| Fell Blade vs VC Black Coach | |
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| Tweet Topic Started: 23rd December 2005 - 12:13 AM (765 Views) | |
| Antherak_173 | 6th January 2006 - 04:46 AM Post #31 |
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Evil Overlord
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a chp is a champion I meant a 9 members gutter runner team. Used word rat instead of man. No black skaven, too much points. And 9 is the magic number. Takes 3 instead of 2 for a panic test. Here's my last tourney list i used. Worked pretty good. 2150pts MA with fellblade, ToP, bombs Assassin, warp-stars Lv2. warpscroll Lv2, 2x dispel scroll 6 groups of 8 night runners, 3 with weapons, 1 with stars, 2 with both weapons and stars 2 groups of 5 naked night runners 2 groups of 9 gutter runners, poison hw 2 group of 6 tunelers, poison hw 4 rat swarms 9 globadiers 1 triad For 2000, drop things like 1 swarm base, 1 group of dual equipment night runners, drop 1 set of equipment on the other group, ect. Jam a big elite unit with swarms and shoot over them in hth with globadiers, dual charge with gutter runners and triad, shield lure and march block with the 5 night runners. Don't underestimate the power of 9 gutter runners. I've always come on top of beast herds, so they aren't that bad. |
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My Wants My Haves | |
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| Malignus Rodenticus | 6th January 2006 - 06:15 PM Post #32 |
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Attorney to the Rats
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What do you mean by shireld lure with the night runners? Also, assuming I play against an Bretonian Errant army, with three units of 15 knights each with a paladin, and one with general, how should I approach this with an eshin list, using your above 2000 list? Also, how should I use my small units of nightrunners (doesn't matter which opponent)? MR |
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| Antherak_173 | 7th January 2006 - 12:09 AM Post #33 |
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Evil Overlord
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*edit* the list above, i've accidentaly hit 8 instead of 9 for the night runner units. What i meant for the small 5 man naked night runner units is that: Shield: They can be used as a living shield against shooting. Lure: They can lure frenzy troops and make fanatics come out pretty well. March block: Use that lovely 12" move to put yourself in situations were you are always near opponent, to march block and hider his mobement. Those 1-2 small 25pts units can be terrific, and if you see no use for them in a game, simply deploy them at each side of the field, at the very near edges of the table, securing/contesting those table quarters if no one come for them. For one knight unit, use swarms (preferably you charge, or they'll die fast, and then shoot them with globadiers. Should weaken them much. As for errantry list, depend on what he bring. That is a pretty hard list, and i don't think eshin can really match this one well. All errant units with +3 Str on the charge (lance+magic banner), not many units lost from the main book list. I didn't play yet vs errantry list specifically, so here's what i would try. Use UCoD to its best, and hope for good rolls. That way, it can jam his long charges and when your on his flanks, dance around him (should be easy) and pick your fights wisely. Eshin plays very much like last edition wood elves. Do not expect a massacre, dictate what fight what and choose your fights, the one that makes points and are not too risky. it only takes a minor victory to win, not a carnage. Assuming they get the charge, i'm pretty sure 9 gutter runners can beat pegasus knights. Trebuchet should not be much problem, with night, and hitting skirmishers is harder and tunel team can nail it, if he takes pilgrim, gutter runners and triad will drop them until the last, the yeoman are a piece of cake even for night runners, men at arms can also be dealt with by gutter runners and triad dual charge. Bowmen will die to night runners, as they won't shoot that much and will have a hard time hitting something. The knights, on the other hand, will be harder. One unit is dealable, but many is hard. And that ward save will be the worst enemy of the MA. If he takes 4 fighty character, you shouldn't have problem skitterleaping assassins around. Their ranks will make it almost impossible for us to beat them when flank charged. What i could suggest is trying you MA in the knight unit that have the general and the hero, and challenge. If he accept, kill it, and then challenge, kill it, etc. General, hero and champion should net you 3 challenges if he move his guy in his turn to touch yours. If he refuse, dump the 2nd character touching the MA on the back (remember, he'll loose the blessing if he refuse, as well as his character won't fight for all time of this hth), and hit the other one normally to kill it (preferably the one who cost more) Harrass a unit with constant warpstone stars in hope of dropping them by half, and at least drop their movement and manoeuverability. So: - Knight unit #1: swarm and globadiers - Knight unit #2: hit with MA to kill characters and net bonus points (hoping its worth more than MA itself) - Knight unit #3: harrass with warpstone stars - Knight unit #4+: evade as best as you can. - Pegasus knights, men at arms and pilgrim can be taken out by combined might of gutter runners and triad - Bowmen and light cavalry can be killed by night runners. - Trebuchet can be killed by anything, even by the 2 wizards. So do you points, evade the knights in the dark and use terrain as its best. That's what i'd do. |
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My Wants My Haves | |
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| Malignus Rodenticus | 8th January 2006 - 11:03 PM Post #34 |
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Attorney to the Rats
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Thanks Antherak. I played the list yesterday is a RTT. While it was not the first time I used it, it was the first time correctly. The posined wind globadiers were great. They distracted so many of my opponents. They acrually worried more about them than by assassins. While I lost all three games, it was not on account that I used em wrond. Rather: Game 1 Bretonian player: Miscast turns 1-3. Got one skitterleap off and killed his general w/ regular assassin. Had a hard time getting to his characters as he did not put them (accept for his damsels) in units. He kept them in teh rear. Because I could not skitterleap, I just could not get them. Game 2: Lizardmen. Very bad game. My opponent challened everything I did, challenged every nuance in teh skaven list. For example when my rat swarms were killed, he insited that my globadiers make a break test. I said no, they are expendable. He did not understand, and called teh judge over before I could get my rule book out to show him. Pissed me off. Master assassin who was not hiding, got charged Lord on carnosaur. Since I would not get first attack, I fled, I roled 3D6 ended up with 17, with the +1, 18." That was just enough to put me off the table. After the game we had a mock battle, MA (with fellblade) vs. Carnosaur/general. Assuming I charged, I won. If he charged he won. Game Three v. Vampire Counts. In turn two I skitter leap my MA into the side of a skeleton w/ vampire lord w/ von carstien ring. I hit her twice, wounded once. She struck back, wounded one. I fled, she could not pursue (smoke bombs), but I ran right into the path of a dog unit. Next turn dog unit charged, and I was overrun. My Assassin killed two necromancers before beoing taken down. Amazingly, my nightrunners took out two units of (1) ghouls Good games, bad dice. MR. |
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| Driazine | 14th January 2006 - 05:55 PM Post #35 |
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Clanrat
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i am very anti of the fellbladed assassin, mainly because everybody fields him and statistically he will die at the end of the game. my master assassin is as follows: Warpstone Amulet Bands of Power Weeping Blade this gives me strength 9. making my guy able to kill a chariot just as well. he deals only half the wounds that the fell blade will deal, but usually this is enough any way. there is of course a downside, but in the end it is an alternate assassin. |
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mi grammartic and spellink misteks be corpirited wiz al o ze rites reserft © my tactics here | |
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