Possessed have +10 WS after possession
I love the shield wall. I've used something like it in TT, but in mobile, where armor is a much larger factor, the Wall is terrifying. A variation of that formation is the wedge, putting your toughest fighter (in terms of WS and Def) at the point of the group. In bird's eye it looks like an arrowhead, and works best with 5 or more models. You can use it to keep shooters close to the action while protecting them, just like the straight line formation.I have a pure melee dwarf warband rated 3444 and it’s safe to say that it’s my favorite melee warband. I'll withhold judgment though until I actually get my guys to endgame. The thing to remember about endgame, btw, is that it is relative less to peoples opinions and far more to the actual end of leveling for its constituent units. For melee focused Treasure Hunters that use a halfling, the endgame of its melee clansmen starts in their 30’s. Once there, the only two skills they have left are leadership (which they don’t really need) and initiative. While most of my dwarves are between 28 and 34, two are still quite young at only 15 and, once I max out initiative, I'll probably retire my halfling and add another slayer. In other words, I've got a while yet.
What I can say with certainty now is that proper use of the dwarven shield wall is one of the single best group tactics in the game. You can use it to terrorize opponents, make squishy units indestructible (and slayers awesome), trap fast enemies in hybrid cages of terrain and gromril clad death, funnel attackers like lambs to the slaughter , and herd them like cattle. Moving in formations, they're more like a single dwarf distributed among five or more moving parts. Other warbands can do some of this with a shield wall of their own but none do it as effectively. While I don't know yet if this translates into the best melee warband type by endgame, I do know that it's damn fun.
My experience with my dwarves is quite different. With great grudge in particular, combined with high WS, my dwarves are making short work of ogres, skaven, and most vampires. Add in cause fear and most skaven charges are broken, at least at my dwarves' wb rating (2000+). We'll see what the endgame builds have in store, but if dwarves aren't kicking tail in melee, you're not using 'em right. Just my opinion.I mainly agree with Shangular. However I put dwarves as the weakest army for melee. Undead, sisters and possessed are all melee only bands with far scarier models than dwarves (vampire, matriarch, magister + beastmen) Witch hunter and skaven are mixed warbands with ranged and melee. However their melee sides are insane as well, the warrior priest is unkillable and hits way harder than any dwarf while skaven alpha strikes and armor reduction is crazy. So the question of are they better than mercs comes up. I would happily trade 10 ws for +1 M... but mercs also get lesser magic captains and speed skills. +15 defense is really only good vs shooting and M4 + speed skills protects you from shooting better than 15 defense. Dwarves should stick to their guns and leave the melee for the ogres.