Mephistoles1 wrote:I'm guessing you are going for multipel side and rear charges. One thing to remember is that side and rear bonuses are not added until after the fighting is done and if your unit strength is below 5 at that time you won't get the bonuses.
I also think you might run into trobule manouvering this many units unless you are on a very large table or ranking them up (which doesn't make much sense to do).
Also, are Witch elves or Executioners immune to psychology? If not you will be taking a lot of panic tests as untis break and run through friends or are destroyed. Or do they not count if they are below US 5? I'd have to check that, still getting used to this edition of fantasy, I primarily played back in 4th ed. I just brought my DE out of retirment(the ones I was building in the late 90's and early 2000's) so my advice may not be mirrored by others ... I love the new black guard, dark riders, and shades personally.
Meph
Witches are frenzied, so are ItP and the banner will help with break tests. Personally think that with Khainite you don't always want the
MSU type units (maybe some block warriors?) hydras do a good job on flanks, but beefier units to hold up the front would be nice, esp since you cant choose the flee charge reaction with frenzy. Breaking static res vs some armies will be very hard. S 3 poison will not always do a good job vs T4 armored units like chaos warriors, or dwarves. Having a big unit so you have something worth targeting with the cauldron would be nice.
It makes me sad to see Crone not in the front line using her high number of stupid strength attacks. You don't need the leadership halo that much, send her into something fun and watch the blood fly. Khainites got left behind this codex, they are all pretty much the weakest part of the book, but they do have some cool models, and are better for casual games than the hard as nails lists most people seem to play. (crone, assassins, hag
BSB, and cauldron are all the good stuff, the actual units are weak.)