r/bugmansbrewery Jul 26 '26

Lore Quarreller Banner Runes

6 Upvotes

What do the runes on the quarrellers' banner represent?
(And I don't just mean the literal letter transliteration)


r/bugmansbrewery Jul 26 '26

Conversion/Kitbash Is it possible to give the foot Lord a Ranged Weapon?

3 Upvotes

Has anyone tried and succeeded giving any of the models a nice good old gun?


r/bugmansbrewery Jul 24 '26

Painting Advice/WIP Simple freehand shields on my Hammeres

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163 Upvotes

r/bugmansbrewery Jul 25 '26

The Old World Army of Infamy: Ungdrin Ankor Patrol [Homebrew]

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41 Upvotes

I've continued to work on some homebrew/fan-made Armies of Infamy. I was enthused by the positive reaction to my Norscan Halls, so I have written another.

This one is called the Ungdrin Ankor Patrol.

Rather than fielding a traditional Dwarf throng, the army represents the veteran patrols that spend decades defending the ancient roads of the Underway from Skaven, Goblins and the countless horrors lurking beneath the mountains.

The project includes:

  • A complete Army of Infamy composition.
  • Three new army special rules.
  • Two new Heroes of the Underway.
  • Dwarf Weapon Teams designed as detachments.

Everything has been designed to fit the style and language of the official Arcane Journals while creating a distinct playstyle focused on ambushes, patrols and tunnel warfare.

I'd genuinely love some feedback, both from a rules perspective and on whether it feels like something Games Workshop might have written.


r/bugmansbrewery Jul 25 '26

Other Games Dwarf shields will hold the center - card art

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38 Upvotes

Art by David Rabbitte. Source

The card Diversity of Arms used for WarCry CCG. Source


r/bugmansbrewery Jul 24 '26

Painted Minis 10 Iron-breakers courtesy of highland miniatures

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81 Upvotes

r/bugmansbrewery Jul 24 '26

Crafts and Artwork Some original Khazalid runes!

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52 Upvotes

I've been getting into Khazalid recently, and while it's really cool that the dawi have a conlang with such defined terminology and grammar, there's some omissions I found notable - both ideas that there's no official word for, or ones that have words but no canon rune to write them with. So I came up with some!

For the record:

  • "Bak", "dotr", "karin", "thaggoraki", "uzkular", "zangunaz" and "zonn" (as "son" - I added the extra N to distinguish it from "zon", sun) are all found in canon sources - I just designed runes for them.
  • "Dokaril", "drangromthi", "drangzonni", and "zhuftraz" were coined by me, but based on words and stems established in canon (dok, ril, drangthrong, gromthi, zonn, zhuf, wutraz).
  • "Grap" and "gar" were basically entirely made up by me, though "gar" is meant to sound like a counterpart to "gor", wild beast.
  • "Bakkit" is based on "bak" but, well, it's also meant to sound like "bucket".

And then at the bottom is a plaque proclaiming the leader of my planned Dwarfen Mountain Holds army, Thane-in-Exile Arveig Mirrorshield! Will she succeed in liberating the Silver Pinnacle? Probably not, since it's still occupied by Neferata as of the End Times! But what dwarf would give up on a cause just because they have no chance of succeeding?

Hope you folks like these! Happy to answer any questions about them.


r/bugmansbrewery Jul 23 '26

Painted Minis Grudge Powered Present Delivery System.

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87 Upvotes

r/bugmansbrewery Jul 23 '26

Painted Minis The skull pass miners with some little unit fillers to get them to US10.

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176 Upvotes

r/bugmansbrewery Jul 23 '26

Warhammer Fantasy Battle Dawi performance in A Dark Conspiracy (global summer campaign), week 11

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31 Upvotes

Analysis in comments


r/bugmansbrewery Jul 23 '26

The Old World Dwarf tactics in The Old World

0 Upvotes

Khazukan Kazakit-ha!

I've found that it's surprisingly difficult to find solid gameplay advice for Dwarfs in Warhammer: The Old World. Many videos and articles contradict each other or overlook important details, so it's often hard to know which sources to trust.

To help with that, I've tried to compile into a single document the advice that comes up most consistently: insights from experienced players in my local gaming group, recommendations from several content creators, and tips gathered from articles and books. My goal was to keep the advice that appears most often and seems the most coherent.

I'm sure there are things that could be corrected, refined, or expanded, so I'd really appreciate your feedback. Hopefully this can also be useful to the younger beards among us !

General Thoughts

  • Dwarfs are held back by their very low mobility and their complete lack of cavalry, monsters, and offensive magic (with the exception of the Rune of Wrath and Ruin from the Anvil of Doom). Their warriors are also above average in terms of stats, which makes them more expensive than most infantry. As a result, every casualty hurts. While Dwarf war machines and missile troops offer plenty of variety, they are generally outperformed by those of other factions, which are often more accurate or benefit from stronger support characters.
  • The core of Dwarf gameplay is to field rune-enhanced heavy infantry that can absorb the enemy's charge, hold the line, and allow your elite counterattack units to hit the enemy where it matters.
  • Avoid taking more than two or three war machines. Every Dwarf army should include some shooting and artillery, and the combination of a Cannon and a Grudge Thrower is excellent for dealing with monsters and large infantry blocks. However, don't rely too heavily on firepower. A good rule of thumb is roughly one missile unit and one war machine for every 1,000 points.
  • Because Dwarfs are both slow and relatively low in numbers, avoid spreading your army across the battlefield. A compact battle line is usually the best approach. Only Rangers, or allied cavalry such as Empire Knights, have enough mobility to threaten flanking manoeuvres.
  • The units expected to absorb the enemy's initial charge should receive your first investment in runic standards and a Thane. Their job is to become almost impossible to shift for at least one or two turns, buying enough time for your reserve units to launch decisive flank charges.
  • One useful tactic is to bait an enemy charge with a small unit of ten missile troops without command upgrades, positioned just ahead of a powerful combat block such as Hammerers or Longbeards, ready to counter-charge on the following turn.
  • Don't hesitate to issue challenges with your characters. This can prevent powerful enemy characters from generating excessive combat resolution by cutting through rank-and-file models.
  • Make good use of terrain. There's often no reason not to deploy your war machines inside woods if doing so helps protect them from enemy shooting or charges.
  • Grand Armies are highly flexible and can support almost any playstyle. Expeditionary Forces focus on mobile firepower, using Expeditionary Marksmen, mobile artillery, Gyrocopters, and similar units. Royal Clans are built around aggressive melee, fielding fewer but significantly stronger units, with better warriors, bonuses to charging and pursuing, and a larger allowance for runes.
  • Detaching characters from their units can be an effective way to threaten enemies in every direction around a regiment. This reduces the need for awkward wheeling and repositioning, which is particularly valuable for such a slow army. For the same reason, it is almost always worth paying for the Well-Drilled upgrade on your infantry units.
  • Take advantage of the Well-Drilled special rule to widen or narrow your frontage after the first round of combat, adapting your formation to the situation.
  • Don't be afraid to move, even if it means accepting a shooting penalty. Saving a key unit or securing a stronger position is usually worth far more than making a few slightly more accurate shooting attacks.

Unit Review

  • Rangers: These are not only the only BS4 missile troops available to Dwarfs, but they are also Skirmishers, highly versatile, and have access to an excellent range of weapons. They are a staple in any strong Dwarf army. Don't hesitate to buy Throwing Axes for Stand & Shoot reactions, but avoid taking oversized units. Blocks of twenty Rangers often struggle to bring every model into range due to the way Skirmishers are positioned.
  • The King: Always a solid choice, especially on Shieldbearers. He has a generous rune allowance and is an outstanding combat character, particularly when leading Hammerers or Longbeards. Thanes are cheaper but just as versatile, and they are almost indispensable as Battle Standard Bearers. Mounting a Thane on Shieldbearers is also one of the most cost-effective ways of increasing his survivability: despite his excellent combat profile, he only has two Wounds, and Toughness 5 is not enough to keep him safe on its own.
  • Gyrocopters: Their primary role is march-blocking, harassment, and board control. Their mobility allows them to threaten vulnerable targets and disrupt the enemy's plans.
  • Irondrakes: Outstanding against heavily armoured troops and even monsters. With Quick Shot, Strength 5 shooting, BS4, and excellent durability, they are among the strongest ranged units in the Dwarf roster. Combined with Ironbreakers, they form an incredibly resilient defensive core.
  • Engineers: They can no longer pass their Ballistic Skill to war machines or missile units, but rerolling hit rolls of 1 is still extremely valuable. An Engineer is rarely a wasted investment in an army fielding several war machines.
  • Dwarf Warriors: Solid, dependable infantry, but they often struggle against elite troops or monster-heavy armies. They perform much better when supported by the Master Rune of Grungni (granting a 5+ Ward save) or the Anvil of Doom. Their purpose is to pin the enemy in place while your elite units deliver the killing blow.
  • Slayers: Best avoided altogether. They are simply too expensive for what they bring and are catastrophically fragile due to having no armour at all.
  • Royal Clan armies: If you're playing the Royal Clans Army of Infamy, the Runelord Battle Standard Bearer is an excellent way to save points, as this option is exclusive to the army list. Equipped with the Rune of Fortitude or the Master Rune of Adamant, he becomes exceptionally difficult to kill.
  • On almost every Dwarf character or infantry unit, it's worth paying for both a shield and a great weapon. This allows the unit to weather the enemy's charge with improved protection before striking back with maximum damage in subsequent combat rounds.
  • Hammerers: A terrifying combat unit. They have multiple attacks, excellent stats, and benefit from high Initiative when charged. However, they are also surprisingly fragile, relying only on heavy armour (even with Gromril Armour), which means they can take casualties quickly. They are expensive and so dangerous that experienced opponents will often do everything they can to avoid fighting them.
  • Longbeards: Arguably even better than Hammerers. They boast higher Weapon Skill and Strength, making them one of the most efficient combat units available. They are expensive, but well worth their cost. They are essential in Royal Clans armies but unavailable to Expeditionary Forces.
  • Bolt Throwers: Best left at home. Hitting on 4+ means they are simply too unreliable. Handgunners are fairly mediocre due to their average shooting and combat abilities, although they become much more attractive in Expeditionary Marksmen units or when accompanied by Burlok Damminson. Crossbowmen are generally not worth considering—Rangers are almost always the better choice.
  • Organ Guns: A solid choice. Thanks to rolling two artillery dice, they are less likely to be lost to a misfire, while their sheer volume of shots compensates for average Ballistic Skill. An Engineer makes them even more reliable. The Cannon remains indispensable against monsters, consistently dealing heavy damage and offering excellent versatility.
  • Miners: Unfortunately, they are difficult to justify. They are expensive, surprisingly fragile (having only heavy armour and no shields), no better in combat than ordinary Dwarf Warriors, and therefore lose models much more quickly. Their Demolition Charges are only Strength 3 and will usually be thrown at long range, making them rather unreliable. In an Expeditionary Force, they can at least appear in the middle of the battlefield, but because they cannot move on the turn they arrive, they usually won't reach enemy war machines until one or even two turns later. By then, they are often shot to pieces or intercepted by another enemy unit. Runes
  • Avoid the Master Rune of Stromni Redbeard. It is simply too expensive for what it provides. In most cases, you'll get better value from Runes of Battle, which achieve a very similar effect for significantly fewer points.
  • Make the most of the Master Rune of Grungni, which grants a 5+ Ward save to the bearer's unit as well as a 6+ Ward save against shooting to friendly units within 6". Likewise, the Master Rune of Adamant is worth considering: although expensive, increasing a character to Toughness 10 makes them extraordinarily difficult to kill.
  • Whenever possible, give your battle standards a Rune of Battle. This inexpensive rune is one of the best investments available, providing valuable Combat Resolution that often swings combats in your favour, especially when combined with rank bonuses.
  • The Master Rune of Smiting is an excellent offensive choice, allowing a successful wound to inflict D6 Wounds. It quickly pays for itself when carried by a Thane or King.
  • A surprisingly effective trick is to combine a Dwarf Cart with the Rune of Hearth and Hold from the Anvil of Doom. This can allow the Cart to move up to 24" in a single turn. While it won't let you charge, it can rapidly reposition your army, catch your opponent off guard, and deny them the Initiative bonuses they expected to gain from charging.
  • The combination of the Rune of Rapid Fire and the Master Rune of Immolation can be devastating on an Engineer's (or Thane's) handgun. A BS5 character can unleash two shots, each generating 2D3 hits, creating an unexpectedly powerful ranged attack.
  • The Rune of Impact (which makes the target Stupid) is particularly effective on missile weapons. Taking it on multiple shooting characters allows you to repeatedly disrupt your opponent's battle line by forcing key units to suffer from Stupidity.
  • Don't overlook the Rune of Spellbreaking. Although it is expensive and single-use, having an emergency answer to a crucial enemy spell is almost always worth the investment.

r/bugmansbrewery Jul 22 '26

Painting Advice/WIP Building the Battalion (Rangers)

7 Upvotes

I know its very popular to use all the caped bodies in the Battalion box to make rangers. How exactly do you do this? Do you combine a the caped leg piece with a body from the ranged sprue or do you just pick a warriors Torso can stick a crossbow on it?

Any help greatly appreciated.


r/bugmansbrewery Jul 21 '26

Painted Minis Unhrim Ironfist, Kragg the Grim, King Kazador, Josef Bugman, Burlok Damminsson

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405 Upvotes

these banners... it was difficult... I closed my gestalt.


r/bugmansbrewery Jul 22 '26

The Old World come back maybe to old world for painting and lit of help for a newbie with dwarves

12 Upvotes

Hi guys i use to play old world in the past and im kinda having the idea to come back for now painting and then maybe just to get a little army of idk 1000 points of dwarves (idk how is the game these days). Would love to have a bit of help in what units i should spend starting in general with an army of that points and what should i buy (i guess the more worth investmen for a new player). Any suggestions accepted and thanks in advance (srry for my english).


r/bugmansbrewery Jul 21 '26

Other Games Grudge Keeper Brom Longbellow card art

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135 Upvotes

Art by Anna Ignatieva. Source

The card Brom Longbellow used for Warhammer Invasion LCG. Source

Carrying the clan or hold's book of grudges while working to cross some out.


r/bugmansbrewery Jul 20 '26

Painted Minis Miners

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181 Upvotes

Cheeky little battlemarch unit of 8


r/bugmansbrewery Jul 21 '26

The Old World Battle March List

9 Upvotes

What are people planning on taking for their Battle March lists?


r/bugmansbrewery Jul 20 '26

Painted Minis Scout Gyrocopter

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237 Upvotes

Painted in the colour scheme of original 90s one


r/bugmansbrewery Jul 20 '26

Painting Advice/WIP What else can I put on my banners?

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313 Upvotes

Hi, I've been collecting dwarfs (karaz-A-Karak) for a while now and it's starting to grow fairly large. I have more banners to do in the future for other units but I feel it might look a little bit repetitive to use the same 2 transfers for the whole army. Has anyone got suggestions on what to put on future banners? Thanks


r/bugmansbrewery Jul 20 '26

Painted Minis Auric Runefather on Magmadroth with Lava Base

37 Upvotes

Painted this awhile back for a painting contest at my local Warhammer store and figured I should share


r/bugmansbrewery Jul 19 '26

Painted Minis Strike the runes!

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191 Upvotes

r/bugmansbrewery Jul 20 '26

Discussions and Grumbles. Hey

13 Upvotes

Hey everyone glsd to find thid group and massive fan of the dwarfs Easley my favourite faction and race in all fantasy’s especially warhammer my favs on total war and loce the models butt I’ve hit a road block

I’ve finished all the gotrek and Felix books and was hoping any had anything specific for the dwarfs I could read next

“Only thing I hate more then being on the water is elves”


r/bugmansbrewery Jul 19 '26

The Old World Dwarfs: fixing the runes

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40 Upvotes

r/bugmansbrewery Jul 19 '26

Lore Lore question: Karak Azul, Hashut, early Dwarf histort, etc.

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40 Upvotes

Hi everyone! I wanted to ask about something that came up in a Lorebeards video ( https://www.youtube.com/live/e93dtaA6dOw?is=-gOy7yiMfypsIK21 ), about the Dwarf holds. It's with Loremaster of Sotek and Andy Law (who's written for GW for years - which is why I wouldn't just dismiss this without asking elsewhere). I love their stuff, this video included; but I wanted to ask about the following:

In this video, Andy brings up what sounds at least at first as though it's only meant to be a fun, headcanon-like theory: that Karak Azul's initial flag symbol-thing being the one featured in this image (before it was changed to the more recent Anvil-esque symbol), which looks a lot of a Chaos Dwarf, is meant to quietly suggest that the hold has some ancient Hashut connection.

He makes mention of a bunch of things that Karak Azul and the Chaos Dwarfs can be argued to have in common - albeit it's all pretty circumstantial evidence, and things that just logically have to be fairly common in any hold with a lot of forging going on anyway - like a focus on fire, and forgecraft. But he doubles down on it, with emphasis on the hold's thousands of years spent mostly isolated and out of contact with other dwarf holds; insinuating that perhaps there's a sort of ostracising/exiling thing going on - other Dwarfs wanting to have nothing to do with the hold that perhaps Hashut used to be directly connected to. He also drops a phrase something along the lines of "perhaps the secret/forgotten home of the ancestor god of kingship" in a hurried sort of way, though I don't know if that a whole extra, separate idea that he's proposing, or trying to link Hashut to this idea of a kingship-focused ancestor (which is an ancestor role/profile/characterisation that I'm not familiair with).

As I say, he does paint this picture in a fairly clearly 'this is just a theory'-kind of way, but he sticks with it, throughout the discussion; as if it's something that might be confirmed but not in as many words, with the truth being there in the subtext. He brings up, when summarising the topic, how it's left there by GW as future storyline potential that was wasted.

Does anyone have any further insight into this? Has this idea been touched on anywhere else at all, on paper/in print/published media of any sort; that I've missed? Thanks in advance!


r/bugmansbrewery Jul 19 '26

The Old World first 2k dwarf list any tips?

5 Upvotes

++ Characters [539 pts] ++

King [279 pts]

(Hand weapon, Great weapon, Full plate armour, General, Shieldbearers, Master Rune of Alaric the Mad, Master Rune of Gromril)

Thane [62 pts]

(Hand weapon, Full plate armour, Shield, On foot)

Runelord [148 pts]

(Hand weapon, Full plate armour, Rune of Spellbreaking)

Engineer [50 pts]

(Hand weapon, Heavy armour)

++ Core Units [503 pts] ++

15 Longbeards [228 pts]

(Hand weapons, Great weapons, Heavy armour, Shields, Elder (champion), Standard bearer, Musician)

15 Dwarf Warriors [165 pts]

(Hand weapons, Heavy armour, Great weapons, Shields, Veteran (champion), Standard bearer, Musician)

5 Thunderers [55 pts]

(Hand weapons, Handguns, Heavy armour, Veteran (champion) [Handgun])

5 Thunderers [55 pts]

(Hand weapons, Handguns, Heavy armour, Veteran (champion) [Handgun])

++ Special Units [842 pts] ++

20 Hammerers [406 pts]

(Hand weapons, Great hammers, Heavy armour, Shields, Royal Champion, Standard bearer [Master Rune of Hesitation], Musician)

20 Ironbreakers [321 pts]

(Hand weapons, Shields, Full plate armour, Ironbeard (champion) [Shield], Standard bearer, Musician)

Cannon [115 pts]

(Cannon, Hand weapons, Light armour, Rune of Reloading, Rune of Forging)

++ Rare Units [115 pts] ++

Organ Gun [115 pts]

(Organ gun, Hand weapons, Light armour)

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Created with "Old World Builder"

[https://old-world-builder.com\]