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Who on a Dwarf team should wield a Chainsaw?

Posted: Tue Apr 01, 2003 2:02 pm
by ZanzerTem
M'Kay. I bought a Chainsaw for my Dwarves, but who should wield it? Troll Slayers are out, obviously, and not my runners, because they only have AV8 and I need them on the field.

That leaves Blitzers or Longbeards. I'm not afraid of a Longbeard getting thrown out, but they only have AG2, making starting the damned thing a pain. My Blitzers, with AG3, have an easier time starting it, but I really don't want to have them tossed out.

Opinions?

Posted: Tue Apr 01, 2003 2:08 pm
by Redfang
Depending on the next few opponents I would probably go for the safety of using it on a Longbeard, but I never considered SW's as a raelly good tactical option...
If you want to build your gameplan around it and can if you think you can spare the Blitzer, try the Blitzer...

R

Posted: Tue Apr 01, 2003 4:06 pm
by DoubleSkulls
The Longbeard with an AG increase or two.

Dwarves lack the spare AG3 players to really make it that good a weapon.

Posted: Tue Apr 01, 2003 4:27 pm
by ZanzerTem
ianwilliams wrote:The Longbeard with an AG increase or two.
When did I get one of those?!?!?

Seriously though, I'm giving it to my Blitzer with Tackle. The MA5 AG3 will allow me to use guerilla tactics against their key players.

My next game is against Skaven with a Block/Pile On Rat Ogre. They are freebooting the rat ogre star player against me, so I need all of the bashing power I can get.

Posted: Tue Apr 01, 2003 6:52 pm
by kaboom
longbeard!

Posted: Tue Apr 01, 2003 10:05 pm
by monkeyinacoma
longbeard!

cos it'll be amusing to watch the wee bastard try to start it!

i don't think dwarfs really need aggressive weapons. it's risking getting a player sent off when the weapon is only slightly better than the dwarf at hurting.

however, i do have a runner with a blunderbuss on my team, which is reasonably useful... if you can get someone downfield to catch the damn thing.

Posted: Wed Apr 02, 2003 6:54 am
by Mestari
Definitely the odd longberd with an AG increase. You should end up with one eventually.

With the SW rules it's actually worthwhile to take the ag increase over a skill for a longbeard. Then turn the guy into a chainsaw/bomb-maniac. And hope for another AG increase!

Posted: Wed Apr 02, 2003 10:34 am
by sean newboy
No one, if your gonna get a sw for dwarves, get a steam roller, pretty much the same penalty roll and much more devastating.

Posted: Wed Apr 02, 2003 12:33 pm
by Thadrin
The C-saw would be at best my fourth choice SW for dwarfs.
The Bazooka, Deathroller and Bomber all give more useful effects.

If you must have the chainsaw then stick it on a longbeard. Everyone else is too valuable to get sent off.

Posted: Sat Apr 05, 2003 1:46 pm
by D'Arquebus
Secret Weapons are much less about game advantage then they are about zany mayhem IMO. I would go Deathroller, Bomber, then Chainsaw. They are all in fluff for Dwarves and more about mayhem then added advantage.

Gobbos are better at the Chainsaw mallarky, as AG 3, MV 6 and most important EXPENDABLE!! Dwarf armour is nothing if carrying a running chainsaw and knocked over. Also most are worse at starting the thing.

The Blitzer with Tackle is good idea, as he might actually get to use it. That said, it might also be amusing to see the Longbeard standing there, cursing in Khazalid (Dwarfish toungue/ possibly misspelt) whilst working the starter cord :lol: .

If you get into the SWs then do so with a sense of fun. Thats what the Gobbos are about and that will be the reason I introduce the rules into my TT league. It'll give me a chance to reenact the crazy shenanigans outlined in fluff re Dwarf Warhammers, and the Chaos Dwarf Black Death team [see 3rd Ed rulebooks for further info re these teams].

Posted: Mon Apr 07, 2003 1:50 am
by Zergo
I'd say the apothecary. Dwarf armor can be hard to crack, and if that leg has to come off...


-Zergo