This will be the first in a series of proposed expansion packs per certain races in the Total War: Warhammer trilogy. Some races I believe can receive multiple lord packs, such as the Empire, while others could reasonably be finished off with just a single LP, such as the High Elves and Skaven. But some races have many missing characters but not that much in the way of units or characters which would make multiple LPs unfeasible for them. My suggestion for these races are large campaign pack styled expansions at the same price point, each with four new LLs (plus a FLC LL), several character types and new units. The first for today is of course the dawi, and I will be utilizing both TT and lore sources and including the occasional brand new unit concept that I believe could fit the lore without breaking it, they won't be completely made up however. Note that I'm not trying to create a definite theme with this, just get in as much missing content to enrich each race, and considering how fast and loose CA has been with certain unit lineups in LPs, I don't really see that as an issue.
Legendary Lords:Grimm Burloksson
The original and premier dawi engineer (not counting his father Burlok Damminsson of course), armed with cog ax and Grudgeraker rifle.
Malakai Makaisson
The eccentric slayer engineer, an interesting hybrid between Ironfist and Burloksson, focusing on the more zanny and snubbed contraptions of the dawi.
Josef Bugman
The celebrated master brewer, out for revenge for the destruction of his hold and brewery.
King Kazador Thunderhorn
King of the southernmost standing hold of Karak Azul, has sworn bloody vengeance against Gorfang Rotgut, the Squatter King of Black Crag, for the atrocities commited against his son and kin.
King Alrik Ranulfsson
The warrior king of Karak Hirn, greatest hold west of the World's Edge.
New Lords:Daemon Slayer

Discount Ungrim. Anti-large focus lord.
Engineer Guildmaster

Discount Burloksson, could be differentiated from Master Engineer hero by a different weapon kit and abilities.
New Heroes:Dragon Slayer

Standard anti-large hero. Both it and the Daemon Slayer lord existed in the 8th edition TT so I see no reason to exclude either.
Priestess of Valaya

Equipped with strictly healing and supportive runic magic. Would greatly shake the dwarfen meta.
New Units:Grudgerakers
(See image of Grimm Burloksson)
An elite upgrade from standard Thunderers, dwarfen warriors equipped with the same firearm that Grimm wields in combat.
Steam Drill Miners

An equivalent to the Skaven Warp Grinder team, a useful support tool that the dwarfs had on the TT. Could be used in a similar but clearly superior fashion to the shoddy thagoraki imitation.
Doomseekers

Extremely exotic slayer variant, could have an anti-infantry twist instead given the zany chain-axes they possess, have them function somewhat similarly towards Depth Guard as a result.
Goblin Hewer

Bizarre anti-personnel artillery piece invented by Makaisson. Short range but chunks through infantry forces with continuous rapid fire axes hurled at the foe.
Thunderbarge

Right the grudge of CA and the Cathayans! The dawi deserve their air superiority super unit!
Rune Golems

Ancient power creations of the ancestor gods. TW:W has already produced several instances of 'Deus ex Machina' to upset the status quo of the setting such as the Vortex and Ursun, so I'm quite confident that reawakening these constructs can be well explained. These would be the slowest and most tanky monstrous infantry in the entire game, nigh impervious to magic and extremely resistant to damage, total linebackers for the dawi line that would make Treekin look like Trolls in comparison.
Shard Dragon

Giant subterranean reptiles that the dwarfs have broken with powerful rune collars, essentially turning them into monstrous attack dogs. A relatively slow (for a SEM) but extremely formidable and dangerous beast that complements the dwarfen army by acting as the ultimate distraction Carnifex in game.
Thunder Roller

A unit that technically only exists in Blood Bowl. That said, similar concepts existed for the dwarfs in both the lore and especially in older editions. A slower and more powerful equivalent to the both the Doomwheel and the Steamtank. Time to show both the ratkin and the manlings what a proper armor division looks like!
Anyway that's my suggestion for a expansion to the dawi that both amplifies their strengths in game as well as providing some new tactical options in battle that don't conflict with the dwarfen style of warfare (such as cavalry or chaff). My next expansion proposal will be about their hated rivals, the foul Greenskins.
Comments
There. Add that to the lore and let's get rid of these stupid things. Dawi kill dragons, not tame them.
Other than that this looks alright. 4 + 1 LL is likely wishful thinking though as I think CA has stated that the LL themselves is the most laborious part of any DLC. 3 + 1 or 2 + 1 could be feasible though.
I would also like to see dawi units that are not from the army books, or supplements. Take a page from Vermintide 2 and give them teams of engineers with Crank Guns. Dawi are supposed to be the most advanced race in Warhammer fantasy and that should show, better than it does now.
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6 · 3Disagree 6AgreeOtherwise I think at the rest Gimme :-D.
Sorry for my disastrous English.
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2 · 1Disagree 2AgreeWith the goal being a campaign pack sized/budgeted expansion that's why I went with the four LL + FLC route. Personally I'm fine with simpler designed LL that don't have the ludicrous amount of gimmicks like most LP LLs do. Give each unique goals on the campaign map and a few tweaks and I'm cool with that myself. Plus while the contents of successor entries I plan are likely to be less unit dense (dawi just have a dearth of new potential infantry really) I wanted to try and standardize them all with a set LL amount.
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0 · Disagree AgreeChaos Hats
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3 · 1Disagree 3AgreePut Kragg the Grim as Runelord and maybe Gragrim as a Slayer Expedition
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1 · Disagree 1AgreeJuggernaut (Dwarf Tank)
Earth borer Drill (Steampowered Melee chariot) could be a variant of the Juggernaut
Gatling Guns: Used primarly on Dawi Ships, there is also the Breaker Cannons that are bigger (Or Lighter,I don't remember which) cannons that are primary used on ships
Steam Golem: Steam Claw and Gatling/Clatter Gun (Kind of acting like slower Skaven Stormfiend)
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0 · Disagree AgreeNice post though, now i want to play dawi again, who knows i might do that, i´m getting tired of the grueling heavily modded Rakarth campaign i got going on
Nurgle is love
Nurgle is life
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1 · Disagree 1AgreeGrimm LL
Mal LH
Josef FLC
Engineer lord with gyro mount
Decent hero in combat so either Demon or dragon slayer.
Deathroller
Thunderbarge
Thunderers with longer range.
Hammerers and miners buffed.
Ironbreakers with gold shields.
Bardins mini gun making an appearance somehow.
Regular cannon range needs to be equivalent to other artillery otherwise dawi have a major issue.
That or buff gyro's.
No shard dragons.
Personally I don't want any golems but I can't deny that it would solve the main issues with dawi.
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4 · Disagree 4AgreeAlso proposition for a new Dwarf hero.
Witch Hunter of Gazul: A follower of Gazul, Ancestor God and Guardian of the spirits of Dwarf Ancestors (he in fact kickstarted the whole ancestor worship). Similar in terms of map mechanics to his Empire counterpart, but is a pure melee character with abilities and skills that further enhance the Dwarf's spell resistance and effectiveness against undead. Is armed with a runic sword (because Gazul's weapon of choice is one) and is a powerful character hunter that also deals even more damage to anything that is undead (so Mannlet, even on a Zombie Dragon, will be gravely endangered). Actually I'd see the Juggernaut as a cross between a Empire Steam Tank and the Marienburg Landship. Something like a Ironclad on wheels that makes the former two jealous like hell.
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0 · 1Disagree AgreeInstead of Deathrollers I would like to see the Ancestor Engines. They are essentially Melee Steamtanks but with special effects based on the Ancestor for it. Its slow, so not good for Shock, more of a grinder-chariot thats like a really high mass rock in your formation. It fits the dawi better?
Deathrollers are cool, but I think the biggest source of mobility for dwarfs should come from their Airforce OR miners with steamdrills digging themselves to somewhere else on the battlefield (or being able to appear wherever they want), which is what makes them so unique.
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2 · Disagree 2AgreeIn case that wasn't apparent.
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0 · Disagree AgreeAnd GW has deemed it a good idea since they expanded upon it with the Fyreslayer, sure they aren't my cup of tea but GW has made them
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0 · Disagree AgreeNurgle is love
Nurgle is life
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0 · 1Disagree AgreeIn case of cavalry Dwarfs don't have any due to a mix of superstition and distrust towards anything in that direction. Animals for pulling carts? Sure. Riding on said animals? HELL NO...except for the very, very few Dawi in the entire Karaz-Ankor who ride animals and are considered oddballs. It would require thousands of years for Dwarfs to get used to the idea of taming and breeding animals for war purposes yet alone training with them to make legitimate and useful cavalry units.
And don't get me started on the fact that in their very first army book, the one that gave them some fleshing out, the Dwarfs could recruit from all possible available monsters. From Griffins to Manticores to Hydras to Dragons. And the Storm of Magic + Monstrous Arcanum allows them, like many other factions, to recruit monsters without any consequences. Only the Shard Dragon is considered here the only unit that is used much more by Dwarfs than other factions and is considered a more Dwarf-centric unit.
The whole no monsters thing for Dwarfs I heard for a long time is now, and I see it after all that research, something coined up by people who blindly believe in that some factions should remain the same and who camp in a corner with cannons.
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0 · 1Disagree AgreeAlso the Dispossessed are literally vanilla Warhammer Dwarfs in AoS. So if they got the Shard Dragon there then Dawi would too...if the rumors are true that is.
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0 · Disagree Agree- Orphans/Bastards
- Those banned from their clans
- Some may take on a name to honor an ancestor
- Some father might be shamed and they change their names
- Some earn themselves a new Name or a great house/clan....then you need a name associating you with said clan.
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0 · Disagree Agree