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1337Malekith
May 14th, 2009, 20:48
I will be playing a weekend long gaming session and want to be competitive, tell me how this adds up and what needs to be changed. I will be playing against mainly VC, Lizards, and HE's

Lord
Karl Franz
- Ghal Maraz, Barded Warhorse
Heroes
Warrior Priest
- Armor of Meteoric Iron, Icon of Magnus, Great Hammer
Warrior Priest
- Enchanted Shield, Sword of Might, Heavy Armor

Battle Wizard
- Level 2, Barded Warhorse , Dispel Scroll x2
Core
Knights x8
- Full Command, Steel Standard

Swordsmen x19
- Full Command
Halberds x10

Swordsmen x19
- Full Command
Halberds x10

Handgunners x10

Handgunners x10

Special
Mortar

Great Cannon

Great Cannon

Rare
Helblaster Volley Gun

Strategy, I will most likely field a big hill to house my artillery and handgunners, then run my knights in the middle of my two sword units with halbs on the flanks of those. Yes, I know people like running detaches in 3x3 but i find it works better with going two ranks with halbs getting 5 instead of 3 attacks in. Marching forward the whole way, I will use my swords with wp's in them to set a flank for knights, or just smash enemies with the knights themselves. I up'd the wizard to a level two to make sure my wp's have a shot at getting those bound spells off.

Comments and criticisms would be nice, except for those that include "add two stanks"
End result: Win

ArchonFarseerGuy
May 18th, 2009, 11:52
Lord
Karl Franz
- Ghal Maraz, Barded Warhorse
The killable version of Karl Franz. Nice.


Heroes
Warrior Priest
- Armor of Meteoric Iron, Icon of Magnus, Great Hammer
Looks alright. I'd include him with the SoSigmar and VHS, but that's me. Go with whatever works.


Warrior Priest
- Enchanted Shield, Sword of Might, Heavy Armor
Never seen this one tried. Let me know how it works out. My one concern is that it might be a bit direct, as I always prefer to have my characters filling some kind of supporting role.


Battle Wizard
- Level 2, Barded Warhorse , Dispel Scroll x2
If you want to save points, take him on foot. Again, your call here.

Core

Knights x8
- Full Command, Steel Standard
Looks fine to me.


Swordsmen x19
- Full Command
Halberds x10
Again, looks alright. If you can get a five-strong shooty Detachment, that would be good.


Swordsmen x19
- Full Command
Halberds x10
As above, really/


Handgunners x10
Pretty mandatory, really. Nice.


Handgunners x10
Maybe sub these out for some XBowmen? Balance is always good.



Mortar

Great Cannon

Great Cannon

Rare
Helblaster Volley Gun
Nasty little barrage there. If you want some staying power, maybe drop a Cannon for some Flaggies, or those Detachments I referred to earlier. But on the whole, it's a good list.

Hope this helps.

-AFG//

1337Malekith
May 20th, 2009, 05:11
I never had a chance to field it this weekend so maybe this up coming one, besides that, I guess I could switch my priests to a support role. I don't take crossbows just because I like the stopping power of the handgunners. I find they work better with how I play them. I keep Karl in a knight group just for the hitting power he offers, and keeps them a bit safer as they will be a fire magnet. The Wizard stays with the knights for the speed it grants him in getting certain spells in range.

Any more criticism would be excellent.


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