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At the end of the month I have a 2200pt tournament which I'm really looking forward to.
I didn't have much success in previous tournaments but as a learning DE player it's great for learning to handle my DE. This time I'm trying to improve my movement so I choose lots of troops and left magic at home.
I'm still struggling with some angles of my army list but I'll explain in more detail below in my list.
Hopefully you guys could give me some pointers on what to change or what to look out for or handle such an army. In the past I had trouble to get my combat models in combat when I took a combat list.
Death Hag @ 200
Cauldron of blood, general
She gives such an boost to the army even my small units become deadly
Sorceress @ 150
Dispel Scroll, Dispel Scroll
Pretty poor magic defense, I need ring of hotek somewhere but where should I put it?
Death Hag @ 200
BSB, Standard of Hag Ghraef, Rune of Khaine, Manbane
I'm wondering it the magic items are nessesary on her?
Assasin @ 146 (goes with warriors)
Add. Handw, Rune of Khaine, Manbane
Nasty suprise, can cut down/wound though big things, or help win a combat when charged.
5 harpies @ 55
5 harpies @ 55
Hunt warmachines or mages.
5 Dark Riders @ 92
Should I drop these for 10 corsairs or keep them? Their role would be negate soft flanks, hunt warmachines, wizzard hunting. But perhaps a screening unit is more appropriate?
10 Crossbowmen @ 110
To prevent fast cav going past my flank
25 warriors @ 215
Full Command, Shields, Warbanner
Static combat res monster with assasin
20 Executioners @ 270
BSB joins obviously, I took 20 because I don't find them very expensive and now I can take some casualties. Probably use the crossbowelves to screen. Should I put such a big block of uber killyness in the middle or the flank of my deploy?
14 Black Guards @ 196
Assisting role / anvil / confuse less familiar with DE players thinking they perhaps have ASF
5 Cold One Knights @ 135
Here lays my biggest doubt. Should I keep the cold one knights or drop them for witch elves? I could drop 3 executioners and take 15 witch elves. With KB from CoB I see potential.
1 War Hydra @ 175
Take flanks, flame where possible, assist where nessesary
2 Reaper Bolt Throwers @ 200
Take down things out or reach, or take out flankers. Also take down flyers such as bats/eagles/gyrocopter or to wound dragons.
DD: 3 + 2 scrolls
In my opinion, it lacks a lot of magic for a tournament, you should add another sorcerer (at least). In a tourny, you can fight against armies with 10+ PD, which will masacre you in the magic phase.
Apart from that, I like it
In a few words, it's not a GT so the 10+ PD is not likely, with strong magic lists I have many bodies to make up for it and suicide charging harpies/dark riders.
Only I'm thinking of including ring of hotek. But no clue where to include it. If I include it in the black guards it's costing me 17 + 25 = 42 points, a bit of a point sink.
I would drop the ASF Death Hag. She is too easy to bait out of her unit and she is way to easy to kill by directing attacks at her in combat. Another Cauldron of Blood or even another assasin would serve you better.
I would also split you Executioners into two smaller groups of 10-12 with only Music. These guys function poorly ranked up in a big group. 2 smaller groups increases the number of attacks that you can dish out as well as removing the big red bullseye that will be painted on a big group of 20 with ASF (who, if I were your opponent, I would bait and shred with shooting and magic in the first turns).
Dark Riders are far too valuable and effective to throw away on screen duty. Give your Dark Riders RxB's. Makes them way more effective and you need the ability to reduce enemy missle troops so your own units don't get mowed down.
Give your Crossbowmen a musician.
Ignore anyone who badmouths a block of warriors with a warbanner. They make a good and cheap anvil unit. Just because everyone else is dependant on T4 +2 armour save to make their anvils work doesn't mean that our warriors don't work (they just require a brain to use). Use shooting to thin down opponents and then let them slam into your anvil. With an assasin this unit can hold long enough for you to flank the attacker the next turn with something nasty (CoK, CoC, Hydra, Execs, Dark Riders).
Your Blackguard feel out of place in this list. Too small to be an anvil and too unprotected to survive much shooting. For the same price I would grab another unit of RxB Dark Riders and a 5 man unit of Shades with great weapons. The extra mobility and shooting will help you thin down enemy ranks and allow march blocking so you can set up charges with your hammer units.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.