The Battleforge rules are up!
On one hand, it’s very handy for priests casting prayers as it boosts all prayer rolls by 1 (The Prayer of Grimnir’s Fury, for instance, can be cast on a 2+ by a priest near a Battleforge), which is great. It’s other ability, on the other hand, is pretty bad - sacrificing the bonus +1 to prayer rolls just to re-roll Save rolls of 1 until the next turn. That can be done already by the Runefather’s command ability (unless they change that as well). If it was re-roll ALL Save rolls for a number of turns, it would be worth it, but it isn’t. Luckily it’s optional so we can completely ignore this pretty poor ability, but that second ability is still a waste. Looks like we’ll have to rely more on prayers than perhaps other armies do as that’s the one thing they’ve done really well with in my view, which could be worse, but I was hoping for more.
One advantage at least, though, is that because our scenery piece isn’t as powerful as, say, the Khorne one, it does mean that we’re effectively less ‘tied’ to it than Khorne priests are with theirs, meaning it’s not so much of a blow if we lose access to it - we can easily deal with the Khorne shrine allowing them to reroll prayers, for instance, by deepstriking a load of Vulkite or Hearthguard Berzerkers with a Runesmiter to a location near the shrine, charging and hacking the Khorne priest on it to death and then just sitting around it waiting for the Khorne player to sacrifice more of his priests or units to try to get it back, while the Khorne player then suffers a huge amount in that he can only get his Portcullis of Doom on a 5+. If he then tried to do the same thing to us, all we’d lose is a +1 bonus to our prayer rolls that are already pretty good.