I don’t see that we have to have longer ranged missile units as an imposed weakness in the core section.
So alongside blunderbussers, what would be a good 2nd missile unit?
Would crossbows be good? Sure they’re not black powder, but we don’t have to have everything as this. We could invent a variant form of crossbow, that fires mini explosive/ flaming charges.
Another option would be a 0-1 unit armed with repeater handguns?
2nd core combat?
What about a unit of 0-1 Slavers like this:
Slavers … Points/ model: ?
Same stats as CD warrior
Equipment: Heavy armour, hand weapon and Slave Catcher (counts as great weapon, -1AS).
Options:
- May be armed with blunderbusses for + ? pts/ model.
Special Rules: Scouts (or have them as a unit without scouts?)
Core ‘thing’?
This is going to have to be very basic to be in core.
An idea I have been playing with is something that makes the army more integrated when various combinations are put together.
So this thing I have in mind is something that could take various forms depending on what upgrade(s) are chosen. It would be mounted on 40mm, and would follow units around (dragged by slaves). Note that it’s attached to a parent unit.
Upgrade ideas (rough WIP):
Icon of Hashut: The parent unit may re-roll failed panic tests.
Blast Marker: The ‘thing’ fires a target marker that allows warmachines to adjust the range by D3 inches (when firing at a target within a specified range and LOS of the parent unit).
Burning Slaves: The parent unit may ignite the slaves, causing -1 Combat Resolution to all enemy unit within 6". One use only.
Holy Zeal: The parent unit will ignore rough ground (rocky ground, difficult hills etc).
These would all have to be appropriately costed.
You would then have 2 or 3 special rules for when two of the above are within close proximity.
Something like this would increase tactical flexibility, would be original, and would reflect an elite list better.
Special rules: tall hats (stubborn), grenades (as a charge reaction immortals may throw grenades into one charging unit, roll a D6 for each complete rank [max of 3], the charging unit takes that may S4 hits)
2nd core combat? What about a unit of 0-1 Slavers like this:
Grimstonefire
I was thinking about some units from:
O&G: maybe a kind of "chaotic/demonic" Squig with a (CD) Herder.
- I my self have been talking it over with my fiancée about using Snotlings as (Core Unit) Slaves, well - just for the fun of it :cheers
BOC/HOC: Warhounds of Chaos - Well both BOC & HOC have them as Core Unit, so why not also the CDs?
OK: Gnoblars or Gnoblar Trappers - They sound like easy creatures to inslave, and use in battle. But might need a slave-master of some sort...
Humans: Or just a simple human-salve unit of some sort.
For a simple twist, you could have Chaos Dwarf Axe-Throwers!!!
You could use similar or identical rules for another type of typical range such as crossbows as mentioned above.
I know Xander loves his axes, so maybe others will appreciate this little idea, and it avoids the need for special rules, as some have mentioned they would like.