[Archive] Blunderbuss, should they have a commandgroup?

Nazhur:

As I�m starting up my chaos dwarf army I�m wondering how to equip my blunderbuss unit. I was myself thinking about making them 15 with no command unit but is that good? Perhaps they could be better of with a command group even if that is 30 extra points?

Hashut’s Blessing:

I wouldn’t bother with a musician, personally. If you expect them to get into combat (which, with 12" range, they probably will…) take a standard bearer. It’s up to you if you want to spend 10points on a champion or 12 on an extra CD…

Khaosbeardling:

I didn’t give them a command group just because they are there to spread the “Blessing of Hashut” and nothing else matters. I find that I agree that giving them a standard would probably be a good idea if your strategy requires one, but I just don’t. Call me funny that way. . . or insane. . .:hat off

metro_gnome:

no command…
well a champ can be useful if you are hiding your sorcerors in there…
this unit breaks like nobodys business… dropping 100VP with them is not making any sense…
and rallying on a Ld9 is easy enough…

say no to commands…

Uzkul Werit:

I always do it just for the sake of completeness. I like all my units having the full command. Tactically, it’s not the best idea but eh …

Khaosbeardling:

I used to do that a lot too, but I also don’t actually have any representative models for the command group of the blunderbuss either, so that’s probably one of the reasons I don’t.

Nazhur:

Thanks, seems I will propably skip the commandgroup then and instead put those points some other place. I rather buy more warriors with hand weapon to my main battlegroup instead. Thanks again for all the quick answers.

Khaosbeardling:

Only reason I’d give 'em a full command group is if you don’t have a lot of fighty units in the first place, but you have enough that you should be good to go.

Ishkur Cinderhat:

I actually considered giving the unit a musician only. For one because he cannot be taken by the enemy unit after a lost round of close combat, and also because I expect the BB-men to be routed by close combat specialists, and would rather spend 10 points on a better chance to regroup later. Does that make any sense?

Hashut’s Blessing:

To be honest, Ld 9 or the general nearby means it’s not that brilliant. 10 points? 5 more hobgoblins. A normal CD warrior. A Champion that may be kill one more “CC specialist”. Not to mention that we run (2d6-1)" and so will likely be run down. Am I the only one that uses a SB and doesn’t flee from the enemy due to combat resolution then?

metro_gnome:

id say so… with out full ranks and shields i cannot see how you would hold…

The Flying Beaver:

I take a full command frequently. Honestly, I find that it comes in handy more often than it’s a disadvantage. It looks cooler too.

AGPO:

i always go for full command. One thing to remember is that a blunderbuss unit is quite handy in CC. A 5+ save and toughness 4, plus the fact that they will probablly be ranked up, in contrast to most missile units. They can’t beat the hardest units but they can hold their own against most light troops for a while

hal:

I never go for any command models in my blunderbuss units, though I will admit that it looks far cooler having them there.

Hashut’s Blessing:

Soon, I won’t place a standard bearer model in my blunderbuss unit as I’ll use my Nemesis Crown Warbanner model (takes up 8 models places!) as a unit filler, then I’ll maybe have a champion ON that base (they’ll still technically be in the front rank and I’ll point out where, etc). I don’t take musicians when they’re THAT expensive. It doesn’t help me…

And I usually use my BBS against orcs. He uses units of 25-35 orcs and I use BTs at them a bit, then shoot them with BBS when in range, then as a charge reaction and by that time, they get beaten or I at least hold.