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Right now, I am in an escalation campaign for AoS where every two weeks, we gain another 15 wounds to add to our armies. My current list now is:
Dreadlord on Dark Pegasus
Shadowblade
13 Executioners
13 Executioners
5 Warlocks
5 Warlocks
Bolt Thrower
Bolt Thrower
10 Shades
And this list has been kicking all kinds of ass for me so far. We've finished our next set of games in the campaign and now I am pondering what to do with my list. I have narrowed my focus down to a couple of choices and wanted some thoughts on the different ideas:
Idea 1 - War Hydra. Simple, big addition, Adds a fair amount of hitting power, as well as a very hard to remove monster to the table. Healing 3 wounds per hero phase is a real nice thing to have, and since it's a monster, I don't need to worry about battleshock. Likewise, since it is a big monster, it will attract shooting away from things like my Executioners, who are the bread and butter hitting power of the army by far.
Idea 2 - Black Guard. I'm out of Executioners and won't have the time or resources to add more during the campaign, but I do have some ready to go Black Guard on the shelf. They are very solid heavy infantry, 2 attacks each, 3+/3+ and a rend of 1. I feel I could throw 13-15 of them at a problem and stand a passing chance at beating it down. The issue, of course, is that as a unit, they become more vulnerable to battleshock, and it cranks up my model count to a very high number, exposing me to the possibilities of sudden death (though the campaign games so far have not used it).
Idea 3 - Sisters of Slaughter. Really more out of left field. They are fragile as all hell, but are devastating on the defense in melee, with most of their saved wounds becoming damage to their attackers. The issue I see, though, is that to get the most out of them, they would have to be my first wave of attackers. And I don't know if I trust their durability for that.
Idea 4 - Cold One Knights. Big heavy cavalry always is nice. Plus it gives something for my Dreadlord's command ability to work on, which is a nice little bonus. Another edge is speed, which means they can zip around to hit flanks stop ambushes. The con, though, is that it would be a relatively small unit, and could easily evaporate under attention.
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