10 hours ago, kaffis said:I agree, Darth Matthew, though I might argue the cost should be higher than a 50% premium to double the wounds. Not sure. But Dwarves as MSU elite infantry hits me right, and leaves room for Orcs to come as high model count units in interesting configurations, maybe with protected 1. What if they were infantry that came brutal 1 but deployed at 2x1, 2x2, 2x3, 3x3 at a premium cost?
It would have the 2x1 Thresher effect, offering a lot of threat that can crowd multiple, smaller units into a melee fight.
At 50% higher cost, you get 2 dwarf units for 3 regular.
In a 2x2 blocks, you'd get two dwarf units, each with 32 life each (64 total) , pairing off against 3 units of 16 life (48 total). Dwarfs would be up 16 life (about 25%), but the other infantry and throwing 6 dice (33% advantage) to the dwarf 4 dice. In a grind, it should shake out about right. I'd also make the dwarf dials a bit slower moving than spearmen (no march 4, and maybe a -1 on the bend); but give dwarfs good access to throwing out stun and immobilize tokens, so they'd have a shot at catching their opponents. Since the opponent has the advantage of movement speed and damage, I'd have dwarves swing early; at either 2, or 3 with an upgrade for 2. Hitting 1st in the grind will off set the damage advantage normal units have over them.
I still can't wrap my head around Orcs. If Dwarf's are durable elite, undead are an infantry horde, Uthuk are berserkers; what's left for orcs?
What if the advantage of Orcs was all on the dial? Have the movement be sooner than normal for charges, and later for non-charges. So blues are later, but give a few Yellow forwards and yellow charge modifier.
It could represent the orcs raging into combat. That theme of advance late and charge early can be carried through to all the orcs units (just like many human units can gain inspiration).