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![[Post New]](/s/i/i.gif) 2009/11/04 04:12:26
Subject: KORNE CAV of DOOOM!
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Regular Dakkanaut
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Chaos Lord
MOK
Enchanted Shield
Daemon Sword
Favor of the Gods
Juggernaut
Exalted Hero
MOK
Shield
Sword of Might
Bronze Armor (to challenge assassins and other KB char killers)
BSB
Juggernaut
Crucified Wizard (Does not cast, I will model it as a gaged and tortured slave of Khorne)
2 Dispel Scrolls
Crucified Wizard
2 Dispel Scrolls
7 Marauder horsemen
MOK
Light Armor
Flails
7 Marauder horsemen
MOK
Light Armor
Flails
6 Marauder horsemen
MOK
Light Armor
Flails
(for more serious games I feel i will have to go to 4x5 MOS horsemen)
5 Warhounds
5 Warhounds
5 Warhounds
5 Warhounds
6 Chaos Knights
MOK
Champ (Lord goes here, champ to take/make challenges the lord does not care for)
6 Chaos Knights
MOK
6 Chaos Knights
MOK
2250pts on the dot.
Let me know what you think.
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![[Post New]](/s/i/i.gif) 2009/11/04 04:44:21
Subject: KORNE CAV of DOOOM!
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Omnipotent Lord of Change
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Come on dude, those wizards are 270 points that could be a 4th unit of 6 angry knights. Embrace the rage, let enemy wizards miscast their faces off, and then go aggro and rip up what's left!
- Salvage
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![[Post New]](/s/i/i.gif) 2009/11/04 05:57:47
Subject: Re:KORNE CAV of DOOOM!
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Regular Dakkanaut
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I hear you brother, but... even one spirit of the forge and an entire squad goes poof! I have played enough Slann with bane head against WOC in my time to know that running with no magic defense will always end in tears. I dearly wish WOC had some decent Magic defense but they do not, just overpriced caddies....
Of course when I fight dwarfs I am kicking myself with this setup.....
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![[Post New]](/s/i/i.gif) 2009/11/04 09:10:39
Subject: Re:KORNE CAV of DOOOM!
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Crazed Savage Orc
K.C. Kansas
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The wizards are lv 1? Well if you have the casting power might as well and try to cast spells, lore of fire is a good general purpose lore.
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![[Post New]](/s/i/i.gif) 2009/11/04 15:27:09
Subject: KORNE CAV of DOOOM!
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Widowmaker
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No tongue/puppet? That's good magic defense...and isn't there a gift that gives you MR 2? You probably only need 2 scrolls max just to stop 'that' spell for 2 turns before you get into combat.
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2012- stopped caring
Nova Open 2011- Orks 8th Seed---(I see a trend)
Adepticon 2011- Mike H. Orks 8th Seed (This was the WTF list of the Final 16)
Adepticon 2011- Combat Patrol Best General |
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![[Post New]](/s/i/i.gif) 2009/11/04 16:37:39
Subject: KORNE CAV of DOOOM!
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Omnipotent Lord of Change
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Bat Manuel wrote:No tongue/puppet? That's good magic defense...
That, sir, is offensive magic defense  (But oh so expensive IMO) Also, the juggers have MR(1) too, which I'm guessing is why you didn't take the collar on somebody. Speaking of offensive defense, that's my issue with caddies, that they do nothing besides read a little bit and then get beaten up (sounds like literature students  ). What about taking one caddy, putting him on a horse, and sticking him in a unit with banner of rage? He's still a gimp, but at least his horse will get 2 attaks too Which, if I were running this smashfest, I might take 1 wizard's 135 points and break it down thusly: horse for other wiz (-16) standard + banner of rage - MoK on 1 knight unit (-25) champion for that unit to keep the gimp's mouth shut (-20) musicians for all knights (-30) musicians for all horsemen (-18) 7th horseman for that one unit (-16) Which leaves 10 points I have no idea what to do with. Net result is that you've got 2 scrolls to burn on the way in, something to keep the gimp in the game and not easy prey sitting in the backfield (and he's more armored too), a knight unit with 1 more CR and a LOT of anger, an extra horseman AND a ton of musicians ensuring that your army, which lives and dies with frenzy, doesn't lose it because they only managed a tie with mediocre dice against static CR. Also for rallying when your stuff breaks, cause it will happen. - Salvage
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This message was edited 1 time. Last update was at 2009/11/04 16:38:24
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![[Post New]](/s/i/i.gif) 2009/11/06 04:31:55
Subject: KORNE CAV of DOOOM!
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Regular Dakkanaut
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Thanks for the input guys. Have a game tommorow or saturady with it. I will post a report.
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![[Post New]](/s/i/i.gif) 2009/11/06 19:05:14
Subject: KORNE CAV of DOOOM!
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Regular Dakkanaut
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"Crucified Wizard
2 Dispel Scrolls "
While I agree that this is a bit of a waste of points, I want to give you mad-props, its a very cool idea!
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Hobby Articles On My Site: CLICK HERE
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![[Post New]](/s/i/i.gif) 2009/11/08 20:34:17
Subject: KORNE CAV of DOOOM!
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Regular Dakkanaut
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Terrain played no real part in the battle. I was able to hide both my wizards in some woods.
Magic, I managed to easily dispel everything he tried to cast all game.
Deployment He put his boars in the middle, his night gobos, right and left of them, his orc blocks took the flanks.
I put my 3 knights in the middle, flanked with marauders, and the dogs in front of the knights.
I win turn 1.
I move everything up maximum distance and move my dogs out of the way of my knights.
His move, he advances with his boars and his night gobs. Fanatics go off but fail to reach my lines. In fact this is great for him. Spear chukkas kill one knight, nothing else hits.
Turn 2.
I am forced to charge his boars and his night gobos. Boars flee, night gobs stand so that one unit has to run through two fanatics for 2d6 str 5 -3 as hits, which kills 2, the other not only has to charge through a fanatic but has to stand on the other one for 3d6 str 5 – 3as hits killing 3. (man I already hate frenzy.)
7 marauders charge a chukka,
7 marauders charge the regular goblins squad.
6 marauders are forced to charge the biguns.
My marauders kill the chukka and fall just short of the lobba in over run.
Each of my other units of marauders fall to kill enough enemies to win and the flee, the orcs and gobs pursue. However the marauders do manage to kill his orc hero with the amulet of protectiness (seems their own AS of 5+ is not good against str 5 attacks..)
My knights win against the left night gobos (thank god they don’t have nets). But the gobos hold.
On the right my knights with my exalted break and run down his other unit of night gobs.
End of turn 2 I am down 2 units of marauders, about half my knights are gone.
Worse he has 3 units of orcs all with different flanks on my knights.. (Its, only a game, its only a game its only a game….)
His turn 2
He rolls animosity and gets 1, 1, 1 for each of his orc blocks! They ALL squabble. This was the difference of the game.
His boars rally and turn to face my marauders who are about to munch his lobba.
His diver hits some dogs, wiping out a squad.
In combat I break his other gobo unit and run them down, they are now out of orc charge arc….
(well it goes to show that even the stupid get lucky some times….)
Turn 3.
My unit with the exalted turns to face his biguns.
My lords unit which had not engaged against the boar boys. Is forced to charge a spear chukka, through another fanatic (naturally). I lose two knights and the lord gets 10 str 8 attacks against the chukka crew. Giving himself a wound while wiping them out.
My marauders charge and kill the lobba but fail to overrun into the boar boys.
My non exalted knights unit turn to face the regular gobos.
His turn 3 he turns his biguns to face my exalted and his 4 knights.
He turns gobos to face my 3 knight unit.
His boar boys charge my marauders and kill them all.
Turn 4
My exalted challenges his lord, who gets 2 hits and one killing blow! Luckily bronze armour saves my hero who fails one saving throw taking a wound. Hero hits back and does 2 unsaved wounds, his jugger gets the last wound in and the lord dies! (I forget about eye of the gods). My 4 knights do bad things to his biguns, the run and I pursue. Both of us into another fantatic! I catch him but lose 2 more knights!
Lord turns to face regular gobos.
3 knight unit charges regular gobos who flee.
Some where in here 3 units of dogs failed a panic test and fled (I think from the turn 2 fleeing marauders) in any case the dogs were all gone by this point.
His turn 4
His diver kills the last 2 nights from my exalted unit.
Turn 5.
I am out of range or arch to charge anything.
His boar boys fail fear to charge my exalted.
Turn 6
Exalted charges boars, Lord charges his remaining regular orc block.
Lord and jugger alone kill 8 boyz and does another wound to himself. Boyz run and are cut down.
Exalted on his own issues a challenge, boar unit champ accepts, exalted slaughters champ but boars hold.
End of game I am up by about 400pts mostly due to his general and a few banners, for a very minor victory!
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This message was edited 2 times. Last update was at 2009/11/08 20:48:35
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![[Post New]](/s/i/i.gif) 2009/11/08 21:18:24
Subject: KORNE CAV of DOOOM!
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Enigmatic Sorcerer of Chaos
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The crucified wizards are a good idea. Maybe think about taking the collar of Khorne on one of the characters and trading in the jugger for a daemonic mount. Mounts are faster.
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![[Post New]](/s/i/i.gif) 2009/11/09 04:15:12
Subject: KORNE CAV of DOOOM!
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Regular Dakkanaut
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But then the character will be forced to charge out of his unit if an opponent is 15 or 16 inches away.
+1 armor save, 1 magic res, is worth -1 movement to me.
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