home

Recent Posts

Pages: 1 ... 8 9 [10]
91
The Old World Cometh Again !!! / Re: What’s up with War Machines?
« Last post by Zygmund on May 01, 2024, 06:51:02 AM »
I've been taking a block of 20 crossbowmen. Typically I face elves and brets and ong. What have you been taking zyg?

I'm practically playing with a 6th ed army, so focus on maneuver, cavalry attacks and magic. I don't take more than one unit of CB's, and try to place it on a hill to minimize width.

I love the HBVG for its small footprint and ability to turn around before shooting. But it's just so unreliable, easily killed and often left without good targets because of the short range and all the things taking place on the battlefield.

My regular opponents include OnG (Nigh Gobbos!), Dwarfs (both shooty and melee orientated), and some Brets, DE, CD, what have you got. I also play OnG (Night Gobbos!) and Dwarfs myself.

-Zyg
92
The Old World Cometh Again !!! / Re: Inner Circle Knights
« Last post by Sir Falo on May 01, 2024, 05:54:30 AM »
I run IC over Demigryphs. I have run two IC of 6 and that works fine.

What makes me take IC over Demigryphs is that they can act way more independent than Demigryphs and that they are way faster. LD9 veterans makes it so you dont need a Grand master as a baby sitter.  Demigryphs are 3 wounds away from a ld8 panic test, and with people are taking more multiple wounds attacks, you are going to roll panic. IC are basicly one of two/three regiments you have that are not dependent on your characters Ld support.

That gives me way more options of what characters that you can take. Witch hunters, chapter master or captain on pegasus, horse or demigryphs can work along IC (the only way to use Witch hunter in my opinion). Ulric priest are ok with them. I however I like the captain on Griffon. He is a great support for two 6 man IC regiments. Not too expensive, can charge things behind the enemy lines (like support wizards or the like) and terror is great support for you knights charge, they remove ranks and is close order. All for 190 pts.

IC also have rules that makes them good in their own right. Drilled is an amazing rule. 21" march and just having a 2 man front makes them alot easier to move around and get good positions. If you are in a flank were you are hard counters, Drilled gives you the ability to change you flank.

Stubborn is a must have. If you knights fucks up a charge your plans are not just destroyed. You can use them as a sacrifice to a Dragon. And with Ld9. They can hold the line if you need them to.

A more funny build if to take Wizards hat on the IC champion. Ld9 reroll makes stupid not a thing and hammer hand works ok. Just keep away from the enemys lvl 4.

6 man are the best formation in my opinion. Works well with drilled.

An example for a cavalry formation I use:
616 Pts
Captain of the Empire [190 pts]
(Hand weapon, Lance, Full plate armour, Griffon, Charmed Shield)

6 Inner Circle Knights [213 pts]
(Hand weapons, Lances, Shields, Full plate armour, Stubborn, Inner Circle Preceptor (champion), Standard bearer, Musician)

6 Inner Circle Knights [213 pts]
(Hand weapons, Lances, Shields, Full plate armour, Stubborn, Inner Circle Preceptor (champion), Standard bearer, Musician)
93
The Old World Cometh Again !!! / Re: Inner Circle Knights
« Last post by Minsc on May 01, 2024, 02:17:14 AM »
I know people are going to say ‘Demigryph Knights’ and while they are definitely the most effective Special choice, surely the Inner Circle can be made viable even if it’s not optimal?

Thats the main drawback of IC-knights; DGK's generally do what they do but better.

With that said, IC-knights have some benefits:
- DGKs can only be joined by characters on a Demigryph (thanks to clumsy), but IC-knights can be joined by characters on regular horses, which means you can attach Priests and Witch Hunters for their buffs. Especially the Priests of Ulric have some decent prayers for them (+D3 charge/MW(2))
- Special rules that are exclusive to IC Knights over DGKs: Veteran is nice, Inner Circle prevents rubber-lance-syndrome somewhat, but most importantly Drilled post FAQ: Put them in marching column, move 21" up the board, and then redress the ranks and charge next turn.

They also have Ld9 for some reason, which will be kinda moot if you have a General/Grand Master nearby, but you know... still.  :icon_wink:
94
Age of Sigmar / Neat Write Up of Age of Sigmars Launch
« Last post by Gankom on May 01, 2024, 01:45:54 AM »
One of the folks over at Goonhamer has done a neat write up of the problems surrounding the terrible Age of Sigmar launch. its worth a read to see how things have evolved, and also for a glimpse at just how bad a state Fantasy was in at the time.

https://www.goonhammer.com/a-history-of-miniature-violence-age-of-sigmars-launch/
95
The Old World Cometh Again !!! / Re: Inner Circle Knights
« Last post by Footpatrol2 on May 01, 2024, 01:03:01 AM »
I've only used 6 man or 5 man ICK units with fcmd. I've played two Bret players and both games they went against Pegasus knights and they mopped the floor with them. Maybe I got lucky. Pretty sure if I used core knights they would have folded.


 I think ICK are very good, I prefer DGK thou for the sustain DMG output.
96
The Old World Cometh Again !!! / Inner Circle Knights
« Last post by ChaosReigns on May 01, 2024, 12:22:45 AM »
I bought an Empire army ages ago when I was still playing 8th edition, having played Bretonnia as my main army for quite a while already by that point. One of the cool things about Empire was the massed access to 1+ saves with knights.

Of course, this is no longer a reality with the Empire’s knights in Core.

At 2,000 points it’s possible to take two units of Inner Circle that still have 2+ armour saves (which is now effectively the 1+ equivalent). Has anyone had success with big units of Inner Circle? What do you guys find are the best ways to run them?

I know people are going to say ‘Demigryph Knights’ and while they are definitely the most effective Special choice, surely the Inner Circle can be made viable even if it’s not optimal?

97
The Old World Cometh Again !!! / Re: All the magical nonsense
« Last post by Minsc on April 30, 2024, 11:17:30 PM »
Inner circle knights take 2 wounds from doombolt???

No he means that 2 wounds on the IC-knights and they can no longer "Loner-protect" the Pegasus-Wizards.

They are, on mature consideration, surprisingly more defensible then their stats would suggest. So the question remains, when confronted with these two magic missile slinging wizards what do you target them with?

My own magic missiles, skirmishers or fastcav (esp. with any sort of ranged weapons), various warmachines, any unit with ranged weapons which aren't Ponderous, etc, etc.

They're expensive and annoying T3 models (they're not T4, Pegasus does not grant +1T) with 3 Wounds and no save.
In your original list, they would be the first things I'd target and get rid of.
What else am I gonna shoot at? Your IC-knights or large slow unit of State Troops?
98
So I have a question on the reroll to hits of 1 or to wound prayer.

The wording specifically says to hit OR to wound not AND to wound. Does that mean I have to pick which one?

I would say no.   You get to re-roll both to hit or to wound rolls.   That is generally what "or" means.   If you fulfill condition A you can use this ability.   If you fulfil condition B you get to use this ability.   This would be described as the ability can be used if condition A or condition B are fulfilled.

If you used "and" in this instance then condition A and condition B would need to be fulfilled in order for the ability to be used.   If only condition A was fulfilled the condition could not be used.   If only condition B was fulfilled the condition could not be used.

Ok good to know thanks.
99
So I have a question on the reroll to hits of 1 or to wound prayer.

The wording specifically says to hit OR to wound not AND to wound. Does that mean I have to pick which one?

I would say no.   You get to re-roll both to hit or to wound rolls.   That is generally what "or" means.   If you fulfill condition A you can use this ability.   If you fulfil condition B you get to use this ability.   This would be described as the ability can be used if condition A or condition B are fulfilled.

If you used "and" in this instance then condition A and condition B would need to be fulfilled in order for the ability to be used.   If only condition A was fulfilled the condition could not be used.   If only condition B was fulfilled the condition could not be used.
100
So I have a question on the reroll to hits of 1 or to wound prayer.

The wording specifically says to hit OR to wound not AND to wound. Does that mean I have to pick which one?
Pages: 1 ... 8 9 [10]