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Post by copperpotmd on Dec 23, 2023 1:26:50 GMT
That’s a good point. It’s a complex game for sure, if you are new, it’s best to control some of the variables when you can. Last game I had with copperpotmd, we rolled Dawn Attack and that poor bastard had nearly all his heavy hitters deployed on the left flank which ALSO had a building in it. Really messed up his deployment Still a fantastic battle! For your artillery...are you married to two HBVG? For WE, I would consider a mortar or two for the GIANT template co sidering the elves are only T3. Otherwise, just make sure you have fun! You will learn what works for you and what doesn't. Edit: Also, you stated: "Possibly Outriders (Multiple Shots) They close in fast, can Move and Shoot" Outriders are Move OR Fire. Seems strange, I know, being fast cav and all.
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Post by colonelburton on Dec 23, 2023 15:18:19 GMT
Thanks for that. I misunderstood the fact that the Champion of the Pistoliers is called "Outrider" and saw that all Outriders have the same stats. Did not realize they have completely different weapons.
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Post by copperpotmd on Dec 23, 2023 15:28:25 GMT
Thanks for that. I misunderstood the fact that the Champion of the Pistoliers is called "Outrider" and saw that all Outriders have the same stats. Did not realize they have completely different weapons. You should mess around a little at a smaller point level. And while you play, really tune into the unit profiles (troop type and equipment) and then bounce it off the Big Red Rule Book. It's a lot, but you'll get it all down with practice and knowing what to look at for special rules and rule references. Post some threads of your future battles!
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Post by grandmasterwang on Dec 23, 2023 17:52:16 GMT
Fascinating thread.
I personally think the DGK would be better for the dominate the flank and then sweep towards the centre manoeuvre than the slower halberds.
74 Halberds will mess basically any Wood elf unit up, unless they ignore the centre I'd generally use this massive block to dominate the centre.
I agree Ruby ring of fire is nice for this matchup as well as the asf sword for your general over the Bloodshed sword.
Banner of Swiftness as some have mentioned could really work well for you here. Halberd unit marching up 10 inches vs the usual 8 puts a lot more pressure on your opponent and makes the unit harder to avoid.
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Post by colonelburton on Dec 24, 2023 12:54:46 GMT
For your artillery...are you married to two HBVG? For WE, I would consider a mortar or two for the GIANT template co sidering the elves are only T3. Absolutely good idea. Thanks. No, I am only married to ONE HBVG with my Engineer. With the extra point, I gave him a Hochland sniper rifle.
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Post by colonelburton on Dec 24, 2023 13:26:15 GMT
Updated list
Lords: Battle Wizard Lord Lore of Fire, with Earthing Rod Role: Decimate enemy units, hinder movement, buff friendly units. Will be attached to a detachment of Archers
Grand Master with Charmed Shield, Sword of Swift Slaying, Ruby Ring of Ruin, Talisman of Preservation (AS 1+, WS 4+) Role: Elite Fighting Champion against Wild Riders
Heroes: Captain of the Empire (BSB) with Banner of Swiftness, Full Plate Armor and Shield (AS 3+)
Master Engineer with Hochland Rifle Role: Buff Helblaster, shoot away at enemies preferrably in 18" possibly forcing 25% LD roll
Warrior Priest with Heavy Armor, Crown of Command, Enchanted Shield, Luckstone, Warrior Bane (AS 3+ with one re-roll allowed) Role: Add stubbornness, Emergency Challenger, Buff halberdiers
Core: 10x Crossbowmen: Role: Pick away at archers and Wild Riders
10x Crossbowmen: Role: Pick away at archers and Wild Riders
75x Halberdiers (full command) with detachment of 13x Archers
Special: 4x Demigryph Knights Elite Charge Block (full command and Steel Standard) (several magic standards are allowed, right?)
4x Demigryph Knights support block with Musician only
Mortar Role: Deteriorate large concentrations
5x Pistoliers with Musician Role: close in fast, block enemy units temporarily and possibly Stand and Shoot when charged from enough distance.
5x Pistoliers with Musician Role: close in fast, block enemy units temporarily and possibly Stand and Shoot when charged from enough distance.
Rare: Helblaster Role: Deteriorate or obliterate close proximity MSU that create disturbance
Steam Tank Role: Offensive Guard Tackle
Steam Tank Role: Offensive Guard Tackle Note: Still contemplating whether or not to retire one in favor of Hurricanum, but Shemteks storm sucks except against eagles and what do I really need that extra power die for?
Strategy: Focus my main melee block on centre of one half of the map and flank with Steam Tanks, Pistoliers and Crossbowmen. Pick at the flanks as Melee closes in, decimate the MSU and then turn into the map, charging one block at a time from the flank or behind while Steam Tanks and Demigryphs flank the enemy battle line in both directions.
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