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Marc Fantasy Moderator

Joined : 20 Aug 2007 Posts : 1624 Location : Milford
 | Subject: Stupidity Wed Jan 30, 2008 1:03 pm | |
| What a pain
Having put my Druchii thoughts into action against the stiff competition of my 6yr old son I can chalk up this rule as a true drawback. While the Cold One Knights have a nice LD9 to check upon the real weakness is those Cold One Chariots. To spend 2 turns lining up coordinated charges only to have the units go stupid and see your lines bugger off unsupported is pretty deflating. _________________ 2nd place is the 1st loser
Not all patients are annoying …some are unconscious.
WFB: Empire [2-0] Killed off 2250 Orcs by Turn 4  |
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JMarv The MathHammer

Joined : 20 Aug 2007 Posts : 789 Location : Evendale, OH
 | Subject: Re: Stupidity Wed Jan 30, 2008 1:33 pm | |
| | Yeah, I've always seen dark elves as a very challenging (i.e. not very good) army. Running cold ones in a lizardmen army is much easier to do with Ld 8 with cold blooded. Although it does make some sense that other lizards can more easily control their lizard mounts. If you take a unit of cold one knights and a cold one chariot you're probably going to go stupid at some point during the game. I guess you just have to hope that it happens at a less crucial time. |
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Marc Fantasy Moderator

Joined : 20 Aug 2007 Posts : 1624 Location : Milford
 | Subject: Re: Stupidity Wed Jan 30, 2008 2:01 pm | |
| Only thing I can think of is having redundant units. Kind of the way Orcs & Goblins handle Animosity (though Black Orcs and magic items help there as well)
..but I'm looking for at least 3 to 4 Chariots to support those fragile elite infantry units. Having small sized, T3, avg save units charge in unsupported is not good at all. Those Chariot impact hits are what tip the balance in my testing. _________________ 2nd place is the 1st loser
Not all patients are annoying …some are unconscious.
WFB: Empire [2-0] Killed off 2250 Orcs by Turn 4  |
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JMarv The MathHammer

Joined : 20 Aug 2007 Posts : 789 Location : Evendale, OH
 | Subject: Re: Stupidity Wed Jan 30, 2008 3:11 pm | |
| | Yeah, the chances of a stupidity failure is 1/6 for dark elves, so on average each cold one unit will be stupid once per game. For Lizardmen (assuming there either is no slaan or they are too far away) the chance is 1/10. Do you want to get a game in today? I didn't bring my fantasy stuff, but I could stop by and pick it up on my way over. I will also have my 40K, since that is what is painted and I plan to show you. |
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Marc Fantasy Moderator

Joined : 20 Aug 2007 Posts : 1624 Location : Milford
 | Subject: Re: Stupidity Wed Jan 30, 2008 3:26 pm | |
| I left my DE book in my locker ..breakroom material.
I suppose I can take the stats off the online summary.. 500pts?
Don't get too excited just yet as I have to contact the boss. Here's hoping shes having a good day at the office  _________________ 2nd place is the 1st loser
Not all patients are annoying …some are unconscious.
WFB: Empire [2-0] Killed off 2250 Orcs by Turn 4  |
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Marc Fantasy Moderator

Joined : 20 Aug 2007 Posts : 1624 Location : Milford
 | Subject: Re: Stupidity Wed Jan 30, 2008 3:53 pm | |
| All clear..
See you today for a game. _________________ 2nd place is the 1st loser
Not all patients are annoying …some are unconscious.
WFB: Empire [2-0] Killed off 2250 Orcs by Turn 4  |
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Crobar Initiate

Joined : 10 Dec 2007 Posts : 251
 | Subject: Re: Stupidity Wed Jan 30, 2008 4:17 pm | |
| The Dark Elves are considered one of the weakest armies right down there with Ogre Kingdoms. They did bring out a Dark Elf list that was very competitive in Storms of Chaos, but in their infinate wisdom, GW decided that the entire book was illegal to play in competition. The Dark Elves do have one of the best units in the game, but they are a rare choice. every standard darlk elf army I have ever fielded had a unit of Black Guard. Don't discount what the Dark Riders can do either. I have won a few times with Dark Elves and have never fielded a cold one in any form. |
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Marc Fantasy Moderator

Joined : 20 Aug 2007 Posts : 1624 Location : Milford
 | Subject: Re: Stupidity Wed Jan 30, 2008 5:30 pm | |
| Here is my 500pt Warband. CoK Champ is the General.
6 Warriors [rxbs] 5 Dark Riders [rxbs. Musc] Cold One Chariot [Spears] 5 Cold One Knights [Champ, Warbanner]
re: Black Guard Very expensive, slow, Rare slot there with some funky rules. In the end they are still T3, 5+ save and can be avoided  _________________ 2nd place is the 1st loser
Not all patients are annoying …some are unconscious.
WFB: Empire [2-0] Killed off 2250 Orcs by Turn 4  |
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JMarv The MathHammer

Joined : 20 Aug 2007 Posts : 789 Location : Evendale, OH
 | Subject: Re: Stupidity Wed Jan 30, 2008 5:39 pm | |
| And today they will face off against my 500 pt dwarf list.
10 Warriors (Shields and Full Cmd)
10 Thunderers
10 Rangers upgraded from Quarrelers (GW, X-Bow, Shields)
6 Miners (GW, Champion and Standard)
My general is the Warrior Champion.
Looks like I will be significantly outmanuevered, but at least I will outnumber them! |
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Marc Fantasy Moderator

Joined : 20 Aug 2007 Posts : 1624 Location : Milford
 | Subject: Re: Stupidity Wed Jan 30, 2008 11:29 pm | |
| ...or more importantly outshoot me  _________________ 2nd place is the 1st loser
Not all patients are annoying …some are unconscious.
WFB: Empire [2-0] Killed off 2250 Orcs by Turn 4  |
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Sigma Golem Sergeant


Age : 34 Joined : 30 Nov 2007 Posts : 561 Location : The Front Line
 | Subject: Re: Stupidity Thu Jan 31, 2008 12:04 am | |
| Im getting stoked now. Looking at that list, I could definitly make one of those plus more. Im sure you could to. What I mean is, now I have some sort of idea what I want to do.
Are you to boys playing on a weekly basis? Tax season has me booked right now, but in a few weeks things should calm to a baja 500 speed. Maybe then I can watch and learn a few things so I can make a whole game and have some fun with my new Slayers. _________________ Warhammer Dwarf player |
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Crobar Initiate

Joined : 10 Dec 2007 Posts : 251
 | Subject: Re: Stupidity Thu Jan 31, 2008 6:51 am | |
| | you will have to post the results, I am curious as to how this one turns out. |
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JMarv The MathHammer

Joined : 20 Aug 2007 Posts : 789 Location : Evendale, OH
 | Subject: Re: Stupidity Thu Jan 31, 2008 11:54 am | |
| In the end the shootiness of the dour dwarves prevailed. The setup was two forests near the left and right edges of the board about equidistant from the front and back edge. Marc's deployment zone had a hill and a rock in it, mine had a hill in it and another hill just outside the zone. The middle of the board was open ground.
I deployed my 10 thunderers on the hill in my deployment zone. Marc put his 6 warriors on his hill in his deployment zone (left side from my perspective). I put my warriors to the right of my tunderers in the center of my zone. I was then done, so Marc put the cold one knights to the right of the warriors, between the hill and the rock, then the chariot to to the right of the rock and the dark riders to the right of that. I scouted my quarrelers turned rangers into the forest on the left side 18" away from the crossbow armed warriors.
Marc won the roll for first turn and went first. The warriors advanced along the hill in an attempt to get inside 12" of my rangers. The dark riders zoomed way forward around the right forest into line of sight with my warriors. The CoKs surged forward, followed by the chariot moving up 7". The Dark riders needed 6s after deciding to multi shot and came up with 3 hits, 1 wounds and I failed both saves for the warrior unit. The warriors were not so luck as with moving -1, long range -1, soft cover -1 they needed sixes on single shot and only managed on hit which did not wound. On my turn the warriors backed up toward the thunderers trying no to expose their flank to the dark riders and fearing the combined charge next turn. The thunderers opened up on the CoKs, and did three wounds of which one failed to save. The rangers had much better luck, inflicting five wounds on the warriors. The lone survivor decided that running away was the better part of valor.
On Marc's next turn, the chariot got stupid and ambled forward. The CoKs moved up about 8 inches in front of the warriors, readying for the coming charge, as did the dark riders, who also picked off another warrior with shooting. My miners decided to show up promptly, and I debated on how best to use them. I ended up moving them onto the board just to the right of my warriors, which would force the dark riders to flank charge them and not be able to combine forces with the cold one knights. The Rangers wheeled around to the right in the forest, hoping to be able to see something next turn. The thunderers opened up on the CoKs, hoping to help the warriors out before the coming combat and did an impressive 5 wounds. But Marc saved them all!
In Marc's turn the charges were made and the chariot was unstupid and moved into the center of the board waiting to see what happened. The Dark Riders killed two Miners, so no strikes back for me. The Miners however, held. The CoKs killed two of the warriors with no damage in return. The warriors bolted and were run down off the table. The thunderers wheeled around to face the point where the cold ones would be returning. The miners lost another of their number and still held and the Rangers took one wound of the chariot in shooting.
The Cold ones re-appeared and the dark riders finished off the miners and pursued up next to the cold ones. The chariot was stupid again and ambled forward. The thunderers opened up full blast on the cold ones and this time were able to fell three on 5 wounds. The rangers also had line to the dark riders and reduced them to three.
The dark riders and remaining cold one charged the thunderers who stood and shot. We debated how this worked when being charged by two seperate units and decided that I should choose which one to shoot at. Needless to say they annihilated the dark riders. The lone cold one knight failed to do damage, and the thunderers also did nothing so combat was tied. In my turn the rangers took another wound off the chariot.
The chariot was again stupid and now out of line of the rangers. The combat did basically nothing (I lost one guy, didn't break) and we called the game. After destroying the warriors and the dark riders and whittling the Cold ones down to one model and only losing 190 pts I had a solid victory. |
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Crobar Initiate

Joined : 10 Dec 2007 Posts : 251
 | Subject: Re: Stupidity Thu Jan 31, 2008 7:22 pm | |
| Try this Dark Elf Warband and see how it goes. I will play them myself if you don't mind that fact that my dark elves look like either high elves or wood elves. 3 Dark Riders with repeating crossbows 3 Dark Riders with repeating crossbows 10 Black Guard with musician, Standard Bearer and the War Banner 1 level 2 Sorceress with a Dark Star Cloak
It is my most prefered generic list. I know about the dwarven resistance to magic, but this list was not designed to go specifically against Dwarves or I would switch out the sorc for a hero designed to cut through armor. |
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JMarv The MathHammer

Joined : 20 Aug 2007 Posts : 789 Location : Evendale, OH
 | Subject: Re: Stupidity Thu Jan 31, 2008 7:46 pm | |
| | What is the dwarf resistance to magic rule again? I remember them having something but I can't find it in the rulebook. Wasn't it all units have magic resistance (1) or they generate an extra dispel die or something? I would be interested in playing that list at some point, even if the sorceress is swapped out for a cc hero. It would seem to me that the black guard would end up taking a moderately severe beating from shooting by the time it got into combat. I would also be interested to see how the two squads of dark riders would play. While they can get a charge in by turn 2 pretty easily they are also pretty vulnerable to handguns and crossbows. |
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