Hobgoblyn:
The fact that no one else looked at this list and said that it is a 3-CHEESE mix of mozeralla CHEESE, american CHEESE and cheddar CHEESE being served on a CHEESE pizza at chucky CHEESE with a side order of CHEESE bread while a man with a CHEESEy accent and CHEESEy smile instructs 'say CHEESE' to a family who owns a CHEESE factory in CHEESEkapi county...
Hobgoblyn
Nice to see you've taken so much interest in my list. It would be rude of me not to reply after all the kind things you've said, especially as you knew I was going to reply eventually. ;)
Once I get more feedback I will answer all your questions. It's quite useful to see what people think when they just discuss it amongst themselves (you get to see how people interpret things without them being explained). Generally when I've put up my list on other forums when I start answering questions nobody replies any more.
Your understanding of the blunderbusses is just plain wrong, so I will answer that one.
40-60 against cavalry? 80-100 against infantry? I am really interested to know how you worked that one out!
I already planned to change it to move or fire, but assuming you've read the second version of my list the long range modifier is the only one they are exempt from. If you haven't read that version I suggest you do as it's much better IMO.
A Dwarf handgun is 24" range, S4 with AP and +1 to hit.
Mine is 16" range, S4 with AP and x2 multiple shot.
I'd need to do some number crunching, but it seems to me if you want to deploy 10 models wide you'll lose a turn to reform anyway unless you have a massive unit. So the number of shots overall works out fairly similar.
Grimstonefire
Okay, you need convincing. Fair enough. Let's take the Elven Archers who are exactly the same price as you've listed for the Chaos Dwarf Blunderbusses there.
First, let's note that the Elves have T3 and have 6+ save at best while the Chaos Dwarves with shields have T4 and 4+ save. I'll let you do your number crunching instead of feeding you the numbers, but I'll give you a preview and tell you that against anything lower than S6 the later there has double the survability factor. So we'd have to give those elves 2 wounds each in order to make them even.
You point out that one has to spend a turn reforming. I ask you... what scenario have you been playing where the enemy starts closer than 19" away? That's a rhetorical question, you should be realizing about now what a inane and braindead excuse to make. You can reform when the enemy is 40" away or 30" away or even 25" away. Those High Elf archers however? Much more likely that the enemy is going to be in range when they have to spend their turn reforming and so the chances of them losing the 1 extra shot their 30 range rather than the Blunderbusses effective 19 range (do I really have to explain to cornixt how 16 range + 3 free move equals out to 19 range? I would have hoped his 2nd grade teacher would have covered that.)
Once within 30 range the blunderbusses not only start putting out double the amount of shots, but shoot stronger, armor piercing shots.
Let's show you how this works out.
Orcs charge the Elven Archers - first turn reach around 26" (since there just isn't much of a chance that the Orc player will be able to perfectly measure out to where the 30" mark is, it is just as likely for the squad to be running from 31" away as they are to be running from 27" away so starting them half move inside range is only fair and I'll do this in both scenarios, plus the stand and shoot makes up for it anyway).
Elves get 10 shots
Orcs move into 18" away
Elves get 10 shots
Orcs move into 10" away
Elves get 10 shots
Orcs move to 2" away
Elves get 10 shots
Orcs Charge
Total shots for Elves: 40
Orcs charge Chaos Dwarfs are 15" away
Chaos Dwarfs get 20 shots
Orcs move to 7" away
Chaos Dwarfs get 20 shots
Orcs charge last 7"
Chaos Dwarfs stand and shoot, get 20 shots
Total shot for Chaos Dwarfs: 60
So even in a wide-open, completely barren landscape the Elves get 40 S3 shots compared to the Chaos Dwarf's 60 S4 armor piercing shots from models with double the survivability. This isn't even accounting for the fact that half those shots from the elves were in long range and incurred penalties (unless I missed a rule in the Elf book, it's possible).
Now if you add some difficult terrain, some obstacles and other objects that would slow the opponet from being able to make such a direct charge, you could be looking at up to double those amounts.
Clearly these two models are
NOT of equal value. The Chaos Dwarf Blunderbuss unit is rather clearly 1.5-2x as powerful as the Elven Archers and would have to be priced somewhere between 17-21 points a model accordingly.
However, barring such high costs for your blunderbuss, a few things that could fix it.
1) Make it a move OR fire weapon
2) Allow it to incur the normal long-range penalties
3) Knock it down to S3
4) Drop the shield option from them or make the shield +3pts each to make up for the fact that they are being put on a unit that HAS to be fought using ranged attacks in order to stand much of a chance at all.
If you did those three things, you could even keep the armor piercing function and they'd be worth closer to 11 points each.