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Made in us
Beast of Nurgle




What are your opinions on an entirely calvary based army? using horse backed marauders and chaos knights to form the bulk, is it just a terrible idea?





 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

It could work extremely well. But its very fragile to have an all cavalry ANY army this edition. If units get split up/charged first/shot or cant do multiple charges they'll die very quickly.
   
Made in us
Dakka Veteran




Los Angeles, CA

They will have trouble getting past large blocks. You will have to kill the enemy to the man which is a tricky proposition at best.

Remember, max 3 units of knights.

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Warhammer
Army Strategy
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Made in gb
Morphing Obliterator





Marauder horsemen are very fragile in my experience. They cant hold their own in combat at all. With throwing axes they are good to harass enemy flanks, buts about it. Chaos knights on the other hand are brutal. WS5, S5, I5 with two attacks will give probalems it even large blocks of infantry. They may not be able to break things on the charge as well anymore, but they are good enough to be able to survive protracted combats. T4 with a +1 armour save is very good aginst shooting so they only thing they really fear is war machines.

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Paramount Plague Censer Bearer





Neenah

Won't the marauders get off relatively lightly if they are the ones hitting the flanks? Let the knights to into the teeth -- the lighter guys can still nullify ranks.

My impressions anyway. My fights don't involve much cav.

ZF-

 
   
Made in nl
Longtime Dakkanaut





cypher wrote:Remember, max 3 units of knights.


Why?



 
   
Made in ca
Rough Rider with Boomstick





Ontario

Because you can only have 3 repeated special choices.

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Speedy Swiftclaw Biker



Seattle, WA

JSK-Fox wrote:Because you can only have 3 repeated special choices.


Unless you're playing 3k+ point game then you can have 6.

As for a all cav army, it's very iffy in this edition.
  • Longer charge ranges for infantry means you might not always get the charge off. Cav need to get the charge off to optimize their combat resolution which comes from killing stuff.

  • Big blocks of infantry will typically be steadfast against the cav and if they have a BSB near by the odds of them fleeing is pretty minimal which keeps you stuck in CC for another round. This allows them to bring in their cav / chariots / killy bosses on killy monsters to demolish your knights.

  • With the limits on disruption being 10 models, knights have a hard time disrupting and marauders are too paper thin to be counted on to maintain disruption.

  • Also, the step up rule no longer allows the knights to attack without getting hit back. Say for example you charge a standard unit of 20 boyz with extra choppa and full command, you're gonna be facing 16 attacks at S4 hitting on 4's which is 4 wounds on average.


  • I think this edition is more about big ol' blocks of infantry. With cav being elite troops used to break the opposition when they are already committed to combat with your infantry.
       
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    Synnister wrote:
    JSK-Fox wrote:Because you can only have 3 repeated special choices.


    Unless you're playing 3k+ point game then you can have 6.

    As for a all cav army, it's very iffy in this edition.
  • Longer charge ranges for infantry means you might not always get the charge off. Cav need to get the charge off to optimize their combat resolution which comes from killing stuff.

  • Big blocks of infantry will typically be steadfast against the cav and if they have a BSB near by the odds of them fleeing is pretty minimal which keeps you stuck in CC for another round. This allows them to bring in their cav / chariots / killy bosses on killy monsters to demolish your knights.

  • With the limits on disruption being 10 models, knights have a hard time disrupting and marauders are too paper thin to be counted on to maintain disruption.

  • Also, the step up rule no longer allows the knights to attack without getting hit back. Say for example you charge a standard unit of 20 boyz with extra choppa and full command, you're gonna be facing 16 attacks at S4 hitting on 4's which is 4 wounds on average.


  • I think this edition is more about big ol' blocks of infantry. With cav being elite troops used to break the opposition when they are already committed to combat with your infantry.


    and with a 1+ save thats zero wounds, chaos knights will win every combat you throw them in but won't break units

    I've found that they work but it take 3-4 rounds of combat before you break units

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    Made in us
    Speedy Swiftclaw Biker



    Seattle, WA

    youbedead wrote:

    and with a 1+ save thats zero wounds, chaos knights will win every combat you throw them in but won't break units

    I've found that they work but it take 3-4 rounds of combat before you break units


    Actually with 1's always failing you have 4 chances to roll a 1 which means in the 3 rounds of combat you've lost 2 knights. With previous edition you usually only had a champ rolling his attacks back at the knights so it was pretty much good game.
       
    Made in us
    Auspicious Aspiring Champion of Chaos





    On the perfumed wind

    Synnister wrote:
    Actually with 1's always failing you have 4 chances to roll a 1 which means in the 3 rounds of combat you've lost 2 knights. With previous edition you usually only had a champ rolling his attacks back at the knights so it was pretty much good game.


    To be fair, the orcs will drop to strength 3 after the first round. But yes, the knights lose noticeable combat effectiveness with each fluffed armor save.

    RZ

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    Made in us
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    Synnister wrote:
    youbedead wrote:

    and with a 1+ save thats zero wounds, chaos knights will win every combat you throw them in but won't break units

    I've found that they work but it take 3-4 rounds of combat before you break units


    Actually with 1's always failing you have 4 chances to roll a 1 which means in the 3 rounds of combat you've lost 2 knights. With previous edition you usually only had a champ rolling his attacks back at the knights so it was pretty much good game.


    Of course your using naked knights, if you give em mark of nurgle then the combat works out like this knights

    5 knights nurgle (parenthesis is khorne)
    11 attacks 9 hits 6wounds=6 dead orks
    horses 5 attacks 3 hits 2 wounds 2 dead
    (16 attacks 11 hits 9 wounds = 9 dead orks
    horses
    10 attacks 5 hits 3 wounds 3 dead orks)

    14 orks
    16 attacks
    6 hit
    3 wounds =0 dead knights
    (8 orks
    14attacks
    7 hits
    2 wounds= 0 dead knights) they no longer have ranks and break

    round 2
    5 knights nurgle
    6 dead orks
    horses
    2 wounds

    6 orks
    11 attacks
    4 hits
    1 wound= no dead knights

    the boys no longer have the needed ranks for stead fast and break in 2 rounds of combat or one against frenzied knights

    This message was edited 2 times. Last update was at 2010/08/12 04:01:59


    H.B.M.C. wrote:
    "Balance, playtesting - a casual gamer craves not these things!" - Yoda, a casual gamer.
    Three things matter in marksmanship -
    location, location, location
    MagickalMemories wrote:How about making another fist?
    One can be, "Da Fist uv Mork" and the second can be, "Da Uvver Fist uv Mork."
    Make a third, and it can be, "Da Uvver Uvver Fist uv Mork"
    Eric
     
       
     
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