2250 - monsterheavy - Warhammer 40K Fantasy
 

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  1. #1
    Koosh for the KooshLord kooshlord's Avatar
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    2250 - monsterheavy

    Paymaster: lance, pistol, hvy armour, barded warhorse, Shield
    Wizard: Level 2, Dispel Scroll
    Wizard: Level 2, Dispel Scroll

    Crossbowmen: Musician

    Team1:
    Hvy Cav: Hvy Armour
    Lght Cav: Spear, Shield, Mus.
    Maneaters: heavy armor, great weapon
    leadbelchers: bellower
    Giant

    Team2:
    Hvy Cav: Hvy Armour
    Lght Cav: Spear, Shield, Mus.
    Maneaters: heavy armor, great weapon
    leadbelchers: bellower
    Giant

    Concept army: catch enemies with stubborn, fear and terror causers. Then flank. I have some maneuverability and some shooting to deal with marchblockers or other threats. Maybe I even do some charge-baiting of my own. If something beats me in close combat I have stubborn with a reroll on 4 units (assuming I can keep the BSB alive).

    I imagine the teams each occupying half of the board, and tearings things up as best they can. I think I can squeeze in about 80 more points, which might go towards antimagic or might go towards some duelists to take care of woods for me.

    Whaddya think?
    -Koosh

    Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!

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  3. #2
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    I would drop the one mage to level 1 and get a general. The paymaster can't be the general which leaves one of your mages to the task at leadership 7. I know there shouldn't be that many tests, but the general on a barded horse with HA, shield and lance is fairly cheap and could ride with one of the ogre units and deliver a serious punch with the lance (4x str6) and give you ld. 9. Two level 2s (at least around here) won't do much damage offensively. If you could squeeze 2 scrolls each, then you would be set in my opinion. I've never seen even the toughest magic heavy army get through 4 dd and 4 scrolls unless you're rolling really bad. there are always 1-2 small spells that you can "let go" that shouldn't do that much damage.
    Just a thought.
    I've always liked the idea of 2 giants. You should get into combat at turn 2 at the least and really make a mess of things.

  4. #3
    Koosh for the KooshLord kooshlord's Avatar
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    Quote Originally Posted by buckero0 View Post
    I would drop the one mage to level 1 and get a general.
    Well, the point of not having a general is that the maneaters and giants are all stubborn, and so can't use his leadership anyway during most break tests (giant has better leadership anyway). So I just want the BSB for the break rerolls.

    However, I take your point about having a strong combat character, and I think I agree that the mages won't do all that much offensively... Stuff to think about. This army probably won't ever see the light of day, I don't have the models. I might proxy it out with a friend for fun though.

    Thanks for the response!
    -Koosh
    Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!

  5. #4
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    I forgot that about the maneaters, i guess that's part of the reason they are base 90 pts. Like I said, you may not have that many tests, because you should be moving fast and charging early. If you were to play a heavy shooting army (empire, dwarves, or WE) or an undead army, the extra leadership/generalship might come in handy. Well thought out army.
    I'd love to see it in action.

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