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Post by mottdon on Dec 5, 2017 12:26:37 GMT
I ran a Master on Cold One Cowboy in my last DE game...he did nothing but fail Ld tests all game until he ran off the board....
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Post by Deleted on Dec 5, 2017 17:00:40 GMT
I've watched a lot of battle reports where Cold Ones do that! I think I'm more excited to grow the Skaven so I'll probably just do that. If I start to tire of them I'll mix it up with either a monster/rat ogre/warmachine and/or some Dark elves. Who knows!? Maybe by the time I hit around 5k in Skaven I'll have 2k of Dark Elves painted. I definitely think I'm going to be busy for the next couple years though.
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Post by gregwarhamsters on Dec 5, 2017 23:26:33 GMT
That's a ridiculous amount of points, don't get me wrong I'd love an army that size but you must have a lot of duplications.
Where do you draw the line on things like magic? 12 pd doesn't seem enough but then again if you increase it all you're going to do us six dice everything.
I don't have a clue on how many points my remaining armies are but your looking at 20-30K so even at 25% @20k you need 5k of core. What's that? 2000 slaves.
Wow.
I think the duplication would stop me from doing it, however love the idea.
Greg
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Post by Deleted on Dec 6, 2017 0:09:08 GMT
personally I'm fine with magic being untouched even at such large games. Your investment is more board presence than anything else and no one can complain when a nuke spell destroys a unit; there's 6 more of them! You can always of course elect with your opponent to go storm of magic approach and just say that the winds of magic are gathering strongly around this clash because of the amount of bodies in such close proximity or some other nonsense. I think also as the games get larger the units get larger. I'm already contemplating a unit or two of slaves 20 wide and 2 deep (or something stupid like that) as a speedbump/hard cover provider for the units behind them. I'm considering units of 200 slaves and units of 100 stormvermin/clanrats. Personally I'm okay with all the duplication; it's easier for armies like WoC where you can have a unit of chaos warriors armed with hw/shield, a unit with halberds and a unit with two hand weapons; sure you've duplicated the same unit three times, but each unit is very different from the other, whereas a unit of halberdiers duplicated is still...a unit of halberdiers. I'm leaning more towards a grand chaos alliance though and having my skaven march alongside the WoC and Beastmen. That way the skaven can cover the weaknesses of the other two armies: shooting and BODIES. Beastmen will be huddled around the herdstone providing me power dice in the magic phase (gonna have to model an enormous herdstone; I think if Chaos is so strong in these times then these herdstones would grow to enormous proportions as well as they glut on whatever magic makes them) and providing the chaff whilst the WoC will be providing the hard hitting shock troops that the skaven lack. To be honest I'm more worried about real-estate. With that many models you may not have enough room to physically deploy them all. The depth of the deployment zone could also be a hinderance; if you can't deploy 5-wide and 40 deep then what's the point?
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Post by gregwarhamsters on Dec 6, 2017 5:50:16 GMT
If your looking at taking Skaven alongside WoC then ut wont be a Skaven army. It's a Skaven army with allies or visa versa.
I'm not fussed about duplicates too much as long as I get a chance to use them.
I currently have 2x 40 skeleton warriors and I'm looking at another (Khemri swords only) I'll retire the VC weapon unit but sure I'll use these guys, maybe not in every game but if you've 5k of core how many times will you actually use them?
Will be interested to see this develop.
Greg
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Post by gjnoronh on Dec 6, 2017 11:42:37 GMT
The EEFL event at Da Boyz last year was a 30K mega battle IIRC. Coleman may be willing to share his rules set for the event.
That being said it took ten players and 36 hours to play if I have the details right
IN my opinion you have to set some rules to make games that size playable. Minimum unit size is like 300- 500 points or something. Limit magic items and characters. It’s cool to have Nagash, Malekith and Teclis slinging spells at 30K. It’s not cool to have 12 low leveel wizards on each side each with different magic items and spells you are tracking. Keep it simple but large otherwise it’s too much book keeping and checking lists instead of playing.
Go with really straightforward but huge units and have fun.
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Post by mottdon on Dec 6, 2017 14:23:13 GMT
I agree with gjnoronh. You need a cap on magic items. Maybe not so much on characters, as long as it fits within the points cap you've set, but definitely on magic items. I don't see anything wrong with allying WoC, Skaven, and Beastmen. You'd call it the army of whatever general you have. Archaon in the End Times didn't just use WoC only armies. I probably would put a cap on the unit sizes as well. Just imagine a Stubborn Ogre Deathstar that has 100 models in it.
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Post by Deleted on Dec 6, 2017 17:34:27 GMT
I know where my purple sun is going
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Post by wilsonthenarc on Dec 6, 2017 18:04:59 GMT
I have 5000 points worth of Natalie Imbruglia.
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Post by mottdon on Dec 6, 2017 19:10:52 GMT
I have 5000 points worth of Natalie Imbruglia. Wow! Where can I get some of that?!?
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Post by vulcan on Dec 6, 2017 19:49:54 GMT
I ran a Master on Cold One Cowboy in my last DE game...he did nothing but fail Ld tests all game until he ran off the board.... Assuming he ran off in turn 5 and was never allowed a BSB reroll, that's a 1 in 1296 chance. Odds are it will never happen to you again in your lifetime unless you play a game every day. But it does underscore the need to either have a Ld 10 in the unit, or a BSB nearby to reduce the odds... and the need to get them into combat ASAP to avoid excess stupidity rolls.
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Post by mottdon on Dec 6, 2017 19:53:41 GMT
Well, it didn't help that he wasn't near the BSB (being a Cowboy and all, he was on a different mission - I was going to have him put pressure on the Necromancer's Zombie bunker) and that I was playing VC, so Fear and Terror all over. I was disappointed, but I certainly won't give up on him. Moral of the story: it CAN happen! I think that it was either a Black Coach or Varghulf that made him run. It's been several months since that game, so I'm not 100%.
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Post by vulcan on Dec 6, 2017 20:29:15 GMT
However good the Lizardman cowboys are, Cold-Blooded gives them a lot of independence from the command structure... which DE Cold One cowboys lack. That's why DE solo cowboys usually ride either dark steeds or dark peggies. They're not only faster and more maneuverable that way, the risk of going stupid is eliminated.
And with an SDC the peggy/steed cowboy can achieve a 1+ save just as easily as a cold one cowboy.
DE cold one cowboys are mainly for boosting the combat capability of a unit of cold ones, not for solo work.
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Post by Deleted on Dec 6, 2017 20:41:51 GMT
I thought the draw of the Lizard Cowboys was also the base S/T 5. That's a pretty big deal and something those pansy elves WISH they had!
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Post by vulcan on Dec 6, 2017 21:14:39 GMT
That does help, yes. But for solo cold one cowboys the cold-blooded rule is essential.
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