This is a small thing I've wrote on runes. Vets will reconise the main points and thoughts on runes, but new player will hopefully see what's the better choices.
(Note - I'm not a new player to FB but more a new gamer, so most the stuff here is heresay from others or just by looking at the runes and their abilities.)
Runes
The Basics
Amazingly many people get the rules for runes wrong, despite them being in the dwarf book. Shocking I know. ;) But here's a quick guide of all you need to know -
Each Master Rune maybe be used once per army
Each item may bear a single Master Rune – but this is per item not per character
Each item may have up to three runes
You may not use the same combo in the same army (ie two weapons with a single RoCleaving)
And now a few more thing's you'll need to know -
Adding a rune to a weapon nulls all previous properties eg A Great Weapon looses the +2S but also no longer strikes last or is counted as being double handed. Effectively it's a hand weapon.
Master Rune's of the banner variety may only be placed on the Battle Standard.
Adding runes makes items magical. So a runic axe/armour/or cannon are have magical attacks
So now you know the basics to making a runic item, onto the next section.
To Rune Or Not To Rune
Sounds an odd question does it not? For why would you not want a magic item? Well one simple reason is cost. It costs more to get a rune weapon/armour than the mundane version; look at it this way. It saves points on heros, making it less of a dint if they die and also makes them cheaper leaving more to spend on other stuff. But also the mundane version is cheaper – take a Great Weapon for example. For six or so points a lord can be strength six; and yes the drawbacks are that he strikes last and it's two handed. But compare this to making it a rune weapon; two runes of Cleaving costs forty points. You strike in initiative order yes, but with initiative four your lord will be striking last most the time anyway. So you've basically paid forty points to strike in I order and use a shield. Is that really a bargain?
Always ask yourself that question before splashing out on runes, do you really need that many? Is it worth the points for the item(s)? Would a mundane version suffice?
The Good, The Bad and the Meh
So now you've decided that you want a runic item or two, but what runes? These are my thoughts and best use of said rune(s),
Weapon Runes
The Good
Master Rune of Swiftness
Rune Of Cleaving
Rune of Fury
Master Rune Of Alaric The Mad
All very useful, extra strength and attacks come in handy often. Ignoring saves is for the can-openers versus heavy armour (Brets) and who doesn't like to strike first?
The Bad
Grudge Rune
Rune of Speed
Both quite pointless, the GR bearing character will easily be avoided and extra I? Why? A lord need two or three runes for it to even make a difference.
The Meh
Master Rune of Skalf Blackhammer
Master Rune of Snorri Spangelhelm
Master Rune of Flight
Master Rune of Breaking
Rune of Striking
Rune of Fire
All have uses, but limited.
Armour Runes
The Good
Master Rune Of Gromril
Rune of Resistance
Rune of Stone
Increase of save or increase the chances of a successful save; never pass that up.
The Bad
Master Rune of Steel
Master Rune of Adamant
Rune of Fortitude
Too costly for what they do, if cheaper then maybe they'd be taken.
The Meh
Rune Of Shielding
Rune Of Iron
Useful at times, a lone roaming lord with a 2+ ward vs missiles? Or a 5+ ward on a thane? Not bad.
Runic Standards
The Good
Master Rune Of Stromni Redbeard
Rune Of Courage
Rune Of Slowness
Rune of Battle
Helpful in combat, allowing a charge and making a solid unit (RoCourage works very well with Ironbreakers). In all these runes are the first to be considered.
The Bad
Rune Of Kadrin
Master Rune of Taunting
IMO both are very useless, re-rolloing ones. Best in a Missile unit, which would be a bit of a waste for a BSB. And force your opponent to charge you, once per game. Why? Pointless.
The Meh
Master Rune of Valaya
Master Rune of Fear
Master Rune of Groth One-Eye
Rune of Sanctuary
Most are here because they're expensive, so must be placed on a BSB – but makes him a very large target. But they're the less used runes and are better saved for larger games.
Engineering Runes
The Good
Master Rune Of Skewering
Rune of Forging
Rune of Accuracy
Rune of Penetrating
Rune of Burning
Well most have different uses for different Wms, but the reasoning behind them are the same – improves the WM. Need that vital chariot killer shot? Hit on a 2+. Want to chance a better shot with the ST? Re-roll the scatter dice then. Need the extra range? Artillery dice re-rolled here. Or the cheap magic shot.
The Bad
Master Rune Of Disguise
Master Rune of Immolation
Master Rune of Defence
Valiant Rune
Stalwart Rune
IMO these just are plain useless, most are to make it better in combat. 3 unbreakable models with a 6+ save? Bah! They're uses are very limited and I've never seen anything good about them.
The Meh
Rune of Reloading
Rune of Fortune
Flakkson's Rune of Seeking
Useful at times, but not first on the shopping list. Maybe if you have the spare points they maybe worth it, otherwise forget them.
Runic Talismans
The Good
Master Rune of Balance
Master Rune of Spite
Master Rune of Kingship
Spelleater Rune
Rune of Spellbreaking
All extremely worth it. Magic defence is strongly needed with a dwarf army, the more runes to suppress it the better – also destroying the odd spell is worth the look on your opponents face. The others – the token 4+ ward or having two stubborn units (only with two lords, but do able).
The Bad
Rune of the Furnace
Master Rune of Dismay
Rune of Fate
Not much use for these, either too limited or just not worth it.
The Meh
Master Rune of Spellbinding
Rune of Luck
Rune of Warding
As most other 'meh' runes, useful to a degree. +1 Dispel can be very useful if combined with MroValaya and the RoWarding would be a surprise (basically MR). The luck is handy for those vital rolls, works well with the spelleater rune.
Combo's of Note
Ok so those are the runes, and to help here's a couple of the most common rune combos about -
Lord/Thane of Pain
Gromril Armour, Shield, HW.
MroSwiftness, RoCleaving, RoFury* **
RoStone
MRoSpite**
*Optional – could have two RoCleaving instead
** Lord option only
Iron Guard
Gromril Armour, GW
MroGromril, RoResistance
Cheap and simple
Gromril Armour, Shield, HW (Possible GW)
RoStone
** So, ok I don't really know many combos. But those are probably the most common**
Ol' Reliable
Stone thrower
RoAccuracy, RoPenetrating
or
Cannon
RoForging
RoReloading
Ok I'm done... there are plenty more but most are common sense and others are trial and error. You'll find the ones that suit you the best, all I can say is play and test each rune.
* * * *
That's this over folks, I hope you enjoyed it.
KU
Very useful Ulric. I myself was not totally clear on the rules of runes and that explained it wonderfully (<---seems to be my catchphrase lately).
You have done a very good job King Ulric.The same R weapon i use for my lord.But for me the best runic Tlisman is just the M.R of Spite.
I belive that the best magic items belongs to dwarfs because yopu can make diferent combination analog with the enemy you are going to face.
my freind used the unbreakable rune on a connon crew and held a unit of grave guard for a turn, cause i was overconfident and rolled a shoka. he then flanked the grave guard and beat em down so dont say it aint done nothing :P
runes are cool!
i am your Father!
thanks for the bad rune combo!
Runes hurt if used writely and chhers ulric i now knwo how to mkae sure my only dwarvne opponent aint cheating when it comes to runes.