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Post by ronbrown on Sept 21, 2010 15:10:29 GMT -6
That's what I was thinking was the plan. Of course, I don't know how much the mark costs, but at least its not part of the item allotment.
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Post by rangerdave on Sept 21, 2010 15:45:48 GMT -6
It just seems that there are so many items/spells that ignore armor saves, that a solid ward on a general is really important.
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Post by rangerdave on Sept 21, 2010 20:04:47 GMT -6
Yet Another New List
Chaos lord of Tzeentch, General, Halberd, Talisman of Preservation (3+ ward with MoT), Dragonhelm, Crown of Command, chaos steed Exalted BSB of Tzeentch, charmed shield, collar of khorne, favour of the gods, golden sigil sword, stream of corruption, chaos steed Sorcerer, Infernal Puppet, Obsidian Trinket, level 2, death lore Sorcerer, Dispel Scroll, Third Eye of Tzeentch
Chaos Warriors of Tzeentch x 24, full command, rapturous standard Horsemen of Slaanesh x 10, musician, flail, light armor, throwing axes 10 knights of tzeentch, banner of rage, full command 2 warshrines 1 hellcannon
I like the looks of this one a lot.
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Post by rangerdave on Sept 23, 2010 22:21:40 GMT -6
This list rocked the house tonight.
I played Matt's Lizardmen tonight. No Stegadons, what a relief! It was a fun game with some crazy dice rolls. He augmented his troops into blocks of superlizards while my army called on the blessings of Tzeentch.
He had a lvl 4 slaan in a big unit of 30 temple guard with halberds and the razor standard. The slaan had cupped hands, obsidian amulet, curse-charm of tepok (not sure if he remembered to use this), focus of mystery, higher consciousness, rumination
Two Scar Veterans joined the TG, making for a scary unit!. One with the burning blade of chotec, enchanted shield, luckstone, and potion of speed (he might have forgotten this); and another with the sword of might, dragonhelm, and carnosaur pendant.
A priest, dispel scroll, opal amulet
Skrox 24 skinks, 3 crox, standard and musician 25 saurus full command
11 skink skirmishers 2 salamander packs 8 chameleon skinks
I had the list you see above.
For terrain, we had a building that never came into play, a hill that I deployed across, some woods smack dab in the middle, a crater that we played as dangerous terrain, and another hill or something uninteresting.
-------------------------------------------------------------------------------------------- ......MANDERS....SAUR....TEMPLE.....SKROX..........SKINKS.............................. -------------------------------------------------------------------------------------------- ---------------------------------------------TREE------------------------------------------ -------------------------------------------------------------------------------------------- ..............WOC......KNIGHTS....HC.......................MARAUD...HOUSE ----------------------WS---WS--------------------------------------------------------------- ..CHAM.......................................................................................
I deployed my horsemen to my right, next to building. I parked in front of the house, in part because his Slaan had netted me with a lore of light spell. Once stuck, I hoped that at least I could flee with the marauders if anyone would charge at them; the house meant that charging units would stampede in the impassable house while my marauders fled around it.
I used the Hell Cannon to anchor the center and placed the war shrines so that they could provide backup duty if necessary. I wanted the knights to get into his unit of Temple Guard (though if I had know what the lore of light could do, I might have been more hesitant) and the warriors to tangle with his Saurus block. The Skrox unit needed to be diverted or delayed. I wasn't too worried about the skink scouts or chameleons.
The salamanders to my left were something a threat, but I've been dealing with them for several years. I know their limitations and strengths. The only mistake I made with them was leaving a sorcerer on the front-left corner of a unit, but Matt failed to target him with his two Salamanders, instead attacking the warriors each time.
His skinks on the right made short work of my horsemen. The three who survived the onslaught of the first 2 or 3 turns made a dash for the woods but were still cut down by skink blowpipes by turn 4 or so. I think I need to play them defensively in games where there aren't war machines and that I need to split them into two groups to present to threat points for my enemy, and two strike points for me, just like I would do with wood elves. If they're going to die anyway, as they always seem to do, I might as well get more versatility out of them before they yield their eternal souls to the chaos god of their choice. Still, if these guys hadn't been magically netted they would've pounded the snot out of those skinks.
The Hell Cannon was fun. Matt had pushed his units forward, cast some really mind-blowing augments on them, and looked ready to rumble. It made me hesitate and I nudged forward a little, knowing that his Temple Guard unit with Timewarp on it (double movement, ASF, +1 attack) and could charge me no matter what I did. His saurus block was also beefed up and eager for comabat. I tried to stay out of charge range of saurus while yielding my knights to his temple guard, hoping to win that grind.
Not moving the knights or warriors up much meant that I could leave the hell cannon where it was, fire one turn, and expect to charge with it on turn 2 or 3, depending on what he did.
The hell cannon's attending dwarfs lopped another head off, offered up a soul to the obscene daemon they'd bound just last weekend, and fired the cannon. KA-BOOM! MISFIRE!
Scott checks the rulebook and my roll of 6 meant that it was a direct hit at strength 10, but that the cannon wouldn't fire the rest of the game. As it turned out, this was a fantastic result. About 11 Saurus were smashed to pieces by the cannon gone awry, but the unit passed its panic test (barely). That fat augmentation he'd gotten on them didn't look so tough now. Plus, I expected to throw the cannon into combat for the remainder of the game, so who cared about shooting?
My sorcerers did a good job, surviving the game. The one with Third Eye of Tzeentch was really good because the death spells I rolled were only so-so. I used Matt's light spells, even getting irresistible force on Birona's Timewarp once myself.
One thing I really missed from my sorcerers was the +4 to dispel that a lvl 4 caster lord has. Still, having the puppet was great and the dispel scroll was dead on useful at one point. The puppet saved my hide when Matt passed off the first miscast of the game to me. The next miscast was my own, and it helped then. Late in the game, Matt miscast, and I rolled a 3 with the puppet, meaning I could roll his spell up to a 10. His Slaan lost a level of magic, lost the spell, and couldn't cast spells the rest of the phase. That came towards the end of a protracted slugfest with his hot dog temple guard that should have eaten my knights' lunch and shoved them off the playground swings.
The Hell Cannon's fortunate misfire meant that Matt hesitated with his saurus warriors while charging ahead with his temple guard. This gave my warriors a chance to take the fight to him, though a turn late.
The Warriors tangled with the remainder of his saurus block, were charged in the flank by his salamanders, but beat both units away. I refrained after killing his saurus warriors and breaking the sallies, reforming to face his temple guard. I was going straight for the Big Nasty, the combat in the middle that had gone on for three turns or so.
My war shrines were lurking in the background, and one of them flared up in turn 2 (I think it was turn 2) as Tzeentch looked down upon his gruesome knights. The BSB drew Tzeentch's eye, using his Favour of the Gods, and changed a roll of 11 to a 12. Stubborn and 3+ Ward. Shazaam!
My dice were erratic for a few rolls with the knights. I rolled something like 14 hits and got just 2 wounds once, I'd fail 6 armor saves but make 8 ward saves (3+, don't forget). Despite all Matt's augmentations, I just kept making ward saves. His Temple Guard were +1 attack, ASF, WS 10, Init 10, so they had hatred, and with the razor standard and halberds, they were -3 to armor.
The two scar vets in the unit were nasty, too.
But my BSB held for several rounds. The general and BSB both had 1+/3+ save. The BSB had the charmed shield (which I forgot to use) but the general did get to use a 2+ dragonhelm ward against one scar vet's flaming blades of chotec.
The warriors that had slain the depleted saurus warriors and sallies had gotten into the flank of the temple guard.
The center of the board didn't look as good. The horsemen were dead and the hell cannon had been overrun by Skrox. The warshrines were moving to intercept, but I'd kept them too far away from the center.
His Skrox flanked my knights, but my ward saves were popping like Pop Rocks Candy. My two warshrines got the rear and flank of his Skrox who were stuck on my Knight's right flank.
He conceded the game with the Slaan missing his body guard, the skinks left with no roll in the game, and his salamanders looking a bit aimless after rallying and reforming. His Skrox unit was down to four skinks and three kroxes.
Truth be told, my ward save dice were outstanding. I lost 4 knights and the BSB, with the general taking only 1 wound, between turns 2 and 6. The Warshrines buffing my unit made them incredible. The combination of Mark of Tzeentch and the Banner of Rage on my knights was great. I hadn't thought about it or planned for it in advance, but when I got that modified 12 off a warshrine, the mark of tzeentch let me leverage that dice roll and go to a 3+ ward. I would have failed lots more ward saves if it had been a 4 instead of a 3.
My magic dice were poor throughout. When it was my turn to cast, I'd get something like 7, 4, or 5 casting dice. I did get more channeling dice that you'd expect, but it wasn't enough to compensate for the poor winds of magic rolls. And some of those channeled dice were for dispelling.
The dispel scroll and puppet paid off. I should try two guys some more, though I'd like both to be level 2's.
In the end, he killed my BSB, hell cannon, and horsemen, about 650 points. The list doesn't give up points easily, though I fear some of the uber-spells.
Whew, that's all I got. It was a fun game. I learned a lot and need to keep rereading the rules. There's a lot of stuff in there.
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Post by hightide on Sept 24, 2010 6:37:03 GMT -6
Great report Dave. Sounds like it was a fun game.
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Post by sdhakala on Sept 24, 2010 11:30:07 GMT -6
It was fun to watch. Avg. Probabilities should have made it a lot closer issue than it ended up and Matt and I discussed a number of errors in tactics on the way home. David had poor dispel rolls which allowed Matt to typically get up the augments he needed on his TG unit. Temple Guard with two Saurus heroes, the razor standard (-1 to AS), ASF, +1 atttack, WS10 and I10 are pretty awesome, but that 4+ ward save from the shrine was definitely the difference. The ability to steal the Lore of Light spells was also critical to the game as it allowed some ability to match the buffs of Matt's TG unit. David offset his poor dispel rolls by consistently getting unusually lucky AS and ward save rolls at times (ward saving on 3+ with the knights unit, which should have meant one-third of all wounds getting past the AS killing knights; but David lost only zero or one knight each round of combat even when Matt had a large number hits get past the armour saves, including no wounds after 8 successful wounds past the AS in one round). Both armies are likely to be vulnerable to heavy shooting that ignores or blows past armour saves.
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Post by rangerdave on Sept 25, 2010 21:37:31 GMT -6
Played Greg's LM today. The Awesome continues to impress, though I still made some mistakes with it and got lucky at some important moments in the game.
We danced around for the first two turns, repositioning our units, neither person advancing much. I was waiting for the shrines to get the knights in decent shape. Plus, he had four ranked units to my two (Knights, warriors). I didn't want to end up flanked and losing a grind out combat.
He was pushing his Skrox unit on my right flank up but a purple sun stopped them in their tracks. The sun only moved 6", but it prevented him from charging. The warriors would charge them on turn 2 and take almost the entire game. An insane courage roll and a later leadership roll of 3 kept his Kroxigors fighting. Eventually, the warriors would win and charge into the big combat in the middle. I tossed a warshrine into the skrox fight, though, before wiping out the unit. Shrines are great backup support for combat and holding off units.
The hell cannon was amazing. It dropped several saurus warriors shooting the first turn. Then it charged into combat with the unit of saurus warriors on the left flank. I rolled high for thunderstomps and eventually broke and ran down the warriors, so the hell cannon played a major role. It would reform and also join the big combat in the middle.
The shrines got +1 toughness on the knights, which I left for most of the battle. Them being toughness 5 and the lord being toughness 6 saved me from a lot of wounds.
The knights had a tough choice. Charge the Cold Ones and get flanked by temple guard if the cold ones held. Or charge the temple guard and definitely get flanked by cold ones when the temple guard made their two stubborn 10 tests with coldblooded.
I was hoping I could wipeout the cold ones and overrun, though the scar vet had the crown of command which would prove my bane. The knights killed several cold ones on the charge but the scar vet kept them in place. The temple guard then charged my knights flank. With buffs from the lore of light, they were potentially deadly. Str 5 due to halberds, razor standard, +1 attack, strike first. Nastiness.
The BSB survived a good while but he went down eventually, and the temple guard finally rolled some incredible hits and wounds and left me with one knight and my lord. But that one knight was on the far side of the lord, away from the temple guard. So now I'm thinking I should have a hero on each end, to keep the knights in the middle.
My lord refused to go down. Toughness 6 and the 1+/3+ saves were too much. He made his own stubborn rolls. I finally cut down the scar vet. I had a hellcannon in the front of the temple guard, warriors on its rear, and a warshrine in the flank (that broke). The warriors got +1 strength from a shrine and reduced the temple guard to 4 models.
In the end, I had killed both salamander units. A warshrine killed one and horsemen got the other. Horsemen survived the entire game. Having two units and not being so gung ho with them helped a lot.
In the end he got points only for killing one sorcerer (both bailed from the warriors before combat started).
Third Eye of Tzeentch was nice again. Access to those spells was good, but my magic was largely uneventful. I'm still missing that +4 to dispel, but the puppet and scrolls were nice. He becalmed my sorcerer with purple sun, which took two IF's from me.
So the army is proving really durable, but war machines, mass shooting, and uber spells are still going to hurt.
Watching Greg's magic phases reminded me of when I was using shadows in another game (I had death in this one). There are some really deadly lores and light is one of them, but light (like shadows) has a lot of augments and such. The direct damage spells aren't that damaging. I almost took fire myself tonight so that I could have some damage potential. Death turned out to be okay, Doom and Darkness was on his Slaan's unit for a while but never came into play.
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Post by rangerdave on Oct 1, 2010 9:13:19 GMT -6
The Awesome met its match last night. Ogres.
Yes, the shame, the ignominy. The Chaos Gods are most displeased.
Patric exploited his magic well. Not having +4 to dispel means that for the last few games I've just had to watch spells go off. And for several games, I've had mostly poor winds of magic rolls myself. Purple Sun has yet to do much for me, but I'll give Death a few more games. I'd like to try Fire for some direct damage goodness, but a level 4 with shadows might be in my future.
Patric also exploited my Knight Train's weakness as frenzy forced them to pursue some weenie Gnoblars, exposing them to a rear charge from his Irongut Express. I got lucky and killed his Tyrant, but with the game ending, I was down 200 points.
His Scraplaunchers had their laser guidance system in place, dropping three direct hits on my Warriors unit, rolling several killing blows to boot.
The warriors were down to 12 models plus two sorcerers before getting hit by three enemy units. The rapturous standard kept them in place, but with the knights hungry for gnoblar blood and unable to assist, the warriors and two sorcerers went down, the first time that's ever happened.
I think it's time to drop the Banner of Rage and take the blasted standard instead. Artillery is going to rip my knights to shreds. 4+ wards against both shooting and magic (from a character's collar of khorne) will mean a lot in tournament play. And the loss of reform opportunities and mandatory pursue and overrun moves are too much of a deficiency. The Knight Train will still pump out 30 attacks at full strength, including mounts and heroes.
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Post by rangerdave on Oct 16, 2010 23:13:42 GMT -6
I had two cracks at Aaron's Dwarfs tonight and lost both times.
My List Lvl 4 tzeentch sorcerer, general, chaos steed, charmed shield, talisman of preservation, blood of tzeentch, conjoined homunculus, crown of command. BSB of Tzeentch, chaos steed, favour of the gods, collar of khorne, dragonhelm Festus
Chaos Warriors of Khorne 25, full command, halberds with Festus, rapturous standard 10 Knights of Tzeentch, full command, blasted standard 10 horsemen of slaanesh, flails, musician, light armor hellcannon 2 warshrines of tzeentch
We played two games back to back and there's no way I'll remember both in order, so I'll talk about the different phases and units with some highlights from both games.
In game 1, I deployed right of center, mainly because he deployed his unit of warriors hard to his left flank. I set my warriors on a path to engage them, but left room for my marauder unit to his right, hoping they could take out the cannon exposed on his left flank. This would prove a mistake after Aaron deployed his rangers 12" away from my horsemen (by the way, vanguard says you can't move within 12" of the enemy so scouts can really hamstring fast cav).
My Hellcannon needed to hold my left flank while the knights looked hesitantly across at the hammerer horde and warrior unit. Even I managed to kill 10 of his hammerers, I'd still have to eat 30 str 6 attacks back. I really didn't want to fight them.
We both fuzzed around the battlefield on turn 1. His stonethrower would establish its motif as it suffered the first misfire of the knight. The two cannons boomed off, and one of them, Tzeentch damn its maker, blasted a warshrine from behind my ranks. There was a big loss early on. In game 2, I deployed both my warshrines on the front line in an effort at forcing him to pick a single target and not getting bounce throughs and lucky kills like that again.
My magic ate one of Aaron's dispel scrolls but that's about all I accomplished. On turn 2, I charged his rangers, who'd reformed 5 wide for steadfast, in the front with my warriors and the flank with my horsemen. Doubly blessed with Khorne's fury and Nurgle's pestilent glory, my Warriors gripped their halberds tight and cleaved through the Rangers. Festus got lucky, surviving the battle, and the steadfast rangers botched their leadership test! The BSB was out of range, and his rangers fled off the board. I pursued with both units to get them off the battlefield for a turn.
The knights hedged forward and the hell cannon ate a cannonball, losing three wounds I think.
With the warriors off the table, my knights became a much bigger target. Aaron unloaded on them, and I failed something like 7 or 8 armor saves, needing 4's. Then I failed 3 or 4 blasted standard saves. That hurt.
I tried to get tricksy with my knights, heading for the warriors who now lacked their ranger support and had a bit of distance from the hammerers. I did a swift reform and moved away, hoping to push my hell cannon in front of his hammerers and delay them long enough to engage his warriors with my knights and have my warriors and horsemen come back on the battlefield to support that combat.
Instead the hellcannon rampaged forward 10", 2" shy of what I needed to block the hammerers. He'd remove the hell cannon from play next turn with his artillery.
The knight unit was whittled down more, and his warriors turned to face the coming chaos warrior threat. The hammerers still loomed across from my lines. Festus died this time, but my warriors still dished out some hurt.
Magic this game didn't do a whole lot. I had three turns in a row (turns 3-5, I think) of poor rolls. I had 3 casting dice one turn and two casting dice the next.
[Continued...]
Game 2, my knights ended up across from his hammerers again, but my warriors were on my left. The hellcannon hoped to sit back and shoot, but it was a turn 1 casualty this game. Since I'd deployed my warshrines alongside and not behind my units, he didn't target them with his artillery.
This game magic was a little better, but I was still largely shut down. I did get treason of tzeentch off, though it took an irresistable roll to do it. I knocked something like 19 hammerers out of the horde, thanks to some amazing dice. Later I'd roll an IF gateway, but it was something like 4 hits at strength 7.
The knights got pimped up by the warshrines, rolling double 6's with two of my club dice, but the warriors didn't last as long. They did delay two of his units while the knights got hung on a steadfast unit. But once they got the roll of 12 along with +1 attack, I took care of them. However, the warriors demise meant that my knights had to take a panic test of turn 5, which they promptly failed. Thankfully, I had my BSB, but I failed the reroll, too.
The knights fled a short distance and would rally on turn 6 to face a battlefield they'd control of. The horsemen bounced off his 5 miners after some astoundingly poor dice and would not rally.
Aaron, I'm sure I made some mistakes recalling sequences and events, so feel free to correct me. And I'm curious what your impressions were of the game. I want a rematch after I get a chance to rethink my list.
I should also confess that I made a number of mental errors: forgetting to have Aaron take fear rolls against the knights, exposing my knight's flank to one of this cannons, not using my swift reforms to prevent my characters from crossing difficult terrain. I also strung out my horsemen in game 2 when I should have gone compact, missing most of the marsh and not getting hemmed in by his warriors.
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Post by aaronchapman on Oct 17, 2010 13:58:53 GMT -6
I was busy noticing my own mistakes and not yours.
My Rangers in game #1 were sneeky in their prevention of the Fast Cavalry advance, but I failed to bring my BSB into range to help them. That proved to be a fatal mistake as the Rangers would have easily slaughtered the entire Marauder horsemen unit and reduced the numbers on the Warriors had I been able to take re-rolls on the Steadfast.
I was also very reluctant to get into combat with your knights using my Hammerers on game #1, but I really should have pressed forward early to give you no choice. My artillery could have killed the Hellcannon if I were to have given myself time, but sendign Hammerers to fight it slowed my advance towards your knights. If your knights had not failed the 3-4 savess that might have been more "average" my lack of aggression might have lost me the game.
I corrected both these mistakes in game #2 with a very aggressive move towards both your combat blocks early on. I also was able to keep the BSB in range of all the combat blocks which helped immensely in keeping your Knights and Warriors from supporting eachother while the Hammerers moved in to 'seal the deal'.
While it was not likely to have a large impact on the game, you did forget to make me take Fear tests every round of combat except for one! I even was feeling bad about both of us forgetting and took one without prompting. (This is by far the most important thing you can remember when using Fear/Terror, always make them take the friggin test in GT's it may be difference between winning and losing!)
I was concerned by your magic, but not impressed by its results (except the devistating Treason on my hammerers. Magic against my Dwarfs has proven to be of little use. It's deadly when you roll rediculously high numbers of Power Dice in the Winds of Magic, but is usually unrealible at best and downright worthless and a points loss for the magic user on a regular basis. Magic for me will continue to be purely defensive unless I'm using Vampires and the Vampires will use it like before, to spam Danse Macabre.
I'm not sold on the Knights, they are scary if I only had S:3 Warriors with shields, but once I have soem Greatweapons on the field it's a whole other game. The Warriors were amazing at the same points and had many more attacks and more wounds. It might be worthwhile to go with Tzeentch Warriors, Halberds and Banner of Rage so you never lose Frenzy and you continue to have a slightly better close combat defense due to the 6+ ward.
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Post by sdhakala on Oct 18, 2010 8:58:55 GMT -6
Was David able to get up the ward save from his warshrines? Also, I would have hoped that the warshrines with Mark of Tzeentch would have had a better chance against cannons but the hellcannon would be very vulnerable to cannon shooting. Sounds like good luck shooting for Aaron and bad luck for David.
"I was concerned by your magic, but not impressed by its results (except the devistating Treason on my hammerers. Magic against my Dwarfs has proven to be of little use. It's deadly when you roll rediculously high numbers of Power Dice in the Winds of Magic, but is usually unrealible at best and downright worthless and a points loss for the magic user on a regular basis. Magic for me will continue to be purely defensive unless I'm using Vampires and the Vampires will use it like before, to spam Danse Macabre."
I'd have thought that a lvl 4 Tz. sorc with Tzeentch Lore (+5 to casting rolls would seem to overcome the heavy magic defense of Aaron's dwarf army by forcing him to roll extra dispel dice relative to the power dice on average in order to dispel) could get through, maybe getting off a treason and a gateway would be enough to make it worthwhile.
However, after Wasteland Wars and playing some games more recently, I'm seeing the same thing Aaron is seeing generally wrt Magic. I only managed to get off one really devasting spell against him in each game I've played against his dwarf army, and each time it was not enough, by itself, to make my magic worthwhile. Unless one is playing LM and using magic for a lot of augments and hexes, magic is often underwhelming. Usually, I'm getting off only one or two good magic phases in a six round battle and, even with a good winds of magic roll, the miscast probabilities often end up ending the magic phase prematurely. Against certain armies I'd seriously considering running a ring of hotek master on dark steed and one lvl 2 with a seal (+1 to dispel) with my dark elves. In a 2750 points battle against LM on Saturday, the ring of hotek master with Armour of Darkness (1+ AS) devastated a Slaan's temple guard unit and punished the Slaan for using an extra PD per cast and helped shut down a skink priest on EOTG as well. Cupped hands did nothing to me, on the other hand, because I kept my sorceerors out of LOS and out of range of the ring of hotek. Meanwhile, my Lvl 4 and Lvl 2 (due to becalming) did not earn their points until the Slaan died after I killed off the depleted TG unit (much of which killed by miscasts induced by the ring of hotek). Frankly, the lvl 2 was more effective than the lvl 4 (even with a good ward save spent too much time hiding). For Alamo, I'm seriously considering either running one Lvl 4 sorc or one lvl 2, necessary for the magic defense and allowing for occassional offense, and focusing more on war machine hunting units (dark riders and harpies, which actually took out two of Aaron's warmachines in one game) and fighting units. The two armies I am struggling to beat are dwarfs and empire with re-rollable cannons and stone throwers/mortars/rockets.
The "step up rule" and large blocks makes Aaron's dwarfs with great weapons very effective. They might take a lot of damage but will hit back so hard that knights of chaos (unless blessed with a substantial ward save) and cold one knights simply are not worth their points running into them. If one runs knights, consider running them into a flanking position (to limit the attacks back, but even then the LD combat reform will allow the dwarf unit to turn to face the knights after the first turn of combat) and threatening the warmachines if at all possible.
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Post by rangerdave on Oct 18, 2010 9:37:26 GMT -6
Yeah, I've been playing around with two lvl 2 sorcerers instead of the lvl 4. That lets me take a scroll and the puppet.
Then a killy chaos lord and obligatory bsb.
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Post by sdhakala on Oct 18, 2010 11:36:59 GMT -6
You could evern run Festus for the two virtually guaranteed spells and for the regen in a Warriors unit at Alamo.
I've tried to get WoC to work for me and either end up with a good chaos lord with the crown and command and stuff (with the BSB in or nearby the same unit) or a lvl 4 sorceror, but can't seem to get both in the same army unless I really strip down the lvl 4. So, two lvl 2's and a BSB as the natural hero slot combo with the one lord only being a chaos lord, seems natural. Then you haven't invested as much in magic and have divided it up between two casters, such that a miscast will not be as devastating, especially with the puppet, and the puppet will punish miscasts of the opponent a lot more. While I'm impressed with the speed and hitting power of the knights, I'm almost favoring a chosen block (with favor of the gods) with two warshrines and then a chaos ogres block (3 wide in two ranks with chaos armour, GWs, and Mok) nearby to the BSB (to check frenzy) as the special slot combo that seems to offer a better mix and then run two units of MoS M. horsemen, instead of one larger unit to give a much better chance of war machine hunting.
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Post by aaronchapman on Oct 18, 2010 12:25:24 GMT -6
Khorne GW ogres would be ideal with full command and 8 ogres. If you are going to go smashy... go really smashy!
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Post by sdhakala on Oct 18, 2010 14:10:27 GMT -6
That's what I've been running but I'm finding that the amount of points invested in the 8 ogres is a bit much, so I've looked at scaling them back and found that I typically only lose 1 ogre about half the time before getting to strike back (unless they get hit with a cannon ball).
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