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Made in gb
Towering Hierophant Bio-Titan





Fareham

New to WHFB to start with, and building a skaven army so far.

Want a 2nd army so i can get some variety in painting and play style, so wanted a fast moving elite army.



So im roughly looking for something along these lines:

Lords: Mounted Chaos lord?
Hero: Mounted hero?
Core: Marauder horsemen, hounds?
Special: Chariots, knights?
Rare? Shaggoth?

Never played WoC and i know shooting and magic is pretty nasty in 8th, so was hoping i could make up for that with movement?
I figured that if you can draw an army into CC early on magic and shooting damage will be minimal (buffs will still be annoying though)

So, is there any way of making an army along these lines that would be semi-competative (want it for friendly games, but need to stand a chance)
From what ive seen, knights are one of the most solid units in the game, but that was last edition, do they still hit just as hard? (will want a few units)

   
Made in us
Regular Dakkanaut






I don't think an all cav army for WoC will be terribly effective. You're talking a lot more points, for a lot less models on the table. Chaos knights don't really hit any harder than Chaos Warriors (with halberds) and don't have enough increased mobility to be worth almost three times the cost of a chaos warrior.

If you want to go all elite, do all chaos warriors. It won't be as effective as a mixed army, but a lot more effective than all cav.

Shaggoths are just going to be a war machine magnet. Take two hellcannons, they have become ridiculously effective in 8th ed. Yeah they won't be moving up the table with the rest of the army, but they will soften units up for you as well as do wonderful things like making every wizard on the table miscast.

This message was edited 1 time. Last update was at 2010/08/09 13:21:06


 
   
Made in fi
Twisted Trueborn with Blaster






Cavalary took so big hit on 8th edition, because enemy will (most likely) be Steadfast (as little units of cavalary tend not to have ranks), and while you're bogged down, a cunning enemy may launch a counter attack on flank (or, even worse, on your rear!).

Win/Draw/Lost statics
Space Orks: 11/1/1
Space Marines: 10/2/5
Lizardmen: 8/2/3
High Elves: 13/2/2 and one tournament victory!
Dark Eldar: 1/0/0 
   
Made in us
Battlewagon Driver with Charged Engine






this was just some mathhammer form another thread showing the knights are still dead ard

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

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
 
   
Made in fi
Twisted Trueborn with Blaster






How big unit of Orks are you talking about?
Of course it's stupid to think that anyone would buy a unit of only 26 Orks, at least 35 are always bought.
And you DO know that they need only 10 models (5x2) to be steadfast?
Although I do have to agree with the fact that they do kill a lot of orks...

Win/Draw/Lost statics
Space Orks: 11/1/1
Space Marines: 10/2/5
Lizardmen: 8/2/3
High Elves: 13/2/2 and one tournament victory!
Dark Eldar: 1/0/0 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

So in theory it could work out not too bad against ranked units.

would the odd chariot help any? from past games of last edition they just got smashed into firewood by big guns early on.

Also, marauder horsemen.
Worth anything for pinning a unit in place, or dead weight?


Im also assuming if i take the mark of khorne on knights ill need a screen of dogs to stop them wandering off.

   
Made in us
Battlewagon Driver with Charged Engine






nyyman wrote:How big unit of Orks are you talking about?
Of course it's stupid to think that anyone would buy a unit of only 26 Orks, at least 35 are always bought.
And you DO know that they need only 10 models (5x2) to be steadfast?
Although I do have to agree with the fact that they do kill a lot of orks...


IN the discussion it was a unit of 20 orcs(I agree its a tad on the small side)
if its 35 orcs it takes about 3 rounds of combat to break them (2 while frenzied) while sustaining 0-1 causalities



This message was edited 1 time. Last update was at 2010/08/14 07:39:07


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
 
   
Made in us
Fresh-Faced New User




Pittsburgh

Why would you charge right into the guy's anvil like that? The whole point of the orc block is to keep things like your heavy cav busy for 2-3 turns so the orc player's own offensive units get in place to side charge those knights.

A better idea would be to use the knights + ranked infantry. Knights kill their 15 orcs or whatever, dropping the orc infantry to less ranks than your infantry. They're no longer steadfast, boom broken orcs. Cav want to just blow through targets so they can get charge Str bonuses again and again with their lances. Sitting around locked in combat wastes their potential.

Imo, a big nerf to cav is dangerous terrain. Lose 1/6th of your models when you move/charge/flee through just about anything. I'm seeing tons of terrain on tables now. With an all cav army, you just have to suck it up and charge guys in forests/behind obstacles. What if you need to take the watchtower? Cav can't occupy buildings...
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Pepper, you have missed the point a few times here.


Idea is for a full mounted army, rank + file does not count as such.

Chaos knights do not have lances.

Dont need to take objectives, just need to keep them away from it.



The whole idea of the army was to keep a highly mobile mounted theme, with infantry its not possible to fit anywhere into this list, unless of course its a small unit or 2 of skirmishers.
Also, why charge through terrain?
With the movement its possible to go round it, and if its only a combat unit in there, i might aswell leave them since they arent doing anything at that point.

   
 
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