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The Old World Cometh Again !!! / Re: All the magical nonsense
« Last post by Minsc on Today at 12:03:53 PM »
Skirmishers or fastcav

Both of these are much slower than the peggy-mage.   It is one thing to say that.   Firing skirmishers (if they have quick shot) are still likely hitting the peggy-mage on 5+ (long range) or even 6+.   With BS5 or so this could be a concern but these are fairly rare.   For shooting you would need to be concerned more about characters with the Dragon Bow or that sort of nonsense.   I'm not sure what type of normal BS shooting is very concerning.

Like if you consider empire archers.   They have 6 shots (say there are six of them which seems like a decent number for skirmishers) which would do on average 2 hits and 1 wound.   That means they need 3 rounds of uninterrupted shooting to kill the peggy wizard.

You bring up speed yet the wizards themselves are limited to their cast range. It's not like skirmishers and fast cav with ranged weapons need to be able to charge you or even be near you, just being within their range is enough. If your Wizards are out of range they can't cast, and I'll just shoot at something else = it's a win.

Empire Archers are quite literally one of the worst ranged skirmishing units in the game when it comes to damage output, they're not a good yardstick. There are a ton of BS4 skirmishers who will hit your Wizards on 3+ or 4+ if long range. Heck, it doesn't even have to be skirmishers, just regular ranked up elves with bows will hit on 5+ at worst (-1 move, -1 long range) unless you're in cover. Then you have various units that can march and shoot, got quickshot, don't suffer penalties, etc. etc.

Any competent general with a half-decent list would either eliminate those Wizards without too much effort (or keep them so far away that they can't do anything), assuming it's an army that can do so. Against some armies without shooting (like WoC and VC) they'll likely perform better.

Quote
Well you do have to do something about that large slow moving unit of state troops because that is where all the points in this list are.

Sure, but the things that is most capable of dealing with large units of infantry are usually not the same thats the most capable of dealing with chaff, because thats essentially what your Pegasus-Wizards are.
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Age of Sigmar / Re: Neat Write Up of Age of Sigmars Launch
« Last post by GamesPoet on Today at 11:51:47 AM »
A reminder of the chaotic mess that occurred back then. I recall my own distaste of the situation, and beyond the loss of the order associated with WFB. However, the situation that happened did little to encourage taking up the system for many, and how GW managed to get through it seems astounding.

A good read, thank you for posting the link.  Looking forward to the next, so please post a link when seeing such, thanks!
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The Old World Cometh Again !!! / Re: All the magical nonsense
« Last post by PowerSeries on Today at 11:41:20 AM »
So I played a game against wood Elves.

The way watchers or blocks of glade guard can definitely delete a mage if they get a clear shot at them.  Heck they deleted 10 spearmen a turn, as well as my knight block.


Also of my mage can move 10" and then cast a 16" spell, they can target you mage as long as you are within 26".  Assuming they want to be in that location afterwards. So I'm not sure you count as safe from magic missiles.
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The Old World Cometh Again !!! / Re: All the magical nonsense
« Last post by commandant on Today at 10:42:19 AM »
Yes but the IC-knights are not there to Loner-Protect the Pegasus-Wizards in the main sense of the term.   The mobility is there to protect the wizards.

I have looked at these examples but


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.


Magic missiles:

Your own magic missles are indeed a concern.   But your own magic missiles need to draw LOS (which could not be that easy if your wizard is in a unit) and get through my magic defense of the level 4 (most likely).   Certainly magic missiles are a concern.   However magic missles that are a concern also have a range that is equal to the peggy mage.   For example it should be reasonably easy to keep the peggy mage out of range of other mages who are casting summoning while still casting summoning against their units.

Skirmishers or fastcav

Both of these are much slower than the peggy-mage.   It is one thing to say that.   Firing skirmishers (if they have quick shot) are still likely hitting the peggy-mage on 5+ (long range) or even 6+.   With BS5 or so this could be a concern but these are fairly rare.   For shooting you would need to be concerned more about characters with the Dragon Bow or that sort of nonsense.   I'm not sure what type of normal BS shooting is very concerning.

Like if you consider empire archers.   They have 6 shots (say there are six of them which seems like a decent number for skirmishers) which would do on average 2 hits and 1 wound.   That means they need 3 rounds of uninterrupted shooting to kill the peggy wizard.

Warmachines (certainly ones that do multi wound) could a serious difficulty.   Hence my later thought that I need cannons for counter battery fire.
All non Ponderous BS shooting is only hitting on a 6+ (if they moved and long range).   Most is Str 3 or so.

Certainly there is some concern but the Peggy mages can be hidden behind the archer screens at the start of the battle.

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?

Well you do have to do something about that large slow moving unit of state troops because that is where all the points in this list are.
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The Old World Cometh Again !!! / Re: What’s up with War Machines?
« Last post by Footpatrol2 on Today at 09:03:20 AM »
Placing the 5+ ward save from elementalism on your high priority war machines discourages the opponent to kill the warmachines via shooting. You can also use the priest of sigmar prayer one.

@zyg
Since old world came out my gaming group got a lot bigger. In two different gaming groups now. So it's pretty much the full spectrum. There is a lot of elf players thou.
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The Old World Cometh Again !!! / Re: What’s up with War Machines?
« Last post by Zygmund on Today at 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
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The Old World Cometh Again !!! / Re: Inner Circle Knights
« Last post by Sir Falo on Today at 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)
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The Old World Cometh Again !!! / Re: Inner Circle Knights
« Last post by Minsc on Today at 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:
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Age of Sigmar / Neat Write Up of Age of Sigmars Launch
« Last post by Gankom on Today at 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/
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The Old World Cometh Again !!! / Re: Inner Circle Knights
« Last post by Footpatrol2 on Today at 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.
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