Anvil of Doom in The Old World
Is it worth it or just a 235-point dead weight?
The Anvil of Doom isn’t bolted to the ground… it’s just too dwarfy to want to move (yields ground, pursues…).
If you’re wondering whether to include it in your The Old World list, here I’ll explain EVERYTHING: how to deploy it, when it shines, whether it really justifies its 235 points, and a tip to avoid getting tricked by dwarf players when they use it against you.

What does the Anvil of Doom do in TOW?
It may seem like the best Dwarf option against magic. The most solid. It has Magic Resistance 3 and it’s the only option that can dispel as a level 3 wizard, giving it a range of 24 inches (instead of 18 like the Runelord or Runesmith).
Plus, it can carry up to 3 Spellbreaking Runes.
There’s a really important decision you must make: how you deploy it. It can’t move voluntarily, so you better place it well from the start.

Advantages of defensive deployment (at the back of the field)
- The enemy will take longer to charge it.
- Being immune to panic, it won’t flee off the board even if you place it right at the edge.
- You can protect it with a unit in front, making it physically impossible for the enemy to charge (their base won’t fit).
- Your whole army will easily stay within its 24″ buffing range (except for scouts).
- It’s harder for the enemy wizard to dispel its spells.
- Although it needs line of sight for the magic missile, it can still see large targets (although usually wounding on 6+, not ideal).
- You can cast the buff spells easily even through your own troops because its frontal arc is 360°.
Disadvantages:
- It’s farther away to dispel enemy spells.
- Easier for the enemy to avoid having juicy targets in its missile range or line of sight.
- Less protected against enemy ambushers.
Advantages of aggressive deployment (in line with your battleline)
- Makes it harder for enemy wizards to move out of your dispel range.
- Better line of sight to launch the 27” magic missile.
- You can use Spellbreaking Runes better if the Anvil carries them.
- The Anvil of Doom is tough (Toughness 7, 5 wounds, ward save 5+) and can provide cover to other units.
- In combat, it’s immune to panic and has 5 attacks… it’s not something a Great Eagle or a pack of Furies will easily take out with a turn 2 charge.
- Much better protected against enemy ambushers.
Disadvantages:
- Easier for the enemy to charge you (and even if they don’t kill it, if it’s in close combat, it can’t dispel and can only use the Self-range spell).
- Can block the movement of your own units.
- Easier for the enemy to dispel your spells.
- Easier target for enemy shooting. Some war machines can hurt it badly.

What spells can the Anvil of Doom cast?
Heads up: don’t let dwarf players cheat you!
Important: the Anvil of Doom is a bound spell device with several spells available. Two of them are augment spells used during the Command phase. The bound spell rule says you can only use one bound spell per phase, so the Dwarf player can NEVER use all four spells in the same turn — only three (choosing between armor reroll and psychology immunity).
Now, the four available bound spells:

🔹 Rune of Oath & Steel
- Allows armor saves to be rerolled until your next turn.
- If you roll 11+ to cast, it also boosts armor saves by +1.
There are combats where I would never go in without this. But with this… I’d dive in headfirst. Since it’s an augment cast before your charge and movement phases, you know if you have it or not before getting into a fight. Very strong.
🔹 Immunity to Psychology within 21 inches
- All Dwarf units within range become immune to psychology.
Honestly: I don’t find it very relevant. Dwarfs already have solid leadership, and this prevents you from casting the more important armor buff spell, so you’ll almost never use it.
🔹 Ru🔹 Rune of Haste and Urgency (extra movement)
- At 24″, allows ONE unit that has already moved to move again.
Perfect for a Drilled unit: you can march 9 inches in marching columns (12 if you have the +1 mov bonus thanks to the Chart) and then move another 9 (or 12) inches with the Anvil, or change your formation before moving (you are drilled) and move 6 (8) inches.
Keep in mind there’s a banner that grants Vanguard, so that unit could gain an extra 3 inches at the start of the game.
They can cover a ridiculous amount of ground if you stack everything — practically crossing the battlefield in one turn.
Problem: If your strategy depends on this… you’re gambling.
🔹 Magic Missile
- 27″ range, 2D6 hits at Strength 4, AP-2.
- No need to roll to hit, and cover doesn’t matter.
Very handy for clearing out screens or light support units.
Not that great against Toughness 6 monsters, of course.

So, is it worth 235 points + runes?
Depends.
It’s not a must-take, but it’s playable. It’s not like High Elf Spearmen that make you cry blood when you see them on the board (if you want to know why I criticize High Elf Spearmen, I’ll leave a link to the analysis at the end of the post).
Keep in mind we’re talking about Dwarfs, not Dark Elves. Dwarfs have tons of top-tier options competing for points with the Anvil of Doom. Other armies, like the Dark Elves, don’t have that luxury.
So, if the Anvil of Doom is stopping you from fielding more Irondrakes, the choice for me is clear: Irondrakes all day long. But that’s a personal take.
The important thing: try it on the battlefield. See it in action and decide if it fits your playstyle. Plus, you can have fun combos like giving it Toughness 10, +2 Toughness (for 60 points) to bait a dragon charge or the Rune of Preservation to make it immune to multiple wounds and protect it from war machines, for example 🙂
Anyway, I hope you find this analysis useful.
And if you’re interested in how to counter enemy magic with Dwarfs, I’m also leaving that post linked below.

🍺 Best Runes combinations in the game

🍺 Dwarf Anti-Magic Options: Which Ones Actually Work?

🔹Chracian Warhost | The Best List
If you think there’s an error in the post, feel free to reach out at theoldwarrior@theoldwarrior.com, and I’ll review it. Hope you enjoy ToW!