Epic... that is the exact sized unit I want to experiment with. What type of duties did they perform for you? What were their highlights at the GT?
I'm uploading the battle reports now and I'm 3 games in to the 5 game GT.
https://www.youtube.com/channel/UC-EMqIP0oOVaPsi-a1hL72g?view_as=subscriber
Well, spoiler alert, I played at the top table in the final round and had a super close game versus the guy that went on to win best overall. I was 4 battle points from the best general spot which is what I was going for. So while I didn't "win a GT" with the unit it wasn't like I totally bombed it either. This is also considering its been months since I last played warhammer. The unit can work.
First, the cons. They can't flee and I built a list around fleeing so maybe they weren't the best fit. They would have been perfect marching up alongside a big unit of temple guard or something that they could support with shooting AND in combat.
I also felt like I spent too many dice each turn casting hand of glory and walk between worlds to leverage the unit. I felt like have BS 4-6 was the only way for the unit to make its points back (which it isn't) and I should have been casting spells as usual and then cast hand of glory with my last dice. It kind of threw off my high magic curve because I wasn't swapping out hand of glory yet I cast it nearly every turn.
The pros. No one understood what they did so they caught some players off guard (how many shots!?). The handler rules are something you MUST memorize and be prepared to argue. Not because your opponents are jerks, it's just "too good to be true" sounding. I mean, you deflect cannonballs with handlers which is nuts.
Str 5 attacks and stomps. They were a great combat unit against weaker units and they were the only way for me to clear out buildings (which they did).
Game 1: Lizardmen. They helped take down a ripper dactyl unit and fired ineffectually at chameleons the rest of the game. Not the most damage but they forced my opponent to maneuver around them which probably saved my slann.
Game 2: Wood Elves. They blew away a unit of ambushing glade riders, most of a unit of wild riders, charged into a building and killing 10 glade guards in two turns to take the building, and then they killed a LVL 4 and the last sister of the thorn hiding behind the building.
Game 3: Dark Elves. They blow away most of a unit of warlocks with a LVL 4 inserted and then, due to poor placement, they are charged by a hydra, are defeated, are outside of General/bsb, flee and run off the table. Bad me.
Game 4: Beastmen. They assist me to pick off several chariots. I feel like I needed to put them in combat rather than just shoot away the whole game.
Game 5: Empire. They killed like one knight before a 12" overrun takes karl franz into them. They kill a couple in close combat but are then chased off. Bad me.
They are definitely a finesse unit and require practice. I think they go best on a flank and would certainly hold it down for you. If you want to use hand of glory on them it isn't required but it makes their shooting much better.