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		<title><![CDATA[Latest posts for the thread "KORNE CAV of DOOOM!"]]></title>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ Chaos Lord<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> Enchanted Shield<br /> Daemon Sword<br /> Favor of the Gods<br /> Juggernaut<br /> <br /> Exalted Hero<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> Shield<br /> Sword of Might<br /> Bronze Armor (to challenge assassins and other <span class="glossaryitem" onmouseover='gp(527);'>KB</span> char killers)<br /> <span class="glossaryitem" onmouseover='gp(174);'>BSB</span><br /> Juggernaut<br /> <br /> Crucified Wizard (Does not cast, I will model it as a gaged and tortured slave of Khorne)<br /> 2 Dispel Scrolls<br /> <br /> Crucified Wizard<br /> 2 Dispel Scrolls<br /> <br /> 7 Marauder horsemen<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> Light Armor<br /> Flails<br /> <br /> <br /> 7 Marauder horsemen<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> Light Armor<br /> Flails<br /> <br /> <br /> 6 Marauder horsemen<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> Light Armor<br /> Flails<br /> <br /> (for more serious games I feel i will have to go to 4x5 <span class="glossaryitem" onmouseover='gp(101);'><span class="glossaryitem" onmouseover='gp(616);'>MOS</span></span> horsemen)<br /> <br /> 5 Warhounds<br /> 5 Warhounds<br /> 5 Warhounds<br /> 5 Warhounds<br /> <br /> 6 Chaos Knights<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> Champ (Lord goes here, champ to take/make challenges the lord does not care for)<br /> <br /> 6 Chaos Knights<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> <br /> 6 Chaos Knights<br /> <span class="glossaryitem" onmouseover='gp(99);'>MOK</span><br /> <br /> 2250pts on the dot.<br /> <br /> <br /> Let me know what you think.]]></description>
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				<pubDate><![CDATA[Wed, 4 Nov 2009 04:12:26]]> GMT</pubDate>
				<author><![CDATA[ blackjack]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ Come on dude, those wizards are 270 points that could be a 4th unit of 6 angry knights.  Embrace the rage, let enemy wizards miscast their faces off, and then go aggro and rip up what's left!<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Wed, 4 Nov 2009 04:44:21]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>Re:KORNE CAV of DOOOM!</title>
				<description><![CDATA[ I hear you brother, but... even one spirit of the forge and an entire squad goes poof! I have played enough Slann with bane head against <span class="glossaryitem" onmouseover='gp(385);'>WOC</span> in my time to know that running with no magic defense will always end in tears. I dearly wish <span class="glossaryitem" onmouseover='gp(385);'>WOC</span> had some decent Magic defense but they do not, just overpriced caddies....<br /> <br /> Of course when I fight dwarfs I am kicking myself with this setup.....]]></description>
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				<pubDate><![CDATA[Wed, 4 Nov 2009 05:57:47]]> GMT</pubDate>
				<author><![CDATA[ blackjack]]></author>
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				<title>Re:KORNE CAV of DOOOM!</title>
				<description><![CDATA[ The wizards are lv 1?  Well if you have the casting power might as well and try to cast spells, lore of fire is a good general purpose lore.]]></description>
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				<pubDate><![CDATA[Wed, 4 Nov 2009 09:10:39]]> GMT</pubDate>
				<author><![CDATA[ cptjoeyg]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ No tongue/puppet?  That's good magic defense...and isn't there a gift that gives you <span class="glossaryitem" onmouseover='gp(408);'>MR</span> 2?  You probably only need 2 scrolls max just to stop 'that' spell for 2 turns before you get into combat.]]></description>
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				<pubDate><![CDATA[Wed, 4 Nov 2009 15:27:09]]> GMT</pubDate>
				<author><![CDATA[ Bat Manuel]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ <blockquote><div><cite>Bat Manuel wrote:</cite>No tongue/puppet?  That's good magic defense...</div></blockquote><br /> That, sir, is <i>offensive</i> magic defense <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">  (But oh so expensive <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>)<br /> <br /> Also, the juggers have <span class="glossaryitem" onmouseover='gp(408);'>MR</span>(1) too, which I'm guessing is why you didn't take the collar on somebody.<br /> <br /> Speaking of offensive defense, that's my issue with caddies, that they do nothing besides read a little bit and then get beaten up (sounds like literature students <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">).  What about taking one caddy, putting him on a horse, and sticking him in a unit with banner of rage?  He's still a gimp, but at least his horse will get 2 attaks too <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Which, if I were running this smashfest, I might take 1 wizard's 135 points and break it down thusly:<br /> <br /> horse for other wiz (-16)<br /> standard + banner of rage - <span class="glossaryitem" onmouseover='gp(99);'>MoK</span> on 1 knight unit (-25)<br /> champion for that unit to keep the gimp's mouth shut (-20)<br /> musicians for all knights (-30)<br /> musicians for all horsemen (-18)<br /> 7th horseman for that one unit (-16)<br /> <br /> Which leaves 10 points I have no idea what to do with.  Net result is that you've got 2 scrolls to burn on the way in, something to keep the gimp in the game and not easy prey sitting in the backfield (and he's more armored too), a knight unit with 1 more <span class="glossaryitem" onmouseover='gp(173);'>CR</span> and a LOT of anger, an extra horseman AND a ton of musicians ensuring that your army, which lives and dies with frenzy, doesn't lose it because they only managed a tie with mediocre dice against static <span class="glossaryitem" onmouseover='gp(173);'>CR</span>.  Also for rallying when your stuff breaks, cause it will happen.<br /> <br /> - Salvage]]></description>
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				<pubDate><![CDATA[Wed, 4 Nov 2009 16:37:39]]> GMT</pubDate>
				<author><![CDATA[ Boss Salvage]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ Thanks for the input guys. Have a game tommorow or saturady with it. I will post a report.]]></description>
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				<pubDate><![CDATA[Fri, 6 Nov 2009 04:31:55]]> GMT</pubDate>
				<author><![CDATA[ blackjack]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ "Crucified Wizard<br /> 2 Dispel Scrolls "<br /> <br /> While I agree that this is a bit of a waste of points, I want to give you mad-props, its a very cool idea!  ]]></description>
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				<pubDate><![CDATA[Fri, 6 Nov 2009 19:05:14]]> GMT</pubDate>
				<author><![CDATA[ xenite]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ Terrain played no real part in the battle. I was able to hide both my wizards in some woods.<br /> <br /> Magic, I managed to easily dispel everything he tried to cast all game.<br /> <br /> <br /> <br /> Deployment He put his boars in the middle, his night gobos, right and left of them, his orc blocks took the flanks.<br /> <br /> I put my 3 knights in the middle, flanked with marauders, and the dogs in front of the knights.<br /> <br /> <br /> I win turn 1.<br /> <br /> I move everything up maximum distance and move my dogs out of the way of my knights.<br /> <br /> His move, he advances with his boars and his night gobs. Fanatics go off but fail to reach my lines. In fact this is great for him. Spear chukkas kill one knight, nothing else hits.<br /> <br /> Turn 2.<br /> <br /> I am forced to charge his boars and his night gobos. Boars flee, night gobs stand so that one unit has to run through two fanatics for <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 -3 as hits, which kills 2, the other not only has to charge through a fanatic but has to stand on the other one for <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 – 3as hits killing 3. (man I already hate frenzy.)<br /> <br /> 7 marauders charge a chukka,<br /> <br /> 7 marauders charge the regular goblins squad.<br /> <br /> 6 marauders are forced to charge the biguns.<br /> <br /> <br /> My marauders kill the chukka and fall just short of the lobba in over run.<br /> <br /> Each of my other units of marauders fall to kill enough enemies to win and the flee, the orcs and gobs pursue. However the marauders do manage to kill his orc hero with the amulet of protectiness (seems their own <span class="glossaryitem" onmouseover='gp(400);'>AS</span> of 5+ is not good against <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 attacks..)<br /> <br /> My knights win against the left night gobos (thank god they don’t have nets). But the gobos hold.<br /> <br /> On the right my knights with my exalted break and run down his other unit of night gobs.<br /> <br /> End of turn 2 I am down 2 units of marauders, about half my knights are gone.<br /> <br /> Worse he has 3 units of orcs all with different flanks on my knights.. (Its, only a game, its only a game its only a game….)<br /> <br /> <br /> His turn 2<br /> <br /> He rolls animosity and gets 1, 1, 1 for each of his orc blocks! They ALL squabble. This was the difference of the game.<br /> <br /> His boars rally and turn to face my marauders who are about to munch his lobba.<br /> <br /> His diver hits some dogs, wiping out a squad.<br /> <br /> In combat I break his other gobo unit and run them down, they are now out of orc charge arc….<br /> <br /> <br /> (well it goes to show that even the stupid get lucky some times….)<br /> <br /> Turn 3.<br /> <br /> My unit with the exalted turns to face his biguns.<br /> <br /> My lords unit which had not engaged against the boar boys. Is forced to charge a spear chukka, through another fanatic (naturally). I lose two knights and the lord gets 10 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 attacks against the chukka crew. Giving himself a wound while wiping them out.<br /> <br /> My marauders charge and kill the lobba but fail to overrun into the boar boys.<br /> <br /> My non exalted knights unit turn to face the regular gobos.<br /> <br /> His turn 3 he turns his biguns to face my exalted and his 4 knights.<br /> <br /> He turns gobos to face my 3 knight unit.<br /> <br /> <br /> His boar boys charge my marauders and kill them all.<br /> <br /> <br /> Turn 4<br /> <br /> My exalted challenges his lord, who gets 2 hits and one killing blow! Luckily bronze armour saves my hero who fails one saving throw taking a wound. Hero hits back and does 2 unsaved wounds, his jugger gets the last wound in and the lord dies! (I forget about eye of the gods). My 4 knights do bad things to his biguns, the run and I pursue. Both of us into another fantatic! I catch him but lose 2 more knights!<br /> <br /> Lord turns to face regular gobos.<br /> <br /> 3 knight unit charges regular gobos who flee.<br /> <br /> Some where in here 3 units of dogs failed a panic test and fled (I think from the turn 2 fleeing marauders) in any case the dogs were all gone by this point.<br /> <br /> His turn 4<br /> His diver kills the last 2 nights from my exalted unit.<br /> <br /> Turn 5.<br /> <br /> I am out of range or arch to charge anything.<br /> <br /> His boar boys fail fear to charge my exalted.<br /> <br /> Turn 6<br /> Exalted charges boars, Lord charges his remaining regular orc block.<br /> <br /> Lord and jugger alone kill 8 boyz and does another wound to himself. Boyz run and are cut down.<br /> <br /> Exalted on his own issues a challenge, boar unit champ accepts, exalted slaughters champ but boars hold.<br /> <br /> End of game I am up by about 400pts mostly due to his general and a few banners, for a very minor victory! ]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2009 20:34:17]]> GMT</pubDate>
				<author><![CDATA[ blackjack]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ The crucified wizards are a good idea. Maybe think about taking the collar of Khorne on one of the characters and trading in the jugger for a daemonic mount. Mounts are faster.]]></description>
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				<pubDate><![CDATA[Sun, 8 Nov 2009 21:18:24]]> GMT</pubDate>
				<author><![CDATA[ Khornholio]]></author>
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				<title>KORNE CAV of DOOOM!</title>
				<description><![CDATA[ But then the character will be forced to charge out of his unit if an opponent is 15 or 16 inches away. <br /> <br /> +1 armor save, 1 magic res, is worth -1 movement to me.]]></description>
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				<pubDate><![CDATA[Mon, 9 Nov 2009 04:15:12]]> GMT</pubDate>
				<author><![CDATA[ blackjack]]></author>
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