When it comes to Old World races, the Dwarfs can be argued to be decent right now. However, they are far from complete. There are a few things, especially in the unit department, that are still leaving gaping holes in the ultimate dwarf experience in WH3 right now. I'd like to dedicate this thread towards a general discussion of the future of the Dwarfs in WH3, with special focus on two updates that would go a long way to completing the race. First, this would be a pretty clear-cut DLC with a focus on Slayers and second, another one leaning more towards engineering and runes.
1. The Slayer Update
For this one, Great Book of Grudges just recently made a theorizing video summarizing pretty neatly about what a Slayer-focused DLC would be, which you can find here:
https://youtube.com/watch?v=Yj-Dv459-M8To summarize however, here is the general gist of it:
LL: Malakai Makaisson somewhere in the Mountains of Mourn
LH: Possibly Long Drong
L + H: Daemon/Dragon Slayer
Units: Doomseekers, Slayer Pirates, Goblin Hewer, ThunderbargeIf we're thinking of this in terms of LPs, this I think is perfectly doable. It isn't that far from the Dwarf's current content, as it would largely reuse a lot of atleast visual stuff from already existing models. Now while I agree with the general setup, I do not agree with GBoG's choices of starting position and legendary heroes. While the Mountains of Mourn are quite suitable for Dwarf play, I don't think that's where Malakai should go (further explained in the Engineer/Rune part).
A more suitable location for the Slayer update could be somewhere around Kraka Drak, which would further add a "hold the line against Chaos" angle for the Order factions along with Boris Ursus and Miao Ying. Here is a lore excerpt of the Norse Dwarf holds:
"The Giantshome (Grontklung) Mountains have rich deposits of iron, precious metals (chiefly silver) and gems, and the valleys have great deposits of amber. The mountainous coasts are covered by coniferous forests rich in game, and the rivers and coastal waters teem with fish. The vast population of Giants and Trolls draw Slayers from all parts of the Old World ... Kraka Ornsmotek is the northernmost Norse Dwarf Hold, and also the most heavily fortified. This part of the Giantshome Mountains has higher population of Giants, Trolls, and the servants of Chaos than anywhere else in the Known World, and Kraka Ornsmotek is home to more Slayers and Berserkers than the other Norse Dwarf Holds combined."Its pretty clear that if we are to follow this train of thought, then Kraka Drak, on the northern edge of the Old World, would be a pretty good location to host a Slayer-themed play. Trapped between Norscans, Daemon Prince, Valkia the Bloody (issue needed to be discussed first), Ku'Gath Plaguefather, a not-too-distant Skarbrand and also Clan Moulder, there would be no shortage of abominations and monsters to fulfill the ultimate Slayer experience. A dream scenario of mine would be to have all the major Norse Karaks added (probably as single-settlement provinces to not interfere too much with Norsca) or even to have Great King Thorgard Cromson in somewhere, but that might be a stretch.
With this Norse angle though, a Norse Dwarf War Mammoth from Citadel Journal might be a potential unit as well.With regard to GBoG's choice of LH, rather than fitting in one to match the ranged Slayer Pirates with Long Drong, my suggestion is rather to have one fitting with the Doomseekers with Garagrim Ironfist, son of Ungrim Ironfist.
2. Engineering/Runes
Looking further afield for the Dwarfs, we move on to the other update, centered on completing the runic and engineering rosters. Here we have 2 main contenders for LLs left waiting in the wings:
Grimm Burloksson and Josef Bugman. And depending on the extent of this update, stuff like Guildmaster Engineer Lords, Rune Golems and Guardians, the controversial Shard Dragon and quite possibly some further ranged infantry weapon kinds, not 100% sure what we are missing there. Alternatively we might get some sort of Brewmaster. When it comes to starting positions for these, depending on if we get both of these lords, it is also pretty up in the air. The Mountains of Mourn would here be an option, specifically imo for Josef Bugman. Grimm being the engineer would be natural to place in Zhufbar, while Bugman can further his general quest for vengence on all Greenskins over in the Mountains of Mourn. There he can square off with Grimgor in IE, whatever Greenskins still inhabit the Dark Lands after the Chaos Dwarfs arrive and potentially with the Hobgoblins if they ever show up.
What do you think guys? Do you agree with GBoG's take on a coming Dwarf update? What are your visions for future Dwarf content?
Comments
Other than missing characters, I'm mostly looking forward to:
- Mounts: shieldbearers, oathstones and copters for engineers.
- Weapon variants like dwarf pistols, firedrakes and grudgerakere. Possible new (hybrid) units with them and generic characters with different weapon options (swap bronze shield for great weapon etc.).
- Adding missing runes and items: the system is already there. Appliance of banner runes feel also a bit limited. Banner runes in multiplayer would also be neat.
- Existing roster reworks: Update to vanguard units (Miners, Rangers) and ranged units to make them more of a hybrid as they should = less turtling more fighting.
- Proper karak sieges (pipe dream).
All the rest is a bonus for me, and certain monstrous stuff a redline.
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5 · Disagree 5Agree#givemoreunitsforbrettonia, my bret dlc
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9 · 4Disagree 9AgreeDlc name: The Wrath and the Grudge
Dwarf Side:
LL: Grimm Burloksson
LH: Malakai Makaisson (Failure of a Slayer, failure of an Engineer)
GL: Guild Master Engineer and Brewer
GL: Daemon Slayer
GH: Dragon Slayer
Units:
Grudgeracker Thunderer
Ironbreaker with Drakefire pistol
Thunderbarge
Deathroller
Khornate Side:
LL: Skarr Bloodwrath
LH: Scylla Amgrimfist
GL: Skaramor Lord (Light armour and Defence against Large) (Has weapon change via tree like the Dwarf Engineer, either great weapon or Wrathmonger)
GH: Hunter of Khorne: Rare ranged hero of Khorne (Even though melee seem to still be their preferred way to reap skulls)
Units:
Wrathmonger Anvil (Great Weapon): Actually first appeared in AoS, but close enough to the Wrathmonger to be the GW variant
Skullreaper (Warrior of Chaos but with different looks and stat)
Goremonger (Chosen but with different looks and stat)
Gorechained (Champion like but have support buff for nearby units, basically Dwarf Great beard to Dwarf Warrior)
Bloodbeast of Khorne
White Dwarf Initiative: Josef Bugman (Guild Master Brewer)
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9 · Disagree 9Agree- Report
2 · Disagree 2Agree- Report
1 · 1Disagree 1Agree- Report
0 · 2Disagree AgreeI would rather get Norse Dwarfs with their king Thorgard Cromson than a worse version of Ungrim AND Grimm, you know, something actually unique and different from other Dwarfs.
- Anonymous
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1 · 5Disagree 1AgreeGrimm = Engineer DLC
Malakai = Slayer DLC
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3 · 3Disagree 3AgreeSlayer DLC... because there's a lot of official slayer content missing.
Engineer DLC because there's plenty of lore tidbits and bits from other GW games to support it.
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1 · 2Disagree 1AgreeWould I be very happy if we got a 3rd Dlc for the Dwarf, yes, I'd be ecstatic, but I'm not gonna pray on it.
And if we get a 3rd Dlc, they can do it with Kragg for Rune stuff, could even work against Cathay and their automaton
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0 · 1Disagree Agree- Report
1 · 1Disagree 1Agree- Anonymous
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2 · 2Disagree 2Agree- Anonymous
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0 · 3Disagree AgreeI'd rather not get another melee Dwarf King LL... we've got nothing but Melee lords for Dwarfs, and Thorgrim the Melee Runelord. Having a Slayer Engineer is far more compelling than another Melee Beater that people just walk away from. Malakai has a Repeating Dwarfen Handgun, Ungrim doesn't have that, and while a DLC doesn't have to be on theme with Lords and Units I think they are more compelling when they are.
Either way my top 3 picks for future Dwarf Lords are.
Grimm - Engineer LL
Malakai - Slayer Engineer LL
Joseph Bugman - Dwarf Ranger LL
All of which have ranged attacks, all of which would play different and have different focuses than any lord we currently have or each other.
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2 · 1Disagree 2AgreeAlso to the best of my knowledge, CA has never picked a named unit champion from old editions over an 8th edition Lord or Hero.
There is also literally nothing stopping a Grimm Burlokson dlc coming with slayer units or runic golems either. Eshin dlc released with Skryre units for example.
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4 · 2Disagree 4AgreeAnd you are telling me that a character that is at the same time a bad Slayer and a bad Engineer is somehow more interesting than a LL with access to units that no other Dwarf LL would have and represents the most exotic kind of Dwarf in Fantasy?
- Anonymous
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0 · Disagree AgreeAlso Slayer with Gun and Low/No armor is very different that Full Plate Slayer King.
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2 · 3Disagree 2Agree- Report
1 · Disagree 1AgreeFor a ranged LL engineer LL we have Grimm, for a Slayer LL we have Ungrim, what exactly does Malakai offer?
You know what is even more different? A different culture of Dwarfs with units exclusive to them that live right in the middle of Norsca and surrounded by enemies on all sides.
- Anonymous
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1 · Disagree 1AgreeGreat thread!
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3 · 6Disagree 3AgreeAnd Thunderbarges shouldn't be able to attack in melee to begin with, they should be like Sky Lanterns and Junks.
And no one stops CA from mounting Grimm in a Thunderbarge, we are talking about the son of the leader of the Engineer Guild and a prodigious inventor.
- Anonymous
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0 · Disagree AgreeThats what they are missing.
Already have Ungrim and slayers but engineering is what they are known for and where, ironically, they are well behind other races. Doesn't mean that they can't get a daemon slayer hero, but the focus should be on engineering, so Grimm as LL, Malakai as LH, thunderbarge, deathrollers and a grudgeraker unit would be great. Add generic Engi lords and a gyro mount. Add an engineer mechanic and Bugman as flc and its all good.
The problem with more slayers and more damn runelords is that it presumes that dwarfs will get multiple dlc's. And in that case, sure waste a spot, no problem. Pity about all the other races though...
But I'd be surprised if they got more than one dlc, so it really needs to focus on whats missing, and as they already have slayers, slayer lords and runelords it should be an engineer focus first and foremost.
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4 · 3Disagree 4AgreeDaemon Slayer Lord
Dragon Slayer Hero
Doomseeker
Goblin Hewer
Those are the only real Slayer units
Thunderbarge are not unique to Malakai, hell he became a Slayer in part die to making one that crashed.
Any other Slayer unit basically boil down to Slayer or Giant Slayer variant.
And the Lord/Hero should have been Flc since game 1
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2 · Disagree 2Agree- Report
2 · 1Disagree 2AgreeThough instead of the pistol dwarfs which i'm not sure how much use it would see, I like the miniguns that would give dwarves another engineer weapon team.
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1 · Disagree 1AgreeAlso who wants Malakai and Joseph as LLs? They are LHs. None of them led whole armies. The former only a group of like-minded followers and the other essentially a mercenary company with a grudge towards any Greenskin on the planet. And we have already enough of heroes being turned into lords while other, more fitting lords exist. In case of the likes of Markus Wulfhart it was more like how to present The Empire into game 2 and it was acceptable here. But come on...at least they fixed it with Isabella in game 3.
Grimm, Kragg, Kazador...these are the guys you want.
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2 · 2Disagree 2Agree- Report
1 · 1Disagree 1AgreeCA should NOT combine slayers and engineers into one DLC. If they do, it will be yet another short cut taken to try and get "all" the Dwarf content in as little time as possible, instead of giving the Dwarf fans more to keep them interested in the franchise.
Warfield Undermountain
Dwarf Lord of Stone and Steel
TWW3 Dwarf Content Series:
FLC/Update #1: "Brewing" Update, Josef Bugman FLC, Bugman's Brewery faction
FLC/Update #2: "Royal Blood" Update, Alrik Ranulfsson FLC, Karak Hirn faction
FLC/Update #3: "Vengeance" Update, Kazador Thunderhorn FLC, Karak Azul faction
FLC/Update #4: "Runelore" Update, Kragg the Grim FLC, Runesmith's Guild faction
DLC #1: The Sorcerer and the Engineer, "Engineer's Workshop" Update
DLC #2: The Daemon and the Slayer, "Slayer's Oath" Update
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2 · Disagree 2AgreeThis IS the way....
Warfield Undermountain
Dwarf Lord of Stone and Steel
TWW3 Dwarf Content Series:
FLC/Update #1: "Brewing" Update, Josef Bugman FLC, Bugman's Brewery faction
FLC/Update #2: "Royal Blood" Update, Alrik Ranulfsson FLC, Karak Hirn faction
FLC/Update #3: "Vengeance" Update, Kazador Thunderhorn FLC, Karak Azul faction
FLC/Update #4: "Runelore" Update, Kragg the Grim FLC, Runesmith's Guild faction
DLC #1: The Sorcerer and the Engineer, "Engineer's Workshop" Update
DLC #2: The Daemon and the Slayer, "Slayer's Oath" Update
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2 · Disagree 2AgreeWarfield Undermountain
Dwarf Lord of Stone and Steel
TWW3 Dwarf Content Series:
FLC/Update #1: "Brewing" Update, Josef Bugman FLC, Bugman's Brewery faction
FLC/Update #2: "Royal Blood" Update, Alrik Ranulfsson FLC, Karak Hirn faction
FLC/Update #3: "Vengeance" Update, Kazador Thunderhorn FLC, Karak Azul faction
FLC/Update #4: "Runelore" Update, Kragg the Grim FLC, Runesmith's Guild faction
DLC #1: The Sorcerer and the Engineer, "Engineer's Workshop" Update
DLC #2: The Daemon and the Slayer, "Slayer's Oath" Update
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2 · Disagree 2Agree