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Author Topic: Suggestions against screamers  (Read 1260 times)

Offline commandant

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Suggestions against screamers
« on: April 02, 2025, 04:35:58 PM »
I'm going to a tournament this week end. My list is in the stillman challenge tread and locked in. Apparently there are a lot of vampire count screamers showing up. I will have lists soon. Any suggestions as to what my list could do against screamers would be welcome.

Offline sedobren

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Re: Suggestions against screamers
« Reply #1 on: April 02, 2025, 09:55:20 PM »
so 2 out of 3 screamers are large target (necromancer on mortis engine and terrorgheist) and neither have significant armor, especially the terrorgheist. So a couple of cannons and a wizard (to keep the terroghest grounded) can be very effective. Vampire counts don't have shooting basically, and the scream is only 8". Concentrate on one target (likely the terrorgheist as it can fly) and then move onto the next. A third cannon (maybe from the steam tank) maybe, plus an engineer since you are bringing so much cannons.

Honestly i'd forget trying to demolish the blocks of grave guards as they will bog you down and wear your units do death. A necromancer can easily reanimate 10 each turn, so get the terrorgheist and the necro first ad then destroy the rest with cavalry.

A steam tank is also good if you need to pit down a terrorgheist for the rest of the game, as it will take it a lot of turns to destroy your tank.

The third screamer (the banshee) is ethereal but is also much easier to kill in melee with a character with amgical attacks (or spells).

edit: i read your stillman list. Although i'd have liked one more cannon, basically the same thing but use the wizards to kill the terrogheist and then the necromancer, while dispelling the movement spell on the grave guards as they can be incredibly fast if the spell gets through your mages
« Last Edit: April 02, 2025, 10:00:48 PM by sedobren »

Offline commandant

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Re: Suggestions against screamers
« Reply #2 on: April 03, 2025, 01:00:49 PM »
One list for example:

Master Necromancer [420 pts]
- Hand weapon
- Level 4 Wizard
- General
- Mortis Engine
- Spell Familiar
- Skull Staff
- Illusion

Master Necromancer [355 pts]
- Hand weapon
- Mortis Engine
- Lore Familiar
- Necromancy

Tomb Banshee [90 pts]
- Hand weapon

Tomb Banshee [90 pts]
- Hand weapon

++ Core Units [558 pts] ++

3 Bat Swarms [117 pts]
- Claws and fangs (Hand weapons)

22 Zombies [66 pts]
- Hand weapon

22 Zombies [66 pts]
- Hand weapon

3 Bat Swarms [117 pts]
- Claws and fangs (Hand weapons)

22 Zombies [66 pts]
- Hand weapon

21 Zombies [63 pts]
- Hand weapon

21 Zombies [63 pts]
- Hand weapon

++ Special Units [75 pts] ++

5 Fell Bats [75 pts]
- Claws and fangs (Hand weapons)

++ Rare Units [410 pts] ++

Terrorgheist [205 pts]
- Filth-encrusted talons
- Rancid maw
- Calloused hide (light armour)

Terrorgheist [205 pts]
- Filth-encrusted talons
- Rancid maw
- Calloused hide (light armour)

---
Created with "Old World Builder"

[https://old-world-builder.com]

THough this list breaks the only 3 of any unit rule so may be changed.

Offline commandant

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Re: Suggestions against screamers
« Reply #3 on: April 03, 2025, 01:02:42 PM »
The outriders could do okay against the terrorgists?

Offline Sir Falo

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Re: Suggestions against screamers
« Reply #4 on: April 04, 2025, 05:15:10 AM »
Sceam-lists are very hard to face. They will hurt you a lot around turn 3 and forward.

Some help you have:
Veteran, gets you a rerolls on the Ld test. That includes screams.
Cannons, dragon bow and volly guns vs Mortis engine. If you can kill the Master wizard general you are safe.
Zombies are dangerous, the can buff them a lot.
Conentrate your fire, they will heal upp otherwise.

Wizards familiar helos you dispella the debuffs on Ld. Screams are not fun when you have -3 on Ld

Offline Motley

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Re: Suggestions against screamers
« Reply #5 on: April 10, 2025, 09:37:41 PM »
What about a cheap captain in units to help stop feeing spreading too much when units run through each other?

Offline Sir Falo

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Re: Suggestions against screamers
« Reply #6 on: April 11, 2025, 06:35:06 PM »
What about a cheap captain in units to help stop feeing spreading too much when units run through each other?
In my experience panic is not a huge problem. It can be nice if the captain have a Dragon bow tho.

Offline commandant

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Re: Suggestions against screamers
« Reply #7 on: April 11, 2025, 10:50:38 PM »
Dragon bow is such a good item.

Offline Footpatrol2

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Re: Suggestions against screamers
« Reply #8 on: April 12, 2025, 12:14:25 AM »
Interestingly a large unit of militia has leadership 10, which kinda helps against screams. Something to think on if your taking infantry.

Offline commandant

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Re: Suggestions against screamers
« Reply #9 on: April 12, 2025, 09:35:59 AM »
A large unit of free company with a witch hunter ti give them magical attacks would be really good against a lot if things I think.

Offline Perforated

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Re: Suggestions against screamers
« Reply #10 on: April 12, 2025, 07:31:37 PM »
A large unit of free company with a witch hunter ti give them magical attacks would be really good against a lot if things I think.

The effect of magical attacks is relatively small. And Free Company are not good to begin with. Them having magical attacks will do little to change that.

What exactly are you thinking they would be good against?
Stirland rabble for life!

Offline commandant

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Re: Suggestions against screamers
« Reply #11 on: April 12, 2025, 09:35:01 PM »
Banshees and other such screamers.

Offline Footpatrol2

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Re: Suggestions against screamers
« Reply #12 on: April 12, 2025, 11:24:26 PM »
Free company are roughly as ok as the rest of the state troops options.

Offline Sir Falo

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Re: Suggestions against screamers
« Reply #13 on: April 13, 2025, 05:16:20 PM »
I find that Large Free company is quite hard to use. Impetuous is just a paint. You can drop a Demonology wizard that gives them Str and Ap then fly them 24" and waste someone in the back line. If its a large target you can get of quite a lot shots.

Offline commandant

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Re: Suggestions against screamers
« Reply #14 on: April 13, 2025, 06:24:23 PM »
The fact they have 2 attacks as standard makes them pack a surprising punch.  They would pair well with a demonology wizard.

Offline OMoran

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Re: Suggestions against screamers
« Reply #15 on: April 14, 2025, 07:38:40 AM »
They still don't have any armor piercing, i think the only viable infantry core unit are halberdiers.

They can be veterans for the reroll, but it's quite a steep price. Maybe adding more bodies is better and might help in other fights too.

Offline commandant

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Re: Suggestions against screamers
« Reply #16 on: April 14, 2025, 10:19:11 AM »
Veteran halberdiers are very buffable and really good.

The lack of AP is a downside but there is also less armour in this edition and many of the demonology buffs give AP. Admittedly a witch hunter and a demonokogist in the same unit would be nonsense