Not necessarily. They are great way to project threat though and some speed is very useful.
They are not particularly hard hitting cavalry, but have good nerve.
The issue is that dwarfs are fairly reactive, being so slow.
Which means that the phalanx only has an obvious effect if your opponent chooses to charge your phalanx unit with their cavalry, which they wouldn’t, apparently wasting the rule.
Damage dealing units that are infantry or large infantry ignore the phalanx aswell.
There’s more to it though; Having a unit that can stand up to (or just disincentivise) a cavalry or flyer charge is valuable, if you can get it in the right place. Getting slow units in the right place is a challenge, but the same can be said for pretty much the entrie dwarf list.
Ironclad are more cost effective, but have fitting limitations.
Rangers are a little less capable than they should be, so are disregarded by some more competitive players.
Units that fight and shoot are difficult to balance.
They are versatile and do something that dwarfs struggle with: project threat. They can scout up and threaten objectives turn 1 (especially useful in Loot) and the offer shooting or combat as needed.
I take them 'cause they’re cool and I like versatile units.
De 4+ is softer than the rest of the list though.
I like regiments because they have the nerve to get in a fight. Troops give a similar threat, but will rout if your opponent decides to get rid of them.
Shameless plug: you can see how beserker brock riders, ironclad and rangers prefrom in my dwarf battle reports!
New one coming this weekend.
Not a typical dwarf list though and I’m a mediocre player, so consiser any advice or thoughts I have accordingly.