Slann
NIGHTBRINGER
Second Spawning
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50 Slayers are easy to deal with for WoC. I agree with you that relying on magic is not the right avenue of approach against Dwarfs, luckily I don't need it. 50 Slayers have a huge foot print and absolutely no defensive capabilities. Shooting-wise, 1 single hit from a Hellcannon will do a number on that unit. For the price of 50 Slayers, I could have 3 Hellcannons if I wanted to. You can fit a lot of tiny dwarf bases under that small blast template (a picture perfect shot can hit 21 guys). The blast is strength 5, so it will wound you on 3's and since you have no saves that is a mathematical average of 14 casualties. Admittedly, that is a direct hit, which only happens just under a third of times... but remember I can afford 3 hellcannons for the cost of your slayers. If you are lucky to get across the field, I would be able to mop up that unit in close combat with the very same hellcannons that whittled them down with shooting.WoC would be difficult because they have virtually no shooting weapons. They have magic but remember Dwarfs are anti-magic specialists. I could just field 2 or 3 Runesmiths with 3 runes of spellbreaking each to shut down your magic phase for a good few turns - enough for Slayers to get into combat. Remember that Dwarfs can charge up to 15" now in 8th - your Chaos Warriors only move 4 and charge up to 16" - 1 inch isn't that much difference.
The hellcannon is just one option; my Hortennse Lord can fly to the flank of your Slayer unit and drop a strength 4 breath weapon template on their head. With optimal placement you can hit about 30 guys. Then I wound on 4's and that results in 15 casualties. That is 180 points worth of Slayers for a breath weapon that cost me 30 points. Since my Lord can fly 20" and pays no heed to intervening units or terrain, there is nothing you can do to stop me from lining up the perfect shot every game. Or if I wanted to, I could simply neutralize your entire unit with that same Lord who is stubborn and will never die in combat... but I have no need to do that because I can kill your unit outright.
That covers WoC shooting, now on to our specialty... close combat. Like I mentioned before, MoN and MoT Warriors units will beat your Slayers. The math you provided is incorrect. I've run the numbers and the Slayers lose. I'll probably breakdown the combat in a post following this one. It is important to note that my Warriors come out of core, while your Slayers come out of special. Now imagine what a 600 point unit of Skullcrushers (who are rare choices admittedly) will do to your poor Slayers!!
Lastly, you mentioned your 15 inch charge range. That is your best case scenario, and will only turn up mathematically 1 in 36 charges. Your average charge range is only 10 inches. Yes, Warriors of only have a 1 inch better charge range and a 2 inch better march, but that is my point, you're putting far too much stock into uber large units of infantry. While it is true that an infantry death star can do well, it is also true that they can also be beaten or neutralized. In the case of your no armour save movement 3 dwarfs, this is doubly true.
Fair enough.Lizardmen are a bit stronger in terms of shooting so are more of a concern.
For the record, I am OBVIOUSLY not arguing that Tomb Kings are a better army than Dwarfs, because TK are far worse. Tomb Kings are in the bottom tier in terms of power level, while Dwarfs occupy the middle to middle-high tier. However, in terms of your Slayer unit, you might have just helped even the odds.TK can't march and hit on 5s - they can ignore cover when shooting but battlefields don't always have cover. You need to remember to take range penalties into account - long range still gives you a -1 penalty to hit in addition to other modifiers.
First off, due to TK's Arrows of Asaph special rule, TK shooting ignores all modifiers to hit and not just cover. Long range means absolutely nothing to us. I'm not sure where you got the idea that only cover was negated. One of my favourite lists (my first TK list) features a Khalida-star unit of 75 skeleton archers. Due to her special rule, they hit on 4's and have the poisoned attacks special rule. Assuming a frontage of 20 models and the rules for volley fire, that gives you 20 + 20 + 10 + 8 = 58 shots! On average that will cause 16 wounds a round to your Slayers. So 3 rounds of shooting and you are dead. Even if a few of your guys were to make it into the archer unit, they have too many bodies and would be able to kill off the remaining Slayers themselves. Of course, being a death star itself, my Khalida-star can be countered as well, but it just happens to work out very well against your slayers. Not to mention if the TK player gets Righteous Smithing off, then that doubles the effectiveness of the Khalida unit. Now Dwarf anti magic is great as is TK magic, so that would be an interesting battle.
Admittedly, the vast majority of TK lists do not feature the Khalida-star, but we actually don't need it against your Slayers. A couple of Screaming Skull catapults (which are found in just about every good TK list) will do very nicely. Although not as strong as the hellcannons mentioned above, they are dirt cheap. A couple of rounds of shooting and the unit will be cut down to size very easily.
Perhaps not, Dwarfs are not my specialty. However, I do know that no competitive Dwarf list would field 50 Slayers. 600 points for a movement 3 unit that has no save is suicide. Slayers are a sub-par unit and are typically not featured in serious lists at all, let alone at the unit sizes you are talking about.you don't know the Dwarf army book as I do
