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Post by gregwarhamsters on Jun 22, 2017 13:54:35 GMT
My opponent has has quiet a few armies, he prefers Ogre, Skaven and WoC as his top three.
Which do you think I should take - and is there any glaring mistakes?
Army A
Dwarf 3000 points
Ungrim Ironfist (350)
Thane (156)
(65) BSB (25) Gromril armour (-) Master rune of Grungni (60) great weapon (6)
Dragon slayer (110)
(70) Master rune of swiftness (25) rune of speed (5) rune of fire (10)
Rune smith (141)
(60) Master rune of Gromril (30) 2 runes of spell breaking (45) great weapon (6)
Rune smith (118)
(60) Gromril armour (-) Shield (3) rune of stone (5) rune of the furnace (5) 2 runes of spell breaking (45)
Master engineer (70)
Master engineer (70)
10 Quarrellers (140)
(12) Shield (1) Musician (10)
10 Thunderers (140)
(12) Musician (10) Veteran (10) brace of pistols (-)
25 Warriors (255)
(8) Shield (1) Full command (30)
20 Long beards (325)
(12) Shield (1) Full command (30) Rune of stoicism (35)
24 Slayers (320)
(12) Std/Mus (20) Giant slayer (12) Rune of slowness (35)
Gyrocopter (80)
Gyrocopter (100)
(80) Vanguard (20)
Cannon (145)
(120) Rune of forging (25)
Cannon (150)
(120) Rune of forging (25) rune of burning (5)
Organ gun (145)
(120) Rune of accuracy (25)
Organ gun (150)
(120) Rune of accuracy (25) rune of burning (5)
Total = 3000
Lords 350 (11.66 %)
Hero’s 509 (16.96 %)
Core 860 (28.66 %)
Special 795 (26.5 %)
Rare 295 (9.83 %)
Spare 0 (0.0 %)
OR
Army B
Lizardmen 3000 points
i. Vanguard d3 units
ii. Reroll first failed dispel
iii. Roll d6 start of the magic phase. 1 rerolls 6’s 2-6 reroll 1’s
Slann (535)
(300) Soul of stone (25) Becalming cogitation (25) Wandering deliberations (30) Higher state of consciousness (60) BSB (25) standard of discipline (15) Obsidian amulet (30) Earthing rod (25)
Saurus old blood (500)
(140) Armour of destiny (50) shield (6) Piranha blade (50) Carnosaur (220) Loping stride (15) Blood roar (25)
Tetto’eko (185)
(185)
Skink priest (125)
(65) Level 2 (35) Lore of heavens. Dispel scroll (25)
Skink priest (100)
(65) Level 1 (-) Lore of heavens. Cloak of feathers (35)
30 Saurus warriors (360)
(11) Full command (30) hand weapon and shield.
10 Skinks (70)
(7)
10 Skinks (70)
(7)
Skink cohort (270)
2x Kroxigor (50) 30x Skinks (5) Std & Mus (20)
10 Cold one riders (385)
(30) Spears (4) Full command (30) banner of swiftness (15)
Bastiladon (150)
(150) Solar engine (-)
Ancient Stegadon (250)
(230) Sharpened horns (20)
Total = 3000
Lords 1035 (34.5 %)
Hero’s 410 (13.6 %)
Core 770 (25.66 %)
Special 399 (13.3 %)
Rare 250 (8.33 %)
Spare 0 (0.0 %)
Greg
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Post by mottdon on Jun 22, 2017 14:52:57 GMT
Out of these two lists, I'd probably play the Lizardmen list.
I think that it has more potential to deal with these armies and unlike the Dwarfs, who would totally rely on their cannons to win them the day. Plus, the Dwarf list is trying to mix a high-offensive with gunline build. Once your Slayers are gone, not much holding the enemy back from your guns.
The Lizardmen list needs a little work though.
I have found the best build for my Oldblood on Carnosaur is this:
Oldblood (140) - Carnosaur (220), Loping Stride (15), Bloodroar (25), Other Trickster's Shard (15), Glittering Scales (25), Dawnstone (25), Fencer's Blades (35) = 500
That will give you Terror, make him reroll successful ward saves, -1 to Hit, WS 10 and a re-rollable armor save. This means he'll only be able to hit you on 5s and then have to wound you on 4s most of the time. There MIGHT be a few Ogre Tyrants with GWs that could reduce your armor save significantly, but most of the time, it'll be just fine. The WS10 will also make it really hard for him to even land a hit. Add in the fact that you'll be causing Terror, that can make you a VERY hard target! He will have a natural 4+ from Scaly Skin, +2 from being mounted on a Carnosaur, +1 for the Glittering Scales (and make you -1 to Hit). That brings you to a 1+ armor save. It also frees up your hands for the Fencer's Blades (paired weapons - NOT additional hand weapon) which will give you WS10! The one thing that this build lacks is a ward save, but I've found that most people who have a character capable of actually harming this guy will have kitted them out with the Other Trickster's Shard as well, significantly reducing the effectiveness of a ward save. Those kind of character are designed to kill and the best way to stop them is to make it really hard to even hit you. They usually rely on high strength or ASF and rerolls to kill you. They don't usually think about not being able to even hit.
Something else to consider is switching your Skink Priests to Lore of Beasts. A spell like Pans' Pelt can make your Oldblood a nightmare. Plus, Heavens won't really be effective against Ogres or WoC. They can laugh off a Comet blast and if he brings Skaven, your monsters and normal troops can more than deal with their numbers or low leadership values (Terror anyone?) Besides, you already have Tetto'eko in your list.
Which brings me to my next point. Where will Tetto'eko go? You'll want to have him protected well. Your Slann will be ethereal (Watch out for Deamon Princes!) so you've got him covered (but be careful with your placement of him), but the placement of Tetto'eko as well as your two Skink Priests could leave you thin on your available units for cc. You are already rather low on combat units. Hopefully you will have some heavy magic phases and can do a good bit of damage with them. The Oldblood should be able to deal with your problematic characters.
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Post by gregwarhamsters on Jun 22, 2017 16:58:48 GMT
Lizards: Interesting what you've said about fencers blades, I've always assumed that they cannot be taken on mounted models, I had to look at pages 173, 89 and 91 it does however read as if I cannot take two weapons while mounted.
I get what you're saing about the ability to be hit though. One of the reason nurgle armies are popular. Tetto’eko goes in the Cohort, not exactly the close combat unit but with popential. I've found beasts doesn't suit my army as well as heavens - now my Brets I'd take beasts all the time but we're looking at different levels of caster and the mounted bonus as well. This is for another post I'm sure.
Dwarves: Never really though of this as a gunline army. I've slayers, long beards and warriors. Quarrellers with shields and lastly the last (and purest) unit of thunderers as the only all missile capable unit. Sure they're supported by two cannons and two longbeards but I wouldn't call that unusual.
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I'd like to hear what other people have to say regarding fencers blades before being drawn into it.
Greg
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Post by frozenfood on Jun 22, 2017 18:20:04 GMT
Fencers blades is cool but usually means no shield and ward save. I realllllly like it on a Slaughtermaster :-) Ahum...not your army
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Post by mottdon on Jun 22, 2017 18:47:06 GMT
It'll be fun to see what other people think about the Fencers' Blades too. Those have always been a topic of debate for a long time. I'd like to see what people who are still playing here think about them. It might simply come down to if you are a RAW or RAI player. I for one, don't see the problem with a rider wielding a weapon in either hand. The shield takes a hand too. I don't see a problem, rules-wise, in giving the option to give a rider the ability to use a weapon in both hands. Therefore, I am in favor both RAW and RAI. I know there are a lot of people who play with the Fencers Blades this way though.
As for the Dwarfs, anytime I see two Cannons, two Organ Guns and two units of Quarrellers/Thunderers, I think gunline. Certainly, there aren't any written rules as to "this is a gunline and this isn't", but I think that if you can reliably sit back and not be worried about having to move (letting your opponent come to you) and it doesn't cause a major change in your game tactics if you lose one or two, then you've got a gunline approach. The addition of Slayers, adds a touch of urgency, but other than that...
Still, I love your lists. I can't wait to see what you do and how it turns out!
P.S. - Always know that ALL of my advice is take it or leave it. I'm simply trying to give you some avenues of thought you might not have explored yet.
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Post by Deleted on Jun 22, 2017 19:28:03 GMT
I'm a fan of the fencers blades. It's a great piece of defensive kit (yes, I consider it a defensive weapon) for something like a wizard especially, as making them harder to hit is a way you can bypass the "take no armor" limitation.
On the oldblood though; I would argue that being T5 with a 1+ armor save is pretty tanky as it is and instead take a great weapon or an ogre blade. It's more important to use those types of characters to shore up deficiencies in your existing list, one of those things being a source of high strength attacks for dealing with knights and tanky characters. I would much rather be S7 than WS10, but that's just me. If your opponent has more heavy armor than a single character or cowboy can handle then a slann with high magic can swap a spell for the signature from lore of metal to help out.
I love lizardmen high magic btw. Incredibly versatile.
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Post by mottdon on Jun 22, 2017 20:05:45 GMT
I'm a fan of the fencers blades. It's a great piece of defensive kit (yes, I consider it a defensive weapon) for something like a wizard especially, as making them harder to hit is a way you can bypass the "take no armor" limitation. On the oldblood though; I would argue that being T5 with a 1+ armor save is pretty tanky as it is and instead take a great weapon or an ogre blade. It's more important to use those types of characters to shore up deficiencies in your existing list, one of those things being a source of high strength attacks for dealing with knights and tanky characters. I would much rather be S7 than WS10, but that's just me. If your opponent has more heavy armor than a single character or cowboy can handle then a slann with high magic can swap a spell for the signature from lore of metal to help out. I love lizardmen high magic btw. Incredibly versatile. This is a great point. If you want greater strength, then I would definitely go with the Talisman of Preservation, Stegadon Helm and Piranha Blade or GW. That makes for a great, hard-hitting combo as well. You'll probably definitely need the 4++ Ward Save though, because you'll be getting hit a LOT more.
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Post by gregwarhamsters on Jun 22, 2017 22:44:10 GMT
Always know that ALL of my advice is take it or leave it. I'm simply trying to give you some avenues of thought you might not have explored yet. Likewise, I appreciate your comments defiantly food for thought especially when people (like me) seem to be set in a style of play ergo the slayers which I never use! Cheers Greg
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Post by grandmasterwang on Jun 23, 2017 9:08:46 GMT
I do think the dwarf list seems quite gunline'y with double cannon, double organ and double master engineer.
I like both lists and love the Carnosaur build discussion.
If you dropped down some guns and added some more slayers for Ungrim I'd lean the stunty way but as is I slightly prefer the Lizardmen list with your Carnosaur rider and Bastiladon/Stegadon Ancient in there..... 3 fatty dinosaurs to go with your dinos riding dinos is hard to beat. I like the overall speed of the Lizardmen list.
My guess is that the Lizardmen list is more fun for you and your opponent.
Looking forward to the report!
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Post by gregwarhamsters on Jun 24, 2017 12:08:28 GMT
My guess is that the Lizardmen list is more fun for you and your opponent. Looking forward to the report! Well I went with Lizards, actually played 5 complete turns before it hit midnight when we called it a day. I took my usual notes of the magic phase winds of magic and channelling but didn't write as a report. I vangaurded a few units forward but ended up going first stopping any charges. Not sure I should bother with combat units rather shooting units maybe. I lost out on the large combat by the fact I lost the rank advantage and stopped being steadfast, if I had been steadfast and held in the combat I was planning on flanking with the carnosaur and ancient steg. The game wasn't a total loss, magic was pretty pants, only my opponent rolled a 5,5 with most phases being 8 power dice maximum. not good when you've 4 mages on the table. I miss cannons, trebuchets and screaming skull catapults... I haven't figured out Lizards yet, I'm not sure my budget would allow for it either. I bought an army and I've added a few units to it. I liked Tetto and to be honest he's the first named character I've wanted to include for years. I don't think he cast a single spell all game. Sure he's a loremaster but I'm not sure about the Cohort either, the fact you can target the Krox just seems wrong when you cannot hit Ogre characters in the second rank but they can fight. Given that fact I can save 455 points, that's a combat unit - OK , I've only got Saurus armed with spears but it's better than nowt. My monsters are getting the crap shot out of them and now I know what it feels like having the boot on the other foot. I discussed the fencers blades with my opponent and he's happy with the ruling but I may well just stick him on a cold one as the dino gets beaten up too easily. Maybe sub it for the other dino I have, the steg with the engine of the gods. This in turn lends another problem though. I like the fact I can have wandering deliberations or access to loremaster of high, I've not really come to terms on what magic lore I prefer. If I had temple guard then life is a good choice but I can't rely on the other skinks with beasts or heavens. If I went with wandering deliberations the arcance configuration only works with a single spell, OR I just pick heavens to help the skinks. "Help me Obi-wan Kenobi you're my only hope..."I'm actually liking the fact I've a limited model selection, I also don't want to spend loads on this, I've my Dwarves, Tomb Kings and Brets that all need that final touch to get them finished, I also have a Vampire count list on the back burner. I only purchased these as a mate at the club wanted to get rid of them. Answers on a postcard to the usual address. Greg
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Post by grandmasterwang on Jun 30, 2017 7:06:09 GMT
My guess is that the Lizardmen list is more fun for you and your opponent. Looking forward to the report! Well I went with Lizards, actually played 5 complete turns before it hit midnight when we called it a day. I took my usual notes of the magic phase winds of magic and channelling but didn't write as a report. I vangaurded a few units forward but ended up going first stopping any charges. Not sure I should bother with combat units rather shooting units maybe. I lost out on the large combat by the fact I lost the rank advantage and stopped being steadfast, if I had been steadfast and held in the combat I was planning on flanking with the carnosaur and ancient steg. The game wasn't a total loss, magic was pretty pants, only my opponent rolled a 5,5 with most phases being 8 power dice maximum. not good when you've 4 mages on the table. I miss cannons, trebuchets and screaming skull catapults... I haven't figured out Lizards yet, I'm not sure my budget would allow for it either. I bought an army and I've added a few units to it. I liked Tetto and to be honest he's the first named character I've wanted to include for years. I don't think he cast a single spell all game. Sure he's a loremaster but I'm not sure about the Cohort either, the fact you can target the Krox just seems wrong when you cannot hit Ogre characters in the second rank but they can fight. Given that fact I can save 455 points, that's a combat unit - OK , I've only got Saurus armed with spears but it's better than nowt. My monsters are getting the crap shot out of them and now I know what it feels like having the boot on the other foot. I discussed the fencers blades with my opponent and he's happy with the ruling but I may well just stick him on a cold one as the dino gets beaten up too easily. Maybe sub it for the other dino I have, the steg with the engine of the gods. This in turn lends another problem though. I like the fact I can have wandering deliberations or access to loremaster of high, I've not really come to terms on what magic lore I prefer. If I had temple guard then life is a good choice but I can't rely on the other skinks with beasts or heavens. If I went with wandering deliberations the arcance configuration only works with a single spell, OR I just pick heavens to help the skinks. "Help me Obi-wan Kenobi you're my only hope..."I'm actually liking the fact I've a limited model selection, I also don't want to spend loads on this, I've my Dwarves, Tomb Kings and Brets that all need that final touch to get them finished, I also have a Vampire count list on the back burner. I only purchased these as a mate at the club wanted to get rid of them. Answers on a postcard to the usual address. Greg Nice photos and mini report.
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