|
Post by gregwarhamsters on Jan 25, 2018 23:20:16 GMT
We're having a game of Triumph and Treachery this Friday, I thought I'd wheel out my Wood elves. They're not really an army anymore, lots of archers, a few dryads, wardancers and treemen but nothing optimal.
I was looking at glade riders, equipping them with hagbane tips so they can go war machine hunting.
Then as I wrote my list, it dawned on me. This is 8th where everything wounds on a 6 so even the weakest weapon is in effect poisonous on a 6. So why am I using an arrow that if I move and fire at over half range I need a 5+ to hit where for the SAME COST I can buy trueflight arrows that'll hit on a 3+
Now, what other stupid things have you done that you'd like to share?
Greg
|
|
|
Post by mottdon on Jan 26, 2018 0:40:03 GMT
All poisonous To Hit rolls of 6, wound automatically. Not need to roll To Wound as with non-poisonous attacks.
I make mistakes like this all the time too.
|
|
|
Post by vulcan on Jan 26, 2018 4:22:47 GMT
Yes, everything wounds anything on a '6' on the 'to wound' roll.
Poison attacks wounds anything on a '6' on the 'to hit' roll without needing to roll to wound.
So, on to Mathhammer; assuming a unit of 10 Glade Riders shooting at a T6+ warmachine with the same 'to hit' rolls quoted above.
Hagbane: 10 shots, 3.3 hits (roughly 1.7 automatic poison wounds), roughly .3 wounds on the 'to wound' roll, for roughly 2 wounds total.
Trueflight: 10 shots, 6.6 hits, 1.1 wounds.
Against high toughness targets, Hagbane wins by nearly double.
Having said that, sometimes the best way to neutralize warmachines is not shooting. You might find yourself better off actually charging them and fighting them in melee. Even if you don't kill them on the charge, they can't shoot while fighting off attackers. And by turn 4, anything you're trying to protect from warmachines is probably already in combat. So you don't even really have to kill them, just tie them up through the first half of the game.
|
|
|
Post by gregwarhamsters on Jan 26, 2018 8:39:39 GMT
Fair point, but if I chip off a wound at range the fight becomes easier.
Thankfully war machine crews aren't protected that well so the AP of the bow usually does the trick.
Greg
|
|
|
Post by gregwarhamsters on Jan 26, 2018 8:42:10 GMT
Just one on the hagbane, makes these guys a little one dimensional where true flight is good all round.
Greg
|
|
|
Post by strutsagget on Jan 26, 2018 9:45:00 GMT
You use the 7T of the warmachine though as the crew takes cover. Or am I wrong?
|
|
|
Post by gjnoronh on Jan 26, 2018 10:48:35 GMT
Yes you do
|
|
|
Post by mottdon on Jan 26, 2018 14:30:56 GMT
Yeah, the Crew is considered to be hiding behind the machine.
Whenever I play my WE, I usually take Trueflight arrows unless I know that there will be a big monster or tough character on the board that a normal S3 arrow simply won't kill (easily at least). If I know there will probably be several war machines, I take fast elements like Warhawk Riders, Wild Riders or Glade Riders who can charge them quickly (by turn two or three). That usually means that I have to structure my list so that I have another, more imminent threat up in their face so that they can't simply deal with my fast units, then turn back to my main force.
I think I have always put Trueflight arrows on my Glade Riders though. There's simply too few of them (I never take more than 12) to "waste" any shots because they are always moving and shooting, might shoot at long range, may stand and shoot, etc. and the negative To Hit modifiers can really add up on those guys. I find it best to have them hitting at optimum efficiency. On units of Glad Guard, it's been my experience that it's a wash between Hagbane Tips and Trueflight Arrows - UNLESS it's against a monster (something like a Warsphinx).
|
|