Daemonsmith’s Handbook – Infernal Guard and Ironsworn
Aug 4, 2018 7:03:00 GMT
NIGHTBRINGER likes this
Post by knoffles on Aug 4, 2018 7:03:00 GMT
This post is an amalgamation of the thread of the same name from the Chaos Dwarf Online forum.
I’ve tried to put comments into distinct sections, tidying up language, removing duplicate comments and re-writing parts altogether. I’ve also chopped and pasted together the comments from the various contributors (listed at the bottom) especially under the strategy/thoughts section.
I've also added in the first section describing the rules.
Knoffles
Infernal Guard
The Infernal Guard have standard dwarf stats (with the standouts being T4, WS4 and LD9) but with an increased Strength of 4.
They have the standard Chaos dwarf army rules of Resolute
They come as standard with blackshard armour and a shield. This gives them a 3+ save, 5++ ward against flaming attacks and a 6++ parry save. This makes them a solid anvil and 12pts a model seems reasonable for them given the level of defence.
One unit can have a magic standard of up to 50pts in value.
Interestingly, the unit champion costs 12pts rather than the normal 10pts for other armies in 8th.
You then have the option to equip them with a number of options to change their role on the battlefield.
Great Weapons
For an additional 3 points per model, you can give them +2S in combat. The ASL rule isn’t too much of a negative as they only have I2 as standard so will likely be striking last anyway. It does mean that, in combat, they drop to a 4+ save and lose the 6++ parry.
It is worth noting that a great weapon upgrade often only costs +2pts for other armies (including normal dwarves) so the upgrade seems over costed in comparison.
Fireglaives
For an additional 5 points per model, you can give them a fireglaive. This gives the unit an 18” S4 AP ranged weapon. On top of that it also grants them +1S in combat (making the unit S5). As the weapon is similar to a halberd, in combat, they do drop to a 4+ armour save and lose the 6++ parry.
Blunderbusses
For an additional 6 points per model, you can give them a Hailshot Blunderbuss. This is a 12” S3 AP ranged weapon that has the multiple shot (D3) rule (you role once for the unit and multiply this by the number of models firing).
On top of that, as long as 10 or more models are firing at once at the same target, they suffer no penalties for firing at long range or from stand and shoot reactions. As long as 20 or more models are firing at once at the same target, they may also re-roll failed to wound rolls too.
Infernal Ironsworn
For 5 points more than your basic Infernal Guard you get an Infernal Ironsworn. For these 5 points you get the same defensiveness as their sword and board brethren, an additional pip of WS and Ensorcelled hand weapons (giving them +1S in combat and magical attacks, whilst allowing them to retain the 6++ parry).
Infernal Guard Strategy/thoughts
Try and always take a Castellan in any unit of Infernal Guard to make them stubborn or a prophet/daemonsmith with the crown of command.
25-30 in a unit with hand weapon & shield, full command and maybe banner of swiftness/lichborne/razor banner accompanied with one of the characters mentioned above.
30+ in a unit with blunderbuss. I haven't tested this yet, but at least make sure that there's 20+ when the enemy reaches you for max effect of the stand and shoot.
I would guess 30+ for IG with GW as well, but i haven't tested this either. I would probably put banner of swiftness on them and have a castellan join them.
For magic lores to support them; Hashut's signature spell for hw & shield/great weapon (to provide hatred) or glittering robe from lore of metal. IG with 1+ save is awesome!
I recommend:
- Never give them any extra equipment
- They should be at least 20-strong
- A Castellan BSB should lead them
There's literally no other optimal way to use them if you're interested in which collection of toys wins the dice-rolling contest. No other options for the same price will produce as efficient a result. It's kind of how the Legion of Az' list works.
As Thommy has said, HW+S IG are a bargain at that points cost. I haven't tried hellglaives yet, but unless I need the extra core or don't have the special points left over I'll always go for Ironsworn over GW Infernal Guard. You effectively gain +1S, +1I, magical attacks and a 6+ ward over GW Infernals for just +2pts.
Roles: to not die; as a bunker for your sorcerer; to kill things; deny steadfast; to act as an anvil; to act as a hammer.
How to achieve this? HW&S is the best option for not dying and also to act as an anvil. Take them in a unit of 30, 6 ranks deep, and they will most likely be steadfast or deny steadfast for your opponent (unless they've got 100 slaves or night goblins). If you've got a castellan in there, you could horde them seeing as he's stubborn.
GW are overpriced but does mean they can kill stuff as well; I'd use these as a hammer, although not a very good one. Adding the razor standard to a normal HW&S unit would be a similar alternative.
Other things: The licheborne pennant works well with the 5+ ward vs fire if you get hit with fireballs or lore of metal. A bsb in one unit is mandatory.
I run and have had good success with a block of 20 HW&S FC with a castellan and 2 units of 10 FG protecting the Warmachines and Daemonsmith.
My new preference for Infernal guard is to horde. 30/40 with hand weapons and shields have awesome staying power when joined with a castellan battle standard bearer. Combine this with the extra rank of attacks from hording makes a very good core unit. This also works with Blunderbusses equiped but deploy in two ranks and reform after the first turn of combat.
I have to try the Horde yet but so far the best result for me was 35 of them with Hand weapon shield (inc. a BSB and Sorcerer).
I put them 7 wide to get some extra attacks (5 wide is only for slaves).
Typically I like to run a 2 units of 25 or so infernal guard with hand weapon and shield and full command in a 2500 point game. On occasion I am happy to bring great weapons on the units instead.
I agree with tommy, best bang for your buck is HW&S. i have played a dozen games with a unit of 30 with full command and war banner. i find they can take on most any other unit in the game. Why you ask? With a 3+ AS and a 6+ WS not to mention T4 they are really resilient. They will not inflict damage though, so that is why the war banner is essential. This unit wins combat with static combat resolution. Most enemies will struggle to wound them, and at best will inflict a few. However your infernal guard are going in to combat with +5 combat resolution. All you need to do is inflict a couple of wounds (which should not be hard with WS4 and S4) and you should be winning combat. Put them only 5 across to minimise your opponents attacks, remember your winning with static combat resolution not attacks, you do not need to maximise your attacks.
A unit of 30 or more infernal guard/ironsworn with great weapons (if infernal guard) and 2 two units of 12-20 infernal guard with fireglaives to protect flanks and to flank other large units. Keep warmachines(death shriekers) in the back to pick of foes slowly (if heavily armoured troops). A BSB in the back to rally any fleeing units and a SP LV4 to kill and disable anything.
One of the most resilient anvils in the game, and with S4, for sure the can get back the hit. I think all LOA armies should have at least one block of them. 20+, although I have used them in 19 (+1 with Castellan), and they have made the job.
For my IG I run 3 set ups. 1st is always included but the 2nd and 3rd are one or the other dependent on list.
1st set up:
38 strong IG with Full Command, joined by BSB and SP. The will deploy in Horde formation with the Warmachines deployed either behind or to one side.
2nd set up:
30 strong IG with Full Command and Blunderbuss's. Again they will deploy in Horde to maximise the use of the Blunders.
3rd set up:
10-24 strong IG with Fireglaves. There to protect Warmachines and stop out flankers. I find that these can be replaced by Hobgoblins for a cheaper if unreliable option.
Command
Always take FC. I used to equip Overseer with Pistol every time I can. A champion with three attacks and WS5 could beat enemy heroes in duels.
Fireglaives
Good strength both in distance and close combat. In units of 10 guys without other options they are pretty cheap for LOA cost (170 points), and they can form a good support unit or shield for your warmachines. Actually, I do not recommend fielding them in units of more than two ranks as only the front and second rank can shoot.
I like units of 10 with Fireglave's to protect warmachines and to keep hobgoblins from suffering from animosity.
My aesthetic fondness for the Fireglaives as a weapon, notwithstanding, I've had fantastic performance from units if IG equipped with Fireglaives as well. As mentioned, the models don't lose their shield when they're upgraded with Fireglaives or Blunderbusses, which is a great boon. For Fireglaives, the 18" range on them helps out immensely with the army's overall short range problem (warmachines excepted, of course) and the Fireglaives +1S in close combat is really noticable as they attack back at S5. Usually I manage to soften up a charging unit with their ranged attack before hammering them again soundly in close combat.
My favourite set up is 4 units of 10-12. I give 2 units blunderbusses and the other 2 Fireglaives and support them with war machines, hobgoblins and K'daii. I also give them a Musician and Standard Bearer (points permitting) for the quick reforms and more combat res.
They can put out a great amount of fire (when chance favours you) and if all works well can absorb a charge long enough for your other units to counter charge. They also make great counter chargers themselves. Ideally i want my opponent to charge my blunderbuss units or my K'daii units and counter charge with my Fireglaive units.
They can either sit back and watch over war machines or move out to fire on your opponents a couple of times before they make contact. Scatter a couple of Dark Castellans throughout and I find they can hold out pretty well as long as you can weaken the enemy unit before they contact you.
Fireglaives are ok in small units as a 'detachment' or to fill up core if you don't like hobgoblins.
Blunderbusses
To get the most out of a unit armed with Blunderbusses, you ideally want to take a minimum of 24 to allow them to get all the bonuses from the blunderbuss whilst giving them a 4 wound casualty buffer before they lose them.
They are a solid anvil, as they retain the ability to use shields. You should be getting two rounds of shooting off (about four shots per model on average) followed by combat where you have a 3+ save and a 6+ parry at WS4 and T4.
You could take two units of 24 and start them in horde formation, 12 wide, in front of the warmachines. Apart from a potential 72 shots per unit, this has the advantage of making them safer against templates, most war machines and some spells. If they get into combat, they can then reform into a standard 5 wide block to maximise combat rez.
Taking a castellan is recommended, as then the unit becomes stubborn, which means you can deploy as a horde without worrying about steadfast and take advantage of those re-rolls to wound with your shooting. If you are taking a second unit, you could place your general in it with the crown of command to give them stubborn too.
Making the Castellan the BSB and adding a Sorcerer-Prophet means you also get an LD10 re-rollable bubble. If placed in one unit, it’s worth bumping up the unit size to 30+. Yes it's all your eggs in one basket, but it's a VERY sturdy basket that rocks in the shooting department.
The unit works especially well if a nearby targeted enemy has the Lore of Hashut spell, Ash Storm cast on it, as that spell prevents that unit from charging, marching of flying (as well as giving it negative hit modifiers). This prevention of charging really allows the Infernal Guard to make the most of the blunderbusses short range and maximise shots and can decimate targeted units.
A big block is not cheap. That being said, it quickly fills out your minimum of 25% core (something you have to do anyway) and a large unit like that can easily tempt a lot more attention away from the really dangerous stuff in the army. If it doesn't, they can be left to add tonnes of lead to the foe.
Blunderbusses are still my favourite Chaos Dwarf weapon, but it's not because of the rules. If you think that you could either have 20 IG with blunderbusses (& shield) or 30 with HW&S for the same number of points, you really need to be using those additional points spent on the blunderbusses to some advantage. I've managed to get my large blocks of Chaos Dwarves with Blunderbusses working well in a couple of games, and they have been a good deterrent, as several opponents didn't want to face the blunderbusses when they charged in, and I was able to redirect some enemy units this way.
The real challenge is using the big block of blunderbusses to the best advantage. They are a huge point sink, with only a 12" range and you're only making use of those extra points spent on the blunderbusses if you're shooting and taking your opponent's points off the table. With such short range you're only shooting if something is already within charge distance, and chances are that whatever it is, is already charging you anyway - in which case you could be in close combat afterward for a turn or two and those extra points for the blunderbusses are wasted. If you're trying to maximize shooting you may even have them deployed laterally, in which case for their first round of close combat (assuming the enemy didn't Panic and flee after losing 25% of its unit) they aren't going to be setup for maximizing the combat res. bonus for extra ranks... although you can reform even from defeat if you haven't fled.
Don't get me wrong, I've had some great successes with them, but from personal experience, don't waste the points on them in low-points games. I've used a block of 26 of them in a 2500pt game, and the same number of a 1000pt game (the latter was just for fun). At 1000pts it was just a total waste, and I kind of knew that going in. The other bit to keep in mind is that sure they have AP, you're firing D3 shots per model, but they're only S3. It's nice that they don't suffer any modifiers for standing and shooting or for firing at long range if you have enough guys firing, but they still aren't effective against high toughness or armoured opponents... that being said, they'll cut squishier units to ribbons very nicely. I've used them to greatest effect against Skaven and Empire so far, and when playing against Tomb Kings my opponent wouldn't bring his skeletons anywhere near my blunderbusses.
They're not a Swiss army knife though, so if you need them to be able to stand against a range of opponent types, or if your army needs another tool in its toolbox, you're better off investing those points elsewhere.
In terms of banners, consider the Banner of the eternal flame to give them flaming attacks.
Today I tried a unit of 26 blunderbuss and the unit performed way beyond my expectations. The unit took out about 1000 points of WoC killing nurgle ogres, nurgle marauders and Kolek Suneater. I was always sceptical about how they would perform but since my opponent didnt want to face a destroyer, I was nice and juggled the points around to field my blunderbuss unit, needless to say he brought kolek suneater and thats when the mighty chaos dwarfs stopped playing nicely.
Modelling tips:
Always check your models rank up whilst building them. They are VERY tight to fit on 20mm bases. Yes this is probably the best single piece of advice on this page (and number them on the underside of the base so you can remember which one goes where).
Further to this idea, I found that I could still get some great dynamic poses (weapon arm swung over head or swung across the body), provided I was careful with how things were lined up. If you really can't get some of your poses to rank up nicely, move the worst of them to the edges or corners of the unit where you have less to worry about.
Another way to help with getting your Infernal Guard to rank up is to use a tiered approach for the back ranks. I've seen lots of other folks do this too and it really helped with my Fireglaive unit. Basically you just have the back ranks standing on rocks (or dead bodies, or whatever) to give them some added height. I've got my first two ranks at 'ground level', my third rank at a slightly higher level and the back rank a little higher again.
As many here know, I'm fond of making my models stretch when making up units by purchasing unit fillers. By sticking in a few 20x40mm or 40x40mm unit fillers you can buy yourself lots of additional real estate within the unit for positioning the models. .
Contributors
Nilbog
Samael
Grimbold Blackhammer
Hashut’s Blessing
Karring
Propervillanz
Thawn
AGPO
Thommy H
Nurion
Vogon
MLP
Bolg
Chico
Singleton Mosby
Nicodemus
Da Crusha
Evilskull52
I’ve tried to put comments into distinct sections, tidying up language, removing duplicate comments and re-writing parts altogether. I’ve also chopped and pasted together the comments from the various contributors (listed at the bottom) especially under the strategy/thoughts section.
I've also added in the first section describing the rules.
Knoffles
Infernal Guard
The Infernal Guard have standard dwarf stats (with the standouts being T4, WS4 and LD9) but with an increased Strength of 4.
They have the standard Chaos dwarf army rules of Resolute
They come as standard with blackshard armour and a shield. This gives them a 3+ save, 5++ ward against flaming attacks and a 6++ parry save. This makes them a solid anvil and 12pts a model seems reasonable for them given the level of defence.
One unit can have a magic standard of up to 50pts in value.
Interestingly, the unit champion costs 12pts rather than the normal 10pts for other armies in 8th.
You then have the option to equip them with a number of options to change their role on the battlefield.
Great Weapons
For an additional 3 points per model, you can give them +2S in combat. The ASL rule isn’t too much of a negative as they only have I2 as standard so will likely be striking last anyway. It does mean that, in combat, they drop to a 4+ save and lose the 6++ parry.
It is worth noting that a great weapon upgrade often only costs +2pts for other armies (including normal dwarves) so the upgrade seems over costed in comparison.
Fireglaives
For an additional 5 points per model, you can give them a fireglaive. This gives the unit an 18” S4 AP ranged weapon. On top of that it also grants them +1S in combat (making the unit S5). As the weapon is similar to a halberd, in combat, they do drop to a 4+ armour save and lose the 6++ parry.
Blunderbusses
For an additional 6 points per model, you can give them a Hailshot Blunderbuss. This is a 12” S3 AP ranged weapon that has the multiple shot (D3) rule (you role once for the unit and multiply this by the number of models firing).
On top of that, as long as 10 or more models are firing at once at the same target, they suffer no penalties for firing at long range or from stand and shoot reactions. As long as 20 or more models are firing at once at the same target, they may also re-roll failed to wound rolls too.
Infernal Ironsworn
For 5 points more than your basic Infernal Guard you get an Infernal Ironsworn. For these 5 points you get the same defensiveness as their sword and board brethren, an additional pip of WS and Ensorcelled hand weapons (giving them +1S in combat and magical attacks, whilst allowing them to retain the 6++ parry).
Infernal Guard Strategy/thoughts
Try and always take a Castellan in any unit of Infernal Guard to make them stubborn or a prophet/daemonsmith with the crown of command.
25-30 in a unit with hand weapon & shield, full command and maybe banner of swiftness/lichborne/razor banner accompanied with one of the characters mentioned above.
30+ in a unit with blunderbuss. I haven't tested this yet, but at least make sure that there's 20+ when the enemy reaches you for max effect of the stand and shoot.
I would guess 30+ for IG with GW as well, but i haven't tested this either. I would probably put banner of swiftness on them and have a castellan join them.
For magic lores to support them; Hashut's signature spell for hw & shield/great weapon (to provide hatred) or glittering robe from lore of metal. IG with 1+ save is awesome!
I recommend:
- Never give them any extra equipment
- They should be at least 20-strong
- A Castellan BSB should lead them
There's literally no other optimal way to use them if you're interested in which collection of toys wins the dice-rolling contest. No other options for the same price will produce as efficient a result. It's kind of how the Legion of Az' list works.
As Thommy has said, HW+S IG are a bargain at that points cost. I haven't tried hellglaives yet, but unless I need the extra core or don't have the special points left over I'll always go for Ironsworn over GW Infernal Guard. You effectively gain +1S, +1I, magical attacks and a 6+ ward over GW Infernals for just +2pts.
Roles: to not die; as a bunker for your sorcerer; to kill things; deny steadfast; to act as an anvil; to act as a hammer.
How to achieve this? HW&S is the best option for not dying and also to act as an anvil. Take them in a unit of 30, 6 ranks deep, and they will most likely be steadfast or deny steadfast for your opponent (unless they've got 100 slaves or night goblins). If you've got a castellan in there, you could horde them seeing as he's stubborn.
GW are overpriced but does mean they can kill stuff as well; I'd use these as a hammer, although not a very good one. Adding the razor standard to a normal HW&S unit would be a similar alternative.
Other things: The licheborne pennant works well with the 5+ ward vs fire if you get hit with fireballs or lore of metal. A bsb in one unit is mandatory.
I run and have had good success with a block of 20 HW&S FC with a castellan and 2 units of 10 FG protecting the Warmachines and Daemonsmith.
My new preference for Infernal guard is to horde. 30/40 with hand weapons and shields have awesome staying power when joined with a castellan battle standard bearer. Combine this with the extra rank of attacks from hording makes a very good core unit. This also works with Blunderbusses equiped but deploy in two ranks and reform after the first turn of combat.
I have to try the Horde yet but so far the best result for me was 35 of them with Hand weapon shield (inc. a BSB and Sorcerer).
I put them 7 wide to get some extra attacks (5 wide is only for slaves).
Typically I like to run a 2 units of 25 or so infernal guard with hand weapon and shield and full command in a 2500 point game. On occasion I am happy to bring great weapons on the units instead.
I agree with tommy, best bang for your buck is HW&S. i have played a dozen games with a unit of 30 with full command and war banner. i find they can take on most any other unit in the game. Why you ask? With a 3+ AS and a 6+ WS not to mention T4 they are really resilient. They will not inflict damage though, so that is why the war banner is essential. This unit wins combat with static combat resolution. Most enemies will struggle to wound them, and at best will inflict a few. However your infernal guard are going in to combat with +5 combat resolution. All you need to do is inflict a couple of wounds (which should not be hard with WS4 and S4) and you should be winning combat. Put them only 5 across to minimise your opponents attacks, remember your winning with static combat resolution not attacks, you do not need to maximise your attacks.
A unit of 30 or more infernal guard/ironsworn with great weapons (if infernal guard) and 2 two units of 12-20 infernal guard with fireglaives to protect flanks and to flank other large units. Keep warmachines(death shriekers) in the back to pick of foes slowly (if heavily armoured troops). A BSB in the back to rally any fleeing units and a SP LV4 to kill and disable anything.
One of the most resilient anvils in the game, and with S4, for sure the can get back the hit. I think all LOA armies should have at least one block of them. 20+, although I have used them in 19 (+1 with Castellan), and they have made the job.
For my IG I run 3 set ups. 1st is always included but the 2nd and 3rd are one or the other dependent on list.
1st set up:
38 strong IG with Full Command, joined by BSB and SP. The will deploy in Horde formation with the Warmachines deployed either behind or to one side.
2nd set up:
30 strong IG with Full Command and Blunderbuss's. Again they will deploy in Horde to maximise the use of the Blunders.
3rd set up:
10-24 strong IG with Fireglaves. There to protect Warmachines and stop out flankers. I find that these can be replaced by Hobgoblins for a cheaper if unreliable option.
Command
Always take FC. I used to equip Overseer with Pistol every time I can. A champion with three attacks and WS5 could beat enemy heroes in duels.
Fireglaives
Good strength both in distance and close combat. In units of 10 guys without other options they are pretty cheap for LOA cost (170 points), and they can form a good support unit or shield for your warmachines. Actually, I do not recommend fielding them in units of more than two ranks as only the front and second rank can shoot.
I like units of 10 with Fireglave's to protect warmachines and to keep hobgoblins from suffering from animosity.
My aesthetic fondness for the Fireglaives as a weapon, notwithstanding, I've had fantastic performance from units if IG equipped with Fireglaives as well. As mentioned, the models don't lose their shield when they're upgraded with Fireglaives or Blunderbusses, which is a great boon. For Fireglaives, the 18" range on them helps out immensely with the army's overall short range problem (warmachines excepted, of course) and the Fireglaives +1S in close combat is really noticable as they attack back at S5. Usually I manage to soften up a charging unit with their ranged attack before hammering them again soundly in close combat.
My favourite set up is 4 units of 10-12. I give 2 units blunderbusses and the other 2 Fireglaives and support them with war machines, hobgoblins and K'daii. I also give them a Musician and Standard Bearer (points permitting) for the quick reforms and more combat res.
They can put out a great amount of fire (when chance favours you) and if all works well can absorb a charge long enough for your other units to counter charge. They also make great counter chargers themselves. Ideally i want my opponent to charge my blunderbuss units or my K'daii units and counter charge with my Fireglaive units.
They can either sit back and watch over war machines or move out to fire on your opponents a couple of times before they make contact. Scatter a couple of Dark Castellans throughout and I find they can hold out pretty well as long as you can weaken the enemy unit before they contact you.
Fireglaives are ok in small units as a 'detachment' or to fill up core if you don't like hobgoblins.
Blunderbusses
To get the most out of a unit armed with Blunderbusses, you ideally want to take a minimum of 24 to allow them to get all the bonuses from the blunderbuss whilst giving them a 4 wound casualty buffer before they lose them.
They are a solid anvil, as they retain the ability to use shields. You should be getting two rounds of shooting off (about four shots per model on average) followed by combat where you have a 3+ save and a 6+ parry at WS4 and T4.
You could take two units of 24 and start them in horde formation, 12 wide, in front of the warmachines. Apart from a potential 72 shots per unit, this has the advantage of making them safer against templates, most war machines and some spells. If they get into combat, they can then reform into a standard 5 wide block to maximise combat rez.
Taking a castellan is recommended, as then the unit becomes stubborn, which means you can deploy as a horde without worrying about steadfast and take advantage of those re-rolls to wound with your shooting. If you are taking a second unit, you could place your general in it with the crown of command to give them stubborn too.
Making the Castellan the BSB and adding a Sorcerer-Prophet means you also get an LD10 re-rollable bubble. If placed in one unit, it’s worth bumping up the unit size to 30+. Yes it's all your eggs in one basket, but it's a VERY sturdy basket that rocks in the shooting department.
The unit works especially well if a nearby targeted enemy has the Lore of Hashut spell, Ash Storm cast on it, as that spell prevents that unit from charging, marching of flying (as well as giving it negative hit modifiers). This prevention of charging really allows the Infernal Guard to make the most of the blunderbusses short range and maximise shots and can decimate targeted units.
A big block is not cheap. That being said, it quickly fills out your minimum of 25% core (something you have to do anyway) and a large unit like that can easily tempt a lot more attention away from the really dangerous stuff in the army. If it doesn't, they can be left to add tonnes of lead to the foe.
Blunderbusses are still my favourite Chaos Dwarf weapon, but it's not because of the rules. If you think that you could either have 20 IG with blunderbusses (& shield) or 30 with HW&S for the same number of points, you really need to be using those additional points spent on the blunderbusses to some advantage. I've managed to get my large blocks of Chaos Dwarves with Blunderbusses working well in a couple of games, and they have been a good deterrent, as several opponents didn't want to face the blunderbusses when they charged in, and I was able to redirect some enemy units this way.
The real challenge is using the big block of blunderbusses to the best advantage. They are a huge point sink, with only a 12" range and you're only making use of those extra points spent on the blunderbusses if you're shooting and taking your opponent's points off the table. With such short range you're only shooting if something is already within charge distance, and chances are that whatever it is, is already charging you anyway - in which case you could be in close combat afterward for a turn or two and those extra points for the blunderbusses are wasted. If you're trying to maximize shooting you may even have them deployed laterally, in which case for their first round of close combat (assuming the enemy didn't Panic and flee after losing 25% of its unit) they aren't going to be setup for maximizing the combat res. bonus for extra ranks... although you can reform even from defeat if you haven't fled.
Don't get me wrong, I've had some great successes with them, but from personal experience, don't waste the points on them in low-points games. I've used a block of 26 of them in a 2500pt game, and the same number of a 1000pt game (the latter was just for fun). At 1000pts it was just a total waste, and I kind of knew that going in. The other bit to keep in mind is that sure they have AP, you're firing D3 shots per model, but they're only S3. It's nice that they don't suffer any modifiers for standing and shooting or for firing at long range if you have enough guys firing, but they still aren't effective against high toughness or armoured opponents... that being said, they'll cut squishier units to ribbons very nicely. I've used them to greatest effect against Skaven and Empire so far, and when playing against Tomb Kings my opponent wouldn't bring his skeletons anywhere near my blunderbusses.
They're not a Swiss army knife though, so if you need them to be able to stand against a range of opponent types, or if your army needs another tool in its toolbox, you're better off investing those points elsewhere.
In terms of banners, consider the Banner of the eternal flame to give them flaming attacks.
Today I tried a unit of 26 blunderbuss and the unit performed way beyond my expectations. The unit took out about 1000 points of WoC killing nurgle ogres, nurgle marauders and Kolek Suneater. I was always sceptical about how they would perform but since my opponent didnt want to face a destroyer, I was nice and juggled the points around to field my blunderbuss unit, needless to say he brought kolek suneater and thats when the mighty chaos dwarfs stopped playing nicely.
Modelling tips:
Always check your models rank up whilst building them. They are VERY tight to fit on 20mm bases. Yes this is probably the best single piece of advice on this page (and number them on the underside of the base so you can remember which one goes where).
Further to this idea, I found that I could still get some great dynamic poses (weapon arm swung over head or swung across the body), provided I was careful with how things were lined up. If you really can't get some of your poses to rank up nicely, move the worst of them to the edges or corners of the unit where you have less to worry about.
Another way to help with getting your Infernal Guard to rank up is to use a tiered approach for the back ranks. I've seen lots of other folks do this too and it really helped with my Fireglaive unit. Basically you just have the back ranks standing on rocks (or dead bodies, or whatever) to give them some added height. I've got my first two ranks at 'ground level', my third rank at a slightly higher level and the back rank a little higher again.
As many here know, I'm fond of making my models stretch when making up units by purchasing unit fillers. By sticking in a few 20x40mm or 40x40mm unit fillers you can buy yourself lots of additional real estate within the unit for positioning the models. .
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