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6 coldone knights
6 coldone knights
2 reaper bolt throwers
I came up with this list mainly to test out the assassin build, but the list worked so well that i'm going to use it as my regular list. the assassin build is amazing. perfect for taking out all the heavier aspects of the opposing force, knights, chariots, monsters etc.
I just wanted to share this list with y'all to see what you think.
How well does FC actually do for you on the Cold one knights? Add in the cost of the nullstone, you are spending 60 points extra per unit of cold ones. Protecting an expensive unit with magic resistance isn't a bad idea, but IMHO, CoKs shouldn't be run so expensively. Keep them small 5-6 with MAYBE a banner. Keeps them cheap, and they don't lose their roll on the battlefield. All you lose is 1CR (and potential to give up VP) 1 very expensive attack, and the ability to rally at LD 10 and break ties. Not really important for a unit that is meant to flank and run down units without SCR. With the points you could save, you can afford an entire unit of shades, crossbows, dark riders, multiple harpy units, or even a hero who could have a seal of ghrond or a BSB.
I personally put my manbane rending star assassin in a small unit of shades. You have one such unit, where do you put your other?
I don't quite get the purpose of the second block of warriors. Without some sort of real combat character or magic BSB, I don't really see what function a second unit of warriors serves other than eating up points and fulfilling core requirements. I would go with a unit of dark riders or crossbows as the 3rd core. The core I usually run is 1 warrior block and 2 units of dark riders or crossbows.
Being new to DE I'm surprise you are not running dark riders or harpies, since most people seem to consider them a must. Do you find this is not the case?
Also I would think that a warbanner for the warriors might be more worthwhile than the fc on the cold ones.
I personally think harpies are a must I just haven't picked them up yet. Although i have only ever lost 2 games out of around 15 so I don't really need them they are just really helpful for their cost. Dark riders serve a very similar purpose to harpies and so I don't think both are necessary, as they are both throw away units.
What have you been facing that brings SCR units that can't stand losing by 3? Most of the time you are talking about taking a break test on LD 8-9 often with a reroll. Rolling a 5-6 isn't that hard when you get 2 chances at it. Then you are stuck in combat with a unit that no longer has hatred. Of course I'm used to playing against T4 3+ or better armies, or VC or daemons who don't really worry about losing at all first round.
Lets say you face against the typical human player, bringing a normal 5 res block unit that has a commonly paid for extra rank. In this case lets give them a 4+ save from LA HW Shield. Lets say you kill off 6 men with shooting, a pretty easy accomplishment, and now it is a 4 res block. Then you charge the CoKs, They have a general near so they pass their fear test, get hit hard by the CoKs. 7 attacks hitting on 3s with rerolls does about 6 hits, cold ones hit 4-5 times, knights wound 5 times, cold ones about 3 times. So 8 wounds, 5 with no save, 3 with a 5+. 1 actually makes his save. So 7 dead. Add in the +1 for banner, you win by 4. Leadership 5 is a tough test to make, only working about 27 percent, but they get a reroll if the BSB is near (what human player doesn't bring one?) Bringing his chance of surviving to something almost respectable.
What is most likely to happen in the above is the humans get run down by knights, but that is only about 60 percent likely assuming they have a BSB. Personally I don't like letting normal deviations in rolling have a chance of beating me. If you roll even slightly below average, or he rolls well, the combat could easily come out badly. DE are not nearly as good 2nd round of combat. Hit them on the flank, and their chances are as close to zero as you can get. Very little chance of bad rolling allowing a bad result.
Personally I am not a fan of combat characters either, I run them since a master can be the general in DE army, even when you have a lord caster. It spreads out the VP the opponent gets if the SS dies. Also assassins can't carry useful items like the seal of ghrond, or a BSB, or even the occasional ring of hotek (not that I personally run that, since I like having a magic phase) They can even add quite a bit of punch to units that assassins can't join. He can also ride a chariot, which would free up a special slot. Lots of good reasons to run at least 1 master. Very few against it.
I actually gave up using assassin most games. I just don't need them anymore, and they eat up too many points. When I started playing DE, they were great, able let me win even when I screwed up. Now my lists and play style no longer have a purpose for them. (I occasionally run 1 in a unit of shades, just to keep my opponent on their toes)