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Made in us
Fresh-Faced New User




Hello mates, I'd be happy if you spend some time on the list and write down you critics!

Lords: 540
Lord - Virtue of Heroism, Sword of Anti-Heroes, Lance, Gromril Great Helm, Shield (240)
Prophetess - Level 4 Beast, Crown of Command, Dispel Scroll, Warhorse (300)

Heroes: 462
BSB: Dawn stone+Charmed Shield+Sword of Might 124
Paladin: Virtue of Audacity+Enchanted Shield+Lance 118
Paladin: Dragon Helm+Virtue of Impetuous Knight+Lance+Shield 125
Damsel: Icon of Quenelles+level 1 Beast 95

Core: 900
12 x KoTR 327 (+Lord+Paladin+Paladin)
Full Command
Banner of Swiftness

10 x KoTR 264 (+BSB+Prophetesses)
Full Command

40 x Men at Arms 227(+Damsel)
Full Command

12 x Bowmen 82
Villein
Braziers

Special: 398
4 Peg Knights (230)
Musician
6 QK (168)

Rare: 180
Trebuchet (90)
Trebuchet (90)

2480

1-What do you think about Impetuous Knight+Banner of Swiftness combination? I have a decent change to charge on first turn but question is how can I support this unit?
2-How can I use M@A effectively in such a fast list like that?
3-For my Lord, should I use Virtue of Temper? For my Paladins, do they need to be more killy?
4-I am not sure where to put Crown of Command. I have two option; Paladin's unit or Lord's unit.
5-Do I really need QK?
6-I have 20 point to spend! What is useful for 20 points?

A lot of questions but I'll be appreciate if you answer them! Thanks mates!
   
Made in gb
Tunneling Trygon






Not a fan of questing knights as they die before they get to swing their great swords. Errants with an errantry banner gives you plenty of bang for your buck.

Damsel is worth upgrading to a level 2 - points cost is not extortionate.

12 bowmen is a bit stingy - I'd chuck a few more in there, even if just to make them a bigger screen.

M@A squad is good - just because you can charge in T2 doesn't mean you should - soften units up with 2-3 turns of trebuchet goodness before even thinking about it and use the M@A as an anchor to your lines and screen any potential flanking movements.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

You would be better off with the ASF sword on your lord, due to the rerolls to hit helping with HKB. Heavens is a better lore for your knights as it gives you access to rerolls and allows you to play defensively.

Give your BSB the enchanted shield to get him a 1+ rerollable. The charmed shield is nice, but the 1+ is better, as a 2+ doesn't quite cut it in combat for your most important character in the army

Damsel is absolutely lovely, level 1 beasts whos job is to cast wildform and provide the men at arms with a ward save.

I'm not a fan of putting all characters in 1 unit. That unit will be shot to bits every turn, It is better to get three blocks of KoTR, with a Lord and 2 Paladins.

As for the archers, why the champion? They should take a musician just for swift reforms.

Peg knights are good, but I would advise dropping the questing knights for mounted yeomen as they provide you with a couple of chaff drops so you can see where most opponents are going before you commit any units

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Stoic Grail Knight






Yendor

OK. I do not think that huge unit of Knights is a good idea to be trying to first turn charge with. Sure it looks awesome on paper, but the issue is that its way too uncertain.

So you've got a unit with 3 durable lord and heroes in front, and 4 ranks of Knights behind them. I see that you aim to smash into an enemy block, try to kill their BSB with your lord, break their steadfast, and then overrun to get behind enemy lines so they cannot counter charge you.

It may work. It may even work 50% of the time. If it does not work. You will lose. I can almost promise you that.

So what could possibly go wrong?

1) your enemy sticks a fast unit right up in your face. You'll be able to charge it turn one, but you won't be able to reach your preferred target with over charge because you'll lose the benefit of impetuous knight.

2) your Lord does not kill the General / BSB. It can happen sometimes you just cannot roll a 6. Other things which can be problematic is if they are using some combination of fencer's blades + glittering scales to make you hit on a 5, or those tzeentch lords with a 3+ ward and get to re-roll 1s. Even worse is if the enemy lord just straight up kills your lord before you get a chance to swing. Like a Vampire Lord with Quick Blood, Red Fury, and the Sword of Anti Heroes.

3) Your enemy is just straight up stubborn, or undead, or unbreakable. Empire Greatswords, Zombies / Skellies, etc. In the case of undead, many may crumble, but at the end of the phase you are still stuck in the unit with your proverbial balls in the breeze (in this case your massive flank). As for stubborn units, you are in a lot of trouble if they pass their unmodified leadership...

4) Your enemy Still has steadfast, even with all your ranks and kills on the charge. Skaven Slaves 10 wide and 10 deep spring to mind. Also if your enemy suspects you might try something like this they may take their 50 man horde, and deploy it as 10 ranks of 5. And guard the BSB behind them. Even if you charge that block, and kill a ton, he'll still out rank you, and still have re-rolling steadfast.

You see what I mean. There are a lot of uncertainties, and cagey generals will almost always be able to mitigate the effects of your plan. And if you charge and it doesn't work for whatever reason, you will lose well over 800 points and be way on the back foot for the rest of the game.

I am not saying that a first turn charge unit is bad. Far from it. But you are going about it the wrong way. You should be aiming to hit a smaller unit on your enemies flank, and re-form to face the center, or overcharge to get behind enemy charge arcs. That puts you in position behind the brunt of the enemy, and allows you greater flexibility in multi charging an enemy, hitting them in both the flank or rear and the front simultaniously. 8 Knights Errant with the Errantry Banner accompanied by an Impetuous Knight Paladin would be perfect for this sort of thing. You definitely don't want to do this with a block of 15 dudes, since your flanks will be so long. Try to keep it at 3 knights to help lower the flank size.

As for your HKB lord, he would be better off in a smaller Unit of Knights of the Realm, or even your Questing Knights. He is pretty good at killing characters, but he is MUCH better at killing monsters, especially with ASF re-rolls from swift slaying. Put him in a small unit, go after things like War Sphynx, Steam Tanks, Hydras, Giants, Hell Pits, really whatever. He is very dangerous to enemy lords and heroes yes, but he also may very well lose to some of those. Keep him with a smaller more flexible unit, and use that added mobility to target big models vunlnerable to HKB.

Other minor suggestions
As for bowmen, the Villien isn't really worth it, he just adds a single shot at bs4. You are better off just buying more bowmen instead. Peg Knights are awesome. I wouldn't run questing knights without 3 characters in front of them. 3+ saves in close combat at 28 points per model is pretty rough. Having durable Paladins / Lord in front of them does a lot to make them viable.


This message was edited 4 times. Last update was at 2013/03/04 15:57:41


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My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
 
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