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Post by ronbrown on Sept 18, 2010 6:48:17 GMT -6
Had a great game against David's Warriors. The scenario is tough for an army with so few units and he just couldn't get to grips with much of my stuff.
His knights were brutal against my greatswords, but the Lector proved to be tough as always, and a nice Mindrazor spell helped me do enough damage to take them out.
In the end, I still had the flyers, characters and a unit on knights hanging around.
Another good win for the defenders, but more importantly a fun game from David.
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Post by rangerdave on Sept 18, 2010 7:48:36 GMT -6
We shall have our revenge! *Shakes Gauntlet*
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adrift
Senior Newbie
Posts: 77
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Post by adrift on Sept 20, 2010 15:11:16 GMT -6
If the forces of Chaos get a big donut for # of wins, do we tweak the scenario and try again, or press onwards?
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Post by rangerdave on Sept 20, 2010 16:58:23 GMT -6
I say move on. Heck, it was incredibly hard to table people in 7th edition, even in 8 turns. That doesn't really have any bearing on playing the scenario in 8th, but I say we take our lumps, crush the puny forces of goody two shoes in round 2, and offer their blood to our chaos gods.
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adrift
Senior Newbie
Posts: 77
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Post by adrift on Sept 21, 2010 6:49:44 GMT -6
I play my game on Friday. Any advice on what works and doesn't, as the bad guys? I am playing WoC vs Empire. I am thinking unless I bring lots of cav and fliers, the troop recycle rule will do me almost no good at all. I figure chasing down his fliers and fast cav (pistoliers) is going to be an exercise in frustration. Is flying magic the answer? Hellcannons would seem to be good versus blocks and stanks, but would likely get blasted in turn 1 by his war machines.
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Post by ronbrown on Sept 21, 2010 8:19:14 GMT -6
The scenario is really tough for the attackers. Especially if the defender has mobile units as they spread out and force you to either split your attacks or be forced to win combats in a single round in order to reform and attack again.
You need ranged attacks to be able to take out support units while your combat stuff gets into the big units. Magic works okay for this, but the winds of magic can cost you a couple of turns (especially with the additional dispel dice or two the Emplire player will probably have from the priest or lector).
Other ranged attacks you have access to are limited to hell cannon and marauder cav axes. Use these things to focus on smaller units (flyers, fast cav). Your combat stuff should be able to eliminate his over the time allowed.
The problem is going to be, his shooting will be focused on the marauder cav if you take it, and he will have either more or better shooting that you. They might not last long enough to throw those axes if he has crossbows. You'll need to make good use of vanguard to try to get out of good firing arcs. Not sure if this will be possible but you'll need to try.
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Post by hightide on Sept 21, 2010 8:19:34 GMT -6
In my game with Paul I castled in a corner with my 3 big units with a staged defense (Swordmasters and White Lions in front of the Phoenix Gurad) with archers spread out over half the table. Everything was close to a table edge. My biggest concern was leadership test.
Try to take out his characters with Death magic and make him take leadership test. I did not take any fliers, but maybe you can shoot and/or magic his if he has any.
Good luck
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Post by rangerdave on Sept 21, 2010 10:19:48 GMT -6
Well, know the rules first off. We didn't play ours right since we thought it was only core that coudl re-enter, when it should have been any attacking unit.
So yeah, speed units. Knights, fast cav, flyers. And solid magic.
Hell Cannon is great, if it can hit. I shot twice, veered off by 10 twice, and then let it grind it out with his second unit of knights.
Warriors with extra movement banner might be good. Aren't Forsaken movement 6? Might have an excuse to actually take them for once. Ogres, Dragon Ogres. Something fast and smashy.
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adrift
Senior Newbie
Posts: 77
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Post by adrift on Sept 22, 2010 8:10:31 GMT -6
Okay guys, I am starting a "SoC:Bad Guys Stageegery" thread (intentional mis-spelling) since I think we need some help in the planning department. We need to get downright mean and nasty. Good guys not allowed! Please don't peak. Bad guys, come on over and have a look-see and weigh in. I have some interesting ideas that have bubbled to the surface.
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Post by ronbrown on Sept 22, 2010 8:29:06 GMT -6
Out of curiosity, do we know the next scenario? Many of the "bad guys" have completed the first game and so strategies for round two might be very different depending on the scenario.
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adrift
Senior Newbie
Posts: 77
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Post by adrift on Sept 22, 2010 8:38:47 GMT -6
Hold the Line is next, assuming it is a "good guys win" for round 1, which it sounds like it is. There are markers behind the good guys lines that are worth lots of victory points if you can bust through and claim/destroy them (1000 VP for each; there is 1 marker per 1000 points on each side). I assume the 7th Ed victory point guidelines would be used for the scenario to make sense as written in the book.
Bad guys deploy shallow against their baseline (within 9"). Then 18" separation. Then 18" of defender deployment zone. Then 3" at the back for markers, which cannot be within 6" of each other. If bad guys have an unengaged unit touching a marker at the end of any combat phase, it is destroyed. You can charge the markers.
But please don't forget round 1 yet; go contribute to the bad Guys thread I just posted!!!!! Khorne demands it! Slaanesh supplicates. Tzeentch tricks you into it. And Nurgle...just sits there oozing.
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Post by hightide on Sept 22, 2010 8:59:14 GMT -6
Good guys not allowed! Please don't peak. OK I will not look. yea right.
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Post by rangerdave on Sept 22, 2010 11:53:59 GMT -6
Can we use special characters?
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Post by ronbrown on Sept 22, 2010 12:16:11 GMT -6
Mmmmm...Balthazar Gelt
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Post by hightide on Sept 22, 2010 12:54:04 GMT -6
No special characters are allowed in the first three games.
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