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A suggestion on how to stop dwarfs from being stomped by cav and flying units

zairiszairis Registered Users Posts: 2
Give Runesmiths a rune with a hefty enemy slowing effect, or maybe a rune with an effect similar to the Light Wizards Net of Amyntok?

Since a lot of problems stem from the fact, that although somewhat equipped to fight cav and flyers, (Slayers!) the dwarfs just can't really pin down even the most reckless of enemy charges, as the enemy just ups and leaves. Dwarfs being slow, it would also be difficult for them to use said runes offensively.

Alternatively, if the above seems too powerful, a rune that makes them immune to being thrown around? This could also work on certain spells, bringing the Dwarfs more in line with their immovable, magic eating brethren of the TT.

Thoughts?
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Comments

  • erza321erza321 Junior Member Registered Users Posts: 1,350
    Are you refering to the Rune of Slowness.
  • TetleyTetley Registered Users Posts: 38
    As much as i like the idea of a rune a slowness (more runes the better) the issue would be you're now forced to take a rune priest to compete. Dwarfs have other issues as well such as overpriced/cost ineffective units, there's plenty of threads on here about that though.

    p.s. MORE RUNES!!
  • erza321erza321 Junior Member Registered Users Posts: 1,350
    Other issues the Dwarfs have are their supposed specialist units are rather crap at the moment, they're overpriced and don't really excell at the special role they're supposed to fulfil.

    For example the Slayers are the only anti large infantry the Dwarfs have and they're terrible at fighting heavily armoured large units, such as heavy cavalry.

    Also the Rune of Slowness is a real thing on TT, but I don't know it's ruleset.
  • InfletoInfleto Member Registered Users Posts: 305
    You forgot range spam.

    Dwarfs kinda have a chance (not a good one) against flyers and cav . But spamming handgunners and arty is a epic pain for dwarfs.
  • AggonyDuckAggonyDuck Senior Member Registered Users, Smiley Posts: 3,641
    The funny thing is that Rune of Slowness does exist in the game, it just isn't available for the Dwarfs as an item choice in MP.
  • Wing ZeroWing Zero Junior Member Registered Users Posts: 827
    The problem with CA, theyre trying to balance every unit, which is ridiculous, because factions like empire, which has every unit, has the advantage, because there are no weaknesses.

    Empire should be jack of all trades, NOT Master of ALL

    Greatswords should not be beating dwarf infantry in equal cost in any circumstance.

    Dwarf artillery should not be outranged by Empire.

    ''The difficulty of tactical maneuvering consists in turning the devious into the direct, and misfortune into gain.
    -Sun Tzu

    "Tolerance, Diversity, Strength"
    - Seleucid

    Team Chaos Dwarf
  • Mogwai_ManMogwai_Man Registered Users Posts: 3,830
    Dwarves already need a runepriest or two to compete. They should have been given the rune of slowness from launch. Their artillery also needs a range buff.

    Not to mention a multitude of units needing price drops to match the actual efficiency of the unit. Dwarves and chaos just arent cost effective and are very limited on their compositions.





  • WalrusWalrus Senior Member BrazilRegistered Users Posts: 1,104
    edited September 2016
    They could also get a mass upgrade. Making their formation harder to be broken.
  • erza321erza321 Junior Member Registered Users Posts: 1,350
    Flakkson's Rune of Seeking embedded in a Bolt Thrower should be the Dwarfs counter to flying heroes, although for this to work CA needs to add the Bolt Thowers to the game and the ability to embed Runes into artillery units.

    @Mogwai_Man Chaos armies are supposed to be hordes of Marauders with an elite core of Chaos Warrior and Dwarf armies are supposed to be composed of a small amount of highly elite warriors. So instead of a price drop, the Chaos Warriors and Dwarf units should get a stat boost so these units are worth their higher cost.

    @Walrus Giving the Dwarfs higher mass is a bad idea, because higher mass means AOE spell such as the Foot of Gork will nuke them just like the Foot of Gork does to cavalry at the moment. Also CA has given added a buff that would solve the Dwarfs weakness to cavalry, the problem is they gave it to the Empire with the Captains newly buffed Hold the Line (which gives units in an aoe immunity to being charged).
  • hogarth_hugheshogarth_hughes Registered Users Posts: 80
    edited September 2016
    erza321 said:

    ... Hold the Line (which gives units in an aoe immunity to being charged).

    Just in case you did not know, as I cannot tell by this sentence, charge resistance (from Hold the Line) is different than charge defense against large or all. Charge resistance merely amplifies a units innate resistance to being moved around by a charge which is determined by unit mass, speed, relative elevation, and formation ranks. It protects against formation penetration (which the dwarfs and all defensive lines can certainly use) but not from charge damage.
  • EimhosanEimhosan Registered Users Posts: 333
    edited September 2016
    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)
    Post edited by Eimhosan on
    For every poster that refers to fantasy factions as "order", "destruction", "death" or any other AoS term, I smash a stormcast model with a sledgehammer. (Why yes I do refer to it as my "Heldenhammer"...) This is fantasy. It says a lot about the posters here that they are so easily willing to interchange terms like that. Especially for a setting that's so widely hated by the crowd this game is supposed to cater to (fantasy players) Very reddit like.

    Just call them good factions or evil factions or better yet the faction's actual name please.
  • Le_SuperapeLe_Superape Registered Users Posts: 3
    edited September 2016

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    I think those are terrible ideas. Asymmetrical balance is what makes this game great IMO! Streamlining should be avoided like the plague.

    Apart from that I think that: Potions must be nerfed (max 30% heal, at least 150-200 gold). Magic missiles must be more useful (without lord/hero sniping being too much of a thing. Different levels of magic resistance?).Draw-kiting must be stopped (combat resolution or capture zones). Corner camping must be discouraged (wide outskirt zones with severe moral penalty if staying in them for too long?). Heroes should generally be more buffers then fighters (more AOE abilities). Dwarfs should have a little bit easier handling cav/fliers/range span (RUNES!). Beastmen deserves more vanguard (better vanguard zones too) and stalk (and harpies + some unit buffs). Bret wants more horses! Chaos needs a bit more inf steamroller power.

    All the best!
  • erza321erza321 Junior Member Registered Users Posts: 1,350
    I think CA expects the Dwarf players to use Underway maps in MP (which nobody use in MP), because the Dwarfs are at a massive disadvantage fighting on some of the larger maps. Not only does it take the Dwarfs a long to get into a fight if forced to charge by artillery, or to reinforce an ally who got double teamed by the opposing team in a 2v2 if they deployed too far away from each other.

    This is more so against The Empire who have longer range artilley then the Dwarfs, which means the Empire can force the Dwarfs out of position to get their artillery in range or force them to charge and makes it easier to flank them (which shouldn't happen).

    The range difference didn't matter on TT, because it probably very unlikely that you a table big enough for the Great Cannon to outrange the Dwarf Cannon. In TWW this range difference does matter, especially on some of the really large maps.
  • Mogwai_ManMogwai_Man Registered Users Posts: 3,830
    @Mogwai_Man Chaos armies are supposed to be hordes of Marauders with an elite core of Chaos Warrior and Dwarf armies are supposed to be composed of a small amount of highly elite warriors. So instead of a price drop, the Chaos Warriors and Dwarf units should get a stat boost so these units are worth their higher cost.

    I get the lore that dwarves and chaos will have smaller armies. I simply dont have a high confidence that CA could tinker with stats. The simpler solution is price drops on overpriced units.

    Dwarfs and chaos already have smaller unit sizes so overall compositions will be smaller regardless. Also I think most units for both factions actually are good stats wise minus dwarf artillery not having more range.

  • TotalWarChakaxTotalWarChakax Registered Users Posts: 601

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    Ok, then we give ancient romans airplanes in rome 3, and in shogun 3 we get plasmagunners?

    Calmed down now: So you want all factions to be the same? the empire should get trolls? greenskins should get handgunners? vampires should get gyrocopters? Dwarfs get zombies? Beastmen get grail knights? Chaos get warrior priest? Grimgor should be able to get ghal Maraz? Baltazhar gelt gets Kholeks hammer? Lizardmen get chaos spawn? Empire gets stormcast eternals (that one was more to GW)

    Just get a mod if you want all factions to get all units!!!

    Translated from saurian

  • erza321erza321 Junior Member Registered Users Posts: 1,350
    edited September 2016

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    Ok, then we give ancient romans airplanes in rome 3, and in shogun 3 we get plasmagunners?

    Calmed down now: So you want all factions to be the same? the empire should get trolls? greenskins should get handgunners? vampires should get gyrocopters? Dwarfs get zombies? Beastmen get grail knights? Chaos get warrior priest? Grimgor should be able to get ghal Maraz? Baltazhar gelt gets Kholeks hammer? Lizardmen get chaos spawn? Empire gets stormcast eternals (that one was more to GW)

    Just get a mod if you want all factions to get all units!!!

    Translated from saurian

    There is a mod that gives the Dwarfs Boar and Griffon riding units, as well as another that gives the Dwarfs a flame thrower version of the Steam Tank.

    For a Total War game the Dwarves from the Hobbit/LoTR universe would be easier to balance, because in the extended edition of the Hobbit Battle of The Five Armies the Dwarves get cavalry and charoits by using what appear to be Goats.

    It appears CA is having issues trying to balance things for the Dwarfs when cavalry has almost always been king in almost every single Total War game and the Dwarfs completely lack cavalry.
  • thebiglezthebiglez Registered Users Posts: 648
    Wing Zero said:

    The problem with CA, theyre trying to balance every unit, which is ridiculous, because factions like empire, which has every unit, has the advantage, because there are no weaknesses.

    Empire should be jack of all trades, NOT Master of ALL

    Greatswords should not be beating dwarf infantry in equal cost in any circumstance.

    Dwarf artillery should not be outranged by Empire.

    this would be sooo good!! pls CA do it
  • EimhosanEimhosan Registered Users Posts: 333
    edited September 2016

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    I think those are terrible ideas. Asymmetrical balance is what makes this game great IMO! Streamlining should be avoided like the plague.

    All the best!
    \

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    Ok, then we give ancient romans airplanes in rome 3, and in shogun 3 we get plasmagunners?

    Calmed down now: So you want all factions to be the same? the empire should get trolls? greenskins should get handgunners? vampires should get gyrocopters? Dwarfs get zombies? Beastmen get grail knights? Chaos get warrior priest? Grimgor should be able to get ghal Maraz? Baltazhar gelt gets Kholeks hammer? Lizardmen get chaos spawn? Empire gets stormcast eternals (that one was more to GW)

    Just get a mod if you want all factions to get all units!!!

    Translated from saurian

    That's not what I'm saying at all.
    I'm only saying that CERTAIN TYPES of units should be standard for all factions. They fall into four groups.

    Infantry By definition: Slow and steady melee units.
    Ranged infantry By definition: Infantry that has weak melee, but stronger ranged attack
    Calvary By definition: A faster than infantry unit that is used to out-maneuver or sneak past infantry, can (but does not have to) be equipped with a ranged attack.
    Artillery By definition: A ranged unit with very poor melee but makes up for it with extremely powerful and long-distance range attack

    All factions should have at least SOME FORM of these.

    Gyrocopters, steam tanks, giants, arachnoroks, etc is extra since they were never in any previous total war game. (And don't you dare bring up that stupid Persian elephant.) Now you're right, giving Gyro bombers to vampire counts and all your other examples would be silly, but Im NOT asking for dwarf zombies or any of that crap that would NEVER happen in Warhammer. I'm asking for bare minimum and something that is vital for certain strategies. There are tactics THAT WOULD BE PERFECT FOR THE SITUATION, but I can't do because WHOOPS! picked the wrong faction.

    Crazy, I'm barred from certain tactics when I'm the dwarfs or VC's, BUT when Im playing Bretonia, The Empire, or the Orks (Orks moreover because their army is dirt cheap+monster units) I can do whatever strategy I want so long as I actually have the units in my stack. Do you see from here it's better that I get the latter three even before the game even starts?

    You call that balance? You call that fair?

    Now that doesn't mean that all of the units need to be the same. The stats can vary greatly between different factions units VC's can have different stats then the empire and so on. They also don't have to be reskins either. they can be totally unique in their own way. For example:

    Skull launcher
    faction: VC
    type: Artillary (Catapult that throws severed heads in a "Clusterbomb" fashion) High range, low melee. Effective against infantry, morale debuff if enemy hit is human.
    At first the skull launcher was used to terrify any Sylvanian rebels that would dare challenge the Von Carsteins, It then became useful for scaring away inhabitants of new territory.

    See that's all you have to do. take a basic design for a Calvary unit and make it "dwarfy" -Smaller, maybe have them ride on rams or goats instead of horses.( or maybe ponies? but they have a bad reputation here on the internet...) Give them dwarf- like halbreds (proportional to the dwarfs themselves) and put a dwarf warrior on and boom: dwarf calvery. It really isn't that hard and there is a mod for it already. "Then why whine here when you can use the mod?" Because the mod is pretty much a thane on a Griffin/wolf. It doesn't feature a unique model and everybody who looks at it knows it's a mod. It's like fake boobs- Yeah they get the job done, but EVERYBODY can see that they're not real. (Not to mention the mod is buggy as hell)

    Will this solve everything? No, (Slayers need a HUGE buff, and the flame cannon? I'm on the verge of saying "Forget reworking it Just get rid of it." but both are for another day.) but It takes care of the constant sneaky little black knights always managing to get to your quarrelers and grudgethrowers since your longbeards are too slow. (Those of you who play Dwarf, you know EXACTLY what I'm talking about)

    Every faction deserves the bare minimum of an army. It does not have to be the best one out there, nor does it have to have EXACT MATCHING STAT'S AND APPEARANCES, but it does have to be THERE.

    THAT is what I WANT, and NO it is not a terrible idea or "streamlining" . It is reasonable and a big part of what the dwarfs need.

    KHAZUKAN-KHAZAKIT-HA BITCH!

    All the best tho :) (I added this part here because it doesn't matter how offensive you are so long as you make the closing nice and polite lol.)
    Post edited by Eimhosan on
    For every poster that refers to fantasy factions as "order", "destruction", "death" or any other AoS term, I smash a stormcast model with a sledgehammer. (Why yes I do refer to it as my "Heldenhammer"...) This is fantasy. It says a lot about the posters here that they are so easily willing to interchange terms like that. Especially for a setting that's so widely hated by the crowd this game is supposed to cater to (fantasy players) Very reddit like.

    Just call them good factions or evil factions or better yet the faction's actual name please.
  • WalrusWalrus Senior Member BrazilRegistered Users Posts: 1,104
    edited September 2016
    The Anvil of Doom is missing. Maybe it could be the answer to this Dwarfen problem.

    Edit: the Empire shouldnt have more range than the Dwarfs. In my opinion, dwarfen artillery should inflict more damage.

    Edit2: Slayers should get a buff (physical resistance?)
    Post edited by Walrus on
  • GeneralConfusionGeneralConfusion Registered Users Posts: 1,009

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    Sorry, no. Some degree of deference to the lore is what makes this game Warhammer: Total War as opposed to Some Random Fantasy Setting: Total War, and maintaining that distinction is valuable to many of us in the community. Dwarfs don't get cavalry, VC don't get ranged, Greenskins don't get gunpowder or high-end cavalry, Empire doesn't get monsters, that's just how it is.
  • ExemplisExemplis Registered Users Posts: 65
    Dwarfs problems don't lie in the lack of cavalry. The problem is the lack of anti-cavalry. Right now nothing stops enemy cav from cycle charging dwarf ranks again, and again, and again, until they break. If there was some active ability that would let them tie enemy cav after the first charge this weakness would not be so severe.

    Something like "Horse hewing" - active buff, 15 sec active, 45 sec cooldown - melee attacks from this unit reduce cavalry speed by 66% for 30 seconds and have +10 anti-large bonus. And give it to slayers.
  • erza321erza321 Junior Member Registered Users Posts: 1,350
    Exemplis said:

    Dwarfs problems don't lie in the lack of cavalry. The problem is the lack of anti-cavalry. Right now nothing stops enemy cav from cycle charging dwarf ranks again, and again, and again, until they break. If there was some active ability that would let them tie enemy cav after the first charge this weakness would not be so severe.

    Something like "Horse hewing" - active buff, 15 sec active, 45 sec cooldown - melee attacks from this unit reduce cavalry speed by 66% for 30 seconds and have +10 anti-large bonus. And give it to slayers.

    The current gap in the Dwarfs roster doesn't help either, they have no armour piercing anti large units in their army and if the Dwarfs had the Rune of Slowness to lessen the impact of charging cavalry (so the Slayers don't get shredded by the charge).
  • WalrusWalrus Senior Member BrazilRegistered Users Posts: 1,104
    Nysalor said:

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    Sorry, no. Some degree of deference to the lore is what makes this game Warhammer: Total War as opposed to Some Random Fantasy Setting: Total War, and maintaining that distinction is valuable to many of us in the community. Dwarfs don't get cavalry, VC don't get ranged, Greenskins don't get gunpowder or high-end cavalry, Empire doesn't get monsters, that's just how it is.
    Demigryphs are monsters, Pegasus are monsters and Gryphons are monsters. Face it, the empire has everything in their army roster. The only crippled faction in the game is the Dwarfs. I dont agree with adding cav to them, but they need buffs.
  • TotalWarChakaxTotalWarChakax Registered Users Posts: 601
    edited October 2016

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    I think those are terrible ideas. Asymmetrical balance is what makes this game great IMO! Streamlining should be avoided like the plague.

    All the best!
    \

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    Ok, then we give ancient romans airplanes in rome 3, and in shogun 3 we get plasmagunners?

    Calmed down now: So you want all factions to be the same? the empire should get trolls? greenskins should get handgunners? vampires should get gyrocopters? Dwarfs get zombies? Beastmen get grail knights? Chaos get warrior priest? Grimgor should be able to get ghal Maraz? Baltazhar gelt gets Kholeks hammer? Lizardmen get chaos spawn? Empire gets stormcast eternals (that one was more to GW)

    Just get a mod if you want all factions to get all units!!!

    Translated from saurian

    That's not what I'm saying at all.
    I'm only saying that CERTAIN TYPES of units should be standard for all factions. They fall into four groups.

    Infantry By definition: Slow and steady melee units.
    Ranged infantry By definition: Infantry that has weak melee, but stronger ranged attack
    Calvary By definition: A faster than infantry unit that is used to out-maneuver or sneak past infantry, can (but does not have to) be equipped with a ranged attack.
    Artillery By definition: A ranged unit with very poor melee but makes up for it with extremely powerful and long-distance range attack

    All factions should have at least SOME FORM of these.

    Gyrocopters, steam tanks, giants, arachnoroks, etc is extra since they were never in any previous total war game. (And don't you dare bring up that stupid Persian elephant.) Now you're right, giving Gyro bombers to vampire counts and all your other examples would be silly, but Im NOT asking for dwarf zombies or any of that crap that would NEVER happen in Warhammer. I'm asking for bare minimum and something that is vital for certain strategies. There are tactics THAT WOULD BE PERFECT FOR THE SITUATION, but I can't do because WHOOPS! picked the wrong faction.

    Crazy, I'm barred from certain tactics when I'm the dwarfs or VC's, BUT when Im playing Bretonia, The Empire, or the Orks (Orks moreover because their army is dirt cheap+monster units) I can do whatever strategy I want so long as I actually have the units in my stack. Do you see from here it's better that I get the latter three even before the game even starts?

    You call that balance? You call that fair?

    Now that doesn't mean that all of the units need to be the same. The stats can vary greatly between different factions units VC's can have different stats then the empire and so on. They also don't have to be reskins either. they can be totally unique in their own way. For example:

    Skull launcher
    faction: VC
    type: Artillary (Catapult that throws severed heads in a "Clusterbomb" fashion) High range, low melee. Effective against infantry, morale debuff if enemy hit is human.
    At first the skull launcher was used to terrify any Sylvanian rebels that would dare challenge the Von Carsteins, It then became useful for scaring away inhabitants of new territory.

    See that's all you have to do. take a basic design for a Calvary unit and make it "dwarfy" -Smaller, maybe have them ride on rams or goats instead of horses.( or maybe ponies? but they have a bad reputation here on the internet...) Give them dwarf- like halbreds (proportional to the dwarfs themselves) and put a dwarf warrior on and boom: dwarf calvery. It really isn't that hard and there is a mod for it already. "Then why whine here when you can use the mod?" Because the mod is pretty much a thane on a Griffin/wolf. It doesn't feature a unique model and everybody who looks at it knows it's a mod. It's like fake boobs- Yeah they get the job done, but EVERYBODY can see that they're not real. (Not to mention the mod is buggy as hell)

    Will this solve everything? No, (Slayers need a HUGE buff, and the flame cannon? I'm on the verge of saying "Forget reworking it Just get rid of it." but both are for another day.) but It takes care of the constant sneaky little black knights always managing to get to your quarrelers and grudgethrowers since your longbeards are too slow. (Those of you who play Dwarf, you know EXACTLY what I'm talking about)

    Every faction deserves the bare minimum of an army. It does not have to be the best one out there, nor does it have to have EXACT MATCHING STAT'S AND APPEARANCES, but it does have to be THERE.

    THAT is what I WANT, and NO it is not a terrible idea or "streamlining" . It is reasonable and a big part of what the dwarfs need.

    KHAZUKAN-KHAZAKIT-HA BITCH!

    All the best tho :) (I added this part here because it doesn't matter how offensive you are so long as you make the closing nice and polite lol.)
    But they don't have cav in Lore, and they do have a unit that is a faster infantry unit that is used to out-maneuver or sneak past infantry: THE SLAYERS. (but i agree slayers need a buff)


    EDIT: Dwarfs don't have halberds or spears either
  • TotalWarChakaxTotalWarChakax Registered Users Posts: 601
    Walrus said:

    Nysalor said:

    Oh wait I got a better idea! how bout we just GIVE THE DWARFS A GDAMN CALVARY UNIT!

    and while your at it give the VC's some ranged units. (because any army that is missing entire components for the sake of lore is just plain stupid)

    Sorry, no. Some degree of deference to the lore is what makes this game Warhammer: Total War as opposed to Some Random Fantasy Setting: Total War, and maintaining that distinction is valuable to many of us in the community. Dwarfs don't get cavalry, VC don't get ranged, Greenskins don't get gunpowder or high-end cavalry, Empire doesn't get monsters, that's just how it is.
    Demigryphs are monsters, Pegasus are monsters and Gryphons are monsters. Face it, the empire has everything in their army roster. The only crippled faction in the game is the Dwarfs. I dont agree with adding cav to them, but they need buffs.
    Empire don't have monstrous infantry, no axe infantry, no hammer, and no non-lord/hero single unit monster

    All factions are missing something: VC: any missiles, BM: no flying (CA's fault) and almost no missiles. Greenskins: monstrous cav. Chaos: almost no missiles, no non lord/hero flying unit. ETC.

    Point is, every faction is missing at least a units type.
  • Mogwai_ManMogwai_Man Registered Users Posts: 3,830
    Give slayers AP damage and a price drop.

    Also gyros need to get buffed. They are no where near where they need to be. Also let them fire on the move.

    Dwarfs do need some serious attention.

    Chaos too but i dont wanna get into that.
  • TotalWarChakaxTotalWarChakax Registered Users Posts: 601

    Give slayers AP damage and a price drop.

    Also gyros need to get buffed. They are no where near where they need to be. Also let them fire on the move.

    Dwarfs do need some serious attention.

    Chaos too but i dont wanna get into that.

    Why ap for slayers, they are monster killers?
  • Mogwai_ManMogwai_Man Registered Users Posts: 3,830
    edited October 2016

    Give slayers AP damage and a price drop.

    Also gyros need to get buffed. They are no where near where they need to be. Also let them fire on the move.

    Dwarfs do need some serious attention.

    Chaos too but i dont wanna get into that.

    Why ap for slayers, they are monster killers?
    Dwarfs lack an anti large unit that has ap in their infantry line up. Slayers can be made into a better anti cav alternative. They will also need a price drop.

    Furthermore the arachnarok is a monster and it has 150 armor. You ever try slayer unit on an arachnarok? Its laughable.

    Players using cavalry arent afraid of cycle charging dwarfs because they know they know they can do it with near impunity.
  • erza321erza321 Junior Member Registered Users Posts: 1,350

    Give slayers AP damage and a price drop.

    Also gyros need to get buffed. They are no where near where they need to be. Also let them fire on the move.

    Dwarfs do need some serious attention.

    Chaos too but i dont wanna get into that.

    Why ap for slayers, they are monster killers?
    Dwarfs lack an anti large unit that has ap in their infantry line up. Slayers can be made into a better anti cav alternative. They will also need a price drop.

    Furthermore the arachnarok is a monster and it has 150 armor. You ever try slayer unit on an arachnarok? Its laughable.

    Players using cavalry arent afraid of cycle charging dwarfs because they know they know they can do it with near impunity.
    Slayers are also anti elite and not just for monsters.
  • FormosaFormosa Registered Users Posts: 97
    just for clarity here.

    1st: Dwarfs did infact have spears and halberds, they were exclusively used in the underway to combat skaven and goblins, they used a shield to block the entrance to an area and had the spear/halberd to stabby kill kill.

    Ref: grudgelore.

    2nd: Slayers in this game are not what they are in both the fluff and the TT, in both they are elite unit mincers, they slaughter elite units in TT and take out monsters with laughable ease, numbers is what kills them both in the TT and fluff, Slayers should be the best anti elite unit in the game, demigryphs, greatswords etc, should be terrified to fight them, where as the humble goblin unit would slaughter them.

    3rd: Dwarfs did use cavalry, but not in a military role.

    Ref: Gotrek and Felix novels.

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