Hey Slobulous. Honestly, I've never been very impressed by Leadbelchers very much. While the D6 shots they generate sounds impressive, I've seen it (more times than not) roll really poor. Also, they are heavily penalized for those shots, -1 to hit for multiple shots, -1 to hit if they move (which they usually do), -1 to hit for long range. These are typical penalties I've seen them have to suffer. That means out of the few shots you roll up, only 6's will be hitting anything, then you still have to roll to wound. If I see my opponent put them down, I typically just ignore them.
Thanks very much for the input! I wanted to point out though that Leadbelchers ignore the penalties for moving as well as multiple shots, meaning they have an 18" threat range (after movement) where they can hit normally on 4+, and a 30" threat range where they hit on 5+. The two squads together put out around 40-50 shots on average with a -2 armor modifier. They wound the vast majority of targets they would shoot at on 3+ or 4+.
I will reiterate that I have never actually played a game, but my theoryhammering leads me to believe that should be able to knock chunks out of blocks of Core troops or opposing ranged units like dwarven hand cannoneers or wood elf longbowmen, and easily kill off chaff. Is my thought process off somehow?
Post by avatarofbugman on Aug 24, 2015 0:07:51 GMT
The leadbelchers in their current book only suffer the -1 for long range. They are extremely useful, and even a 3 man unit will average 9 shots. There are many that fear then. As in all things, it is about deployment and usage.