"The newly forged dwarf lord Golas Flamebeard was quietly minding his P's and Q's trying to relax with a boot o' Bugman's when his thoughts wandered back to the task of arming himself for the anticipated battle on the morrow. With no effort he stood and produced a mighty eructation that echoed off the stone walls for all to hear, then he lurched toward tunnel leading to the clan forge, home to the runesmith Grungni Grudgebreaker, to seek advice on what type of weapon he should bear to the field of battle." "GREETINGS ANCIENT ONE!" shouted the Flamebeard, startling the runesmith and causing him to break his concentration and catch the tip of his thumb under the 6 pound hammer he was forcefully swinging at some small object. "Arrrrroooommmph!" replied the venerable runesmith, placing the injured digit in his mouth for a moment to dull the pain. "By Grungni's Fires! See what you have done you young loudmouthed, oafish, ...oh...greetings my lord. No doubt you are here to select a worthy weapon to bear for the coming battle." The two moved into the runesmith's personal arsenal past the two apprentices stiffly standing guard, trying to hid their nervousness from the two elders who seemed to ignore them, deep in a conversation about runes and weapons.
Dwarf generals are constantly debating the
efficacy of various rune combinations, especially when they are being inscribed
on their very own axe or hammer. I, being like-minded, decided to apply
some good old dwarf mathematics to a few rune combinations in an effort
to decide on which runes to inscribe on my own axe, Retaliator, a family
heirloom with a long history that I will relate to you another time. Let
us look at the typical Dwarf Lord, 4 attacks at strength 4 with a weapon
skill of 7. What are his chances to hit an opponent of any given weapon
skill? What are his chances of wounding an opponent of any given toughness?
How many wounds will he average if all his attacks are directed at a single
target? Questions that a savvy fighter should know the answers to if he
wishes to avoid becoming a venerable ancestor before his time. To answer
the first question let us look at how many hits we can expect to get, on
average, facing enemies of differing weapon skills, assuming we direct
all of our attacks at a single target. For opponents with a weapon skill
less than 7 we have a hit on a 3 or better on a d6, which translates to
a 4 out of 6 chance to hit, 4/6 or 0.66. If we multiply 0.66 by our number
of attacks we get the average number of hits we can expect. Likewise for
opponents with a weapon skill of 7 or more, except we need a 4 or better
to hit, or 3 out of 6, 3/6 or 0.5. Again multiply 0.5 times 4 to get the
average number of hits for all our attacks. This is all detailed in the
table below.
| Opponents Weapon Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Hits | 2.67 | 2.67 | 2.67 | 2.67 | 2.67 | 2.67 | 2 | 2 | 2 | 2 |
Now that we have the average number of hits
we can expect to get in a round of combat for any given opponents weapon
skill we can look at how many wounds we can expect to score. I could compare
2.67 hits against every increment of toughness and then compare 2 hits
against every increment of toughness to get a really accurate view, but
I am unwilling to do that because of the amount of room all the tables
would take when looking at the various rune combinations and I really just
want to get a good feel of how different rune combinations affect hits
and wounds. What I am going to do is rely on the correlation between weapon
skill and toughness that exits in among the creatures in the Warhammer
game. Most creatures with high weapon skill also have high toughness, within
two in the vast majority of cases, and exactly equal in many, so I will
assume they are equal to simplify the comparisons. So let us look at how
we got the numbers in the table below. All we really did was multiply the
chance to hit a given weapon skill by the chance to wound the corresponding
toughness. So for example against a toughness 3 we get our chance to hit
with all four attacks, 4/6*4 times our chance to wound 4/6 to get 4/6*3*4/6=1.77.
| Opponents Toughness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Wounds | 2.22 | 2.22 | 1.77 | 1.33 | 0.89 | 0.44 | 0.33 | 0 | 0 | 0 |
Average number of wounds for all toughness levels: 0.92
So our basic dwarf lord is, on average, good
for inflicting 1 wound in any given combat round, and so we are paying
about 160 points for that ability. Well, some may argue that most armies
consist of creatures with a toughness of 3 or 4, and only a few creatures
with higher toughness are present so the lord has a greater chance of fighting
lower toughness troops and we should use a weighted average. Some will
concede that most troops in an army do have a toughness of 3 or 4, but
players usually use their better fighters against tougher opponents rather
than the weaker ones. Well, I really do not care, either way it will vary
by player and by game, and since we just want a number for comparative
purposes we will go by what we have. Let us next see how our numbers are
affected when our dwarf lord gets his magic axe inscribed with Snorri Spanglehelm's
Master Rune. This 75 point rune gives our hero..er..lord the ability to
hit automatically. A very handy ability when facing those opponents behind
an obstacle. In all cases you get 4 hits. No duh. So how many wounds will
your opponent feel?
| Opponents Toughness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Wounds | 3.33 | 3.33 | 2.66 | 2 | 1.33 | .66 | .66 | 0 | 0 | 0 |
Average number of wounds for all toughness levels: 1.4
Not bad, for toughness 3 and 4 type opponents
we get about 2 wounds now. Overall though we only increase our average
by half a hit and we still cannot damage opponents with a toughness greater
than 7. Hmmm, lets see what we can do to improve the situation. Let us
see what the numbers look like when we add a 70 point Rune of Smiting to
our favorite weapon, giving us more oomph against multiwound opponents.
In all cases we still get 4 hits, let us see how the number of wounds inflicted
are affected.
| Opponents Toughness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Wounds | 11.66 | 11.66 | 9.33 | 7 | 4.66 | 2.33 | 2.33 | 0 | 0 | 0 |
Average number of wounds for all toughness levels: 4.9
Remember we are putting all our attacks against
a single opponent here. We have a fair chance of killing a humanoid character
who is not magicked up to the gills with an expected average of 7 wounds
against a toughness of 4. But still there is that problem of not being
able to damage high toughness opponents. Well dwarf runic magic has an
answer for that, the aptly named Rune of Might which doubles the strength
of the wielder against opponents that have higher toughness than the wielder,
a bargain at 50 points. How does it affect the numbers when added to our
already magically gleaming axe, you are asking?
| Opponents Toughness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Wounds | 11.66 | 11.66 | 9.33 | 7 | 7 | 7 | 7 | 4.66 | 4.66 | 4.66 |
Average number of wounds for all toughness levels: 7.46
These are numbers that can warm the cockles
of your heart, especially against opponents with a toughness of 6 or greater.
Combine this weapon with the Rune of Spite on a talismanic item and you
have a fighting chance against the toughest opponents. Still, while quaffing
a pint of Bugman's Best one wonders, can we do better? Well as long as
your opponent is not behind a defended obstacle the answer is yes. Let
us look at another weapon and add runes to it as we go along just as we
did previously. First let our local runesmith inscribe on our family heirloom
the Master Rune of Skalf Blackhammer, a 75 point rune that automatically
wounds an opponent that is successfully hit. Hmmm. Let us review the table
containing the average number of hits a dwarf lord can expect to get.
| Opponents Weapon Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Hits | 2.67 | 2.67 | 2.67 | 2.67 | 2.67 | 2.67 | 2 | 2 | 2 | 2 |
Of course since we automatically wound the
average number of wounds is identical to the above table but I will repeat
it just for completeness and to spite wood elves.
| Opponents Toughness | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Wounds | 2.67 | 2.67 | 2.67 | 2.67 | 2.67 | 2.67 | 2 | 2 | 2 | 2 |
Average number of wounds for all toughness levels: 2.44
Compare this to the 75 point Snorri Spanglehelm's
Master Rune. It gives a definite edge against those pesky opponents with
a toughness greater than 7. Ah but how can we enhance this wonderful effect?
The obvious answer is the 70 point Rune of Smiting,
| Opponents Weapon Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Hits | 9.33 | 9.33 | 9.33 | 9.33 | 9.33 | 9.33 | 7 | 7 | 7 | 7 |
Average number of wounds for all toughness levels: 8.40
Already we are better than the best combination
with Snorri Spanglehelm's Master Rune. But hey, we have a slot open for
another rune...hmmm...what to chose....ah....how about a Rune of Fury for
20 points. This will give the bearer of the weapon 5 attacks, which will
change the average number of hits and wounds.
| Opponents Weapon Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Hits | 3.33 | 3.33 | 3.33 | 3.33 | 3.33 | 3.33 | 2.5 | 2.5 | 2.5 | 2.5 |
| Opponents Weapon Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Average # of Hits | 11.67 | 11.67 | 11.67 | 11.67 | 11.67 | 11.67 | 8.75 | 8.75 | 8.75 | 8.75 |
Average number of wounds for all toughness levels: 10.50
So what does all this drinking and thinking come to? For 355 points, using the dwarf lord and the Snorri Spanglehelm, Smiting, Might rune combo we get an average of 7 inflicted wounds even against an opponent advantaged by a defended obstacle. For 325 points we get a dwarf lord and the Skalf Blackhammer, Smiting, Fury combo which inflicts an average of 10 wounds against a single opponent as long as they are not cowering behind a wall or some other defended obstacle. For an open field battle I would chose the latter rune combo, for an assault on a fortification I would probably take the former. But is it wise to put so many points into a single weapon? Well it depends on whether or not you can get a return on your investment. If your opponent is in the habit of fielding powerful characters and or monsters and likes to try to kill your general then maybe it is, if you have a good chance to survive your opponents first strike. For many this may be a dubious prospect and the answer would be no. For some though, the satisfaction of seeing the look on your opponents face when Nagash or some similarly powerful character bites the dust at the feet of your victorious general is worth the effort, at least occasionally. After all the name of the game is to have fun.
"Ah..." sighed the dwarf lord, "you are right as usual ancient one, the balance is superb, I look forward to bathing Retaliator in greenskin blood on the morrow! Just holding it gives me a feeling of power and strength!" "No doubt", spoke the runesmith flatly. "Just remember no matter how powerful it makes you feel it does not make you invulnerable. Speaking of which that suit of rust you are wearing wouldn't stop a snotling's blow, let alone that of an orc. Come with me to the armory." "Buuuuuurrrrrrrrrp!" replied the dwarf lord while rubbing his throat, "All this talking has parched my throat, let us pause for a refreshment before proceeding." "I could use a cool draught, and you can buy the first round in recompense for the distraction that lead to my accident." spoke the runesmith, again putting the tender phalange between his lips and feigning a grimace of pain. "DONE!" shouted the lord, again startling the runesmith, causing him to bite down on the wounded thumb and letting out a grunt drowned out by the dwarf lords laughter. The two guards stood silently, marveling at the exchange between the two most powerful members of clan Proudbeard and wondering what the morrow would bring.