yer combo can be found above - albeit broken into various parts. Nobody says you have to take either slayer axes/skill OR dieing blow. I added your Always strike first to the list, haven't seen that before or missed it. Methinks there should a downside to it, e.g.:
ASF either only on the charge or
ASF but suffer a certain or random ammount of automatic hits as enemy exploits the Slayers' reckless charge. (sounds like Flaggies, which is a no-go for Slayers)
... ASF plus rule X
PS: After some deliberation, I 've decided to support the addition of Killing Blow as a Slayer rule the most. Aye even at the cost of loosing slayer skill.
Reason being, I wondered whether killing Killing Blow would make the slayer's great greatweapon obsolete, so I did some math. I assumed the following: If I have a 1in6 chance to autokill an enemy, I 'd want to throw as many dice at it as possible and go for additional handweapons. BUT greatweapons are still more reliable, as they got KB too!
Imagine an unit of 12+ Slayers (6 wide) fighting a bad match-up for them, meaning: WS4+, T3/4, As1+ unit (e.g. Empire Knights, Chaos Knights, heck, even WS4 T3, AS2+ is the same for them)
Their 18 attacks with additional handweapons would generate only 1 KB at best: 9 hits, assuming 1 KB when rolling to wound for statiscally 3 (T4) or 4.5 (T3) wounds caused, 2 or 3.5 of which have to bypass the AS still, causing around .3 or .6 wounds (T4/3) in battle. Overall: 1.6 wounds caused.
On the other hand, their 12 greatweapon attacks would result in 5 wounds, 1KB, 4 AS of 4+ modified = 3 wounds after saves).
Overall, a fine solution would be to allow Dwarf Generals to choose between Slayer Skill or Killing Blow during army selection or set up. The former would be Monster hunters, the later would be Skaven Slayers, which would give our Slayers some much needed flexibility.
Edited by Captn Morgrim, 01 February 2013 - 12:09 PM.