sam585:
I had two losses on Friday, one close and one not so much, I played stupid and reckless both games but I did it for mainly for a final learning experience on this style of army and I already knew that sitting back and weakening my opponent with magic and shooting works, I needed to know if my centaurs can stand up to truly terrifying combat blocks that are still at full strength. And I just had to attempt to kill a level 4 with 2 khans
(ended terribly)
Here is the deal about this particular list.
Bullcentaurs, even with two heroes, cant fight serious power units, and will get butchered mercilessly. What is a serious power unit?
I am looking at these:
Tomb Guard horded with tomb king, and necrotect with halberds and razor standard
Witch Elves with cauldron in horded
Savage Orc Big’uns horded
An Ogre Gutstar in horde formation, though this really does come down to buffs and hexes in use, who got the charge, etc and is likely the best opponent for our centaur block in the list of truly nasty units.
Though the centaurs cant beat those units, I honestly believe those to be some of the greatest combat blocks in the game.
Things centaurs can beat in a straight fight->
Generally anything else, Centaurs are in a nice position because of toughness 5 with a 3+ armor save, and when run is such a large unit with the double heroes they can really achieve a lot against more typical or good combat units.
Thus the opponent really determines how the centaurs will function in the army. If they have a serious combat block, then the centaurs have to play defensive and let magic, and hopefully a few rounds of rockets thin out those units to the point where the centaurs can kill them. If they don’t have that type of combat block, then the centaurs really have free reign, and can just go around eating enemy units. Though it is really not that simple and magic and other phases of the game do play in, but the centaurs will be in a significant advantage if the opponent lacks a potent combat unit.
Now Khans, 5 Khans really is overkill, and 4 is probably all that is ever going to be needed. And 4 Khans is still quite potent especially if you roll up with ashstorm. The nice thing about having 4 khans is that you essentially have 2 you can dedicate to hunting warmahcines and another 2 just for chaffing. Moreover, the hobgoblin rank and file are another chaff unit.
So hobgoblins Khans are really really cool and here is why:
1- They can vanguard and be a threat to enemy warmachines on turn 2.
2- You can setup combo charges on your opponents main combat units, and have the Khan challenge the enemies combat lord or hero so that your combat unit has an easier time.
3- They can redirect very well.
4- When used together they can destroy a lot of other chaff units.
5- 4 Khans, when not played foolishly, are very difficult for the opponent to just get rid of, I have never had more then 1 khan die a turn to ballistic shooting now against woodelves, yea those khans are dead but that is to be expected. Magic spells tend to usually don’t focus on the khans.
The Infernal Guard block, is actually kind of interesting.
When deployed 6 wide with the bsb and the general they throw out 17 strength 6 attacks a phase, unless they get decimated before they can swing (which usually only occurs when fighting a truly powerful combat unit). When gifted with hatred they have a very high damage output. In my games so far, this unit has made it into combat relatively unscathed due to the opponent focusing on everything else, mainly dealing with the chaff and maneuvering for the centaurs. The bigest thing I feel you must watch out for this unit is killing blow. Now only a few armies have access to it, it creates a very big threat for our lords and heroes who can easily be dispatched, and preferably you would not be getting into combat with those units.
The rockets, ok they are pretty cool especially when you don’t rely on the reroll. They usually draw a lot of attention from the opponents artillery. Against those armies that have a significantly powerful combat unit, you must pump 2-3 rounds of rockets into them to make them manageable. With such a large pie template, those elf elite units which gives this army a headache are easily dispatched. Against the likes of tomb guard, it is a little more difficult but it is still quite doable since they are reallly slooow.
The Sorcerer Prophet then plays a very important roll in this army. First and foremost ashstorm, not as needed as much in the early game but late game we are rally using ashstorm to swing combats to our favor with the -1 to hit. Thus early game (if you get it) flames of azgorh must be cast turn 1. It is a risky job since you need to 5 dice flames of azgorh making the chances of getting irresistible force a very real prospect, but luckily flames is such a powerful spell that you need only get it off twice for that big scary unit to be broken. Additionally, he gives re-rolls to the rockets when facing a scary army.
The basic strategem for this army is to not get into any serious combat until turn 3 or 4. The rest of the time should be focused on weakening the opponents combat blocks, and moving the army into position. Now please be advised, I learned that this army is really really unforgiving and you really cant make any mistakes, and you must be aware of pretty much all of your opponents possible moves, but with that said it is a very very fun army and has reignited my love for the LoA and I hope more members test out more combat and movement focused LoA lists.
To make a more competitive version of this army, it would really be to switch out a Taur’ruk and a centaur for an irondemon as mentioned earlier. Or if you feel confident enough a K’daii destroyer. Both of those options completely change how this army functions and makes it even harder for the opponent to make a focused response against you, however prepare for a serious comp hit if you do so! :sick
Additionally, if any of you good members have the time would you mind playing a similar list and reporting back on your experiences? I will give slaves if you do so! 