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There's a few drastic changes from vanilla - on tabletop, there's no precedent for Dwarfs being good at receiving charges - in fact their rules boost their charge profeciency instead. https://8th.whfb.app/special-rules/resolute-dwarfs
I've pushed a change that makes a few fixes tweaks to the dwarfs:
* The tabletop rules for doomseekers donm't have them particularly powerful. I tried to stick to these rules, but I think making them just more hench giant slayers might actually provide better gameplay variety
.
* Grudge Settler artillery units now properly use cluster-style projectiles instead of expecting to use the same missiles as their base variants. Other grudge units are untouched.
* Also fixed flamethrower units, such as gyrocopters with brimstones guns
https://6th.whfb.app/unit/doomseeker
I found them very hard to translate into the game, as they cause a lot of hits based on how many models are around them - but this doesn't necessarily translate into more damage. So the idea was that throwing them against a blob of units (i.e. clanrats) they would cause a lot of damage, whereas against monsters they wouldn't be quite as effective.
I would be curious how you would envision them performing ingame to make them perform more akin to tabletop?
Would you consider taking a second look at doomseekers? I am not suggesting re implementing them as a hero, but their melee weapon damage (35) is far below every single entity unit in the game. IIRC whirlwind of death gave d3 hits on single entities which could be abstracted as a higher weapon damage / bonus vs large on the mortis engine effect. Additionally their upkeep cost is ludicrously low at ~100 for a unit of its power. The unit is plenty useful, this observation was just something that felt a bit off coming from tabletop. I love the rest of the changes!