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How to deal with 48 horrors
Topic Started: 29th November 2010 - 10:06 AM (429 Views)
bakfire the experimenter
graduate of the school for dangerous inventions
I was at a tournament at the weekend and my last 2 games were against daemons with 48 horrors. I was casting 13th spell on them but just couldnt make a big enough dent in them.

Im now wondering if I would have been better off casting plague om them.... Lower casting value so it would hopefully allow me to attempt to cast other spells to drain dice

Im thinking 48 on toughness tests should see 24 wounded and then 12 dead, if I managed to get wither off then it should kill more, then when the numbers drop to a reasonable level 13th them.

Any thoughts
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Greycloaked
Clanrat
played against DoC that had an all horrors list on 1500 pts yesterday and my solution to his many horrors were triying to get plague through and then also try 13th if I had power dices enough for it.

Then charge them with slaves with a lot of ranks that you probably have in the army and let them die from CC and shooting/magic.
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Ablabab
Chieftain
Wither + rocket.

Wither + plague.

Unless you are using a powerscroll, don't rely on the 13th.
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the-graven
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Clan Moulder Mutator
It's a big unit that can act as mage, but very expensive too, also they suck in combat, he'll probably have changeling and Tz herald in there, but still beat him in combat they suck in combat(though a 4+ ward makes them survivable).
But well, he'll have a 650-Point(assuming Changeling and Tz Herald are there too) unit, that's a lot for a lvl4 mage unit with a lvl2 mage in it, you should be able to completely beat the rest of his army and when everything is dead, smash that unit in the ground with all your might.
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Paricidas
Doomwheel Driver
Plague monks with a plague banner will rip these guys a new one, if the opponent ever lets you get near it.
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Flem
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A blood curling cough a day, keeps the assassins away

played against a simular setup once.

The mere wisdom i can share with you is casting either scorch or plague on them.

Although combat is a far better tactic.
Alot of our stuff grinds through them: the a-bomb, storm Vermin, Monks(with or without the furnace).

I also often try to charge with gutter runners to kill the herald hiding withing the unit, dropping back their ward save and his lore of life spells :P.

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Clanseer Skabrius
Lord of the Undermountain
Template weapons: Warpfire thrower/ Poisoned wind mortar/ Plague Claw Catapult could cause a lot of hits. Same with magic: Scorch and Plague seem like good ideas.
However, I think a Hell Pit is a good idea (watch out for flaming attacks though). It never fails to amaze me how quickly a Hell Pit chews through a unit, especially now that he has Thunderstomp.
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Kevlar
Doomwheel Driver
Of course plague is going to be better against huge units. You only average 14 kills with 13th. On a unit of 50 peeps plague can take out 25. I always refuse to cast it though because that big unit is usually tied up with my slaves and I don't want to kill off half my slaves along with the enemy unit!
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CapAmr05
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Don't forget most Horror bunkers are going to be running with some form of Magic Resistance to make them even more unkillable against mass damage magic, so Magic isn't necessarially the best way to handle them. Shooting is good but it takes a lot of direct hits to make a noticable dent.

Soften them up as much as you can, but you will need to get into close combat and force irresistability tests.

A furnace supported by 1 or 2 compotently built combat units (clan rats/ SV with a moderate fighty lord/ chief) should be able to do a fair amount of damage over the course of a few turns.

You should have enough other units on the board to delay/ beat his other stuff.

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