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Topics - Clymer

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The Electors' Forum / Missile bearing state troops vs. Leadbelchers
« on: May 07, 2012, 03:04:23 AM »
A crazy comparison, I know! But let's just say that this week I had a 4 hour plane trip and forgot to bring a book... inflight magazine Sodoku will only take you so far.

So there I was flying over Nebraska and Iowa, as I always do, making up army lists in my head and trying to figure out what I would do with missile troops, besides the detachment+soulfire+helpit+cannonshot situation. Why did they have to make an already marginal choice a full point more? Why couldn't they be more like my leadbelchers? So, I started making the comparison.

I was thinking about the unit of 4 leadbelchers I like. With a musician they come in at 182 points. But dang, if it doesn't turn out that 20 crossbowmen or handgunners comes in at... 180 points. Not an endorsement of one or the other mind you, just a comparison with some interesting wins going to the state troops.

So how does 182 points of leadies compare to 180 points of state troops?

- The leadies get 4-24 shots, averaging 14 shots per turn. The state troops always get 20 shots. Advantage: State Troops
- The leadies have BS3, like state troops, but can move up to 6" and shoot without paying a penalty. Because they can move and shoot, and also because they stand a chance of contributing more to your own combat resolution than your opponents in combat, leadbelchers are a lot more likely to be in short range when they fire. State troops can give up the -1 AP for a 30" range, but can't move and shoot. Advantage: Leadbelchers.
- Leadbelchers cannot stand and shoot, state troops can. Advantage: State troops
- Leadbelchers are S4, T4, A3 W3. In combat... well, I'll just stop right there. Advantage: Leadbelchers
- On Panic: Leadbelchers have 12 wounds to the state troops 20 and both have LD7. But everytime the leadbelchers lose a single ogre, they're up against the panic check. Furthermore, the leadbelchers are frequently outside of the Inspiring Presence and Hold Your Ground bubbles because of all the more important, large footprint units that are occupying that space. Meanwhile, the state troops can use the LD of the parent unit, usually 8 or more. Advantage: State Troops.
- On Buffs: The leadbelchers when buffed by Gut Magic can become ferocious combat machines, and they can become more survivable and therefore, shoot longer. The state troops can gain benefits from a parent unit that aren't as good over all, but the possibility of flaming attacks alone makes me say... Advantage: draw.
- Leadelchers are special choices, state troops are core. Advantage: state troops.

So, overall, I do think the leadbelchers are quite a bit better. In truth, the leadbelchers are still among the first things to get pared down or go completely when I build and ogre list. But this comparison has led me to believe that our state missile troops have their uses, albeit limited and that the 9 point price tag isn't totally absurdly out of line with the leadbelchers for comparison's sake. It may be completely absurdly out of line with the Empire fluff and with the effectiveness of BS based shooting though.

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The Electors' Forum / Tales from the other side of the table
« on: April 22, 2012, 02:37:40 AM »
This is a little bit of a follow on to the "What the Others Think of Us" thread, but with a slightly different twist.

After having played 2 games of 3000 points against Skaven and OnG, I have definitely decided that the new book is excellent and that the infantry is extremely dependable given the new WP prayers.  I didn't use any of the new models, but did retool my artillery batteries, rekit my characters and revived my long forgotten detachments.

So, it was interesting to play my ogres today in a tournament game at 2000 points against Empire. My opponent had a pretty unconventional list: 10 IC knights (lances), 2x5 regular knights, 3 Demigryphs, 6 outriders, 2 steam tanks, an arch lector in the IC knights and a level 4 life wizard running by himself. Oh and he had a captisus, but no BSB.

I won that game in part at least because it was a "Blood and Glory" scenario and his list had only 3 fortitude points. But I have got to say that from the other side of the table what really shined was the new steamtank! In my games using empire, I've been a little vexed by the steam tank blowing its boiler every turn. But my opponent today pointed out that I've been doing it wrong... you don't add the number of steam points you're generating to the artillery die.  :eusa_wall: Ugh, I guess old habits die hard, right?

But seriously, the tank is awesome to a guy who had to play against them. The cannons are now usable and a force to be reckoned with. Random movement really made me sweat, and they were just annoying as all hell. Add in the Lore of Life trick and they're amazing. They weren't good enough to turn the tide for him, but whatever ground he did gain on me was mostly accomplished with the steam tanks.

What really stunk were the outriders. I've never had much luck using them myself, but on all the forums they are raved about, so I always figured I was just doing something wrong with them. But no. From the other side of the table, they were a pointless trifle. They are so weak that they are a push-over to dislodge. They were extremely vulnerable because he had to run them out in front of his army to be in range early on. Their wound output was minimal against ogres anyway. The top priority targets for them can all take the shots. If anything, I suggest these guys not be used very aggressively but for defensive operations, I think pistoliers would have been the better choice. Yes, they would have died without much wound output either, but the mobility of moving and shooting would have done a lot more to disrupt my advance.

I wish I could say something about the viability of an all-cav list after having played against one, but I don't think I can in fairness. Because of the scenario, all he really did was slowly back up and hope for an opportune charge (which I never offered to him) while hoping on the steam tanks to do it all (they almost did), so that he could keep his very few fortitude points safe. But I would say that there was never a point where I was very happy about the prospect of having even my toughest units charged by those IC knights or the demigryphs... luckily it never came to that and I got to do the charging.

Last note: While magic was a major factor in my previous victories using Empire, it wasn't much of a factor here. Probably because combat didn't happen until very late in the game. Still, Lore of Life seemed to have a good synergy with WP prayers, if close combat had been joined.

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The Electors' Forum / A couple fun new magic combos
« on: April 18, 2012, 05:11:42 PM »
Just been brainstorming some new magic and magic item combos that I thought were worth sharing, or repeating if they have already cropped up in other threads, I'm curious to hear any that others have found or thought up. But here's mine:

Soulfire+Crossbow detachment+artillery+regenerating monsters= dead hellpit, hydra, trolls and trollguts ogres.

Wizard Lord+Van Horstman's Speculum+Sword of Swift Slaying= a wizard who is going to be rerolling to hit with multiple attacks and wounding on 3s in most challenges

General of the Empire+White Cloak+Glittering Scales+ Fencer's Blades= General who will only ever be hit on 6s. If you're not too worried about WS6 popping up, why not drop the fencer's blades in favor of a shield and sword of striking or sword of might?

Anyway, just some fun looking combos that I will be trying out soon.

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The Electors' Forum / First Game and a Few Thoughts
« on: April 15, 2012, 05:33:19 PM »
Finally got my first game in with the new book yesterday, 3000 points vs. OnG.

Instead of writing up a battle report, I thought I would just point out a few things from the game that highlighted the new rules and and some things to be cautious of.

The Left Not an awful lot to be learned from the goings on on my left. But suffice to say that my 40 great sword horde with arch lector and captain with just FPA and shield, a detachment of 5 archers, a detachment of 20 swordsmen took out: a squig horde, a boar chariot, a wolf chariot w/ L2 shaman, a big block of goblins and a lone goblin character on a cave squig coming to hunt war machines. I lost the archers, about 4 swordsmen and about 25 of the greatswords.

The Crux. The crux of the battle focused on the center to the right of my line. In the center I had 17 IC White Wolf Knights w/ warrior priest, a block of 50 halberds, including a warrior priest and BSB, with a detachment of 5 archers operating out in front of them and a detachment of 20 swordsmen on their left, and then anchoring the left flank was the steam tank. Opposite my forces, from left to right (the same order) were a horde of savage orcs with a level 4 and his warboss, a block of 20 or 25 black orcs, an arachnorak and a mangler squig.

The Artillery One cannon and one volley gun proved pretty good at thinning dow the savage orc horde. I used the engineer to fire pigeon bombs in turn one, but quickly decided to attach him to the volley gun after that... with great results!
Lessons:
- The engineer should not do double duty as a pigeoneer and artillerist. Pick one or the other.

The Detachments There was a wood right in front of of the halberds. I moved the archers up into it and after firing ineffectually at the black orcs, I decided to reform in the following round to offer them the archers 1 model flank and shoot at the mangler squig instead. I moved my halberds up within 3" of the archers to confer hatred and the 5+ ward save from the warrior priest. But I miscalculated because when the skirmishers compressed they were more than 3" away! As it happened, just one survived and held on stubborn LD 7, thanks to the woods, setting up a flank charge on the Black Orcs by my IC knights that wiped the Black Orcs off the table.

As the mangler squig made its way towards my army's flank and the steam tank had been taken out by the arachnorak, I was forced to charge into the savage orc block to get away from the mangler, one turn earlier that I had wanted to. But I charged with both the detachment and the halberds so that in maximizing, I could edge the halberds out of the forest and preserve their steadfast, which would transfer onto the sword detachment (still partially in the forest), but more importantly, deny as many savage orc attacks as possible onto the halberd unit. A handy 5+ ward from the warrior priest helped everyone stick around long enough to see the savage orcs off. In fact I won every round of combat, but it was only the crown of command on the the warboss that kept them in so long. The combat was also joined by boar boys and the BSB, who bounced, and the one wound araknorak who joined combat after destroying my IC knights, but suffered many wounds in the front of my Halberd horde.
Lessons learned:
- Swordsmen can do very few wounds, but can really help mitigate damage returned to the unit.
- Either the 5+ ward or reroll wounds spells from the warrior priest can make a dramatic swing in the melee.
- Being able to transfer steadfast and other effects from the parent unit to the detachment is tremendously powerful.

The Steam Tank. I had almost the worst luck with the steam tank that I could have had, but it really helped turn the game my way very subtly. My boiler blew in all three of the turns that the steam tank existed. In the first two rounds I rolled misfire on my steam points, with the same result on the table: cannot fire steam gun. Luckily that didn't interfere with my plans. On turn three I was in combat and had already taken four wounds, I rolled a 10 on the artillery dice and ended up losing d3 steam points, in this case, just one. I rolled snake eyes for the number of impact hits. Faced with having to defend my weak flank from both an arachnorak and a mangler squig, I had opted for shooting the cannon. In turn 1 I hit and did 1 wound. In turn 2, I hit and did 4 wounds and was then charged. In turn three I was in combat and did 2 wounds, leaving the arachnorak with just one wound.
Lessons Learned:
- The new steam tank is not as reliable at the beginning, but is more reliable as the battle proceeds than the old one.
- Blowing the boiler doesn't neccasarily ruin the turn for the steam tank.
- It is actually worth firing the cannon, now that it is S10 and D6 wounds and the tank is more reliable after taking wounds.
- The tank is going to operate closer to the line and is definitely more defensive now than before. I would have run the steam tank out and been more aggressive with it, except I couldn't be sure I would have made the charge.
- The steam tank now does fewer impact hits overall.
- The steam tank is still awesome, just awesome in different ways. Honestly, I like it better because even though it's not as powerful, it's much harder to defeat.

Magic. This was really where I struggled in building a list at first. I didn't bring either of the new big magic carts because I've been spending my money on terrain for an upcoming campaign, rather than on new bits for my army. I also decided that I wanted the reliability of hatred in the units, and multiple prayer rolls, rather than depending on just those from the Altar. So I took 3 WPs, one for greatswords, one for halberds and one for IC knights. I took a single level 4 with light. My opponent had his way with my level 4 during the magic phase and brain burst my level 4 off the table by turn 2. The only thing the level four managed to do in his short time with us was to Banishment 2 savage orcs off the table. Thanks for playing, Sparky.
Lessons Learned:
- WP spam casting is awesome! It has a very synergistic effect in the magic phase and a very synergistic effect in combat and even during movement. My opponent had to carefully pick and choose what to dispel as any one spell he let through could swing an upcoming combat dramatically.
- WP spam casting suffers from not having bonuses to cast. There's not much to say about this really, just use a lot of single and double dice rolls and hope for the best.
- I think that WP spam casting will be helped by low level wizard spell casting. It's going to be most effective when you really draw out your opponent's dispel dice.
- I don't think that Lore of Light is a good compliment to WP casting. Pha's protection could be really good if you're facing BS shooting, but otherwise, WP prayers are really a mid-game, end game strategy. With Light, you just don't have the offensive power you need to maximize the magic phase in turn 1 and 2. If I go WP heavy again, I will definitely be trying out Shadow or Life instead. Both are more powerful offensively. Life will also let me toughen up and regrow my troops as we stand off and give them the artillery. I just see more magic synergy with lores other than Light.
- I am more concerned about using the WarAltar now. The WP effects on combat are so profound that the War Altar must be your opponent's number one target. If he is able to take it out, then our troops lose some major advantages. Furthermore, in this battle when my line split (the greatswords and company ran off well forward and to the left) they would have been well out of range of the War Altar's effects. I think they still would have done alright, but it would have been much tougher going for them. I would be tempted to go for the War Altar minimal Prayer strategy if I was using a level 4 and a level 2 or even two level 4's at larger game sizes. But alone, or with just a level 4 for back up, I would worry about this strategy. Maybe that will be offset by being able to put more points into other units, so I'll have to try it out a bit before really deciding, but for now, I'm unconvinced. One place that I can see the War Altar being especially good is for a player that runs flagellants. The War Altar would be the only way to get those prayers and hatred on the flaggies, so would be worth checking out for that. Also, it might be better in a more aggressive and less stand-off kind of army than the one I played yesterday.
- I did not use, and did not feel I needed the new magic carts. I had bad luck channeling despite having four channeling dice and was routinely rolling poorly for my powerdice, while my opponent was routinely rolling well in his magic phase. This was very much to the detriment of my Level 4 early in the game. However, the large number of power level 3 spells available to me meant that I had effective magic phases when I needed them most and I was still able to dispel the one most crucial spell most of the time. I can definitely see the uses for the new carts though, especially in turn 1 and 2 when my combat oriented magic meant that I had a lot of useless power dice that could have been put to use firing lasers and storm bombs.

The Verdict
All in all a great game and a solid new army book. It played very much the way I've always played Empire with a few subtle tweaks that I would say really increased the overall effectiveness of the army. Using the new rules to their most effective will take a little practice, but there are definitely some new and interesting possibilities. I would say that it is much more apparent to me now that there really are a good variety of builds in the book as well. I won the game by a very convincing points margin, but there was no point in the game where it felt like I was overwhelming my opponent and tension was high the whole time. It made a very balanced and engaging fight! Very solid, very consistent with the feel of the Empire, and I didn't use a single new model or unit.

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The Electors' Forum / Civil War
« on: April 09, 2012, 12:07:48 AM »
With all the talk of the new army book (rightly) dominating the threads, I was wondering if anyone had anything to say about the Empire getting its civil war rules this month. It certainly looks like a hoot, although I only encounter other Empire players at tournaments where the Civil War rules aren't going to be in effect, so I'll probably never get to try them out myself. But I thought that this gang might have different opportunities.

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The Electors' Forum / Meet the New Magic
« on: April 08, 2012, 11:49:05 PM »
So, what are folks thinking about how to run magic with the new book?

There's a lot of big changes, The Waltar can no longer loremaster light. We lost the rod of power/dispel dice combo. But we've gained some crazy good warrior priest spells and then the low power spells on the new carts.

I can see the strategy of sticking with Life and Light continuing to work. But I also see the possibility of going without wizards altogether (or just a level 2) and spamming a lot of low level spells. Wyssan's Wildform, Miasma, and Iceshard Blizzard all look like great, easily accessible buffs that can already push a well buffed army into the domain of silly good. But will it blend?

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The Electors' Forum / Storm of Captasus?
« on: June 27, 2011, 07:26:24 AM »
Just looking over the new WD and the Storm of Magic bits. Already I'm thinking that a pegasus capatian with the sword of fate and the Other Trickster's Shard is going to be handy.Send him after a monster or straight at a wizard up on his fulcrum... also, anyone suddenly thinking that the item that makes a character into a wizard would be good for a fighty lord atop a fulcrum?

Last note, did anyone else notice that the griffon listing on the GW website costs only 150 points without upgrades? I sure hoe that's a sign of things to come in a future army book.

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The Electors' Forum / Buildings: To Have and to Hold
« on: June 02, 2011, 11:46:39 PM »
Hey all,

Seems to me that Empire struggle with assaulting and holding buildings. The problem, it seems to me, stems from not having troops that can man to man against any other army. Sure Empire is great when our state troops come in a 50-pack, but ten of our guys against ten guys from any other army in the game... well it's not that likely unless you're lucky enough to get some greatswords into some building holding gobbos.

Problem 2... what troops do we have that we would want to field in only units of 20? Crossbows and Handgunners sure, but they're goners as soon as they get charged. If the building is behind the lines it sounds like a great idea, but if it's out in the middle, such as in the watchtower scenario, what then?

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The Electors' Forum / A Canon Ball Baited Trap
« on: May 08, 2011, 03:39:44 PM »
If you play Empire, and since you're here, I'm sure you do, then you've had this happen to you: Your crafty opponent puts one or more warmachine hunters into his list to come get your big guns.

Now, I'm of the mind that artillery should be kept cheap and disposable... games are won on the front by the fighting men. But it occurs to me that opponents often make substantial investments in warmachine hunters. So, my question is not so much how to protect the guns as it is to capitalize on the inevitable arrival of warmachine hunters and grab those points. So far I don't have too many problems with containing fast cav. A few crossbow bolts to soften them up and it's remarkable how often a warmachine crew can hold its own against a pair of marauder horsemen. But there's tougher foes out there such as a character on a disc of tzneetch or harpies can be pretty tricky because they've got such a mobility advantage over Empire. Any thoughts on dealing with those guys?

But has anyone tried setting up artillery to encourage the enemy to come get them and then spring a trap? Maybe by putting them out in front or juicily on a seemingly weak flank where you can rapidly redirect resources? Anyway, just looking for general ideas, or even examples from battles where you were able to get an opponent to overcommit to taking out warmachines.

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The Electors' Forum / Pistoliers or 2x5 Archer Detachments?
« on: May 08, 2011, 03:27:49 PM »
Hey all,

I'm debating with myself the relative merits of 5 pistoliers with muso, vs. 2 x 5 archer detachments. I tend to use them both for the same purpose, bait and flee, knocking off lone flyers and fanatics and such. But I can't really decide between the two for a standard empire list (i.e., 2-4 blocks of infantry 2-4 warmachines and a stank, +/- the usuals).

Pro 2x5 Archers: 17 points cheaper, more wounds, bait and flee without panic, 2 units might be more versatile and better at bait and flee since you can double up and nullify the inevitable redirect.

Pro 5 Pistoliers: More maneuverable, armor save (I know, kind of a joke, but still, it's something), war machine hunting capability, scout move, S4 and armor piercing, feigned flight.

Anyway, thoughts?

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The Parade Ground / Can we play like Dark Elves?
« on: January 03, 2011, 04:26:45 PM »
So last night I suffered a demoralizing loss against Skaven, using a list roughly based around 2 units of 50 halberds, a steam tank, a cannon and two helstorms, with all the goodies to maximize their effectiveness. But there were so many threats, coming from every direction that I just couldn't cope. Between one casting of the dreaded 13th and one casting of plague, I lost 43 Halberds (almost half my fighting strength) before my turn 2. My steam tank suffered 6 wounds from the Warp Lightening Cannon before it even moved. It would have been even worse if his grey seer hadn't miscast on his very first spell and then disappeared into the aether as a result.

One possibility to deal with a list like this, using the same army that I brought last night would be to charge straight in, instead of doing my usually "disrupt their advance, hold the line, shoot 'em up and smack 'em when they get here" tactics. But I'm not convinced, even if I had been able to charge in turn 2, I would still have been only at half strength. The one thing that I got lucky with was when he moved the plague furnace to within 3" of the STank, I generated a single steam point and charged it. Doing no damage, but at least I held the plague unit up for 4 turns... and even that was very lucky for me.

So, I've been preparing for an upcoming 2250 tournament, and I expect to have to face more lists like this, and I'm thinking that maybe hordes of halberds is not the way to go after all. It works a charm against Orcs, but maybe I need something different. I've really been impressed with the power that Dark Elves can get out of fielding a few smallish units, decent shooting and powerful characters. Now, we don't have the powerful characters, but we do have more powerful shooting. Anyway, I've come up with the following list. The idea is to delay and distract the enemy, hunt down his powerful and vulnerable units with fast cav and flyers, reduce the strength of his powerful units with shooting, tarpit anything I can't really deal with with the Steam Tank and mop up with smallish units of cav/infantry. Let me know what you think.

2250 Tournament Avoidance Army

General of the Empire, 236
Pegasus, Full Plate, Shield, Lance, Dawn Stone, Dragon Helm, Holy Relic, Potion of Foolhardiness

Level 4 Shadow Wizard, 240
Rod of Power

Level 2 Metal Wizard, 125
Scroll

Captain, 98
BSB, Full Plate, Enchanted Shield

Engineer, 65

20 Swordsmen, 145
Full Command

19 Swordsmen, 139
Full Command
- Detachment 5 Archers

5 Knights, 123
Musician

11 Crossbows, 113
Musician, Standard Bearer, Banner of Eternal Flame

Cannon, 100

Cannon, 100

5 Pistoliers, 97
Musician

5 Pistoliers, 97
Musician

Steam Tank, 300

Helstorm Rocket Battery, 115

Helstorm Rocket Battery, 115

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The Electors' Forum / Rod of Power or Scroll?
« on: December 16, 2010, 07:39:54 PM »
Let's say you were going to a tournament of 2250 points and could only fit in one wizard, in this case a level 4. Would you be more tempted to bring a rod of power or a dispel scroll or maybe even a seal of destruction? Why?

If you need to see the rest of the list to check out what I'm up to: http://warhammer-empire.com/theforum/index.php?topic=36634.0

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The Parade Ground / 2250 Empire Tournament List
« on: December 15, 2010, 03:27:18 AM »
So, the theme for this list is be indestructable and kill regenerating monsters. I expect A-boms and Hydras. I find a block of 50 Halberds to be amazing with a warrior priest, so much the better if they're buffed with light spells or Wyssan's Wildform. I'll use the warrior priests to get RIP 4+ saves and Hammer of Sigmar going early on the applicable characters so that later in combat they can concentrate on soulfire. The Characters were built to be cheap and durable. The shooting was built to discourage flankers and warmachine hunters and maybe just do some flanking and hunting of their own (pistoliers). The Inner Circle Knights are there to bring the flaming banner into combat with regen monsters. They'll be deployed 3 wide so that if I can get a monster to turn a flank to me, or if it's a 3-wide unit of trolls, I can maximize on a corner and still get a reasonable number of halberds into the action. I sprung the points for 6 and the IC to minimize the odds of a rubber lance situation. All I need is one wound and then the Halberds are suddenly flaming too.

One change I'm debating is whether to drop one mortar and use the extra points to upgrade the level 2 to a level 3 and spring a few points for better gear on the characters. Let me know what you think about that.

Anyway, without further ado, the list:

2250 Tournament Army

Arch Lector,
Armor of MI, VHS, Hammer of Might

Warrior Priest,
Heavy Armor, Shield, Dragon Helm

Captain,
BSB, Full Plate, Enchanted Shield, Biting Blade

Level 1 Beast Wizard,
Seal of Destruction

Level 2 Light Wizard,
Rod of Power

49 Halberds,
Full Command
- Detachment 5 Archers

48 Halberds,
Full Command

10 Crossbowmen,

6 Inner Circle Knights Panther,
Full Command, Banner of Eternal Flame

10 Pistoliers,
Musician

Cannon

Mortar

Mortar

Steam Tank


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The Parade Ground / 2500 Point All Comers Tourney List
« on: November 19, 2010, 11:13:47 PM »
Hey all,

Some of you will recall my post of a few days ago about an upcoming battle against a nasty Chaos army. The guy I'm playing against is tooling up for some upcoming tournaments and I've promised to give him a tough game against tough all-comers tournament style list. The rules are, even though I know the army that I'm going up against, roughly, that I can't tailor for it, rather I have to come with a list that I would bring to any tournament without knowing the match-ups.

Here's the tactics I'm thinking, more or less.

I've got two potential tarpits, the swordsmen and the STank. Using Lore of Life, I'll keep them good and buffed. The Halberds and STank are my strong offense. Plenty of artillery to make him run the guantlet. Lore of life for some good buffs and access to Dwellers, along with being able to heal the STank and my heroes. The Free Company are there just to fill a random 55 points of required core and who knows, maybe they'll run down some fast cav or bait and hold to buy the artillery a little more time to do what it does. Let me know what you think.

General of the Empire, 140
Full Plate Armor, Shield, Dragon Helm, Sword of Battle, Potion of Strength

Level 4 Life Wizard, 285
Rod of Power, Holy Relic

Level 2 Life Wizard, 145
Seal of Destruction

Warrior Priest, 124
Heavy Armor, Enchanted Shield, Hammer of Might

Captain of the Empire, 105
BSB, Armor of MI, Biting Blade

Engineer, 65

Engineer, 65

50 Halberds, 315
Full Command, Razor Banner

35 Swordsmen, 230
Full Command

11 Free Company, 55

10 Pistoliers, 204
Champion, Repeater Pistol, Musician

Cannon, 100

Cannon, 100

Mortar, 75

Mortar, 75

Steam Tank, 300

Helstorm Rocket Battery, 115

15
I've been wracking my brain, but can't come up with a reliable solution for dealing with Tzneetch warriors... you know, the ones with a 3+ armor save and a 4+ or 3+ ward save?

So far I've got:
1. The other tricksters shard
Doesn't do help quite enough to be useful and then negates the ward save on my own flimsy characters. Not enough help when I've got 9 to 13 attacks coming back at me.

2. Tar Pit:
Can't tar pit with flagellants unless there's some very lucky T7 Flaggies out there. A possibility, but unreliable. The STank is alright, but receiving 16-17 attacks in return is sure to whittle the thing down in a couple turns... besides, not a good investment if I need the STank elsewhere. A big steadfast unit of state troops has the same problem... works great for a few turns, but in the end, they're going to go down. The War Altar is a fine tarpit... if he has a champion in the unit and I don't need the War Altar elsewhere

3. Big Magic
I will vomit and then quit 8th edition if it contains a unit that can only be dealt with by getting IF on Purple Sun or Dwellers. Vomit and quit. There has to be another way.

So anyone else got a bright idea?

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