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September 29, 2010 by lloyd
Darrell looks at adding engineers to the Dwarf Cannon, and discusses the advantages and disadvantages in you Warhammer Fantasy games.
If Dwarfs are your army check out these Disccusion Groups:
awesome i love to see fantasy videos!
Adding an engineer to a cannon lets it deal d6 wounds instead of d3, not bad, add runes and dwarf cannons can be amazingly good, although they do get pricey.
Cannons all cause D6 wounds in Warhammer 8th Edition. It used to be D3 with a Dwarf Master Engineer making it D6 but now the Master Engineer allows you a re-roll on the first artillery dice ensuring a better first landing (or less chance of a miss-fire) of the cannon ball.
So has pre measuring taken the fun out of these things or is everyone too keen to maximise results from them?
but the best two runes i find to add to dwarf cannons are rune of burning and rune of forging reroll those nasty misfires.
Lets not forget the Rune of Reloading. This has changed for 8th edition and now means you treat “can’t fire this turn or next” results as just “can’t fire this turn”.
In addition to the extra wound and the re-roll on the miss-fire chart that the standard Dwarf Engineer imparts another thing worth mentioning is that an upgrade gives them a Brace of Pistols.
This gives two benefits. The first is you get a stand and shoot reaction of 2 x S4 BS4 Fast Fire shots and then in combat your war machine will have 5 attacks since the Brace of Pistols count as additional hand weapon.
I actually had a game against a dwarf player vs my ogres. He had field 4 cannons which at my first game discovered that he was allowed only 3. The outcome was mind blowing because all his engineers had that rune giving d6 wounds with of course a different combination, beside him having 2 organ cannons, it hurt a lot because what was a unit of 8 dropped to a unit of 3 ironguts in 1 turn. Cheesy? some say yes indeed, don’t play against him anymore.
But yes dwarf players can have a good time with them, my advise, go with 2 because some players might want to give you a bad score for selection.
I am a tad confused by one thing. The FAQ for Dwarfs says to ignore ther additional crew rules? Page 39 – Artillery Crew Change the first paragraph to “All Dwarf artillery crew have the Stubborn special rule”. Ignore Gunners’ Pride and Additional Crew.
So does this mean they confer the abilities as they always have but we no longer get the extra guy/wound? Nothing seems to clear this one up my friends and I have all read it like this.
Check the 8th ed FAQs – engineers (dwarf and empire) no longer join the unit, they only have to be within 3″ to have an influence on the cannon etc. (potentially within 3″ of multiple cannon, but can only use their re-roll once to the benefit of only one cannon each turn).
Although they are an independent unit in both FAQs can still benefit from the “look out sir” rule if within 3″.
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