[TOW] Game Knight Escalation League šŸ†

Hey yā€™all :slight_smile: So I signed up for an escalation league that will be ongoing for the next 5-6 weeks. Iā€™ll pen down my findings and experiences in this thread here. There will be (ought to be) 6 battles total. First two will be at 1200pts, next two 1600pts, and the last two 2000pts.

My 1200 point list is as follows, and itā€™s way too overpowered for what Iā€™d initially thought up, but I saw a friendā€™s list and was like ā€œI gotta pump up these numbers!ā€ he then proceeded to make a less beefy list, but whatā€™re you gonna doā€¦ Anyway, here:

1200pts Chaos Dwarfs

++ Characters [532 pts] ++
Sorcerer-Prophet [445 pts]
(Darkforged weapon, Heavy armour, Level 4 Wizard, General, Bale Taurus, Talisman of Protection, Armour of Meteoric Iron, Daemonology)

Hobgoblin Khan [87 pts]
(Hand weapon, Throwing weapons, Shield, Giant Wolf, Ruby Ring of Ruin)

++ Core Units [303 pts] ++
15 Infernal Guard [243 pts]
(Hand weapons, Heavy armour, Shield, Deathmask (champion) [Hellshard], Standard bearer [War Banner], Musician)

10 Hobgoblin Cutthroats [30 pts]
(Hand weapons, Shortbows)

10 Hobgoblin Cutthroats [30 pts]
(Hand weapons, Shortbows)

++ Special Units [365 pts] ++
Iron Daemon [275 pts]
(Steam Cannonade, Hand weapons)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

My opponent in the first battle was a dwarf player who was quite inexperiencedā€¦ My friend had recently beaten him at 20-0, and when I saw his list I immediately felt the pain of guilt for what I was bringing onto the table:

1200pts Dwarfen Royal Clan

++ Main Force ++ [1198pts]

Characters [239pts]

Runesmith [125pts]: Hand Weapon, Heavy Armour, Master Rune of Balance, Rune of Spellbreaking Thane [114pts]: Hand Weapon, Full Plate Armour, Great Weapon, General, Master Rune of Swiftness, Rune of Fury

Core [434pts]

Longbeards [161pts]: ā€¢ 11x Longbeard [13pts]: Hand Weapon, Heavy Armour, Shield ā€¢ 1x Elder [6pts] ā€¢ 1x Musician [6pts] ā€¢ 1x Standard Bearer [6pts] Quarrellers [105pts]: ā€¢ 10x Quarreller [9pts]: Crossbow, Hand Weapon, Heavy Armour ā€¢ 1x Musician [5pts] ā€¢ 1x Standard Bearer [5pts] ā€¢ 1x Veteran [5pts]: Crossbow Royal Clan Warriors [168pts]: Shield ā€¢ 15x Royal Clan Warrior [10pts]: Hand Weapon, Heavy Armour ā€¢ 1x Veteran [6pts] ā€¢ 1x Standard Bearer [6pts] ā€¢ 1x Musician [6pts]

Special [357pts]

Dwarf Cart [65pts]: Dwarf Crew (Hand Weapon), Draft Pony (Hand Weapon), Bugmanā€™s Cart Grudge Thrower [95pts]: Stone Thrower, Dwarf Crew (Hand Weapon, Light Armour) Hammerers [197pts]: ā€¢ 11x Hammerer [16pts]: Great hammer, Hand Weapon, Heavy Armour ā€¢ 1x Royal Champion [7pts] ā€¢ 1x Musician [7pts] ā€¢ 1x Standard Bearer [7pts]

Rare [168pts]

Irondrakes [168pts]: ā€¢ 10x Irondrake [15pts]: Drakegun, Full Plate Armour, Hand Weapon ā€¢ 1x Ironwarden [6pts]: Drakegun ā€¢ 1x Standard Bearer [6pts] ā€¢ 1x Musician [6pts]

We rolled mountain pass, and set up terrain and our dudes. I got a +1 to get first turn, and I did. I had gathering darkness, vessel, vigour, and ash storm, and rolled a 6 on the darkforged weapon chart for that sweet +1 to cast. This is where we start out:


My iron daemon and taurus are holed up behind impassable terrain, in case i didnā€™t go first.
My infernal guard are, Iā€™m sorry to say, largely inferior to-, and definitely outnumbered by the traitor kinsmen, so I pop them behind a screen of hobgoblins.
The bolt throwers are placed terribly, and only get 2 quarellers the whole game.


:point_up: End of round 1. My Prophet on Bale Taurus rears up to do some work, he also got off an Ash Storm, hindering the enemy shooting. The grudge thrower misfires its only shot, sadly.


:point_up: End of round 2. Prophet wipes out the grudge thrower and turns to face the rear of the enemy lines. The Iron Daemon pops off some shots on the hammerers.


:point_up: End of round 3. The Iron Daemon fires up the kettles and reverses 4Ā½ inches, to put some distance between itself and the hammerers.
The prophet scares off the quarrellers, redirects into the irondrakes, and makes them FBIGO. Everyone faces the Taurus.
The Royal Clan Warriors boldly charge the newly reformed infernal guard, but are soundly beaten and forced to give ground. The infernal guard restrain pursuit, content with their efforts for the time being.


:point_up: End of round 4. Things start to go steeply downhill for the traitor dwarfs. The Iron Daemon lurches into the hammerers, dealing its full impact hits and absolutely decimating the unit to the last man.
The Bale Taurus takes flight and charges the royal clan warriors in the rear, and the infernal guard hit them in the front. They are severely broken, and the taurus prophet runs them down as they flee.


:point_up: I think I forgot to take a picture in round 5, but hereā€™s how it looked partly into round 6. The Bugman cart got destroyed, and the prophet enters a challenge with the enemyā€™s Thane general. Suffice to say, he doesnā€™t last very long.
The infernal guard get stuck in with the irondrakes.
The Iron Daemon fumbles its gearshift and comes to a screeching halt. It fires off some shots, but not enough to wipe out the quarrelers before the end of the game.


:point_up: Round 6. Disaster for the traitor dwarfs. The longbeards fail their leadership (we forgot stubborn! But the overall outcome wouldnā€™t have changed) and are run down by the taurus prophet (I donā€™t seem to have moved him, but it doesnā€™t matter much, heā€™s in the way of the infernal guard anyway).
The infernal guard win combat vs the irondrakes and they also fail their break test, despite still having quite a high leadership.

Wrap Up:
The battle ends in a resounding 20-0 victory for the chaos dwarfs. My opponent, as I feared/suspected, simply had no answer to my two T7 W7 behemoths (at least not after I demolished his grudge thrower in my turn 2), and I played my remaining infantry well enough to mostly keep them in favourable matchups. My one hobgoblin unit was fleeing at the end of the game, which awarded my opponent 15 victory points.

Thoughts:
The mobility and potential for destruction granted by the bale taurus is really quite awesome, but I still have yet to see him pitted against a dragon or a similar mega beast. I doubt he will necessarily be successul in such a match up.

The Iron Daemon continues to rock. No notes. Yes, one note, I didnā€™t miss hellbound on it - it took no damage, and while I misfired quite a few times, I never rolled a double misfire, so it was sort of ok.

My ruby ring khan shot off a number of fireballs, but not to any great effect in this matchup, what with the enemy being t4 and mostly heavily armoured. He did however use his evasive special rule to evade a barrage of shots from the irondrakes, which I found very cool. Who needs a reserve move, when you can just do that?

The two ballistas were god awful ^^ I placed them wrong for sure, but I was not impressed by their performance. Only 45pts a piece though, so thereā€™s that. And they at least didnā€™t get killed.

Iā€™m not sure Iā€™ll have my second game at 1200, since the guy wasnā€™t responsive in time to set up a date, but letā€™s see. If not, then my next entry in this thread will be at 1600. Will see how we do.

Cheers everyoneā€¦ Hashut! Bless you.

7 Likes

Nice write up! Iā€™ll be following this with great enjoyment.

Got my first game ever in the system coming up this friday, so Iā€™m curious how the game will play compared to the edition I played most, 6th.

3 Likes

Alright! The next two games are in the bag. I got in trouble for fielding too strong a list in my first 1200pts outing, so I dialled it back to make some softer lists. My enemies then proceeded to bring a carnosaur and bastiladon (at 1200), and 2x3 night goblin fanatics respectively ^^ I guess thatā€™s karma for you.

My first battle of the day was at 1200 vs a fairly new Lizardmen player, but we were unfortunately cut off at the end of round 4, cause the store was closing, but we talked it out a bit and in general just had a good time.

Deployment:
My opponent had the ubiquitous skink troops on his flanks, which I attempted to counter with some hobgoblins (protecting my twin bolt throwers), as well as my Khan with ruby ring.

Pterodactyls, Bastiladon with laser and saurus in the middle.

Carnosaur cowering behind impassable terrain to avoid getting skewered by a bolt thrower.

My infernal guard and black orcs where placed centrally, with my sorcerer-prophet on foot joining the infernal guard.

Iā€™d rolled steed of shadows, gathering darkness, daemonic vessel, and I chose the summoning as well (good rng here!)

End of Round 1
The skinks and my flank forces battle it out without much damage done to either side.

I move up centrally and pop off a summoning on the terradons, causing six wounds, which was sufficient to bring them down - fortunate, that.

End of Round 2:
The Khan manages to fireball the northernmost Skink unit enough to send them running off the edge of the map. The other skink unit scores the necessary poisoned hits to take down a bolt thrower.

I send the black orcs off with a steed of shadows to confuse my enemy (I think I succeeded, and myself, too). Another casting of the summoning takes two wounds off the bastiladon.

End of Round 3
The bottom skink unit gets shot a bit by hobgoblins and take refuge in the forest.

My northernmost hobgoblin unit gets lazered by the bastiladon and takes flight, but later rallies(!)

This time my infernal guard take to the skies and skirt the charge arc of the saurus to come face to face with the wounded bastiladon, which backs up nervously.

Final Round
So as mentioned, the store had to close, so this is where we ended up.

The hobos, Khan, and skinks wage guerilla warfare in the woods, but in the end, a single skink survives.

The saurus pile on the black orcs and beat them soundly, the embedded heroes engaging in a stalemate duel.

The bastiladon is wrecked by a swift bonk of the sorcererā€™s scepter, and the infernal guard reform to face the carnosaur.

We had to end there, but I checked to see if Iā€™d be able to get steed of shadows off again - and I would - so Iā€™d have pretty much just flown around the carnosaur, preventing it from getting into combat. Lame, I know, but I didnā€™t see myself winning a combat against it.

The blorc and saurus heroes wouldā€™ve seen another stalemate combat, and likely the units themselves would have been fairly evenly matched after the saurus didnā€™t have the bonus initiative from charging.

Wrap up:

A super fun game, who doesnā€™t like flying orcs? ^^

I was wary of the skinks, and they certainly had a chance of wreaking some havoc behind my lines, but luckily I was able to deter them. I donā€™t know how the terradons would have fared - probably also annoyingly elusive - but of course they were dragged from the skies by angry lil daemons, so weā€™ll never know.

I knew my best shot at countering the carnosaur was either to get lucky with the bolt throwers, or simply try to avoid it. After I lost a bolt thrower, I abandoned that plan, but with the steed of shadows, it was a cinch to stay outside of its threat range.

The ā€œbig flying combat block behind your linesā€ tactic is quite interesting to me, and Iā€™m sure it has its uses, but the amount of time it takes to get back into the game - reforming, and then (possibly) charging - the enemy has time to react. Maybe I should try to do a flanking wheel, instead, that way Iā€™d be able to charge more quickly :thinking: Would be great with a drilled unitā€¦ Iā€™ll have to try it.

As for my opponent, we agreed that his carnosaur might have benfitted from playing a bit more aggressively. He was spending time hiding it, where in reality, my chances of putting wounds on it with the bolt throwers were slim. The bastiladon performed OK, but itā€™s surprisingly squishy for a beast that looks like a walking tank.

The game turned out a 12-8 win for the chaos dwarfs. I donā€™t know if Iā€™d be able to somehow take out his sauruses while still avoiding the carnosaur, but that would definitely have tipped the scales (hehe) in my favour.

I think thatā€™s it for this one. Iā€™ll probably do the other battle report tomorrow, since itā€™s a bit more involved.

Have a good one, out there :icon1:

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Mountain Pass, 1500pts Battle Vs Noglins

The second battle of the day was against a fairly veteran Warhammer player. He was going to bring 3x30 noglins with full fanatic capacity, but was merciful and only brought 2x30 :see_no_evil:

His army consisted of a bunch of random movers in the form of various kinds of squigs, as well as the beforementioned noglin blocks. His general was a meme choice in the form of a goblin warboss on a gigantic spider. Apart from that he had both a lvl 2 and a level 4 caster, and a couple of throwaway characters on giant squigs.

Iā€™d brought my freshly painted Lamassu Sorcerer, the tried and true Infernal Guard, 2x10 hobgoblin archers and Black Orcs, as well as a contingent of bull centaurs and an Iron Daemon.

This report will be a little bit free form, cause I didnā€™t take pictures at the right times. I was getting a bit tired by the end of the day.

Anyway,

Deployment
I was incredibly focused on his trump card - the fanatics, so I opted to sort of hang back and make sure to engage him near the terrain, so maybe theyā€™d move in there and get stuck in the trees or whatnot.

He had also sold the capabilities of his squig hoppers very well, so I had a certain reluctance to engage (or be engaged by) them.

End of Round 2
Forgot to take picture in round 1. Not much happening so far, except it turned out that squig hoppers are entirely vulnerable to shooting. My opponent had the impression that Iā€™d get -1 to hit them due to them being skirmishers, but alas, they are classified as light cavalry. Hobgoblins and the Iron Daemon evaporated the unit that was hopping up on the right side.

Besides that, my Lamassu firing platform put himself in position to blast some squigs on the lefthand side.

Infernal guard assumed a marching column in order to fly over and take out the bolt throwers, but seeing as how there was a group of squig hoppers guarding the war machines, I ended up not pulling the trigger on that.

Round, I wanna say, 5
Great lapse in picture taking here, the action was rather hectic. Essentially he unleashed a bunch of fanatics that mostly failed to do what they were supposed to - the Iron Daemon and Bull Centaurs werenā€™t the best targets for them. Quite a few of them also rolled doubles either immediately or after being released.

The big battle was the Iron Daemon and (for a second) the bull centaurs vs the one noglin block with the general. The spider of course had poisoned attacks, which got through the Iron Daemonā€™s toughness, and the goblin on top had a great weapon, which also put a few wounds on it.

The Lamassu took out a bunch of assorted squigs, including a lone hero, and a wounded mangler squig moves around the forest to threaten the infernal guard.

At this point I should have reformed my black orcs to a narrower unit, so I couldā€™ve charged the Noglins in round 6, but I simply didnā€™t think of it. Lost opportunity.

Round 6
The iron daemon ends up having taken 6 wounds total :grimacing: The Noglins do lose their last round of combat, but roll just enough to not break and flee (I shouldā€™ve prioritized getting gathering darkness onto them, that wouldā€™ve been boss). In my defense, the evening is approaching 11 oā€™clock, and my head and back is killing me at this point.

The mangler squig is broken and run down by the infernal guard. The Lamassu is at 5 wounds taken (would probably have been less, since I forgot MR when he cast itchy nuisance on me, it wouldnā€™t have gone off).

Wrap up:
Thatā€™s pretty much it.

I like the look of the Lamassu, but the the fact that itā€™s so clumsy, flying around, makes it difficult to use. When you both want to fire off magic missiles, as well as cast enchantments on your own units and cast hexes and stuff, the 90Ā° arc of vision is scarcely sufficient. Trying to work in a breath attack as well is also compounding this issue. Bale Taurus will probably continue to be my go-to for Sorcerer mounts, but Iā€™ll have another go with the Lamassu in my next battle.

Failing to bring the black orcs to bear was an avoidable mistake, and itā€™s not at all the first time this happens. Iā€™ll have to rethink my use of them.

In general I feel like I didnā€™t play my best in this battle, but I did some things right, and I was lucky enough - especially with dispelling - that I managed to scrape by with a 12-8 win vs the Noglins :partying_face:

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2k vs. Traitor Dwarfs

Today I battled yet another dwarf player.

Dwarf List:

++ Characters [780 pts] ++
King [316 pts]
(Hand weapon, Great weapon, Full plate armour, Shield, General, Shieldbearers, Master Rune of Swiftness, Master Rune of Adamant)

Thane [268 pts]
(Hand weapon, Crossbow, Full plate armour, Shield, Battle Standard Bearer [Master Rune of Grungni + Rune of Battle], On foot, Master Rune of Bursting Flame, Rune of Accuracy, Rune of Rapid Fire)

Runesmith [134 pts]
(Hand weapon, Great weapon, Full plate armour, Shield, Master Rune of Balance, Rune of Spellbreaking)

Engineer [62 pts]
(Hand weapon, Heavy armour, Great weapon, Handgun)

++ Core Units [510 pts] ++
19 Dwarf Warriors [224 pts]
(Hand weapons, Heavy armour, Great weapons, Shields, Drilled, Veteran (champion), Standard bearer, Musician)

20 Rangers [286 pts]
(Hand weapons, Crossbows, Heavy armour, Great weapons, Shields, Olā€™ Deadeye (champion) [Crossbow])

++ Special Units [486 pts] ++
16 Ironbreakers [326 pts]
(Hand weapons, Shields, Full plate armour, Ironbeard (champion) [Shield + Cinderblast bombs + Rune of Speed], Standard bearer [Master Rune of Hesitation], Musician)

1 Gyrocopters [60 pts]
(Hand weapons, Steam gun, Full plate armour)

Cannon [100 pts]
(Cannon, Hand weapons, Light armour)

++ Rare Units [222 pts] ++
6 Irondrakes [111 pts]
(Hand weapons, Drakeguns, Full plate armour, Ironwarden (champion) [Trollhammer torpedo])

6 Irondrakes [111 pts]
(Hand weapons, Drakeguns, Full plate armour, Ironwarden (champion) [Trollhammer torpedo])


My list:

++ Characters [886 pts] ++
Sorcerer-Prophet [435 pts]
(Darkforged weapon, Heavy armour, Level 4 Wizard, General, Lammasu [Mace tail + Sorcerous Exhalation], Mantle of Stone, Talisman of Protection, Armour of Meteoric Iron, Daemonology)

Hobgoblin Khan [97 pts]
(Hand weapon, Throwing weapons, Light armour, Shield, Shortbow (instead Throwing weapons), Giant Wolf, Ruby Ring of Ruin, Potion of Foolhardiness)

Black Orc Warboss [354 pts]
(Great weapon, Full plate armour, Wyvern, Trollhide Trousers, Effigy Of Mork, Enchanted Shield)

++ Core Units [564 pts] ++
16 Infernal Guard [246 pts]
(Hand weapons, Heavy armour, Shield, Drilled (0-1 per 1000 points), Deathmask (champion) [Hellshard], Standard bearer, Musician)

10 Hobgoblin Cutthroats [30 pts]
(Hand weapons, Shortbows)

10 Hobgoblin Cutthroats [30 pts]
(Hand weapons, Shortbows)

16 Black Orc Mob [258 pts]
(Hand weapon, Full plate armour, Stubborn, 8x Shields, 8x Great weapon, 8x Additional hand weapon, Boss, Standard bearer, Musician)

++ Special Units [365 pts] ++
Iron Daemon [275 pts]
(Steam Cannonade, Hand weapons)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

Hobgoblin Bolt Thrower [45 pts]
(Bolt thrower, Hand weapons, Light armour)

++ Rare Units [185 pts] ++
Dreadquake Mortar [185 pts]
(Dreadquake Mortar, Hand weapons, Heavy armour, Ogre Loader)


We played command and control, using the Squarebased terrain layout.

I brought a wyvern with a face only a mother could love šŸ˜…

So, in the spirit of my new Old World rolemodel @William, I wonā€™t cover the battle turn by turn.

Essentially he had an issue with mobility, and my dreadquake exacerbated this issue further. On my end, I had two flying monsters and I rolled the steed of Shadows, which I used twice to great effect, getting my infantry into/behind enemy lines.

The Wyvern proved tanky as all hell, as expected, but didnā€™t have the greatest damage output, since it got matched with the Ironbreakers. They had the hesitation rune, so my various charge bonuses, as well as my stomps, got taken from me.

My Lamassu got oddly stuck in with his T10 king and his BSBā€¦? It was a strange call on my enemyā€™s part. I wrecked the BSB and managed to wrestle out of combat with the king, so I could fly off in search of a more worthwhile matchup.

The iron daemon mostly shot the everliving crap out of the enemyā€™s dwarriors, so much so that the characters inside abandoned them. The iron daemon eventually charged them, they elected to flee, but the Daemonic tank engine ran them over. Some comradery on display thereā€¦ It did get shot afterwards by a series of troll torpedoes, but ended the game having taken 6 wounds.

The black orcs flew up inside the enemy lines, causing havoc, taking out engineer and cannon, before running amok and slaying anything in sight.

The hobo Khan got a slew of fireballs off, never failing once, and in turn 6 he popped off his last one, in a twist of irony, burning to death the last member of one of the irondrake units.

I lost my hobgoblins, as was their wont, and my infernal guard received a beating at the hands of the Ironbreakers. The Infernal Guard werenā€™t wiped, however, so they awarded only 25% victory points.

Wrap Up

With the BSB dead, a banner taken, and my hobo Khan sneakily securing the center objective, I ended up on top with an 18-2 victory. Edit: turns out my hobo Khan wasnā€™t eligible to take the objective, but was able to spoil the soup for everybody, so no one could have it. This puts me under the threshold for a 17-3 win instead.

I forgot that my Lamassu would turn the Kingā€™s runed GW into a mundane hand weapon, so the 3 wounds I took might not have happened, but no harm no foul.

The Ironbreakers FBiGOā€™d behind my infernal guard in my turn, as I was setting them up for a rear charge. That was not good :see_no_evil:

Iā€™m hoping this list will stand up to the multitude of monstrous behemoths Iā€™ve got coming at me in my last battle.

Oh and I have a 1600pts battle against Empire as well, but I think I may have that in the bag.

5 Likes

Brother, I bet you are getting quite the reputation around your gaming groups. You have a really good record by now.
Well done, thanks

3 Likes

With +D6 to Movement Value or without?

Yesā€¦ This is something to calculate. Keep your rear charges 3"+ from enemy Dwarf.

Black Orcs - what was the idea behind mixing GW and 2HWs? Who had shields?

Excellent report mate, thanks for representing us with such a fine Generalmanship.

Rune of Hesitation does nothing on Stomps though. Only negates rules/stuff which is exclusively triggered on a charge, so Impact Hits, First Charge, Furious Charge, Lancesā€¦ (bad enough for a Black Orc!)

1 Like

@Lordofchaos , @Jasko, @MiSiO, thank you all for the feedback, itā€™s much appreciated :pray:t2:

My OG group knows me mostly for playing Skaven, but I did run with the 1st place trophy in our last tournament of 8th edition :innocent:

Without. I know there are a lot of arguments for using it with the charge, but for now, I stand by my interpretation that itā€™s RAI to not use it for charging.

The idea is to get 3+ save vs shooting. In CC I use 50/50 GW and adhw in the fighting rank, the idea being that the attacks from the GWā€™s will most often be supporting attacks, so wonā€™t benefit from the extra attacks. The Choppas rule give the adhwā€™s a much needed ap(1) on the charge, so the extra attack can be useful - those guys are in the center of the frontline, so as to benefit from the extra attacks.

Darn, he said it was an Ironbreakers special ruleā€¦ He was generally somewhat confused as to his special rules and whatnot. Anyway, I still bonked him, so itā€™s all good.

2 Likes

Thatā€™s the spirit!
Ironbreakers are tough as nails, but not that tough :wink:

Rules of thumb against Dwarfs:

  • One unit can have that Hesitation rune negating all charge special rules and weapons in the front arc
  • multiple units can have a rune where you donā€™t get initiative bonus when charging them in the front arc
  • Hammerers get +1A and +1I when you charge them
    see how those three would work together? be super careful when charging Hammerers
  • ironbreaker re-roll 1s on the armour save and have 6+ ward against mundane attack
  • Irondrakes have 5+ ward save against fire and the champion has BF5 and a cannon
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This is a problematic composition. Shields are obvious but combat weaponsā€¦ You have to remove models with different weapons 1:1. This is a bit of a problem when You have a mix of shields and 2 type of weapons. Hard to track who dies next.

I do like You considered some models not being in CC and only supporting! Still takes some skill to pull that off.

2 Likes

I remove 50/50 in CC. If anyone wants to target a specific model, theyā€™ll frankly have to speak up. I go ā€œ8 in front rank? 4 adhw guys inc. champ in the middle, 2x2 GWā€™s in the flanks.ā€ Honestly my blorcs havenā€™t been in many, if any, super decisive combats, so the intricacies of how they work havenā€™t come up.

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Reemoving 50/50ā€¦ How to do that when You have some with 2HW, some with GW and they are all mixed with shields? You can have 3-4 different weapon settings in a unit :stuck_out_tongue:

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In close combat you just remove from the fighting rank, thatā€™s straight forward, problems are with shooting etc.

I donā€™t mess with motley crew.

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I never use shields in CC, I just assume the ones with shields on their backs get killed 50/50 as well :man_shrugging:

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How effective a khan without wolf riders is (no reserved move)? Especially against shooting armies. 100 points with just 2 wounds is a tasty target for even smallest of archer units.

Oh heā€™s absolutely amazing. In this game I made sure to keep him out of range of small arms fire (the heavier stuff had better targets), but his evade ability is so good against shooting! Setting him up to FBIGO behind a hill is especially useful, or just make sure that he will make it out of range of the shooters (set up movement + range inches away). The usefulness of the ruby ring cannot be denied, it rarely fails to get its points back.

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Ruby ring on Khan is always great. I just wonder if I should replace my 78 points of wolves for something else but You had 10 strong units of Cutthroats as chaff and I have no chaff so wolves are there to help vs things like Lance formations.

Evasive rules is great. True. You can move behind Your unit and them move to the front again.

2 Likes

I didnā€™t even think of that :astonished: With no line of sight, it doesnā€™t matter if the enemy is in range or not. Sick way to bait those shooting attacks.

My 10-man units work so great. Iā€™m still not convinced by the cost to value of wolf riders.

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It is good to talk. I came up with this move when I was writing an answer. As an solution to no hills to fall back behind.

Cutthroats - I must paint more. I need 60. I have 40 painted and should get 12 morę soon.

Wolfriders to the flank are great. This is their strong move. Backstab is money.

Opponent will either shoot and fail or just shoot something else. And Khan could just charge something or shoot.

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