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I debated making this topic as I've done a similar one before, but it was in a different part of the forum and it was a year and a half ago to boot. I guess I'm bringing it up now as a sort of (late) reaction to how the units of other races which are similar in role or quality were adapted more faithfully than these 3.
Anyways, there's been a number of topics recently where I've expressed the opinion that Dwarf Miners, Rangers, and Irondrakes are poorly implemented in TW in comparison to their roles in the fluff and TT and how I'd like to see them changed, so I thought I'd coalesce all of that into one topic.
I'm of the opinion that the campaign should encourage army builds that make use of a race's entire roster, even into the late game. It would take some reworking of the current supply-lines mechanic in my estimation, but I'd want all of a race's units to remain somewhat viable choices regardless of their tier or role. In these 3 cases though, I think CA got the tier's and/or roles wrong. With that in mind, everything I'm about to say is from the perspective of a SP campaign player; I recognize that this would shake up the MP meta and whether that's for better or worse is kind of irrelevant, to me at least.
Miners: What they are now- Currently, Miners are basically treated as if they're the "civilian levy" of the Dwarfs which runs counter to everything we know about Dwarfs and Miners. The bulk of a Dwarf army, the Warriors, Quarrelers, Thunderers, and Longbeards are the Hold's citizen militia and Miners are supposed to basically be the Warriors of a mining Clan. In TW they're basically filling the role of the "Peasant Mob" from Rome 2, or WH's Bretonnia. Their combat stats are worse than Goblins and that's saying something.
What they should be- Pure and simple, Miner's should be a "sidegrade" to Great Weapon Warriors and have the same or similar stats. Miners were a Special choice on TT and as such had a specialized role in the army. I'd like to see that replicated in TW. Though by no means should a sidegrade cost the same as the "parent" unit; Warrior stats combined with Vanguard and blasting charges are worth more than the sum of their parts. I'd say something like 650-750 as they'd be similar in cost to Longbeards. This would be in order to price them out of replacing Warriors in your front line since for the same price you could get a better straight-up combat unit in LBs. Instead they should open up more tactical options for you on the battlefield, something that I feel the Dwarfs are sorely lacking at the moment.
Rangers: What they are now- Basically, they're "Quarrelers-Lite" since they have poorer combat stats and less ammo which they traded for Stalk and a bit more speed, neither of which in my opinion pays for themselves. Rangers are now in the same role as Shadow Warriors and Shades with the difference being that those two units were done justice in their move from TT to TW and now outclass Rangers in nearly every way.
What they should be- Bugman's Rangers. Well maybe not quite the same, but it's not hyperbole. Bugman's Rangers in TW are closer to how Rangers operated on the TT than the current incarnation of Rangers. Rangers were a Rare choice on TT and to reflect that, they should be a sidegrade to Quarrelers, perhaps with a bit better melee stats to make up for their lack of armor. I don't think I'd want to rob them of their Stalk or speed since I recognize that CA had to do something to distinguish them from Quarrelers (apart from nerfing them).
Oh and this part's really important, they should be 1 unit, not divided into standard and great weapon variants. TT Rangers were a walking arsenal with great weapons, crossbows, and throwing axes and it shouldn't be too hard to reconcile the two different missile types, the Eagle Claw and Reaper Bolt Throwers already do that. In terms of cost, similar to the Miners, Rangers should be expensive enough so that they can't outright replace Quarrelers as your back line; that shouldn't be their role. I'd say 800-900 would be fair and, just like Miners, should enable them to provide more tactical options to the Dwarfs.
Irondrakes: What they are now- Functionally, Irondrakes fill the same role as Warpfire throwers which were taken as weapon teams on TT . Irondrakes on TT operated as independent unit blocks much like Quarrelers, Thunderers, or even their kin the Ironbreakers. They weren't detachments, they were a completely independent unit with all the works such as a command element and the option to take magic banners. In TW, they fall far short of the role they had from their army book and, compared to other races' elite missile infantry such as Sisters of Avelorn or Waywatchers, were done a disservice in the transition from TT.
What they should be- If Irondrakes were to Ironbreakers what Quarrelers are to Warriors, they'd probably be prohibitively expensive but at a minimum their unit size needs to increase to 48 (on ultra) at the very least since as a supposed rank and file unit they currently have fewer entities (28) than the Warpfire thrower (32), an actual crew-served weapon detachment. I landed on 48 since it's the same size as Grenadier Outriders and Death Globe Bombardiers who both fill similar roles as "heavy" missile units.
Irondrakes' melee stats could use a boost too; these guys are basically specialized Ironbreakers after all, albeit without the axe and shield, so their stats should reflect that. Off the top of my head, I'd say 30 MA, 38 MD, 32 WS. As for cost, I think somewhere in the range of 1200-1400 is a good place to start for the two variants. Dwarfs place a huge emphasis on both infantry and missiles and Irondrakes are essentially the pinnacle of Dwarfen crafting and engineering; they should feel elite.
This conversation could probably be extended to some other units in different races, but since I'm a Dwarf fanboy I focused on my favorite race. Off the top of my head, I think a case could be made for White Lions and Lothern Sea Guard. The former got knocked down a tier whereas on TT they were Special choice competition for Swordmasters and the latter I always viewed as an infantry unit with bows as opposed to a straight upgrade for archers (though I hardly think they're suffering for it). Let me know if you think there's other units out there that got the shaft.