own. Still, woman are not prohibited from becoming Queens or finding a position at the kings high council (Thorgrim has several women in his assembly) and many woman-folk find that they can swing an Axe just as firmly as the Goddess herself once did.


Shield Bearers and Oathstones
Either of these would be good at giving the Dawi some much-needed mount options that give them more mass. Shield Bearers gives the lord better stats and increases their Leadership Aura range and buffs.

Oathstones are slightly more complex: on Tabletop their runes offered magic resistance and a lord on an Oathstone could select 1 unit in their army to carry them. This unit would then form a circle around their lord and plant themselves in place, being unable to move, but also immune to being flanked. In Warhammer 2 this could translate to an increased magic resistance to all allies within their Lords AoE and would also remove any “Attacked in flank” or “attacked in the rear” penalty of any unit that is very close by. Ideally, CA could give a Lord on an Oathstone the ability to walk in amongst an allied unit and give them the ability to form a circle formation around their lord, but that’s wishful thinking I suppose.


Dwarf Prospector
Dwarf Miners have a wider knowledge of subterranean tunnels than anyone else in the Warhammer world among their ranks, the Prospectors are veterans with the greatest knowledge and strongest arm in the pits. It is they who oversee mining operations, lead expeditions to discover new lands and riches and lead the Miners into battle when called upon. When fielded in battle, Prospectors are famous for using their extensive knowledge of the Underways to lead their Miners round and attack enemies from the rear; if there is not already an easily accessible underground route to an enemy’s flank the Miners will make one! Few foes react calmly to the trudge of heavy boots behind them or an eruption of angry Dawi from beneath their feet. Many a desperate battle has been won by Miners arriving in the nick of time from an unexpected quarter to wreak havoc on a foe’s battle plans.

Many a Dwarf Prospector has even been known to lead expeditions into enemy territory to reclaim the mines of lost holds such as Karak Varn. The Prospector would have the option to equip a Steam Powered Drill (and potentially get an Earth Borer Mining drill as a mount option?) and would make for a great Lord/Hero option for the Dwarfs.


Spirit of Grungni
The Spirit of Grungni is a Dwarfen Thunderbarge and the personal craft of its creator: Malakai Makaisson. In-Game this could be his high-end mount option and be implemented along with him and the Thunderbarge unit.



Missing Units
















(optional) Info on these Units and how they could work in WH2
Anvil Guardians
Anvil Guardians are the sworn protectors of their Runelord and Anvil of Doom, though few in number, they are able to keep entire units at bay without breaking a sweat and allow their Smith the time they need to cast their spells. On Tabletop, Rune Guards were usually just 2 warriors, but with the existence of the Brotherhood of the Anvil, This could easily be made into a full-fledged unit with only a handful of models but Unbreakable and unmatched defensive capabilities.


Bolt Tower Mammoth
Just like the Chaos Worshiping Norscan People, the Dwarfs of the northernmost Karak’s also make use of War Mammoths when they march on their enemies. The Mammoth's used by the Dwarfs aren’t tainted by chaos but are formidable creatures none the less. The crafty Dwarfs of Kraka Drak have constructed a tower on the back of these Mammoths and within the tower is a small crew of Dwarf Quarrellers and a mounted Bolt Thrower. This unit would be functionally identical to the Ancient Stegadon, with the missiles and Bolt Thrower on the back of the Giant creature.

Most Dwarfs in the Worlds Edge Mountains frown upon the use of beasts of any kind for their unpredictability, but in the desolate wastes of the north, having been cut off for so long, the Dwarfs of Kraka Drak do not hold such reservations as they need all the help they can get.


Doomseekers
These are the most Crazed of the Slayer Dwarfs who wear magical tattoos of protection and wield axes attacked to the end of chains, known as “the Whirling Blades of Death”. These Crazy little guys plough recklessly through the enemy ranks, flailing their axes wildly above their head and into their periphery. The results can be catastrophic for any poor soul who makes contact with these whirling axes.


Drakefire Pistolers
On Tabletop these pistols were an alternative weapon for master engineers and Irondrakes, A unit/character with these pistols would function like Free Company Militia, with 2 pistols, some AP and fire Attacks at the cost of a melee weapon (the Engineer would still have their hammer however).


Dwarf Juggernaut
Engineered by dour Dwarf Artisans and crewed by stalwart Dwarf labourers, the Dwarf Juggernaut is a large and weighty self-propelled weapon. It's equipped with a cannon and steam boiler.

Games Workshop confuses me sometimes. Some of their units have lore but no rules or models; some have rules but no lore or models and some, Like the Dwarf Juggernaut, have a model, but no lore or rules. This model appeared back in 2nd edition, but without rules, it can’t be used and without lore its questionable if it fits in the Warhammer world. Still, its here for CA to use if they saw fit.


Dwarf Steam Golem
Steam Golems are the result of a long collaboration between the Engineers Guild and the Runesmiths during the time of Woes in a bid to end the Crisis. Based on the Rune Guardian statues, these Dwarf Steam mech-suits are covered in a heavy metal skin, beneath which lies a complex system of cogs, levers, and pulleys that would baffle the greatest Engineers of the Empire.


Earth Borer Mining Drill
Not all Dwarf technological expertise is dedicated to the arts of war. One of the earliest applications of steam power was the first version of the Earth Borer mining drill, which replaced the earlier hydraulic mining drill.

At first, Dwarfs mounted a huge, steam-powered drill onto a modified cannon carriage. The drill was made of the finest steel and is powered by a steam engine that formed most of the bulk of the device. Success was limited, but it gave the engineers some much-valued sessions which led to improvements. The first step involved increasing the efficiency and performance of the engine so that the drill could be rotated at higher speeds. Next, the drill was strengthened so that the edge would not dull as quickly. To achieve this goal, engineers coaxed the Jewelsmiths Craftguild into providing diamond chips which the engineers embedded into the drill's cutting edge. Finally, engineers devised a means to protect the machine's operators while propelling the drill. That cannon carriage was then modified so that a second steam engine could power the carriage's drive.

The Earth Borer is a six-wheeled, steam-powered vehicle, with armour plating on the front and flanks to protect the machine and its operator from flying debris. A finely polished sheet of clear quartz is mounted at the front of the drill, so that the operator can see the tip of the drill and rock face ahead. The Bhlak and Dekkur drill itself is made of the hardest steel, studded with diamonds. It is powered by one of the machine's two steam engines; the other powers the wheels. The Earth Borer consumes a lot of fuel, and it is only used on exceedingly hard rock (such as granite), or when a tunnel must be constructed quickly.


Miners with Steam Drills
Blasting charges are not the only Mining tool the Dwarfs carry onto the battlefield; in their 7th and 8th edition Army Book, they also utilise Steam Powered mining Drills on the battlefield to brutal effect. These Miners could be a bulky Anti-Infantry melee unit for the Dwarfs (which is something Dwarfs currently lack outside of the Dwarf Warrior RoR) or alternatively they could act like Dwarfen Warp-Grinders.


Rune Golems
Rune Golems, or Gronti-Duraz (meaning “Enduring Stone”) were among the pinnacles of Runecrafting for the ancient dwarfs, such that the very first Golem was said to be crafted by the Ancestor God of Rune Magic himself.

The Golems were stored within the inner sanctums of the oldest dwarfen fortresses, where the Runelords held their Anvils of Doom and practised their craft. During the War of Vengeance, the old magic that had empowered the Rune Golems began to dwindle, sinking from the Golems into the earth. The Last Dwarf able to command the Golems was Ranuld Silverthumb of Karaz-a-Karak and even he needed the aid of other Runelords to fully awaken them. When he attempted to reanimate them alone, the magic was too powerful and Ranuld was turned to stone.

Since then, the Dwarfs have abandoned hope of using the Golems until they rediscover the secret to their creation, once the centrepiece in the Runelords arsenal, the Golems have all but turned to inanimate statues, within fallen Karaks, some have even been desecrated by the Greenskins, who dress them up and worship them as Idolz of Mork (or, wait…nevermind) oblivious to their once-great purpose.


Rune Guardians
A Rune Guardian looks somewhat like an Ogre-sized Dwarf made of stone. Completely mindless, a Rune Guardian can only follow the instructions given to it the moment the Master Rune of Waking was inscribed upon its forehead. Rune Guardians sometimes have other Runes inscribed on their weapons or armour but can only have three Runes in total, and they can have no other Master Runes.


Shard Dragon
These beasts are subterranean terrors for any who make the underground their home. They burrow through dirt and stone all the same and many stalk silently through the great passages carved out by the Dawi and the Skaven, waiting for their prey. Many a Shard Dragon has filled up the pages of the Book of Grudges.

While its true that the Dwarfs tend to avoid using beasts of burden or creatures in combat due to their unpredictability; in the case of the Shard Dragons, their power was too great to be left alone. The Dwarfs created Runic Collars and Scrolls of Binding, specifically designed to keep them under control and even take them to the surface, (far away from where they could threaten the Dwarfs homes) so the Dwarfs could unleash them upon their enemies.


Thunderbarge
The Thunderbarge is a zeppelin that supports a crew of 10, has bombs within its hold and is armed with 5 Organ gun cannons. The Crew has unbreakable and the Zeppelin on Tabletop had magical resistance and a 6+ Ward Save. This could be an amazing unit and a great mount option for Master Engineers.


War Balloon Squadron
Dwarfen War Balloons are small, armoured hulls or 'gondolas' below a huge gasbag filled with hydrogen. Unfortunately, hydrogen is highly inflammable, so just like the Nautilus Submarine and the Gyrobombers, War Balloons tends to be crewed by reckless volunteers.

The Balloons are powered by a steam-driven propeller mounted on the gondola and smoke is emitted from an exhaust funnel, leaving a smudgy trail behind it. The War Balloons can ascend or descend by altering the amount of gas in the gasbag, and steers by means of rudder flaps. It can even move against the winds, albeit very slowly.

Balloon Squadron’s come in two types: offensive Squads have racks of specially crafted bombs hung under the gondola which are tear-shaped, do not bounce, and have fins at the narrow end. These can be dropped from a greater height than the bombs dropped by Gyrocopters, although their accuracy is lower. Defensive squads, on the other hand, are armed with of turret-mounted Gatling Cannons.

War Balloons can even outrange range Gyrocopters, given favourable winds.


Goblin Hewer
One of the Mental Inventions of Malakai Makaisson, the Goblin Hewer is an artillery piece that throws an endless stream of axes at the enemy lines. a Unique Anti-Infantry Artillery piece for the Dwarfs with about 4 Hewers per unit.

The Goblin Hewer would be best utilised firing along the flanks of a unit rather than shooting it from the front. Due to the contraption being made mostly of wood and being crewed by Slayers, it would be very fast, more like a weapons team than a traditional artillery piece. Its high speed means it would be able to be fielded away from the main army relatively safely, able to keep itself out of danger (it would synergize well with Rangers).



Regiments of Renown






(optional) Info on these Units and how they could work in WH2
Brotherhood of the Anvil
This Brotherhood is the Personal Anvil Guard of Thorek Ironbrow, based out of Karak Azul. During the End Times, these stoic warriors stood shoulder to shoulder with the Iron Guard against the forces of Krell, Neferata and a Night Goblin horde and were said to be unbreakable in their resolve such that the undead forces had to keep them busy and fight around them rather than risk attempting to fight them head-on.


Daughters of Valaya
Dwarfen Woman make up a smaller portion of the population, but they can live considerably longer, to the point where there are many warrior women amongst the order of Valaya said to be Living Ancestors, descended from the Goddess herself.


Everguard
Hammerers are considered the most elite of all the Dwarfen warriors and the Everguard (the Bodyguard of the High King) are considered the most elite Hammerers of the most elite Infantry in the Everlasting Realms. They wield the greatest Rune Hammers ever crafted by the Dawi and each blow from these sacred war-mallets could crack solid rock into dust.


Rordak’s Rangers
Rordrak's Rangers are the most elite Rangers within Peak Pass. None know Peak Pass as well as old Rordak, the chief ranger of Karak Kadrin. Often gone for months at a time, Rordak led his troops over the highest mountains, taking them along little known game trails and secret paths that only he could find. As he was an old drinking buddy of Karak Kadrin's chief Engineer, Grumblesson, Rordak's Rangers bore a few unusual gadgets - Cinderblast bombs, Trollhammer torpedoes and their own keg of Bugman's XXXXXX for when the going really got rough.

These Rangers are a Karak Kadrin exclusive RoR that could potentially have Trollhammer Torpedoes/Cinderblast charges and great weapons.


Let me know what you think and don't be afraid to list something I missed. :)
Post edited by SeanJeanquoi on
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Comments

  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited April 2020
    (optional) Info on these Characters and how they could work in WH2

    Alrik Ranulfsson
    It is no secret that the Dawi’s best years are behind them, although they would never admit it, they lose ground bit by bit every year, Books full of grudges are made but never satisfied and many of the older Dwarfs fear that their tradition and culture are slipping away, as their folk mingle with the humans, their Engineers create ever more wacky gizmos and the secrets of their crafts are lost to time.

    But there are a few Lords and ladies that give the Old Grumblers hope that the old ways are not yet gone and Alrik and His Queen Winnifer Flaxenhair, the rulers of Karak Hirn, are two such nobles. Due to its location in the Black Mountains, Karak Hirn has become a centre for trade between the Realms of men and the Dwarfs of the Worlds Edge Mountains, yet despite the constant contact with humans, the King and Queen of Karak Hirn have refused to allow their traditions or procedures to be diluted for the sake of better relations and easier trade and they have prohibited any and all adoption of human culture among their clansmen, turning their noses up at the Dawi who now live amongst the lands of men.

    Alrik is descended from the great Kurgaz, founder of Karak Hirn and possibly the tallest, strongest Dwarf to ever live, standing head and shoulders above his fellow clansmen and able to lift an entire mining cart single-handed. Such a mighty Dwarf was he, that none of his descendants have ever been tall enough or strong enough to wield his shield, which is why they started the tradition of Shield-Bearers, where the lord is carried into battle standing on the back of the Clans shield.

    Alrik himself is a traditional extremist, even more so than his father was. The armies of Karak Hirn shun the use of modern contraptions (meaning Gyro’s, Flame Cannons, Organ Guns, etc), the king and his Shield-Bearers wear armour of solid gold, as is customary for the Lord of Karak Hirn, and Alrik has made it his life’s mission to erase every single grudge in the Karaz Ankor. In his short tenure as King since his fathers passing, he has already struck off an entire volume of the Hirn book of Grudges, a volume that he carries with him into battle. This greatly inspires his kin that perhaps they can one day reclaim their former glory, but it also makes Alrik an uneasy ally, as he never forgives a slight against his people and always demands gold for gold, blood for blood.


    Burlok Damminson
    Burlok is the Guildmaster of the Dwarf Engineers Guild and sets an example for how all Dwarf Engineers are expected to act: he’s strong, wise and most importantly, he follows and respects the Traditions of his ancestors; never setting a foot wrong or experimenting with new inventions.

    Things were not always this way with Burlok however, back in his youth, he and his best friend Sven Hasselfriesain (Later known as Sven the Magnificent) were rebels, constantly tinkering, dabbling in new technology and pushing the boundaries of Dawi Ingenuity. The duo’s reckless abandon would eventually cost Burlok dearly, as one day, an experiment within their workshop went horribly wrong and caused which blew off Burlok’s arm and almost killed them both. The near-death experience changed something in Burlok that day, as he became fearful, overly cautious and fell back into the strict Traditionalism that the Engineers Guild promoted. In time, Burlok healed, constructed himself a powerful mechanical arm to replace that which he had lost and redeemed himself in the eyes of the Guild, keeping his brilliant mind in check, he was eventually able to rise above his peers and become the Guildmaster.

    His Son: Grim Burloksson, Is an Engineer Prodigy unlike anything the Dwarfs have ever seen. He’s also a rebel, as his father was, dabbling in new technology and constantly experimenting. His father both resents and fears this behaviour, seeing In his son the man he once was, hoping that Grimm does not have to learn the error of his ways as he did.


    Grimm Burloksson
    Grimm is the Youngest Dwarf ever to reach the Rank of master in the Engineers Guild; he is a true genius and far ahead of his time. Even as a Beardling he had already constructed a self-lighting pipe, a steam-powered Beard Braider and a double-barrelled shotgun which has the capacity to kill half a dozen Greenskins in a single shot.

    Grimm is something of a rebel, like his father was in his youth, caring little for trying to make mundane improvements to inventions that have existed over millennia and instead, striking out in new and exciting directions in an attempt to revitalise the industry and creativity of his people (No doubt taking after his old Uncle Sven, before he left the Karaz Ankor). He uses many of his inventions himself to aid him in battle: he wears a helmet with a lens attached that is able to magnify ones vision many times over. He fashioned a mechanical gauntlet for himself, based on the schematics for his father's mechanical arm, that increases his strength significantly; always carries his shotgun and the cogs on his back are actually an axe that he wields in melee, that is able to grind his enemies into paste.

    Despite the judgement from his father and his fellow Master Engineers, Grimm presses forward with his inventions, since attaining the rank of master, he has invented Scopes for Thunderer rifles, devised a recipe for more potent Black Powder, enhanced the range of Quareller Crossbows, and devised a type of explosive crossbow bolts. Who knows what the renegade Engineer will create next, or for how long the goodwill of his father will last before he gets himself kicked out of the Guild.

    Implementation into Warhammer 2
    The city of Zhufbar contains the Principle shrine of the Dwarf Engineers Guild and the city's Engineers Guild is known to be wilder and more adventurous than any other, just like Grimm himself. A DLC revolving around Grimm could see him with a dual start position in Zhufbar and the New World, as he attempts to reconnect with the Dwarfs of Karak Zorn or establish an entirely new hold in the New World. He could also gain a unique Workshop in Zhifbar, similar to that of Ikit Claws, that allows him to augment his units with more potent gunpowder, apply scopes to his rifleman and even perhaps unlock new units who utilize his Shotgun, amongst other things.


    Helgar Longplaits
    Sometime long before the War of the Beard, a Dwarf adventurer by the name of Bronn the Bold led his Clan to the coastal mountains of the Old World, where they discovered one of the greatest deposits of gold and gems ever known to their species and constructed a mighty hold upon these mines that would become known as "Krag Bryn" or "Gleaming Mountain".

    Clan Bronn's newly founded hold grew and prospered, accepting many into their Throng and expanding into the endless riches that lay bellow. However, Clan Thrund in the neighbouring hold of Kazad Thrund held an ancient grudge against the Dwarfs of the Gleaming Mountain and resented their riches and success. Kazad Thrund was built between the Gleaming Mountain and the rest of the Karaz Ankor, so after an unsuccessful siege where Thrund's forces were decimated, they returned to their home and blockaded all trade and communication between the Gleaming Mountain and the rest of their people. Forcing the Dwarfs of Clan Bronn to turn to the neighbouring High Elves for trade and access to the ocean.

    As Centuries past and tensions between the Elves and Dwarfs grew, Clan Bronn and their Queen Helgar Longplaits still happily traded with The Elves nearby, as the blockade of their rivals had never lifted. While Clann Thrund and their leader Drong the Hard despised the knife ears with a passion and waged war against Clan Bronn as his ancestors had done before him. In his lust for revenge, he even spread the lie that Krag Byrn was originally theirs, that Bronn the Bold was a filthy pretender and Helgar Longplaits, the current Queen of Krag Bryn, was just the same.

    Helgar called upon the aid of her Elven allies and together they thoroughly thrashed the bitter, racist (and mostly drunk) Dwarfs of Clan Thrund. Helgar called for a feast and invited her enemies in the hopes of settling the grudge once and for all. Drong was hesitant at first but after meeting the Queen and her beating him in a drinking contest, he asked for her hand in marriage and the two Clans agreed to live in peace...but alas, it was not meant to be.

    Tensions between the Elves and Dwarfs were growing across the world and Drong received condemnation from fellow Clans for agreeing to marry a woman who was freely trading with the knife ears. The wedding was called off and after many skirmishes back and forth, Drong marched on the Elven city with the Intent of reducing it to ruin. Helgar amassed her forces and arrived as the battle was unfolding. Despite their differences, Helgar could not stand by and watch her kin be slaughtered and decided to ultimately side with Clan Thrund against the Elves. Drong was killed in the fighting and this battle became one of the inciting incidents for the War of the Beard.

    Helger herself is a Dwarf Lord with Gromril armour, shield and an axe bearing the master rune of Skalf Blackhammer. The location of her hold is a little vague but based on the description it seems to be located in the mountains of Estalia that currently has no settlements and is just attacked to the Vaults province. There are several places of note in these mountains, from Skaven undercities to Dwarf holds, so if CA ever expand that area, Krag Bryn could be among the new settlements and Helgar its leader.


    Josef Bugman
    Josef is the most legendary Master Brewer of all time and his brews are beloved above all others throughout the Empire and the Dwarven Karaks. From his Brewery in the foothills of the Black Mountains (In Gelts starting province), Bugman and his brewers would make beer for Kings and Emperors alike, sadly though, it was not to last. One day Bugman returned from a delivery to find his Brewery a smouldering ruin and all its inhabitants who weren’t slaughtered, had been carried off to who knows where by the perpetrators.

    The ones responsible were Greenskins of course and Bugman swore a mighty vengeance upon their kind that day. From then on, Bugman has faded into legend, with he and his band of rangers wreaking havoc upon Greenskin encampments and saving Dwarven patrols who didn’t even know they were in danger, before fading back into the shadows in search of their next target.

    Implementation into Warhammer 2
    Bugman’s inevitable inclusion could be useful if he brought the Master Brewer Lord/Hero and their Ale Cart Mount with him. Many people think he himself should be a hero, but I think he could offer an interesting role as a lord. With his Brewery destroyed and his Brewers and kin spirited away to who knows where: Bugman could be a Nomad lord with the campaign goal of destroying any and all Greenskin tribes, he comes across to satiate his lust for vengeance and to find his lost kin and brewers.

    His campaign could offer a line of quests that have you win a battle or destroy a Greenskin tribe and when you do, you are rewarded with a special Brewmaster lord for a new army and buffs to your campaign along with them.


    Kazador Dragonslayer
    Kazador is the famous King of Karak Azul, which is situated to the south of Karak Eight Peaks. Due to his location, Kazador has been surrounded by Greenskins and Skaven on all sides for hundreds of years. This should be something to fear, but Kazador revelled in his circumstances, as he didn’t have to stray far for a good fight and could go on grand Goblin hunts at his leisure.

    The Kings mood was forever changed when Gorfang Rotgut and Morglum Necksnapper joined forces to infiltrate Karak Azul while the king was out hunting. They sacked the Karak, stole many of Kazador’s kin, and to his son they inflicted unspeakable pain and dishonour. They shaved him, head to toe, tattooed crude Orcish markings upon his body and then nailed him to his fathers’ throne. Kazador was struck with great horror and sadness upon his return, which soon gave way to anger and a lust for vengeance!

    His son survived, though the events of that day scarred him forever and the King himself has reportedly never smiled since that day, his mood was forever changed and now his mind is plagued by thoughts of the torture his kin must be enduring in the dungeons of Black Crag and all he dreams of is the glorious vengeance he will reap upon Gorfang and his tribes once he gets the chance.


    Kragg the Grim
    Kragg is the Master Runelord of Karaz-a-Karak and the Oldest, most powerful Runesmith alive today. He has all the strength and endurance of a great weathered Oak and after over 1000 years of living, his expression is one of eternal disapproval. Kragg rarely emerges from his study in the underhalls of Karaz-a-Karak, as he spends all his days obsessing over his lore, which he guards with a fierce jealousy. Perhaps one day, Kragg will find a worthy successor to whom he can bestow his immense knowledge and many secrets, but he views most of the younger Dawi with nothing but contempt for their frivolous nature and so for now, he toils alone toward goals known only to himself.

    Kragg's Hammer is embedded with his Master Rune and it is this Hammer that he intends to be his greatest Legacy (if he ever releases it to the public that is). The Rune embedded within the hammer is meant to aid the Smith when forging, it heats up the hammer until it glows red hot and then transfers all of that heat to whatever it makes contact with, driving the hammer forward and putting a devastating amount of force behind each blow. The weathered Smith has also found that its exceptionally effective at cracking skills and sundering all but the strongest Gromnil armour. Any poor sod that is hit with a blow from Kragg's hammer is affected as if it were actually on fire (that is if the Wazzock can still feel anything at all).


    Malakai Makaisson
    Malakai is a misunderstood genius among the Dawi and a great companion of Gotrek and Felix in their Novels. He is Famed for creating the Ironclad ship “Unsinkable!” (which sank in its maiden voyage) and the airship “Indestructible!” (which catastrophically exploded) after two tragedies in a row, Malakai was ejected from the Engineer’s Guild and took the slayer oath in shame; dying his hair and shaving it into the slayer crest.

    It is only in his exile, that Malakai has come into his own, creating numerous impressive (and most importantly: functional!) devices for himself and to help support the Dwarfs of Karak Kadrin. He Designed the great airship “the Spirit of Grungni” which thankfully didn’t crash and burn like “the Indestructible!” did and has proved to be a formidable vessel. He also designed the Goblin Hewer and the Dwarf Gatling gun; since his exile, He’s also taken up teaching regularly at the Nuln Gunnery School in the Empire.

    The Dwarf Engineers Guild have recognised his recent success and officially offered him a place within their ranks once again, but Malakai rejected this offer. Whether he rejected the offer because he still holds shame for his past mistakes or whether its because he feels he has come into his own in his exile and found his true place at Karak Kadrin? one cannot say, but one thing is for certain: he would be the perfect character to deliver us the Slayers missing toys into the Warhammer trilogy.


    Snorri Nosebiter
    Troll Slayers have a reputation for their brutal looks and besides his broken nose, scars, tattoos, missing ear and shaven beard, what really makes Snorri Nosebiter stand out is the row of brightly coloured nails hammered down the centre of his head. Snorri may not be very bright, but what he lacks in brains he makes up for in reckless stupidity, which unfortunately for him makes him an incredibly effective slayer.

    Snorri is one of the close companions to Gotrek and Felix, becoming something of a 3rd member to the adventuring duo at times, He and Gotrek go way back to before the pair even took up the Slayer Oath and was there by his side during the fateful expedition to the fallen Dwarf Karak of Karag Dum that led to Gotrek finding the Axe of Grimnir and take the Slayer Oath. In old literature terms, Snorri is Gotrek’s “foil” meaning his personality is the exact opposite to Gotrek’s which helps both characters shine when they interact: Gotrek was once a respectable Engineer, Snorri is an alcoholic idiot, Gotrek is stoic and reserved, Snorri is outgoing and cheerful, but the one thing they share in common is that they both seem to have a knack for not dying a heroes death.


    Thorek Ironbrow
    Thorek is the Master Runelord of Karak Azul and is truly legendary at his craft. He is another example of a Dwarf Traditionalist, through and through, but he takes it a step further than many of his peers as he openly despises all new technology and inventions that the Dwarfs make and actively speaks out against it whenever he can. His word carries more weight than many of his as well, since he has an ear of the king and a seat on his council, with the two being firm friends.

    Thorek’s Traditionalism isn’t all negative though; while he adamantly opposes any new technology that is created, his negativity comes from a place of compassion for his people and their heritage. The Dwarfs haven’t simply lost land and riches over the years, every Karak that Fell to the Greenskins, Chaos or Skaven meant another Clan destroyed, another piece of history forgotten. It has reached a point where the Dawi have forgotten how to craft much of the Master Runes they could once conjure, or the smithing techniques used to forge the strongest armour in the Old World.

    Thorek fears that his people have forgotten who they are and that they’re content to let the past die, move on and cease to be the same Dawi that they once were. It is because of this that he has made it his life’s work to rediscover much of their ancestor’s knowledge and relics that were lost when the Realms of the Dawi fell into decline and Thorek travels the length and breadth of the Old World in his quest. He’s also dedicated greatly to the fight to retake old holds because of this and can be found all over the Old World, Aiding Dwarfs from Ulther to Belegar in their attempts to regain their realms.

    Implementation into Warhammer 2
    Thorek in the Lore leads an Expedition that follows him through the old boundaries of the Karaz Ankor, aiding their kin in need, liberating fallen Karaks and scouring the ruins and Underways for long lost relics. Thorek in Warhammer 2 could lead a nomadic expedition like a combination of Nakai and Wulfhart’s campaigns, with financial backing from either Belegar, Thorgrim, Kazador, or all 3, Thorek could move freely through the old territory of the Dwarfs searching ruins, uncovering ancient ruins, discovering long lost relics and reinstating old Karaks by liberating destroyed Dwarf factions and gifting territory back to their rightful owners (like Karak-Eight-Peaks).
    Post edited by SeanJeanquoi on
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited May 2020
    Just like with my Vampire Counts post, I’ve re-written the majority of this post, added things I may have missed the first time and added sources to all of the items showcased in this thread (which you can find at the bottom of this comment).

    Big shout out to @AsaRin for their post on missing Dwarf stuff that inspired me to update my list. You pointed out some things that had completely gone over my head and added some units that I knew about, but was cautious to put in my first list because I wasn’t sure if there would be a thirst for it or if the community would take well to it, so a big thank you 😊

    AsaRin makes great posts that are a lot more concise than my own and focus on dividing the missing stuff into DLC packs, you should all check them out if you haven’t already:

    https://forums.totalwar.com/discussion/250977/dwarf-lord-pack-missing-ll-units-variants-a-b-c-d-theme-and-lore-draft#latest

    As with last time, I figured I’d add a few Dwarf Characters on the end who are more likely to be put into other factions (Dogs of War) but could still offer something to the Dwarfs.


    Sven Hasselfriesain
    “Sven the Magnificent” is a rogue Dwarf Engineer and was once the childhood friend of Burlok Damminson, the current Guildmaster of the Dwarf Engineers Guild. In their youth, the Two were Rebellious and experimental, striking out in new creative and adventurous directions. This culminated in an experiment going wrong and blowing up their workshop, which almost killed the pair and Burlok lost an arm in the incident. With the loss of his arm, Burlok turned his back on all he had stood for and changed his ways, becoming a staunch traditionalist…Sven however was not so easily dissuaded, and he left his old friend behind to further his pursuits in Barak Varr.

    He continued his experiments in relative peace for the next few years until he unveiled his latest invention to the people of Barak Varr: Sven had crafted an engine that could be powered purely by Alcohol vapour and fitted it to a ship of his own design, which he dubbed “the Voltsvagn”. This innovation Threatened the Monopoly Barak Varr had on shipbuilding and so, he was swiftly expelled from the Engineers Guild all together, so he took off in his "Voltsvagn" and sailed for Marienburg.

    From here, his talents would shine without the restrictions his kin had enforced upon him and Sven the Magnificent set his sights on new horizons. in the years that followed, Sven assembled an expeditionary force mainly consisting of Norscan's and Norse Dwarfs and set upon the high seas for the land of the Old Ones in search of the rumoured devices the gods had left behind. (in older continuity he also travelled along with an Amazonian, a Halfling and a High Elf archer). Sven's expedition was a resounding success and the band returned with their hulls laden with treasures beyond counting.

    Implementation into Warhammer 2
    Sven is a very old character and is more likely to become a Dog of War than anything else, but In WH2 he is our only shot at getting a Dwarf Lord in Lustria. Sven would be a good excuse to expand on the Norse Dwarfs too, considering his Lustrian expedition was aided by Norse Dwarfs and humans (He could come with the Bolt Tower) he would be able to recruit Norscan units (marauders and such) and would be situated in Lustria.



    Ulther Stonehammer
    Ulther Stonehammer is the rightful heir to the once-great Dwarven hold Karak Ungor, which was overrun many generations ago during the Goblin Wars (Karak Ungor is controlled by the Red Eye clan just above Karak Kadrin in-game). His clan and Kin have settled within the refuge of Karaz-a-Karak ever since, regularly calling for expeditions to liberate their home which all end in bitter failure.

    On his deathbed, Ulther’s father charged him with the task of being the one to finally achieve their centuries-long goal of retaking their hold and their honour along with it. Upon his father’s death, Ulther refused to be crowned the next king until he is able to do so in the throne room of Karak Ungor, like his ancestors before him. He has rallied any and all willing and able forces to his side and now conducts an unorthodox guerrilla war against his enemies north of Karak Kadrin; even recruiting Imperials and Kislevites from nearby provinces who want the Green Tide wiped from the face of the earth as much as the Dawi do.

    Implementation into Warhammer 2
    Ulther is one of the Dogs of War characters that isn’t really a true mercenary, so he might go to the Dwarfs as well and offer an interesting campaign. He could start as a nomadic army Near Karaz-a-Karak (likely within the Territory of the Bloody Spearz), his nomadic faction would function like Vampire Coast (where he’s a nomad, but is able to still capture territory) however: he would be unable to capture proper settlements until he retakes Karak Ungor. This is obviously due to him not wanting to be crowned king until he retakes his ancestral home.

    Ulther would also be able to recruit Empire and Kislev units (when game 3 rolls around). He could recruit these units by entering Empire/Kislev territory or by completing missions for his allies as a quid pro quo: you do something for them, they contribute troops to your cause.



    Ulther’s Dragon Company
    Ulther’s quest to retake his home from the Red Eye tribe has attracted all sorts to his cause, from Kislevites, to Imperials and other young aspiring Dwarfs looking to prove their worth. Together they form Ulther’s Dragon Company: a ragtag army of skirmishers who engage in Guerrilla warfare with the Greenskins and the Chaos Dwarfs of the Worlds Edge Mountains.

    Implementation into Warhammer 2
    It is stated that the Dragon Company focuses on a Skirmishing role: ambushing their foes and peppering them with Pistol and Crossbow fire as they close the distance, before finishing the job with axes at close range. To distinguish them from the Rangers (with whom they share a lot of similarities) CA could give them pistols with a smaller range, Stalk and Fire Whilst moving.

    Where Rangers are Missile units with decent melee capabilities; Ulther’s Dragon Company are Melee units with decent ranged capabilities. Mainly using their missile attacks to chase down routing units or to close the distance from when they are discovered until they engage in melee.



    Sources for the entire Post
    Dwarf Characters


    Alrik Ranufsson
    - 6th Edition Dwarfs Army Book Pg 52-53
    - 8th Edition Dwarfs Army Book Pg 34
    - Warhammer Fantasy RPG 1st Ed: “Stone and Steel”
    - The End Times I: Nagash Pg 42
    - The End Times IV: Thanquol Pg 92

    Burlok Damminson
    - 4th Edition Dwarfs Army Book
    - 6th Edition Dwarfs Army Book Pg 49
    - 8th Edition Dwarfs Army Book Pg 56

    Grimm Burloksson
    - 8th Edition Dwarfs Army Book Pg 56, 89

    Helgar Longplaits
    - The Grudge of Drong 5th Edition Campaign
    - White Dwarf #305 pg 103

    Josef Bugman
    - 6th Edition Dwarfs Army Book Pg 49
    - 7th Edition Dwarfs Army Book Pg 62-63
    - 8th Edition Dwarfs Army Book Pg 57, 89
    - White Dwarf #298, #299, #300, #302
    - Time of Legends: Doom of Dragonback (Novel)

    Kragg the Grim
    - White Dwarf #315
    - The End Times: "Rise of the Horned Rat"

    Malakai Makaisson
    - Warhammer Fantasy RPG 3rd Ed: "Book of Grudges"
    - Warhammer Doomseeker Card Game
    - Gotrek and Felix Novels (Daemonslayer, Dragonslayer, Beastslayer, Vampireslayer and Manslayer)

    Snorri Nosebiter
    - White Dwarf #319
    - Gotrek and Felix Novels (Daemonslayer, Dragonslayer, Beastslayer, Beastslayer, Vampireslayer, Giantslayer, Shamanslayer and Zombieslayer)

    Sven Hasselfriesian
    - 4th Edition Dwarfs Army Book Pg 96
    - 5th Edition Dwarfs Army Book Pg 3
    - 7th Edition Dwarfs Army Book Pg 18, 25
    - 8th Edition Dwarfs Army Book Pg 27
    - Warhammer Fantasy RPG 1st Ed: “Stone and Steel”
    - The Magnificent Sven Warhammer Scenario (2nd Edition)

    Thorek Ironbrow
    - 6th Edition Dwarfs Army Book Pg 50-51
    - 7th Edition Dwarfs Army Book Pg 60-61
    - 8th Edition Dwarfs Army Book Pg 54, 87
    - End Times I: Nagash Pg 214-215, 220, 224-237
    - End Times IV: Thanquol

    Ulther Stonehammer
    - Warhammer Fantasy RPG 1st Ed: "Stone and Steel"

    Generic Lords/Heroes and Mounts


    Brewmaster
    - Grudgelore page 22
    - White Dwarf #302 Pg 56

    Bugman Ale Cart
    - White Dwarf #96
    - Town Cryer Issue 14 Pg. 12

    Daemon Slayer
    - 6th Edition Dwarfs Army Book Pg 7, 26, 80
    - 7th Edition Dwarfs Army Book Pg 33, 50, 64
    - 8th Edition Dwarfs Army Book Pg 45, 88
    - Warhammer Fantasy RPG 2nd Ed: Career Compendium

    Dragon Slayer
    - 6th Edition Dwarfs Army Book Pg 7, 27, 80
    - 7th Edition Dwarfs Army Book Pg 33, 51, 64
    - 8th Edition Dwarfs Army Book Pg 45, 90
    - Warhammer Fantasy RPG 1st Ed: “Stone and Steel”

    Dwarf Queens
    - Grudgelore, page 14
    - Warhammer Fantasy RPG 1st Ed: “Stone and Steel”

    Shield Bearers
    - 7th Edition Dwarfs Army Book Pg 50
    - 8th Edition Dwarfs Army Book Pg 33, 34
    - See Ulrik Ranulfsson for more

    Oathstones
    - 7th Edition Dwarfs Army Book Pg 28, 50, 51
    - 8th Edition Dwarfs Army Book Pg 33, 34

    Dwarf Prospector
    - 6th Edition Dwarfs Army Book Pg 11, 29, 80
    - 7th Edition Dwarfs Army Book Pg 36, 55, 64
    - 8th Edition Dwarfs Army Book Pg 46, 92
    - Warhammer Fantasy RPG 1st Ed: “Stone and Steel”
    - Warhammer Fantasy RPG 1st and 4th Ed Core Rulebook

    Spirit of Grungni
    - Warhammer Fantasy RPG 3rd Ed: “Book of Grudges”
    - Warhammer Online: Age of Reckoning
    - Gotrek and Felix Novels (Daemonslayer, Dragonslayer, Beastslayer, Vampireslayer and Manslayer)

    Missing Units


    Anvil Guardians
    - 6th Edition Dwarfs Army Book Pg 9
    - 7th Edition Dwarfs Army Book Pg 30, 50, 60, 64
    - 8th Edition Dwarfs Army Book Pg 37, 54
    - The End Times I: Nagash Pg 220 (Brotherhood of the Anvil)

    Dwarf Bolt Tower Mammoth
    - Citadel Journal 07, Pg 30

    Doomseekers
    - Warhammer 6th edition: Storm of Chaos
    - White Dwarf #293

    Drakefire Pistolers
    -8th Edition Dwarfs Army Book Pg 43, 92, 95

    Dwarf Juggernaut
    - Second Citadel Compendium Pg 50 (2nd edition)

    Dwarf Steam Golem
    - Warhammer Fantasy RPG 2nd Ed: “Lure of the Liche Lord”

    Earth Borer Mining Drill
    - Warhammer Fantasy RPG 1st Ed: “Stone and Steel”

    Dwarf Miners with Steam Drill
    - 7th edition Dwarfs Army Book Pg 36
    - 8th edition Dwarfs Army Book Pg 46, 92
    - White Dwarf #330 Pg 38 - 39

    Rune Golems
    - The War of Vengeance: The Curse of the Phoenix Crown (Novel)

    Rune Guardians
    - Warhammer Fantasy RPG 2nd Ed: “Lure of the Liche Lord”

    Shard Dragons
    - Monstrous Arcanum Pg 72-73

    Thunderbarge
    - Warhammer 8th Ed Rulebook
    - Warhammer Online: Age of Reckoning
    (See “Spirit of Grungni” for additional sources)

    Ulther’s Dragon Company
    -Citadel RRD6
    -Warhammer RPG 1st Ed: “Stone and Steel”

    War Balloons Squadron
    - Man O’ War Sea of Blood Rulebook
    - Warhammer Fantasy RPG 1st Ed: “Stone and Steel”

    Goblin Hewer
    - Warhammer Fantasy RPG 3rd Ed: “Book of Grudges”

    Missing RoR


    Brotherhood of the Anvil
    - The End Times I: Nagash, Pg 220

    Daughters of Valaya
    - Grudgelore page 14
    - Total War Warhammer 2 (Follower)

    Everguard
    - The End Times IV: Thanquol Pg 222

    Rordak’s Rangers
    - The End Times IV: Thanquol Pg 110
    Post edited by SeanJeanquoi on
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited February 2020
    Disclaimer about Steam Golems and Rune Guardians: Despite the Art and Model I have shown in my post (Both of which have circulated the Forums many times) I could not find any official source that I know of that speaks of the “Steam Golems” as I have shown them. The closest thing to it is the “Rune Guardians” which are supposed to be robots with no pilot, controlled by runes.

    So unless I see a source to the contrary, its possible that the “Steam Golems” and “Rune Guardians” I portrayed here are somewhat false, based half and half on the same unit, speculation and unconfirmed art/models.

    Here is the official source for the robotic “Rune Guardians” https://warhammerfantasy.fandom.com/wiki/Rune_Guardians

    The Rune Guardian as shown in the official source is in my opinion, far less interesting than either of the potentially fan-made units and I think CA could easily twist this to give Thorek another Golem variant with the stone statues I’ve shown and give Grimm/Burlok another Steam Powered Engineer unit for their DLC. This would be the best of both worlds IMO.
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165
    I want Malakai!
    - Thunderbarge
    - War Baloon
    - Goblin hewer
    - Gyro mounts for master engineers

    We need a Dwarf airforce faction like Tiktaqto.
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165
    Dwarfs actually have enough stuff for at least 2 more LPs.

    One should be Malakai focusing on flying constructs and other machines, maybe with a Slayer Lord as well.

    The other should focus on Rune stuff.
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • FossowayFossoway Registered Users Posts: 4,231
    You forgot Grimm Burloksson. He actually stands a decent chance at being a LL since he got a fairly recent model, and he's fairly unique too.
  • LabriaLabria Registered Users Posts: 1,507
    I just want Slayer Lord pack with Malakai Makaisson.


    Thorek Ironbrow and Grimm Burloksonn should be FLC Legendary Lords. B)
    Dwarfs need Slayer Lord pack: https://imgur.com/x74HxxU
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @ArneSo

    Honestly? with the stuff they have left to add, CA could justify 3-4 more Dwarf Packs (Unless we get a free update that adds stuff).

    We could get a Runelord DLC with Thorek, Anvil Guard, Rune Golems and Rune Guardians.

    An Engineer DLC With Balloon Squads (Both of them), Steam Golems, and Drakefire Pistols, Shotguns, Juggernauts, etc.

    A Slayer DLC with Malakai Makaisson, Snorri, Generic Slayer Lord/heroes, Thunderbarge and Doomseekers.

    A Miner DLC with the Earth Borer, Alrik Ranulfsson, Steam Drills, Prospectors.

    I'm super hyped for the future of the Dawi personally ^_^
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited February 2020
    Fossoway said:

    You forgot Grimm Burloksson. He actually stands a decent chance at being a LL since he got a fairly recent model, and he's fairly unique too.

    You're right I did write an entry for him but I seem to have misplaced his image, hang on.

    Edit: Found the Wazzock.
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165

    @ArneSo

    Honestly? with the stuff they have left to add, CA could justify 3-4 more Dwarf Packs (Unless we get a free update that adds stuff).

    We could get a Runelord DLC with Thorek, Anvil Guard, Rune Golems and Rune Guardians.

    An Engineer DLC With Balloon Squads (Both of them), Steam Golems, and Drakefire Pistols, Shotguns, Juggernauts, etc.

    A Slayer DLC with Malakai Makaisson, Snorri, Generic Slayer Lord/heroes, Thunderbarge and Doomseekers.

    A Miner DLC with the Earth Borer, Alrik Ranulfsson, Steam Drills, Prospectors.

    I'm super hyped for the future of the Dawi personally ^_^

    True, those 3 packs sound awesome! So many options.

    Okay I changed my mind, hope we get the Rune themed LP against Moulder in WH2. Then we could still get 2 crossovers in WH3. One against Ogres and one against Chaos Dwarfs.

    I really hope we get tons of crossovers in WH3.
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • bolero567bolero567 Registered Users Posts: 88
    Red Brokk from the Dreadfleet wargame would make an interesting LL. Has an existing rivalry with Noctilus, and a Chaos Dwarf rival for game 3. He'd fit the engineer/aerial theme like Grimm or Malakai - his flagship has airship docks on it.
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165
    bolero567 said:

    Red Brokk from the Dreadfleet wargame would make an interesting LL. Has an existing rivalry with Noctilus, and a Chaos Dwarf rival for game 3. He'd fit the engineer/aerial theme like Grimm or Malakai - his flagship has airship docks on it.

    I’m not sure if CA is allowed to use any more Dreadfleet characters.
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • korradokortokorradokorto Registered Users Posts: 271
    honeslty i dont think i ever see half the stuff showed , they look quite apocryphal to me, but as a tau fan im all for dwarf mechs and it seem fair to me to fight skaven scifi artillery with dawi mech and mechanized airborne .

    also dont know where they come from but the daughters of vallaya minis are impressive, really nice looking minis.
  • Red_DoxRed_Dox Junior Member Registered Users Posts: 3,919
    Yo are aware that your "Spirit of Grungi" pictured is more the refined probable later designed Thunderbarge? Famously known from WAR.


    Malakais actual airship


    is probably better represented through the Warmaster Zeppelin.


    Which still might be a bit to big in scale for TT or TWW battles


    -----Red Dox
  • SiWISiWI Senior Member Registered Users Posts: 11,388
    edited February 2020
    wow this is a exercise to inflate the numbers as much one can isn't it?
    at least at the generic lord and hero section
    Ratling_Guns.gif?t=1554385892
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited February 2020
    @korradokorto

    The Daughters of Valaya Image on the left is from "Atlantis Miniatures" and its called "Dwarf Female unit", the one on the right is from "the Throng of Kraka Draka" on the old Bugman's Brewery forums.
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @Red_Dox

    I am aware of that yes. The main reason I went with that Image tbh is that I already showcased the Older kind of Thunderbarge in the actual unit entry itself and I sort of wanted to show people who might not be super familiar with the Lore that there are different kinds of Thunderbarge. I really don't like reusing images if I can help it.
  • WarfieldWarfield Registered Users Posts: 372
    I've been clamoring for great weapon variants for Dwarf Lords and Thanes for a while. There is no reason not to add them, the animations are in, and looking at Empire with their 50 different wizards, it would be nice if Dwarfs had some variety.

    You could argue that great weapons don't add that much variety as compared to a lore of magic, and you'd be right. However, I don't think some invisible bar of hyper-unique utility is good enough reason to exclude content. AP damage is good enough.

    Also, I believe Kazador's last name is "Thunderhorn"... and that glowing rune hammer looks SICK... CA needs to make an elite unit of hammerers with glowing runic weapons!

    I hadn't considered making Prospectors a Hero/Lord unit. I just thought it would be a different version of miners (with steam drills), but this is very cool and opens the door to some new hero meta game play.

    As for Steam Golems, I'd love to see them added (I tend to call them hammering towers as they look to be much larger than something piloted by a single Dwarf.

    Lastly, I am working on an engineering-theme Dwarf DLC post pulling from a bunch of official sources. Maybe once its polished and ready for public consumption you can incorporate it.

    Warfield Undermountain
    Dwarf Lord of Zhufbar (for the time being)
    LINK: Dwarf Engineering DLC
    Daemons of Chaos vs Dwarfs - The Daemon and The Slayer DLC
    Greenskins vs Dwarfs - The Troll-Eater and The Vengeful DLC

  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @Warfield

    Lords and Thanes need Great Weapons, It would take basically no effort and Since Dwarfs Don't really have that much variety in their lords/heroes and since they are master craftsmen, it would fit so well.

    I look forward to reading your post when it's up Warfield :)
  • _Mad_D0c__Mad_D0c_ Registered Users Posts: 1,442
    Yeah Malakai LP with Snorri as LH, Slayer lord/hero, doomseekers, thunderbarge, goblin hewer... yes
  • BiesBies Junior Member Registered Users Posts: 2,787




    "I shivered at the sight of her - her beauty far beyond that of mortal man. But her soul glowed with an inner darkness that chilled my very core."









  • sieahsieah Registered Users Posts: 1,002
    Is the Golem pic from Dragon Age?
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @sieah

    One of them is yeah, the other is Warhammer fan art.
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @Bies


    Thanks Bies, I thought she was just a fluff footnote, that was ret-conned or something.
  • ViroshVirosh Registered Users Posts: 85
    @SeanJeanquoi Awesome compilation, kudos to the OP! <3

    I want them all in game!
  • Wing ZeroWing Zero Junior Member Registered Users Posts: 834
    Wow I never realised there was this material left.
    ''The difficulty of tactical maneuvering consists in turning the devious into the direct, and misfortune into gain.
    -Sun Tzu

    "Tolerance, Diversity, Strength"
    - Seleucid

    Team Chaos Dwarf
  • saweendrasaweendra Registered Users Posts: 10,030
    @SeanJeanquoi thank you,

    i think brewmaster is going to be the best unit for dawi game play as a whole.;
    #givemoreunitsforbrettonia, my bret dlc
  • SiWISiWI Senior Member Registered Users Posts: 11,388
    Red_Dox said:

    Yo are aware that your "Spirit of Grungi" pictured is more the refined probable later designed Thunderbarge? Famously known from WAR.


    Malakais actual airship

    Which still might be a bit to big in scale for TT or TWW battles

    -----Red Dox

    After the Dread Saurian... I think it is kinda possible.
    Maybe a bit smaller ingame then the warmaster model suggest but still...
    the only major problem I see is actually balance give that races who struggle against air units right now will flat out die against THAT thing....
    Ratling_Guns.gif?t=1554385892
  • DatHomieSilverSurferDatHomieSilverSurfer Registered Users Posts: 258
    Bugman, his cart, and the Brewmaster are my most wanted units. Josef Bugman is one of those iconic Warhammer Fantasy characters with Gotrek, The White Dwarf, and Thanquol that deserves a darn place in this game.
  • davedave1124davedave1124 Senior Member Registered Users Posts: 12,330
    Hmmm... this makes me think we have a lot of LL packs to go.
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