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This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
What is the best unit size? How many giant slayers do you consider worth taking? What about command? How do you use them?
again me for first try?
I don't have much experience using Slayers exceptr flank protectors.
I put 10-15 slayers opposing a hard hitting enemy, maybe 1 or 2 giant slayers to except challenges and deal damage. That is all.
i hardy use slayers. It's not that I don't like them or don't think they are that usefull in combat, as they are great flank protectors or good to use as 10 ( or less ) sized detachments that can flank the enemy unit assaulting it's 'parent' unit. The parent unit is most likely to hold out anyway for a turn, so they slayers will have oppertunity to charge in. And if the enemy doesn't charge the big block but instead charges the slayers, those are unbreakable, so either he inflicts 10 wounds or he will be stuck that turn so the block can charge into the side.
But I don't use them because I have other units I use. I've now got a 2000 pts list, but who knows, I do have 5 models so maybe I will just put down 5 of them in 2250 as a warmachine guard against ambushing beastmen, miners, tomb scorpions or scouts and flyers.
If I were to run a unit of 10+ I would put in 2 giant slayers. Thats 4 or 6 attacks back even if the enemy wipes out the front rank, and slayers are the only unit with more than 1 attack per model in the dwarven army, so great against masses of goblins, skaven and men.
I´ve got one qestion concerning slayers.
You raise their strength until it matches their enemy´s toughness (max. S6). So you always choose to attack with 2 HW, right? We don´t really need the rule that lets them decide which weapon they use at the biginning of combat, do we?
I thought it was add the +2, and it it's not high enough then you go up to the enemy's toughness, but I am pretty sleepy and don't have the book with me.
Regarding Slayers, it is of my newbish opinion they are pretty nifty, they just suffer from being in those precious precious special slots. After I bring along some Ironbreakers and Miners (IB since I think having a pretty good AS is handier than stubborn (better models too compared to Hammerers), and Miners because the ability to be at the other end of the board as a dwarf on turn 2 seems especially nice... but I am an absolute newb to Fantasy...)... and after I have those I might be wanting some bolt throwers and maybe a cannon or a grudge thrower...
Which, well... puts those naked hellraisers pretty low on the list. Yes, they could match the enemy's toughness, but they are pretty slow at jogging around, whereas a BT can reach out and touch someone on turn one. Said BT doesn't need an escort with a banner of grugni to keep them from being torn up by arrows either, making it an especially cheaper option.
...but then again, if I were going with a list that has no ranged whatsoever...
* checks rule *
darnit, they included modifiers "the slayers strenght ( including modifiers e.g. a great weapon ) is upped to the enemy's toughness "
In that case: nope, great weapons are pretty useless, unless you want to be certain you bash the enemy's head in and reduce his save. Charging into an exposed flank with great weapons is pretty good, to ensure as few guys as possible fight back.
I forgot about T3 with high AV. In my mind they only battle huge, tough, fearsome monsters and demons
There won´t be many concious after the initial charge. But the next turn the knights don´t have lances.
I have used Slayers in the past with the very small dwarf army that I used, and I actually liked them and they often performed well as well.