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Pretty much this. Karak Kadrin can get away with using mostly slayers in the beginning since you're up against nothing but orc boys, but once you start consolidating your position you'll really want to start swapping out your front line of slayers in favor of dwarf warriors.
With their (comparably) better mobility and high melee damage, slayers are the closest to an effective flanking unit the Dwarfs have. Use your heavily armored dwarf warriors to pin your target in place and send slayers to attack them in the rear.
As others have said, your warriors, longbeards, ironbreakers, etc. should be tanking/holding targets in place before you charge in the slayers.
Also, remember, even though they are fast (by dwarf standards), they can't outrun cavalry ... and, for Grimnir's sake, watch for enemy missile units. Fast units that can shoot whilst moving will shred them to pieces, as will any archers that can reach them.
Massive creatures like Giants and Shaggoths rely on single, earthshattering blows. The Slayers high defensive skill, however, means these blows wont land home.
On the other hand, swarm units like goblins rain dozens of blows per unit... and becouse theres no armour, those hits HURT.
Slayers, therefore, are uniquely suited to take out large, high value targets, but arent cost effective against run of the mill infantry.
In singleplayer battles are more about sustainability/attrition rather than straight trading, and is the reason why ungrim has a very high casualty bonus to himself and slayers.
Even with Ungrim and his upgrades you only take a couple of slayers, to defend agains monsters and cav. There are much better damage dealers on their roster with higher survivability/durability; even thunderers deal with cav and monsters, if you screen with other units. For speed, rangers are just as fast with better defensive stats, shields and regen(bugman).
Obviously the easier the difficulty the more slayers you can take. But i would like to make a Legendary viable build with as many slayers as possible some time, but my most recent playthrough ended up being breakers, a few slayers, an organ gun and rest thunderers since gunfire was patched/fixed, fun times.
Thank me later
still using 'em that way kinda hurts dwarfs static tactiic a bit no? And I would choose hammerers everytime to hammer (haha) in the back
Dont use slayers as anvil, don't use anything dwarf as anvil even. Hold the line with your ironbreakers, nuke the sjit out of them with arti/gunners etc.
Depending on the faction, say vampires (or anything with fliers or summons) put a 2 or so groups of slayers to protect your arti/ranged.
Atleast, this is how I play dwarfs on vh/vh, then again, I always try to bait my enemies into an underground engagement.
Once you're up on your feet and able to recruit a more solid dwarf front line, I'd say there's no reason to take more than two slayers or giant slayers per stack.
I usually hold them back in reserve so they can counter cav movements and protect my ranged, then I send them into melee once the main lines have met and the enemy flanking force has been dealt with.
Two units of slayers and quarrelers with great weapons means you'll have a solid back line that can fend for itself while protecting your arty.
If you're going to make that argument, the same could apply to Gyros. No, having a handful of mobile options doesn't change the dwarfs main tactic of being a static bearded axe-covered fortress. Continuing with the castle analogy, your slayers would basically be the force that sallies forth to raid the enemy rear during a siege.
If going into a cavalry though make sure to send them in on a flank attack and aid a dwarven unit. If going up against trolls and other monester types they are good on their own.
I sent two units of slayers after two giants. The giants routed and fled the battle with the two slayer units following. Each time the giant rallied the slayers broke them. They managed to help keep the giants from wrecking my front line and allowed the artilary to do its job.