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A sketch regarding future Dwarf updates (especially Slayer DLC)

TheWattman#7460TheWattman#7460 Registered Users Posts: 3,208
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-M8
To 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, Thunderbarge


If 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?
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Comments

  • mightygloin#2446mightygloin#2446 Registered Users Posts: 6,279
    Arent Drong and slayer pirates DoW material?

    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.
  • saweendra#3399saweendra#3399 Registered Users Posts: 21,277
    i want Grimm not malakai

    #givemoreunitsforbrettonia, my bret dlc


  • Heretical_Cactus#7598Heretical_Cactus#7598 Registered Users Posts: 3,429
    Would prefer an Engineering Dlc with a Slayer side rather than the other way

    Dlc 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:
    Doomseeker

    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

    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)
  • TheWattman#7460TheWattman#7460 Registered Users Posts: 3,208

    Arent Drong and slayer pirates DoW material?

    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.

    Yes but that's not stopping it from coming to the Dwarfs themselves. Like Dwarf pistols would be for the Slayer pirates.
  • TheWattman#7460TheWattman#7460 Registered Users Posts: 3,208

    Would prefer an Engineering Dlc with a Slayer side rather than the other way

    Dlc 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:

    Doomseeker

    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

    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)
    And the rune side?
  • Heretical_Cactus#7598Heretical_Cactus#7598 Registered Users Posts: 3,429

    Would prefer an Engineering Dlc with a Slayer side rather than the other way

    Dlc 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:

    Doomseeker

    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

    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)
    And the rune side?
    Either via rework or already done, I don't expect the Dwarf to get 2 dlc in game 3 (Only Empire and VCount need it)
  • mecanojavi99#6562mecanojavi99#6562 Registered Users Posts: 13,285
    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    I 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.
    "By the fires of Hashut, let them burn in the flames of eternal torment!"
    - Anonymous
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231
    saweendra said:

    i want Grimm not malakai

    Dude... not in conflict

    Grimm = Engineer DLC
    Malakai = Slayer DLC
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231

    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    I 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.

    Why get 2 More DLC's for a total of 3.... when we could just get ONE... and far fewer than any other faction.

    Slayer 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.
  • Heretical_Cactus#7598Heretical_Cactus#7598 Registered Users Posts: 3,429
    OdTengri said:

    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    I 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.

    Why get 2 More DLC's for a total of 3.... when we could just get ONE... and far fewer than any other faction.

    Slayer 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.
    Because there isn't going to be unlimited dlc

    Would 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
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231

    Would prefer an Engineering Dlc with a Slayer side rather than the other way

    Dlc 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:

    Doomseeker

    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

    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)
    And the rune side?
    There is no rune side it's already been done and Thorgrim is here.
  • mecanojavi99#6562mecanojavi99#6562 Registered Users Posts: 13,285
    OdTengri said:

    saweendra said:

    i want Grimm not malakai

    Dude... not in conflict

    Grimm = Engineer DLC
    Malakai = Slayer DLC
    Except we already have Ungrim, an actual proper Slayer LL, any remaining Slayer units can arrive with Grimm or another Dwarf character, there is no rule that says that the units have to be tied to the LL and with Grimm, Malakai is simply unnecessary.
    OdTengri said:

    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    I 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.

    Why get 2 More DLC's for a total of 3.... when we could just get ONE... and far fewer than any other faction.

    Slayer 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.
    I haven't said that the Dwarfs shouldn't get 2 DLCs? I just don't see the point in Malaki as a LL, Grimm DLC 1 + Bugman FLC LL and Thorgard Cromson DLC 2.
    "By the fires of Hashut, let them burn in the flames of eternal torment!"
    - Anonymous
  • mecanojavi99#6562mecanojavi99#6562 Registered Users Posts: 13,285

    OdTengri said:

    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    I 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.

    Why get 2 More DLC's for a total of 3.... when we could just get ONE... and far fewer than any other faction.

    Slayer 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.
    Because there isn't going to be unlimited dlc

    Would 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
    What is exactly the point of Kragg when we already have Thorek? That's just more of the same, I much prefer Norse Dwarfs isntead.
    "By the fires of Hashut, let them burn in the flames of eternal torment!"
    - Anonymous
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231

    OdTengri said:

    saweendra said:

    i want Grimm not malakai

    Dude... not in conflict

    Grimm = Engineer DLC
    Malakai = Slayer DLC
    Except we already have Ungrim, an actual proper Slayer LL, any remaining Slayer units can arrive with Grimm or another Dwarf character, there is no rule that says that the units have to be tied to the LL and with Grimm, Malakai is simply unnecessary.
    OdTengri said:

    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    I 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.

    Why get 2 More DLC's for a total of 3.... when we could just get ONE... and far fewer than any other faction.

    Slayer 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.
    I haven't said that the Dwarfs shouldn't get 2 DLCs? I just don't see the point in Malaki as a LL, Grimm DLC 1 + Bugman FLC LL and Thorgard Cromson DLC 2.
    Sorry, conflating two different arguments from 2 different people.

    I'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.
  • Commissar_G#7535Commissar_G#7535 Registered Users Posts: 16,363
    As others already pointed out, we already have a Slayer focused faction with Ungrim. That doesn’t mean we shouldn’t get more slayer stuff ever, but that shouldn’t be a priority above other themes, play styles and actual 8th edition lords like Grimm. We’ve had 6 years to play Slayers.

    Also 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.
    MarcusLivius: You are indeed a lord of entitlement.
  • mecanojavi99#6562mecanojavi99#6562 Registered Users Posts: 13,285
    OdTengri said:

    OdTengri said:

    saweendra said:

    i want Grimm not malakai

    Dude... not in conflict

    Grimm = Engineer DLC
    Malakai = Slayer DLC
    Except we already have Ungrim, an actual proper Slayer LL, any remaining Slayer units can arrive with Grimm or another Dwarf character, there is no rule that says that the units have to be tied to the LL and with Grimm, Malakai is simply unnecessary.
    OdTengri said:

    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    I 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.

    Why get 2 More DLC's for a total of 3.... when we could just get ONE... and far fewer than any other faction.

    Slayer 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.
    I haven't said that the Dwarfs shouldn't get 2 DLCs? I just don't see the point in Malaki as a LL, Grimm DLC 1 + Bugman FLC LL and Thorgard Cromson DLC 2.
    Sorry, conflating two different arguments from 2 different people.

    I'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.
    Who says Thorgard Cromson is just a melee LL? Based on what we know about the Norse Dwarfs he could be the only Dwarf that actually rides a living mount like a Mammoth.

    And 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?
    "By the fires of Hashut, let them burn in the flames of eternal torment!"
    - Anonymous
  • OdTengri#8235OdTengri#8235 Registered Users Posts: 10,231

    As others already pointed out, we already have a Slayer focused faction with Ungrim. That doesn’t mean we shouldn’t get more slayer stuff ever, but that shouldn’t be a priority above other themes, play styles and actual 8th edition lords like Grimm. We’ve had 6 years to play Slayers.

    We've had 6 Years to play a Slayer King without 3-5 differenet units of Slayers... with No Slayer Generic Lord, and no Slayer Hero for our other armies. Also Karag Dum is a great starting location, and Malakai belongs there more than any other.

    Also Slayer with Gun and Low/No armor is very different that Full Plate Slayer King.
  • TheWattman#7460TheWattman#7460 Registered Users Posts: 3,208
    Keep in mind here that Malakai could also have a mount in the form of a Thunderbarge. Flying ranged-hybrid-melee lord would also be something new for the Dwarfs.
  • mecanojavi99#6562mecanojavi99#6562 Registered Users Posts: 13,285
    OdTengri said:

    As others already pointed out, we already have a Slayer focused faction with Ungrim. That doesn’t mean we shouldn’t get more slayer stuff ever, but that shouldn’t be a priority above other themes, play styles and actual 8th edition lords like Grimm. We’ve had 6 years to play Slayers.

    We've had 6 Years to play a Slayer King without 3-5 differenet units of Slayers... with No Slayer Generic Lord, and no Slayer Hero for our other armies. Also Karag Dum is a great starting location, and Malakai belongs there more than any other.

    Also Slayer with Gun and Low/No armor is very different that Full Plate Slayer King.
    No one is saying we shouldn't get more Slayer units, just that Malakai doesn't have to come with them or at all.

    For 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.
    "By the fires of Hashut, let them burn in the flames of eternal torment!"
    - Anonymous
  • Beast_of_Guanyin#8747Beast_of_Guanyin#8747 Registered Users Posts: 44,643
    Malakai is obviously the best choice.

    Great thread!
    I am The Beast of Guanyin, The one who beasts 25 hours a day, 8 days a week, Vanilla Gorilla, The great bright delight, Conqueror of Mountains, Purveyor of wisdom, Official forum historian, Master Tamer of energy, the one they fear to name, Beastradamus, The Teacher, Master Unbiased Pollster, The Avatar of Tuesday, Chief hype Train Conductor, Uwu Usurper, Pog Wog Warrior, Poggers Patroller, Alpha of the species, Apex protector, Praetor of Positivity, Drybrush Disciple, Sophisticated Savage.
  • mecanojavi99#6562mecanojavi99#6562 Registered Users Posts: 13,285

    Keep in mind here that Malakai could also have a mount in the form of a Thunderbarge. Flying ranged-hybrid-melee lord would also be something new for the Dwarfs.

    Both Grimm and Bugman are hybird melee/range LLs.

    And 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.
    "By the fires of Hashut, let them burn in the flames of eternal torment!"
    - Anonymous
  • Rheingold#6691Rheingold#6691 Registered Users Posts: 1,752
    Ugh lord not again. The dwarves need an engineering dlc, not slayers, not runelords, engineering.
    Thats 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.
  • Heretical_Cactus#7598Heretical_Cactus#7598 Registered Users Posts: 3,429
    The thing with Slayer dlc is what unit do you give them ?

    Daemon 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
  • eomat#7953eomat#7953 Registered Users Posts: 3,267
    Malakai Makaisson would be great as the LL for the DLC as he also best fits the theme. Grimm Burloksson definitely needs to be the accompanying FLC LL but CA should go full in on him. Make him fantastic too.
  • MODIDDLY1#9212MODIDDLY1#9212 Registered Users Posts: 2,424

    Would prefer an Engineering Dlc with a Slayer side rather than the other way

    Dlc 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:

    Doomseeker

    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

    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)
    This is the way
    Though 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.
  • Ben1990#8909Ben1990#8909 Registered Users Posts: 3,488
    Dwarfs need all the stuff they have in the main TT, any supplements to it and other Warhammer media to completely fill up the various niches and have them counter certain factions more effectively. Now every faction at this point has a counter to Dwarfs one way or another. They need things to fill up certain gaps and to further enhance what they already have by boosting or synching with them. The rest of the Slayer Cult is needed, but they are not the alpha and omega.
    Also 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.
  • Beast_of_Guanyin#8747Beast_of_Guanyin#8747 Registered Users Posts: 44,643

    The thing with Slayer dlc is what unit do you give them ?

    Daemon 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

    So you're saying he's connected to everything in a potential Lord Pack.
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  • Warfield#9043Warfield#9043 Registered Users Posts: 678

    Why would we need both Malakai and Grimm as LLs? Why Malakai to begin with when we already have Grimm? We already have a Slayer focused LL with Ungrim and Grimm is an actual engineer from the engineer guilds that not only innovates but also has enough authority to command armies, unlike Malakai.

    Because there is enough content for two distinct DLCs (slayer oriented and engineering oriented). Both of these aspects of Dwarf culture are under represented in the game mechanics and (like the rune system that was eventually added) are necessary to make TWW Dwarfs feel like proper Warhammer Dwarfs.

    CA 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
  • Warfield#9043Warfield#9043 Registered Users Posts: 678
    edited September 2022
    Rheingold said:

    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.

    I am fairly confident Dwarfs will get two DLCs. However, I agree with you that the engineering one should be first and foremost. "Why?", you ask? Well, if they do the engineering one first, they will have a thunderbarge implemented with which to give Malakai as a mount option for a slayer DLC.

    This 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
  • Warfield#9043Warfield#9043 Registered Users Posts: 678
    edited September 2022

    Arent Drong and slayer pirates DoW material?

    Yes, but when DoW come, and I think the chances of them coming went up substantially when Ogre mercs were added to game 2, I also expect them to be core units for the Dwarf roster as well.


    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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