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Title: Dwarf Drunks


KurzagGrimbeard - September 18, 2003 02:41 AM (GMT)
Ahh, it's always great coming to a new forum. Well, to start things off here are some rules that I have devised for Drunks. I'd like to hear everyone's opinions, as I want to perfect these guys so I can use 'em.

Special 0-1 (May take 2 units for one special choice)

Points/model: 13

Unit size: 3-15

M 3
WS 4
BS 3
S 3
T 4
W 1
I 2
A 1
LD 9

Equipment: Heavy armor, Hand weapon and beer mug (counts as two hand weapons)

Special Rules: Random Movement, Unpredictable Behavior, Aura of Ale, Skirmishers

RANDOM MOVEMENT:
When under the influence of ale, a Dwarf will meander his way from bar to bar, sometimes stumbling side to side, other times sprinting full tilt. To represent this, Drunks move D6 inches per turn in the Compulsory movement phase. They can move in a direction chosen by the player, but must move the amount rolled. This number is affected by difficult terrain as normal.

UNPREDICTABLE BEHAVIOR:
Dwarves only drink the strongest ale: Bugman’s. This ale is so powerful, that it will cause the Dwarves to have sudden mood changes. One minute they may be telling their friend how many greater daemons they have slain, the next they will accuse their friend of calling their mother a loose goblin who needed some quick cash. To represent this, roll a die for each unit of drunks at the beginning of each Dwarf player’s turn. On a roll of 1-2 they must test for stupidity, on a roll of 3-4 they are unaffected, and on a roll of 5-6 they are frenzied. The affects of this roll last until the Dwarf player’s next turn.

AURA OF ALE:
Dwarven ale is notoriously powerful. Only Dwarves and a few select other creatures can stand it’s smell, taste, and punch. Those who cannot stand the ale will become discombobulated and confused when in it’s presence. Any enemy models in base contact with drunks will suffer a –1 to hit penalty.

SKIRMISHERS:
Naturally, drunks are not able to rank up into an organized regiment. They follow the rule for skirmishers, as detailed in the Warhammer rulebook.

Well, there you have it. What do you think?

Maelduin ab Sardis - September 18, 2003 10:58 AM (GMT)
They sure sound funny :) Do you have the drunk models too? I think they're great, some of the best dwarf models ever!

Unthwe Windrider - September 22, 2003 05:32 AM (GMT)
Love the idea sounds like fun

very nooby man - November 1, 2003 01:58 AM (GMT)
just a suggestion, i think you should give them a 6+ ward save because they move ramdomly and they possibly can dodge by arrows and swords moving left and right and enemies cant predict which side will they move to dodge their hits.

Se7enalicious - November 1, 2003 02:35 AM (GMT)
for the movement stagger idea - i think it would be better represented by getting the artillery dice thingy with the arrows on it and moving D3" in the direction shown by the arrow - a much more staggery effect. and the D3 because dwarfs are shortarses and would never be able to move 6" even when staggering ^_^

cjb103 - November 1, 2003 11:19 AM (GMT)
Se7enalicious's sugesstion about random movement is more in character, but would make the drunks just about the least effective unit in the game. On average they probably wouldn't move much more than 6 inches from where the started over the course of a battle!

Se7enalicious - November 1, 2003 04:09 PM (GMT)
hehe - maybe if they got the arrow pointing backwards, you could mirror it with the way the unit is facing, meaning they always move forwards, but at a random angle etc?

Argan - November 1, 2003 07:11 PM (GMT)
sounds good send it to GW HQ and see what they say. Dwarf drunks should have scouting ability because theyve been wandering about amelessly before the battle when the armies have been preparing this would also effect the movment probolem thing as most armies have to attack Dwarves. :wacko:

Se7enalicious - November 1, 2003 11:43 PM (GMT)
i dont like that scouting idea :( even though a normal dwarf initiative is very low, i think that they should have no initiative and always strike last, and their weapon skill should be lowered (you try and hit home a big axe / hammer / crossbow etc when you're drunk ;))

as a counter, their toughness and strength would be vastly increased as the bugmans makes them stronger ;)

maybe immune to terror/panic etc because they cant really make sense of what the big ass huge slimy monster / dragon etc is that they're facing?

KurzagGrimbeard - November 2, 2003 01:40 AM (GMT)
I was thinking of making their WS random, something along the lines of D3+1. Also, I didn't want to make them immune to psychology, cause they could just as easily hallucinate and see 4 dragons instead of one.

Se7enalicious - November 2, 2003 01:59 AM (GMT)
rofl.

true, true.

the D3 WS could work, but WS4 is way too high for a drunkard. maybe just D3, 3 maximum.

Vriishnak the Twisted - November 2, 2003 06:45 PM (GMT)
You have to remember that they're still dwarfs, so of course they should have good WS. ;)

Seriously, the rules look decent except for the random movement. No decent dwarf player would take them, even with D6". It's bad enough to only move 6" per turn, but when you're going an average of 3.5"...They'll never get where you want them.

Also, 13 points per model!? Sure they're tough, but the lack of control, plus the chance they'll go running off or go nowhere makes them way too unreliable to cost the same as ironbreakers. Do you really think they compare to a 2+ save in combat?

Ginja_Ninja - November 26, 2003 10:11 AM (GMT)
Dwarfs have to have a good weapon skill otherwise they wouldn't really be dwarfs now would they!




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