Lets take a look at their various infantry options...
Steel Warrior section. |
The leader of the unit can be upgraded to carry a heat hammer allowing the unit to charge high defense units, although with the unit at its best when shooting it can seem rather unnecessary. It is probably better to let other units deal with melee.
The unit can also upgrade to carry one or more (depending on the size of the unit) dragons breaths, these flamethrowers fire ten shots and have piercing (1) and always hit on 4+ regardless of cover and other modifiers, the down side is that they only have a range of 12". I have seen a unit of very expensive Enforcers mutilated by one of these weapons when they misjudged just how close they where to some Steel Warriors, it made a real mess.
The other weapon option open to this unit is the mjolnir missile launcher. A nice range and piercing (5) mean that no matter what defense the enemy unit has they wont be safe if the Steel Warriors have line of sight to them.
I find the best option is to buy as many dragons breaths and missile launchers as you can but leave the heat hammer at home, it just won't tend to make its points cost back by the end of the game. Let the Steel Warriors keep the enemy at range and counter charge with dedicated melee units when the time comes.
Drakkarim team. |
The best mix of weapons in this unit (in my humble opinion) is not to upgrade the other half of the unit but arm them with rifles. This will keep the price of the unit down and once they start taking casualties you will be removing rifle armed Drakkarim instead of the expensive dragons breaths. As this unit works best at range it seems unnecessary to splash out for the heat hammer.
If its heat hammers you want then the cheapest way to include them en mass is with the Thorgarim. They have a slightly better hit stat than Steel Warriors and have all replaced their rifles with heat hammers (no ranged weapons for these guys) except for the unit leader who only has a pistol but can be upgraded to carry a heat hammer as well.
Heat hammers are capable of damaging any enemy unit, even the highest defense tanks have to be careful as although the Thorgarim will be wounding them on 6+, a section of these guys with ten heat hammers have a fair chance of destroying it.
Thorgarim love to catch a ride on a Heavy Drakkar as its high defense will protect them on the way to the enemy lines and the bulk of the tank is great for using as a shield between them and enemy guns. Careful use of a "regroup" move to get the unit behind the Heavy Drakkar can save them from a lot of incoming fire.
Thorgarim team. |
Personally I prefer to keep units of Stormrage Veterans armed with only one type of weapon, this is because the autocannons and heat cannons have different ranges so work best from different distances. Not having a mix of weapons makes it easier to know how best to utilize them.
Stormrage Veterans team with a mix of autocannons and heat cannons. |
Godhammer Veterans are another elite infantry unit but this time the grunts are all armed with mjolnir missile launchers. These weapons are the longest ranged anti-tank guns in the Forge Father army, so a team of Godhammers can be placed in a location with cover and good line of sight and need not move for the rest of the game.
Forge Father armed with a mjolnir missile launcher. |
Forge Guard. |
Brokkr are quite different to other Forge Father infantry. These miners and laborers are just as skilled in combat but are not as well armoured, although this does mean they are a little quicker on their feet. The Brokkr have a high nerve and are even steadfast so any nerve checks made on these dwarfs will need a double 6 to have any effect on them.
The unit are all armed with hailstorm pistols giving them and extra attack and crushing strength (1) in melee. The leader can be upgraded with a heat hammer.
Whereas the other melee specialists in the Forge Father army excel at tank bashing the Brokkr can chew their way through enemy infantry with ease, just make sure they get there with enough bodies left to cause some serious damage.
Valkyr are Brokkr on bikes (why not?) and are identical to their foot slogging brothers apart from a higher points cost, speed of ten with a fast special rule (30" run and charge!!!) and can even make a free move before the game starts. The enemy wont know what hit them if you choose to include a unit of these guys in your force.
Brokkr. |
That is it for the Forge Father's infantry, we will be back soon with a look at their tanks, heroes and the awesome Iron Ancestor!
See ya.