Dwarven Holds Review v1.0

After months of hard work by everyone involved in the project, we finally have a finished Dwarven Holds Army Book. The blood, sweat and tears that has helped forge this has been immense and everyone involved from the Army Book Commitee and Army Support who have crafted, discussed, collated and argued, to the community and playtesters providing feedback, and the Rules Team and Balancing board providing the drive and guidance, can be proud of what they have achieved so far.
Army Wide Rules + Army Special Rules
The Hewn out of Mountains rule is elegant in my opinion, representing Dwarven innate resistence to magic it is surprising how often it will have an effect in a game, either by causing the opponent to use 1 extra dice to cast spells or when they fail to cast by that single one. The Ancient Grudge rule is a good bonus for all combat based lists, the Hatred being particularly effective if the begrudged unit is combo charged. Relentless helps infantry march across the board to contest objectives while Sturdy and Shieldwall provide nice bonuses in combat when charging, standing and shooting and receiving a charge to the front. The Holdstone is very nice as it increases a units durability in combat by synergising with Shieldwall, while providing the ability to make supporting attacks to the Flank and Rear can be a nice bonus in that combat. The most important aspect is that other characters or champions within the unit can accept challenges to prolong the use of the Holdstone. Entrench is a nice little protection to War Machines while Yer Comin' with me! and The Bigger They Are all are effective on Seeker characters and units.
Battle Runes
These runes provide a unique magic phase to the Dwarven Holds army. There are pros and cons to it, with every Rune being short range and a buff for the target it requires practice to get the most out of the Dwarven magic phase. Gleaming, Reckoning and Resilience can be powerful in the right situation, while Resolve, Metal and Oaths are somewhat more situational in my opinion.
Runic Items
A staple of the Dwarven Holds, they can craft their own unique magic items using the Runes. With a max of 3 runes per item, no repeat combinations and no repeat of one of a kind runes in the army there are so many ways to tailor your characters and lists using these Runes.
CHARACTERS
All Dwarf characters are tough, resilient and well armoured, they each fill a role within an army list.
The King is the leader of the Hold and the general of the army with his Ld10. He is tough and can put up a good fight in combat with a good selection of runic items. Buff him with Shieldbearers and he starts to pack an even better punch. However with the Warthrone upgrade he really starts to be very intimidating, he can be runed up to give almost any opponent pause about getting into a fight with him, and the bonuses of Swiftstride and the Ancient Grudges can make him really effective in aggressive combat lists. Unfortunately as a balancing mechanism it does mean no war machines in the special section.
The Thane is similar to the King in that he is a good leader particularly for smaller forces, with his Clan Leader he can really buff the right Clan Warrior unit. He is great as a BSB and with the reduced hero weapon Runes there are some nice combinations available.
Daemon Seekers are pure glass cannons, with the right runic combinations and upgrades he can put the fear into most opponent monsters and combat characters. Seeker characters are the only Dwarven characters who can take runed paired weapons. The +1A & +1I combined with Grim Resolve and Monster Seeker give a great base for Runic combinations to build upon. However with only a 6+ ward save for defence, maximising the effectiveness of their attacks and their speed are important as is giving them the opportunity to reach combat with an accompanying Seeker unit.
Dragon Seekers are similar to Daemonseekers, but at a reduced cost they are so effective for their points it is hard to overlook them in many combat lists.
Runic Masters are the surest way of having a competitive Magic Phase in the Dwarven army. With enough points he can compete with most other magic phases but it will always suffer due to the Bound Spell effect. These guys with a Rune of Brilliance can provide good magic support to key combat blocks. On their own they are unlikely to affect much more than that but teamed with an Anvil of Power there can be some good synergies once you know how to navigate the Dwarven Magic Phase. They can make good tanking Generals, so can synergise with Kingsguard by not taking up lots of unit space, while being tough enough to give them Bodyguard as long as he is alive. The bonuses they grant both passively and via spells can really tip a combat in the Dwarves favour.
Runic Smiths are trainee Masters, and as such are not as proficient in casting spells, although the bonuses their spells may add to a unit are nice they are… [Read More]

After months of hard work by everyone involved in the project, we finally have a finished Dwarven Holds Army Book. The blood, sweat and tears that has helped forge this has been immense and everyone involved from the Army Book Commitee and Army Support who have crafted, discussed, collated and argued, to the community and playtesters providing feedback, and the Rules Team and Balancing board providing the drive and guidance, can be proud of what they have achieved so far.
Army Wide Rules + Army Special Rules
The Hewn out of Mountains rule is elegant in my opinion, representing Dwarven innate resistence to magic it is surprising how often it will have an effect in a game, either by causing the opponent to use 1 extra dice to cast spells or when they fail to cast by that single one. The Ancient Grudge rule is a good bonus for all combat based lists, the Hatred being particularly effective if the begrudged unit is combo charged. Relentless helps infantry march across the board to contest objectives while Sturdy and Shieldwall provide nice bonuses in combat when charging, standing and shooting and receiving a charge to the front. The Holdstone is very nice as it increases a units durability in combat by synergising with Shieldwall, while providing the ability to make supporting attacks to the Flank and Rear can be a nice bonus in that combat. The most important aspect is that other characters or champions within the unit can accept challenges to prolong the use of the Holdstone. Entrench is a nice little protection to War Machines while Yer Comin' with me! and The Bigger They Are all are effective on Seeker characters and units.
Battle Runes
These runes provide a unique magic phase to the Dwarven Holds army. There are pros and cons to it, with every Rune being short range and a buff for the target it requires practice to get the most out of the Dwarven magic phase. Gleaming, Reckoning and Resilience can be powerful in the right situation, while Resolve, Metal and Oaths are somewhat more situational in my opinion.
Runic Items
A staple of the Dwarven Holds, they can craft their own unique magic items using the Runes. With a max of 3 runes per item, no repeat combinations and no repeat of one of a kind runes in the army there are so many ways to tailor your characters and lists using these Runes.
CHARACTERS
All Dwarf characters are tough, resilient and well armoured, they each fill a role within an army list.
The King is the leader of the Hold and the general of the army with his Ld10. He is tough and can put up a good fight in combat with a good selection of runic items. Buff him with Shieldbearers and he starts to pack an even better punch. However with the Warthrone upgrade he really starts to be very intimidating, he can be runed up to give almost any opponent pause about getting into a fight with him, and the bonuses of Swiftstride and the Ancient Grudges can make him really effective in aggressive combat lists. Unfortunately as a balancing mechanism it does mean no war machines in the special section.
The Thane is similar to the King in that he is a good leader particularly for smaller forces, with his Clan Leader he can really buff the right Clan Warrior unit. He is great as a BSB and with the reduced hero weapon Runes there are some nice combinations available.
Daemon Seekers are pure glass cannons, with the right runic combinations and upgrades he can put the fear into most opponent monsters and combat characters. Seeker characters are the only Dwarven characters who can take runed paired weapons. The +1A & +1I combined with Grim Resolve and Monster Seeker give a great base for Runic combinations to build upon. However with only a 6+ ward save for defence, maximising the effectiveness of their attacks and their speed are important as is giving them the opportunity to reach combat with an accompanying Seeker unit.
Dragon Seekers are similar to Daemonseekers, but at a reduced cost they are so effective for their points it is hard to overlook them in many combat lists.
Runic Masters are the surest way of having a competitive Magic Phase in the Dwarven army. With enough points he can compete with most other magic phases but it will always suffer due to the Bound Spell effect. These guys with a Rune of Brilliance can provide good magic support to key combat blocks. On their own they are unlikely to affect much more than that but teamed with an Anvil of Power there can be some good synergies once you know how to navigate the Dwarven Magic Phase. They can make good tanking Generals, so can synergise with Kingsguard by not taking up lots of unit space, while being tough enough to give them Bodyguard as long as he is alive. The bonuses they grant both passively and via spells can really tip a combat in the Dwarves favour.
Runic Smiths are trainee Masters, and as such are not as proficient in casting spells, although the bonuses their spells may add to a unit are nice they are… [Read More]