gIL^:
Lol yea just take an iron daemon walk it in and sit there. Bus has been stopped 
gIL^:
Lol yea just take an iron daemon walk it in and sit there. Bus has been stopped 
The Charioteer:
my thanks @deadlydeceiver :)Actually a bus is a unit thats fast, and deeper than wide.
Agalstrax
Grimbold Blackhammer:
Interesting how different people see different things. I had always defined a ābusā as something that moves fast and hits hard. While a ādeathstarā unit is something that has so many points in it that you cannot win without destroying it.
Grimbold Blackhammer
The Charioteer:
Interesting how different people see different things. I had always defined a "bus" as something that moves fast and hits hard. While a "deathstar" unit is something that has so many points in it that you cannot win without destroying it.basically the same as my appraisal. except with mine a deathstar cant be cav.
Grimbold Blackhammer
Grimbold Blackhammer
Niblebitzer:
Good advices have allready been given. My receipt is below.
That bus aināt gonna stop on Iron Daemon. They hit way too hard.
That bus casts 4 invocations per turn to raise knights back, so first you must remove elements that cant be brought back. Vampire Lord alone can chop infernal guard unit down if given time but same time is hardest to kill.
As mentioned before, good solution to that isā¦
- Prophet-sorcerer w Death Lore to snipe characters, one by one. Start from heroes, they die more easily. Each killed hero lessen the threat. Purple Sun is good too and even one ending short of enemy unit will make them think twice where they want to move in their movement phase.
- Daemonsmith w Metal Lore to harvest knight and raise threat to unit in common.
- Khans on wolves to make sure they wont reach your army. Redirect.
- Magma Cannons, those are insane. They hit almost every time and have enough punch to kill knights and vampires that fail LOS. Best aim is 2.5" short from units rear edge.
- Pack some MR and dispel power to cover necromancerās death lore.
- 2 units of 3 bull centaurs to wipe opponents chaff off the table and for redirect if in proper position.
themanbelow:
What about three skullcrackers, a magma, a hellcannon and a destroyer?
khedyarl:
Thing with a Skullcracker is that itās virtually impossible to get the charge off against a unit of cav (specially a unit of cavalry that can maneuver in the magic phase, given that you can only charge in perfectly straight lines).
That said, if the guy gets stupid and allows two Skullcrackers to hit home⦠well, I suppose that is goodnight.
theforgefather:
have you tried annoying your opponent into resigning? it works quite wellā¦
ChungEssence:
Against that list for iād have 2 units of 5 wolf riders in addition to as many wolf riding Khans (separate) as i could fit in.
The thing is, besides the Master Necro, who has Death lore, it doesnāt really have much in the way of High Level wizards. If you can get rid of him it shouldnāt be too hard to stop the raising.
One trick which may or may not depending on the rules (Rules guruās please help me out here) is the Rulebook Hex scroll. His normal vamps who do the raising are likely to fail this test and get frogād. Does this stop the horse from carrying them which forces them out of the unit if it wants to move? A sneaky trick if it works then opens the vamp up for sniping or the bus has to chill with the frog vamp.
Magma Cannons as specified. The spectral steeds ignoring the Dreadquake effects is a bummer as I try to field one just to use my earthshaker Model.
Against the list I would definitely take a Feedback scroll which iād not normally take.
Iād actually be curious to see how that bus would fare against a sword of anti heroās Tauruk led Bull Centaur Horde, possibly with other Taurukās to challenge out the vamps. You lose the stomp, they use the killing blow. As in the list posted they have no lances the knights will struggle to get through and the normal vamps will (hopefully) bounce off the Taurāruks