| Thinking of starting a second army; obviously not to replace my skaven | |||
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| Tweet Topic Started: 23rd June 2007 - 04:05 PM (302 Views) | |||
| Saint Anger | 23rd June 2007 - 04:05 PM Post #1 | ||
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Holiest Of Angered Furriness
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Topic title seems fairly self-explanatory to me, however I'm having problems deciding what to go for, because no matter what i pick, I can't help but think that its got too few models. The armies I'm interested in are: Chaos (Mortal for preference, maybe beastmen) Tomb Kings High Elves Basicly, what are peoples experiences playing with/against these armies, any suggestions on how to wean me off of my horde dependance? Please dont assassinate me :ph43r: [edit]: Incidently, although this could have easily gone in general discussion, i figured its the kind of topic that goes off-topic quite quickyl, so i thought why not place it here? Feel free to move it if you wish oh venerable council-rats |
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| Warlord Bloodfang | 23rd June 2007 - 04:43 PM Post #2 | ||
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Officially Awesome
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Hmm... I've been thinking about starting a Chaos army, most likely a Khorne army at that. Though my reasons would mostly be for painting purposes. Chaos would be the army with the most troops choices, having the motal, daemonic and beastmen varieties. Then you have the choice of either a specific god or undivided. They certainly have a lot of choices in making an army but their forces are quite low in numbers. I've faced someone who plays Nurgle primarily and he takes in a 1000 (around) point battle 2 squads of chaos warriors, plague bearers, 1 nurgling base, 5 mounted marauders, a champion and a mage. Compared to my 2 clan rat squads, 2 slaves squads, 2 nightrunners squads, 1 plague monks squad etc... it's really small but they hurt a lot! High Elves have quite a large amount of troops to choose from and the models would be nice to paint. However I think their armies are quite specialist as in they have specific troop for certain jobs. They do have Bolt throwers however and those are quite good I think. Knowedge on High Elves is limited as I've never played them. Tomb Kings: I was going to get Tomb Kings, undead army, they all cause fear. They can have squads of chariots and their archers are good. I believe that they are kind of like Necrons in some respects as to their annoying ability to keep coming back after being killed (More so then Vampire Counts I mean). However remember that they need to keep their Hyrophant alive otherwise their whole army starts crumbling to dust. Hope this helps in choosing.
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| Mebob | 23rd June 2007 - 07:34 PM Post #3 | ||
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Pants are for the weak!
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My Chaos Tzeentch army was the largest one ive ever collected 6'000 points of deamons, beastmen and mortals, i found them pretty straight forward to play, and fairly easy to win with, quite powerfull im combat, backed up with a dominating magic phase (i've even seen the bulk of the enemy army flee on turn 1 due to magic! although the rules ahve changed since...)I have never played with high elvse, but have played agaisnt them, and from the looks of it they are pretty fragile and hard to play with but when played right, are awsome (but thats only from seeing other people playing them against me) Tomb kings...no comment, never played with or against them. Hope this helps |
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| Blood Vixen | 23rd June 2007 - 08:09 PM Post #4 | ||
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All hail the Age of Skaven
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*begins the high elf preaching* high elves are one of if not the hardest army to play and are the polar opposite of skaven in most respects 1. nothing is relly expendable 2. even the most basic unit is most armys elite 3. hits like a mac truck but falls over when hit with a feather 4.when used effectively by using their combos for e.g. curse of arrow attraction spell then shoot at the unit which then gives you all rerolls to hit 5. argueably the best spellcasters in the game having the option to choose their spells and having the 8 book lores as well as their own lore 6. a army of everything flyers war machines infantry cavalry mages but none are effective my themselves overveiw: used right you cant lose but dont use right youve pretty much lost nothing will work by itself like in skaven so you need to combine your stuff going mage ehavy and cav heavy will only get you so far |
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| Shhhh I'm not here | |||
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| Warlord Scratch | 23rd June 2007 - 11:10 PM Post #5 | ||
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Tactician
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I love playing with HE occassionally, but I wouldn't want to collect them. The tactical challenge and the complete re-think in tactics needed is far more marked than the other two. Chaos are less challenging, can be made very characterful and are great conversion pieces (I've only done Flayerkin, but chaos conversions are not hard to come by on t'internet). TK are the only ones I have no experience of playing with and limited of playing against. Magic is very interesting (and very safe and reliable), Chariots are quirky as no one else uses them much, but apart from that it's hard to reccommend them. Much like Skaven, they have special units that are worth the effort, but I just can not bring myself to like an army with a base unit as weak as Skeletons. Clanrats are functionable, but Skellies arn't good enough to form a solid centre, my favorite deployment style. | ||
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| Warlord Bloodfang | 24th June 2007 - 10:17 AM Post #6 | ||
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Officially Awesome
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The thing with Tomb Kings is that yes their core units of Skeleton Warriors are bad, it's the other units around them that make the army alot more effective. The Chariots are good to use on the flanks due to their speed, as you said their magic is really reliable (I think that they can't miscast on magic or something...) and their other units (Ushabti, Bone giants, Screaming Skull Catapults, Carrions, Tomb Scorpions) they all create the centre of the army. Basically, if you choose Tomb Kings don't use the Skeletal Warriors for melee (Use Tomb Guards for that, equip then with bows and use them to pick off and possibly panic units before they get into combat (I think Tomb Kings get a bonus or two for archers? Something about weather and maybe a spell...) with your other units (along with SSC if you get one) then you hit them with the hard center of you force. |
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Clan Bloodfang Capre Jugulum: Vampire Counts Army My Custom Doomwheel | |||
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| Stinkhair | 24th June 2007 - 03:30 PM Post #7 | ||
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Dabbling GM. Clanrat loon. 6th Edition Aficionado. Bitter.
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Magic: Tomb king preists and high preists always know all four of the incantations in the tomb king's spell list. Makes liche priests pretty useful, resurrecting one turn, extra shooting or charging the next, magic missile in the one after.... Incantations are automatically cast on a powerlevel of 2D6/3D6. No micast. No irresistable force. Troops: Though I've only played against TK a few times, they seem to be an army that needs cohesion. Though the Skeleton warriors do suck, they can easily be resurrected by liche priests, pinning the enemy down while the chariots, ushabti, bone giants or other units of skeleton warriors move to turn your flanks. The skeletons also lend numbers to a combat, and can cause a unit beaten by 1 point of CR to be autobroken. Cohesion between units and magic use allows the TK to pin the enemy down and work through units methodically. TK shooting is supposedly mean, but, meh. Their archers always hit on 5s. Come rain or shine, movement or hard cover, it's 5+ all the way. The screaming skull catapult is quite lethal, with an upgrade that forces morale tests on any units that suffer a casualty (like WFTs). These, combined with a couple of liche preists using the 'extra magical shooting phase' incantation, can make them quite deadly shooters (while their tunneling tomb scorpions can attack the enemy's warmachines..)Were I to use TK, I'd use large units of skeleton warriors (backed by resurrecting liche priests) as giant tarpits to hold the enemy down until chariots, ushabti or cavalry could get onto the flanks....
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| Queetik | 24th June 2007 - 08:27 PM Post #8 | ||
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"Master" Assassin
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To get in on this TK talk, I would also like to point out that TKs have some of the best movement abilities in the game! This would be due to units being able to move in the movement phase (duh) and be moved in the magic phase. If played right, their heavy hitters should always be getting the charge. Oh yeah, and if you use a Screaming Skull Catapult and it dies, who cares? Your liches can "heal" them and bring them back. Freakin' amazing stuff. However, one of the main drawbacks is that TK armies will always be outnumbered, because even their crappy skeletons are expensive. |
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| The Shadows of the Howling Heights are contemplating a return in 8th | |||
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| Dashtak | 24th June 2007 - 10:15 PM Post #9 | ||
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Stormvermin
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My cousin picked up TK... spent like $300, played 3-4 games with them and abandoned them for Beastmen. So, I've been doing my research on the TK as well, and they seem to be a fairly fun army... very different from Skaven, but fun nonetheless as they are very unique. However, as you are considering HE, I would suggest waiting for their new army book to be released. I've heard through the grapevine that they are next (methinks, but not sure) to be released. All I've ever read or heard of them is that they are a very difficult army to play and need an overhaul badly. So this could work out to your benefit. New Models, new rules and hopefully fixed army. Oh and if you want to abandon you "horde" mentality, i think Chaos is the way to go. - Dash |
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| Saint Anger | 25th June 2007 - 05:58 PM Post #10 | ||
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Holiest Of Angered Furriness
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Thanks for the advice so far, it is supporting my leanings towrd tk, 'cause I like the mini's more than for HE or chaos (i loved the pre-soc chaos warriors, the post-soc ones arn't nearly as cool) However, i intend to have a look around the house/attic, as my big brother used to collect warhammer, but didn't really stick to just one race (he prefered the painting/modeling to playing) so i'm going to see what I can come up with, and "proxy" a few games with each army, see which one i'm drawn to then. |
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although the rules ahve changed since...)








