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I was just wondering how people liked to equip there Quarrellers?
I will shortly be taking a unit of 10 in a 2000pts (1000pts each) doubles tournament and want to make sure Iím getting the most from them. Originally they had nothing, but then I wanted a shield for a 4+ armour save in combat. At a second glance I thought about great weapons so when I do hit Iím S5.
So thereís my dilemma. Do I go for survivability and staying power, or a mad last stand before Iím inevitably broken with great weapons?
Thanks for any opinions,
If you have the points? Both.
If you don't I think the shields would be better.
Give them shields; you don't want them in combat, if they are there then you want them to survive untill backup arrives. Give them greatweapons and they'll go down achieving nothing, shields and they might get back in the fight, if not then they still take a unit out of the game for a while. As they will be attacking for longer they'll do about as much damage, one way they neutralise an enemy unit for 1 turn the other way for two; which is better? It's obvious.
Up, up and away!
shields are all you need. Just enough to tie someone up until their friends can hit the flank. Otherwise, when you lose them, they get expensive.
Shield all the way. High toughness and a decent armour save will keep them in the game longer. A musician is also a good idea.
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I usually just go with a Musician. They're a cheap, expendable unit.
Putting shields on them or anything to make them viable in combat seems to be a points expenditure that could otherwise go towards strengthening the actual infantry blocks.
If you're going to equip them to that degree (shields, great weapons, etc.) then you might as well make them Rangers. (I love my Longbeard Rangers.)
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Just thinking outloud, but wouldn't the shields also be useful outside of combat, say against shooting? In that case they would be even more valuable overall as it makes them survivable in and out of combat, and makes sure that more of them keep shooting for longer.
In combat you won't be able to use the shields with Great Weapons (IIRC) and therefore you're takeing away from an item you've already spent points on.
Iíve personally taken to equipping them with shields and great weapons and positioning them on my armyís flanks. They provide a significantly powerful flanking force and a missile support base. The important thing however is to disencourage the enemy from engaging them. To this end I find the best means to be an organ gun. People try to avoid its attention and more often than not will avoid units nearby ;Y
Its expensive of course, but when you play a very combat heavy dwarf army having a little more umph doesn't hurt
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For my quarrellers I go with a sizable unit of 16 with Light armor, shields, and a musician. Gives T4, and a 5+ save vs standard missile fire. I then try to put them so at least a portion of the unit is within the required distance on my Hammerers who have the banner of Grungii. Gives them a 5+ ward. That 5+ save, then 5+ ward will go a long way to adding survivability. Its an investment, but opponents really will get discouraged after through a 2d6 str 4 magic missile where they wound on 4's, then I have a 6+ then a 5+. You might lose 2 dwarves to it, and a unit of 16 takes a while to take a panic check when deployed in 2 ranks on a hill.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
The honest answer to this question is that how you equip your quarrellers depends on your list. If your only using one unit of quarrellers go with the shield. It adds survivability to your ranged support in terms of CC and shooting. If you have two or more groups of quarrellers go with great weapons. The GW's make the unit of quarrellers a hard hitting force that can be set up on your flanks.
A 10 man unit of quarrellers with GW's and a musician is dirt cheep. I actually run three of these units in my list and I can not believe how well they do. Nobody who charges a ranged unit expects them to hit back like a ton of bricks. With Dwarfs this works because of our T4, high Ld, and decent WS applied to ALL our units. These units also synergize well with the three Bolt Throwers I run (or warmachines in general). The quarrellers act as guards for the BT, getting their licks in at range then threatening any fast flying unit or skirmishers who are thinking about charging the BT's with a thourough beatdown by angry midgets with giant axes.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.