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Made in gb
Tail-spinning Tomb Blade Pilot




Phoenix, Arizona

So I was thinking about this because of a campaign game that i saw where the defender could put down d3 or something fortifications including a building and i thought what would be the best defender in a building.

So far i have come up with WoC mark of Khorne, Halbards and Shields would probably be one of the best (of course chosen would be even better, but much more expensive).
Temple Guard wouldn't be bad but not as good as the warriors
Swordmasters could do decently although i think the MoK gives the advantage to the warriors again.

Another option would be things like flamers/shades which can S&S (i think) and also have a decent amount of attacks

So what are your thoughts?


This message was edited 1 time. Last update was at 2009/12/01 17:34:18


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Made in us
Dakka Veteran




Los Angeles, CA

Flamers the best followed closely by the chaos warriors you mentioned.

In terms of gameplay something that can shoot beats something that cannot. As you cannot charge out of a building the warriors will have to take a turn to form up before fighting. Flamers win hands down. They are also better than shades in general under these conditions.

Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
Longtime Dakkanaut




Empire: Swordsmen or Greatswords, depending on who you're facing. If you're facing a low initiative / strength army (Goblins, Dwarves, Undead), Swordsmen have the advantage of striking first and having a decent armor save. Greatswords match the armor, but - while doing better against things with a higher initiative - lose out more when fighting things of higher strength (losing more points / model with each casualty). Facing Elves? Take Greatswords, maybe handgunners. Pushing back undead? Swordsmen should be fine.

Orcs: Black Orcs or Goblin Netters. Black Orcs get the best armor save an Orc unit that could occupy the building could have, and being WS4 / S4(5) they can reliably put a few wounds back. Taking the Banner of Butchery isn't a bad idea either, seeing as it'll give you A T4, 3+ save unit with potentially 2 S5 attacks each.

Netters work under the principal that you're denying enemy strength bonus' from charging weapons (lances for instance), and then causing further strength penalties so that the enemy (hopefully) needs 5's to wound and you get a 5+ save. Fanatics are thrown from the building too, to cause a few casualties. This unit really needs a general in leadership range though, as it'll still probably lose by 1 or 2 a turn.

Daemons: Plaguebearers or Flamers. Plaguebearers are now -3 to hit via shooting (one of their biggest softeners), while in combat it's a unit with T4, 4+ Regen, and a 5+ Ward. They're almost promised to dish more wounds than they take, meaning they're almost promised to win. Flamers do lots of stand-and-shoot attacks when charged and sniping enemy units that wander too close to the building.

Ogres: Gnoblars. Lots, and lots, of Sharp Stuff stand-and-shooting. 40 S2 shots is enough to cause a panic in most non-Immune to Psychology units. Plus, they're directing a likely powerful unit to dig out a dirt-cheap unit of yours.

Dwarves: Practically any unit can do well holding a building. You can't shoot a unit of Dwarven gunners out of a unit via conventional means (-3 to hit, T4, 5+ save), good luck breaking a Dwarven unit with armor out when you rely solely on kills (especially if a character is left in it), etcetera. Even slayers are great, as the enemy can't break the Dwarves from the building until every single slayer is dead.

All I can think of for now.
   
Made in us
Sinewy Scourge




Murfreesboro, TN

Cairn wraiths with a Banshee.

"I'm not much for prejudice, I prefer to judge people by whats inside, and how much fun it is to get to those insides." - Unknown Haemonculi 
   
Made in gb
Tail-spinning Tomb Blade Pilot




Phoenix, Arizona

I dont think gnoblars would do that much, plus only 5 can shoot out of a building per level, so thats only 10 s&s shots, or 20 if its two stories, which hit on 6s and wound pretty much everyone on 5s or 6s. So maybe cause a wound so that they wont panic, and then you have lost the building.

That would be my problem with netters too, 10 ws2 s3 attack with 5+ save, is not going to do much when the weakest opponent will be ws3 s2 but probably 4+save (and that assumes you don't net yourself, which could happen)

Oh and for DE, Blackguard would be pretty good 20 s4 attacks that re-roll to hit, without cauldron of blood support (which they should have), or Shades of course

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