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![[Post New]](/s/i/i.gif) 2013/11/26 11:53:47
Subject: Skullcrusher Options
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Longtime Dakkanaut
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For those of you who run Skullcrushers often, do you consider any of the command to be worthwhile?
Also, is it Ensorcelled weapons as the way to go, or is there a case for Lances or hand weapons?
Is it better to run 3 plain guys with just a set of weapons, or does the standard help out a lot?
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![[Post New]](/s/i/i.gif) 2013/11/26 12:10:06
Subject: Skullcrusher Options
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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You can go for two units of 3 with musicians, or a unit of 5 with a standard and musician.
The champion isn't worth it.
As for ensorcelled weapons, it depends on whether you expect to break the opponent in the first round. If you're in a meta without much in the way of ethereal or steadfast. then lances are the way to go.
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![[Post New]](/s/i/i.gif) 2013/11/26 13:07:29
Subject: Re:Skullcrusher Options
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Sniping Hexa
Dublin
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Lance are also good if there's a lot of High Elves around (as most High Elves armies will take the BotWD)
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![[Post New]](/s/i/i.gif) 2013/11/26 13:23:27
Subject: Skullcrusher Options
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Regular Dakkanaut
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If you'll use them for grinding matches, enscorcelled weapons is the way to go. Static number of str 5 attacks trumps dynamic str 6, followed by str 4 from the riders.
With this incarnation of WoC I am liking lances on chaos knights more and going enscorcelled on the skullcrushers
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![[Post New]](/s/i/i.gif) 2013/11/26 14:57:13
Subject: Skullcrusher Options
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Longtime Dakkanaut
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How much does the standard do for them?
Also, what configurations? I saw 3 and 5 being mentioned. Do the mounts get supporting attacks from behind, so would larger units be a waste?
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![[Post New]](/s/i/i.gif) 2013/11/26 17:08:29
Subject: Skullcrusher Options
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Kelne
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The mounts do lose their supporting attacks, so building ranks might not be advantageous. I had the same problem with my monstrous cavalry unit :c
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![[Post New]](/s/i/i.gif) 2013/11/26 17:32:18
Subject: Skullcrusher Options
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Bloodthirsty Chaos Knight
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I like them in units of 3 with musician and standard. The standard just gives a little extra oomph against static CR from ranks that they'll often run into, and you don't want to lose combat when you've got frenzy. I'd say the standard is negotiable, but the musician is mandatory for swift reforms, since you'll be getting yoinked around by forced overruns and the like. Anything bigger than 3 becomes very expensive. I'd much, MUCH rather run two units of 3 than one unit of 6, and if I'm considering a unit of 5 I'd just run two units of 3 and find the points from elsewhere in the army. Two units of 3 Skullcrushers is just plain mean.
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This message was edited 1 time. Last update was at 2013/11/26 17:32:45
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![[Post New]](/s/i/i.gif) 2013/11/27 08:39:53
Subject: Skullcrusher Options
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Longtime Dakkanaut
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I also guess the banner allows the magic 1-per-game reroll for leadership which can be handy for frenzy units as they won't always be in BSB range.
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![[Post New]](/s/i/i.gif) 2013/11/27 22:39:47
Subject: Skullcrusher Options
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Bloodthirsty Chaos Knight
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Certainly not a bad idea at all, no.
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![[Post New]](/s/i/i.gif) 2013/12/01 22:50:43
Subject: Skullcrusher Options
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Bloodthirsty Chaos Knight
Edinburgh, Scotland
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The standard helps; beating static cr on the charge is crucial, so every bit of cr you can bring is going to be great. I pref to run them 4 wide, as this is the number that will always get into combat with units (not with lone models, but hey).
Muso is good, but mainly for quick reform, after you have been frenzy kited - consider swapping it for the gleaming pennant and avoid getting kited in the first place.
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Nite |
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![[Post New]](/s/i/i.gif) 2013/12/02 01:18:47
Subject: Skullcrusher Options
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Courageous Silver Helm
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I've also seen large units with a lord on daemonic mount do horrible things to people. We're talking 7 crushers and a 1+/3++ reroll 1s type thing, maybe with crown of command in there too so they can tank whatever.
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![[Post New]](/s/i/i.gif) 2013/12/04 20:13:08
Subject: Skullcrusher Options
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Sneaky Sniper Drone
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John Rainbow wrote:I've also seen large units with a lord on daemonic mount do horrible things to people. We're talking 7 crushers and a 1+/3++ reroll 1s type thing, maybe with crown of command in there too so they can tank whatever.
Except you can't have a tzeentch marked lord in a unit with MoK so that's illegal
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![[Post New]](/s/i/i.gif) 2013/12/15 21:37:15
Subject: Skullcrusher Options
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Bloodthirsty Chaos Knight
Edinburgh, Scotland
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1+ 4++ 1++against magic is doable
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Nite |
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