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Made in ca
Fresh-Faced New User




HQ-850
hellbron-350
sorceress lvl 1-162
1 scroll,ring of hotek dark steed 162
death hag bsb 350
cauldron, banner of nagarythe


CORE-805
6welves 60
6welves 60
6welves 60
6welves 60
6welves 60
6welves 60
6welves 60

5 harpies 65
5 harpies 65
5 harpies 65
5 harpies 65
5 harpies 65


special 288
6 execs 72
6 execs 77 mus
6 execs 72
6 execs 72


rare 350
hydra 175
hydra 175

2250

-hydras there to add more beef/ethereal tpit

-all eggs in the cauldron with hellbron to supply army with synergy

-sorce on own to supply mistcast arama and that crucial dispel(not planning to cast nething)

-harpies as screen

-msu in pure for shooting defence

comments? will it work or no?

This message was edited 1 time. Last update was at 2009/02/17 05:40:47


 
   
Made in us
Smokin' Skorcha Driver






Utah

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

This message was edited 2 times. Last update was at 2009/02/17 19:19:03


   
Made in us
Charing Cold One Knight




Lafayette, IN

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.)

 
   
Made in us
Fresh-Faced New User




You're really going to want to run those witch elves in units of 12, instead of a mass of small 6'ers. It would take only a small amount of shooting to effectively neuter this list's chance of doing ANYTHING (2 kills to bring any witch elf unit under US5). The harpies will provide an alright screen, but only to ground-based, LOS-dependent fire. Anything on a hill, or not requiring line of sight will decimate your army before you get a chance to do much.

Group up those witch elves. 2 12's, one 18 would be alright, I'd think. That way, you'd be able to benefit more from the altar of khaine, as it only targets one unit per turn. A 5+ wardsave is far more efficient on 18 witch elves than it is on 6, and +1 attack is much better if you can back it up with some static CR and staying power. The executioners are probably fine as is, since they can lean on your core to provide some stability in the lines.

Maybe throw an assassin or two into your witch elves. That would give you some extra fighting power, and some tactical flexibility. Wouldn't break fluff either.
   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

An ancient stegodon or two would run riot on this list. Or an EOG. You need to consolidate this list with some anvils. As it is any unit that can stand and shoot will have little to fear.
   
 
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