Title: Thunderer's
Description: the Must have accessory for the dwarfs
King Ulrik Flamebeard - April 17, 2005 08:16 PM (GMT)
Thunderer's... One of the best unit available to a dwarven commander, but are we too dependant upon them? I don't see many lists for a dwarf army without them, why? Lets take a look...
For a point more than a crossbow armed dwarf you get -
+1 to hit at short range
S4
AP
Move and Fire
So what makes these short ranged black powder armed dwarfs the preferred choice to the traditional and longer ranged crossbow armed dwarfs?
But loose out on range by 6”, but is this really something to worry about? So ok at long range you'll be hitting on 5s, with a crossbow you'll be wounding on 3s (Vs T3) and they're at -1 Sv. With a Hand Gun (dwarven made of course ;) ) you're hitting and wounding on the same, but you'll hit then with a -2 Sv mod. Though long range isn't where the weapon works best, oh no not with these; Thunderer's are THE short range missile unit. At short range you're hitting on 3s, that's the equivalent of a pansy elven archer – but better because its a dwarf ;) .What's more you can move and shoot, ok so 3” isn't much but it beats other S4 missile weapon armed armies.
Now that we know the pros, the cons. The range, as mentioned not that much of a deal – or is it? Is 6” really worth it? Dropping the range does mean Thunderers have that single turn or two in which they cannot fire, meaning those vicious volleys of hot lead are missing from the rest of your shooting. Also with the min range at 12” chances are the Thunderers will be prime targets for the charge and need to choose – Reform for combat, or get in a round of shooting and then hope your stand and fire reaction does the business. Not much of a choice there is it? This is the problems, the short range will mean you'll probably get two or three volleys in before you are charged (two at Long range, one at short).
So that's what it can do and its short comings (no pun intended), what uses can the unit be put to?
War Machine Guards
Probably one of the better uses if you know or at least have a heavy suspicion your opponent has some sort of unit that can quickly attack the vulnerable WMs (ie TK Swarms & Scorpion; Skaven Tunnellers; Dwarf Miners etc.). Why are thunderers ideal for this you say? Simple, the move and fire rule. Dwarf handguns being completely superior to those shoddy manling ones means we can still move and fire, so one of the a fore mentioned units pops up near your Thunderer's guarding the Wms you just spin them around (“About Face!!”) meaning your newly appeared opponents nice unit is facing down the barrel of ten plus Thunderers at short range. Nothing wants to face that.
Problems with this? The said unit appears too far away from the thunderers, two units appear or the attackers scatter into the dwarfs. All bad for them.
Flank Guards
Again a great use, use the unit to deter any flanking by fast cav or the likes, charging into the face of ten thunderers can put off most units in the game. Also the thunderers can slowly move up the flank getting into flanking positions is need be or into a better firing position.
Bad news being you're dwarfs, and light armoured at that. Anything with S4+ will steam roller through the unit, and unless you reform them the single/double line formation won't stand up to that.
Sacrificial/Bait Unit
What do I mean by this? The unit itself can be used are bait, put them in front of your blocks of infantry and slowly move forward, firing volleys as you go. Then as the enemy closes then unit stops, as they are charged the thunderers flee. Now two things will happen; the unit can redirect his failed charge into one of your solid infantry units or they will fail the charge, placing themselves in a lovely position for a dwarven charge (preferably from a GW unit). The other way would be to have the thunderer's hold, then they'll either break and the enemy pursue into your units or you can flank them next turn (if the thunderers hold).
Con's? The enemy refuse the bait and hit somewhere else or by pass the unit, leaving the thunderers blocking your other units from a counter charge.
Well that's only the uses I really know of, I've not put them all into practice yet* But one thing to meantion, never discount the unit in combat. If given shields and they number 12+ then a reform into a 4x4 formation will be quite a sturdy unit; with dwarf WS, T and with a 4+ Sv (LA, S & HW+S) as well as a +3 for ranks means the unit can handle a fair amount. Just remember the choice is always – Stand and Shoot or Reform.
(* A disclaimer here; I'm still relatively new player. I know the units uses and application but it's putting them into practice, so the above info and comments are taken from reading other players posts about them and my own limited uses of them)
KU
Steve The Rash - April 19, 2005 07:04 AM (GMT)
| QUOTE |
Bad news being you're dwarfs, and light armoured at that. Anything with S4+ will steam roller through the unit, and unless you reform them the single/double line formation won't stand up to that.
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Why don't you try to put them shields?I always put them shields, don't forget that they are trained to use a handgun but still they are Dwarf Worriors.In combat with shield they're granded with 4+ armour save.
For your last tactic; A Sacrificial/Bait Unit rigt?So don't bother to reform them just shoot to cause damage and let them come to meet their makers, the worst thing that could hapened to you is to lose this unit but it's a sacrificial unit.
King Ulrik Flamebeard - April 19, 2005 02:46 PM (GMT)
Well the fact they're suppose to be a mobile firing unit guarding the flanks, 150pts for 10 is very costly; even in 2k games. But yes shields work well and I think you'll find I meantioned this fact.
I never said reform the unit, of course sacrificing them I want as many shots as possible. The whole point is that they're not reforming, as I never suggested so.
KU
Prince Cal - April 19, 2005 03:21 PM (GMT)
Quick point on reforming, if I'm not mistaken you can reform into 3 ranks or less and still be able to fire but you count as moving.
King Ulrik Flamebeard - April 19, 2005 03:25 PM (GMT)
Yes, but the point is you want as many shots as possible. 12 reforming would give you 4 shots, compared with the twelve (single rank) or 6 (two ranks) that's quite a drop in shots.
KU
Prince Cal - April 19, 2005 03:27 PM (GMT)
| QUOTE (King Ulrik Flamebeard @ Apr 19 2005, 10:25 AM) |
Yes, but the point is you want as many shots as possible. 12 reforming would give you 4 shots, compared with the twelve (single rank) or 6 (two ranks) that's quite a drop in shots.
KU |
Indeed but I was simply making a rules clarfiication for Morgrim's benefit and the fact is if you deploy on a hill (like you always should if possible) it's well worth reforming a rank.
Steve The Rash - April 19, 2005 05:32 PM (GMT)
| QUOTE |
Well that's only the uses I really know of, I've not put them all into practice yet* But one thing to meantion, never discount the unit in combat. If given shields and they number 12+ then a reform into a 4x4 formation will be quite a sturdy unit; with dwarf WS, T and with a 4+ Sv (LA, S & HW+S) as well as a +3 for ranks means the unit can handle a fair amount. Just remember the choice is always – Stand and Shoot or Reform.
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You said reform. ^_^
I didn't mention that you said reform in the end.
| QUOTE |
Well the fact they're suppose to be a mobile firing unit guarding the flanks, 150pts for 10 is very costly; even in 2k games. But yes shields work well and I think you'll find I meantioned this fact.
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No it isn't costly.Remeber, when a unit destroys or helpes to destroy another unit equal or greater of your sacrificial unit always worth it.
King Ulrik Flamebeard - April 19, 2005 05:38 PM (GMT)
Umm.. first quote was not part of the last tactic, just a final generalisation. I said reform can be handy in the correct curcumstances, but if you plan to draw units into a trap then reforming isn't the way.
And thunderers as flank guards are not a sacrifical unit, they're there to stop people flanking you or getting at your WMs. They'll simply fire at Fast Cav or Skirmishers, it's to try and force your opponent onto your tougher units. You'd want them cheap and as numerous as possible, so knocking their already expensive cost up more isn't the best way to go.
KU
Steve The Rash - April 19, 2005 05:42 PM (GMT)
Well, now i understand what you are thinking and this tactic it's quite good.I wiil try it in four days from now.