| 2250pts Tournament; Keeping the FAQ in mind | |
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| Tweet Topic Started: 10th March 2010 - 01:02 AM (319 Views) | |
| chieftainskritchskritch | 10th March 2010 - 01:02 AM Post #1 |
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The Freshmaker
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Lords and Heroes * Warlord - WAW, Enchanted Shield, Portents, Rival Hide, Bonebreaker. * Plague Priest - Lvl 1, Flail, Dispel Scroll, Furnace * Plague Priest - Lvl 1, Flail, Dispel Scroll, Furnace * Warlock Engineer - Lvl 2, UWEC, Dispel Scroll Core * 25 x Slaves * 25 x Slaves * 25 x Slaves * 25 x Clanrats - Full Command * 25 x Clanrats - Musician, Standard * 25 x Clanrats - Musician, Standard Special * 25 x Plague Monks - Musician, Standard, StormBanner * 25 x Plague Monks - Musician, Standard * 5 x PCBs * 5 x PCBs Rare * 1 x Warp Lightning Cannon * 1 x Warp Lightning Cannon TOTAL = 2250pts Roles and Responsibilities Ok, this is designed to be a "grinder" combat-oriented army. By "grinder", I mean it makes use of items that nullify ranged enemy attacks (specifically the StormBanner and the scrolls), allowing it to close with the opposition relatively unscathed to bring its numbers and hitting power to bear on the foe in full force (effectively "grinding" the enemy down through combat might and strength of numbers). Note that ive kept the priests as lvl 1 casters. This was deliberate for 2 reasons. 1: it keeps points low in the furnace units, meaning that if they die im not giving away so many VPs, and 2: their primary use is as combat characters, so I dont want them hanging back and casting spells, or dying to miscasts. The list is built around 5 primary hitting units: The Bonebreaker warlord and his clanrat retinue, the dual furnaces and the dual PCB units. Its the job of these units to rush across the field and bash the head in of any enemy unit worth bashin'. Of course, target priority is a must. Against units that Strike First for instance, one of the Furnace units would engage that to make use of its Impact Hits and Censer Fumes (thus robbing the opposition of their ability). Against slower foes, the Warlord and his unit will engage them, hopefully wiping out the front rank through the general's mighty 10 S5 attacks, and breaking the unit through combat res, kills and the Portents. The censer bearers are used as an all-rounder, capable of responding to any unit and giving it a good kicking (particularly heavy cav). To stop the furnaces getting lead around the field by fast cav and the like, the clanrats and slaves will be acting as flankers, blocking off a large portion of these trundling behemoth's Line of Sight and forcing them to move straight towards their intended target (kind of like a big, gassy torpedo), as well as pose a significant threat to the flanks of any enemy unit sucked into the Unbreakable Plague Monk swamp. Of course, to prevent the furnaces from being smashed to splinters by well aimed cannonballs, the Stormbanner will be popped around turn 2, granting them a modicom of protection from such things. The cannons are in the list as monster hunters. They'll be keeping things like dragons and hydras honest by posing a significant threat to them (even though the Strength of each cannon will vary, you just cant quite be SURE that they wont throw out a well aimed S10 shot). So there we have it. The list and the rundown. What do you all think? Too top heavy? Not strong enough? All feedback is welcome. |
| You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again? | |
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| Pestilent Lord | 10th March 2010 - 01:17 AM Post #2 |
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Doomwheel Driver
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Considering your intent to use the Priests as crushers I'd get one of them a Scrying Stone. It could save a life. ![]() Paying for it could be accomplished by offing a few slaves. And who doesn't love to kill slaves? |
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“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.” Skaven 7th: W/L/D 6/5/2 High Elves: 2/3/1 | |
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| CapAmr05 | 10th March 2010 - 03:00 AM Post #3 |
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You could drop the musicians out of the furnace units, you're almost never going to tie in combat and on the odd chance you do, and the enemy has a musician so what? you're unbreakable and further on the odd chance scale, if you lose your furnace (thus unbreakability) you're probably not going to be tied in combat anyways, and still further, who wants a bonus to rally a bunch of sissy monks that couldn't even keep their furnace alive? not me. :angry: Ok that last one was kind of a joke, but still you've got a very good chance of never having those musicians help your furnaces, I'd funnel the points into something else. --Cap |
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Lonewolf Grand Tournament April 28-30 The Beer Phase Podcast Clan Skrittar | |
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