Heya, getting back into fantasy after what feels like a lifetime away and am dead keen on chorfs.
Knee deep in conversion tests ATM, and realised I should probably get a feel for equipment, before I get too lost in the possibilities.
Am I right to assume there’s very little play for running halberds? I like how they look, but with initiative 2, taking the hit to run great weapons seems negligible.
What are the current use cases for the different dwarf loadouts?
Seems they got AP 2 on the charge… Tho I lack the imagination to see a world in which I’m doing most of the charging, so outside that it looks like they’re just +1 S, at the cost of shields, since IS have native AP 1 on hand weapons anyway?
Hmh, shame. They look cool.
Any experience with Fireglaives?
Reason I’m asking is, the work’s quite conversion intensive. I did a similar thing for a brief stint in 6th, making a Nippon vampire army, only to realise all the units I liked and had made were complete garbage. Completely burned me out, so trying to do a bit of homework this time around.
And what about IS vs IG? I get the impression I’m building around IS if I include them, which probably means you’re not getting other toys like bulls (who seem… sketchy? Lovely models, but 2 attacks seems underwhelming for their size?).
I’m in the same boat, I considered the helglaves, but at 18inch range they will be at long range most of the time, and out of range most of the game if you are trying to run a standard defenceive formation, I’ve decided to just run a 5 man detachment of the blunderbusses, for the look of the thing, they aren’t chaos dwarfs without blunderbusses somehow, I was going to go for a unit of 12, but why? With the short range you will be lucky to get in even a single round of shooting, most likely the stand and shoot reaction is the only shooting these dudes are going to get
Rule of cool and all that, demands you make some eventually, but it almost feels like you’re doing it despite the weapon?
Blunders I can see, as a brick you place up front and sort of demand a reaction to. It’s not about the shooting, but more about the combat res on the turn they react to you. Expensive, but it adds to the “this unit is a problem. Solve it” aspect. But glaives seem very expensive for a problem that’s much less of a hassle to solve?
Indeed, if the fireglave had a longer range you could use them as artillery guards and second line reserves, there is potential to make the first line quite aggressive between the iron deamon, bull centaurs, wolfs and flying monsters, and the flying movement spell in the demonology list, I’m mean your never going to outmenovoure an elvish army but this army is clearly supposed to move up and fight for the centre ground. You can go for a full spread of hell cannons and earth shakers to build an actual shooty list, but that would suck and I sense it would struggle to deal enough wounds given the lack of accuracy, the rerolls from the sorcerers and helbound might mitigate that, should in fact, but it would still be a boring army without any of the fun bits. However this is a common problem, high elf units are mostly highly defensive, yet they have high movement, wood elf units are mostly skirmishing close combat units they only have 2 strong shooting units, We just gotta face facts, the army is, like many others, just weird, build the models you like stick them on the field, try not to make too many of them, its warhammer it’s supposed to be crazy and chaotic.