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21
The Old World Cometh Again !!! / Re: Fanatic Management
« Last post by Zygmund on Today at 09:30:53 AM »
Is it just me or does this sound like a job for the infantry

You're not alone. I said this early on in the discussion.

I'm pondering if a Free Company Militia unit might work here. It would save your State Troops, and suddenly two WS3 S3 attacks feel almost effective.

-Zyg
22
Free Companies. Their throwing weapons are perfect for the models with pistols, blunderbusses and an occasional bow or crossbow, and here the Impetuous rule is not breaking a unit, but adding to the feeling and playstyle. With Levies and Warband they're exactly what they should be: a semi-independent throwaway unit that can redirect, and threaten & contain enemy chaff.

Inner Circle Knights. Ld9, Drilled, IC and Veteran make these knights feel great. All their other special rules rock too, all add a special touch especially to this unit. They might be overcosted compared to the DGKs and you might want to fill the core with normal knights, but boy the IC knights are tough & maneuverable. This is actually a unit that my opponents fear, although it's a points sink.

Crossbows. 7pts per model compared to 8pts made them 14% more efficient. They had a comparative edge to Handgunners before because of range, but with the points reduction they're actually a good choice overall in the game. At the level of a HBVG, but more reliable and harder to remove. I'm moving to play less the artillery hill and more a crossbowmen hill. (Pity this comes at the cost of Handgunners.)

-Zyg
23
The Old World Cometh Again !!! / Re: Fanatic Management
« Last post by commandant on Today at 09:15:52 AM »
Is it just me or does this sound like a job for the infantry
24
The Old World Cometh Again !!! / Re: Fanatic Management
« Last post by Zygmund on Today at 08:50:25 AM »
As mentioned. Vortexes. Necromancy, Illusion and Battle magic all have great vortexes. Remember that they release the fanatics before the vortex is removed. So that makes it so you can have a timing to charge them without facing fanatics.

 :icon_question:

The only unit that will fit into the space of the vortex are drilled knights or a (flying) monster. Two, max four knights can make contact without touching a fanatic during the charge.

They release the fanatics before the charge, but the fanatics will move before you strike, in your random movement sub-phase, but still directed by the NG player. They will be released at the edge of the vortex, and move through the charging unit that is now in contact with the NG horde.

Whatever you try, a lot of hurt is coming your way. There's no way but luck (doubles) that can help you.

NG units tend to have at least two fanatics, and they will release both when charged.

69% of the time you get hit by 2d6 S5 AP-3 hits. Kills 5 knights on the average.
28% of the time you get hit by 1d6 S5 AP-3 hits. Kills 2 knights on the average.
3% of the time both fanatics roll doubles.

On the average, you expect to lose 4 knights. That's a minimum sized unit gone. For a medium sized unit things then get interesting:

The knights' first charge negates the NG ranks. The NG mob still has close order and standard, so +2 CR to beat. It will likely cause no wounds on the knight unit.

1 normal knight will cause maybe one wound and lose the combat.
1 champion will cause one wound and lose the combat.
1 champion & normal knight will cause two wounds and lose combat because of the NG musician.
A champion & standard will cause two wounds and the get +1 CR from the standard. The NG mob now has to roll at -1.
Three knights will still have close order +1 CR, and are likely to contain a C/SB/M or all three, which makes things even easier.

That's only against two fanatics. Against three, you expect to lose 7 knights. I don't think you should charge at all, unless totally desperate or getting a big combo charge on a NG mob with at least two important characters.

Calculated with normal knights. IC knights will fare marginally better because of their armour. But they're tremendously expensive to waste on a NG mob.

I think the Steam Tank is the only secure thing to charge a NG horde. But it doesn't have first charge, so will be left there to grind. Might still win.

Of course it's a dice game and these are just averages. (In my experience, I will whiff my attacks anyway, so I'll auto-lose all combats, whatever the odds.  :icon_rolleyes:)

-Zyg
25
The Old World Cometh Again !!! / Re: Drilled on Missile Troops
« Last post by commandant on Today at 08:27:02 AM »
I think that only applies to frenzied units though
26
The Parade Ground / 2000 Points double Griffin
« Last post by Eldrad36 on Today at 08:14:00 AM »
Just getting back into old world after a lot of time away! I would appreciate any critique anybody has.


Warhammer: The Old World, Empire of Man
===

++ Characters [564 pts] ++

Wizard Lord [190 pts]
- Hand weapon
- Level 4 Wizard
- Pegasus
- Illusion

Captain of the Empire [187 pts]
- Hand weapon
- Lance (if appropriately mounted)
- Full plate armour
- Shield
- Griffon

Captain of the Empire [187 pts]
- Hand weapon
- Lance (if appropriately mounted)
- Full plate armour
- Shield
- Griffon

++ Core Units [543 pts] ++

25 State Troops [165 pts]
- Hand weapons
- Halberds
- Light armour
- Sergeant (champion)
- Standard bearer
- Musician

25 State Troops [165 pts]
- Hand weapons
- Halberds
- Light armour
- Sergeant (champion)
- Standard bearer
- Musician

5 Empire Archers [40 pts]
- Hand weapons
- Warbows
- Scouts

5 Empire Archers [40 pts]
- Hand weapons
- Warbows
- Scouts

5 Empire Knights [133 pts]
- Hand weapons
- Lances
- Shields
- Heavy armour
- Drilled (0-1 unit per 1,000 points)
- Preceptor (champion)
- Standard bearer
- Musician

++ Special Units [628 pts] ++

Great Cannon [125 pts]
- Great cannon
- Hand weapons

Great Cannon [125 pts]
- Great cannon
- Hand weapons

3 Demigryph Knights [189 pts]
- Lances
- Shields
- Full plate armour

3 Demigryph Knights [189 pts]
- Lances
- Shields
- Full plate armour

++ Rare Units [265 pts] ++

Steam Tank [265 pts]
- Steam Cannon
- Steam gun

---
27
The Dragon bow is great!
28
The Brush and Palette / Re: Gankom's Painting Blog of Random Variety
« Last post by Zygmund on Today at 07:58:50 AM »
The pictures don't show to me. Opening them, I get the note: "This content is no longer available."

-Zyg
29
The Old World Cometh Again !!! / Re: Drilled on Missile Troops
« Last post by Sir Falo on Today at 06:41:22 AM »
You cant use Drilled to fail a charge. Its in the FAQ. The regiment have to do what it can to make the charge.
30
The Old World Cometh Again !!! / Re: Dragon woe
« Last post by Clymer on Today at 04:10:39 AM »
I’ve got notes for one I’ve been meaning to write. Ill do some pictures and maps when I can, but here’s the summary: He had a wizard HE with a 2+/5++ and managed to make it ethereal every single turn of the game. 1500 points. We played watchtower. He deployed his shadow warriors in the tower, and we deployed in opposite corners, I was trying to keep the tower between us as much as possible because of the dragon and his RBTs.

Deployed my archers behind his RBTs and tied them up while a drilled unit of knights swung around to finish them off. My outriders wiped out his reavers, and then failed terror and fled from the dragon never to rally. My Griffon charged the tower and wiped out the shadow warriors, causing panic on a nearby wizard who fled, never to return. I blocked his dragon from charging my Demigryphs and infantry with a stubborn unit of knights as he tried to make his way down my line from from my right flank. I placed them so that there was not enough room for him to charge over my knights and fit between the knights and my other units. He charged them with his dragon and silver helms. I challenged, he accepted with his silver helm unit champ. My champion survived, and killed the silver helm champion! But the rest of the unit was wiped out. I used stubborn to FBIGO with the last knight. He followed up with both units, failing to restrain his dragon, and my Demigryphs and Griffon charged in the next turn, both contacting the Silverhelms. I killed a lot of silver helms and won the combat by a lot. His dragon broke, but the silver helms FBIGO and my Griffon and knights were blocked by them from running down the dragon.

The next turn the dragon rallied, I fought more silver helms, this time they fled through the dragon, I pursued into fresh enemy. This time the dragon won combat, my Demigryphs fled my Griffon fell back in good order, blocking the dragon. Next turn, last turn, my Demigryphs ralllied and my Griffon and the dragon tied in combat, he did two wounds and I did two back with a single wound from the 30 point two wound weapon… I can’t remember what it’s called.

The tally at the end was that he had killed a unit of knights, another half a unit of knights, and my outriders.

I had killed his reavers, two RBTs, a unit of 10 tooled up Shadow warriors, a level 2 wizard, and a unit of 10 Silverhelms. The difference was a crushing victory for the Empire.

In all, I did two wounds to the dragon, and they were pretty incedental. But I killed pretty much the rest of his army. Because of deployment and my outriders messing with him, the dragon was barely relevant until turn 3. Once it became relevant, I used my stubborn knights to block him from getting the charges he wanted, and locked both the dragon and Silverhelms in place, opening that opportunity for my Griffon to eat some horse flesh while shreds of shadow warrior cloaks still dangled from his maw. Anyway the dragon was never my real target, I always went after the other stuff.

In all,
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