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This is a first attempt at building an DOW army. I actually have not played Warhammer for 10 years now...
Anyway here is the list :
Wizard lord lvl 4 horse 1 dispel scroll
Paymaster heavy armor, enchanted shield, lance, barded horse
Hireling wizard lvl 2 horse 2 dispel scrolls
2*8 duellists pistols
2*5 light cavalry lance, shield
5 heavy cavalry, barded horse
2 rhinox riders iron fist, heavy armour
3 ogres iron fist, light armor
3 maneaters 2* arquebuse, 1*cathay sword
So what do you think? I somehow have the feeling that i'm getting
over optimistic with this list, relying maybe too much on the manflayers to deal with artillery & hoping too much on the various ogres charges?
Your comments are more than welcome!!!
as you haven't played in 10 years, I feel I should tell you that we are now in the Era of the Rank Bonus. Even big bad monsters like ogres will have a difficult time against units of 20 or more infantry soldiers (which is common now).With the 'Unit strength' combat resolution bonus combined with rank and banner bonuses, your heavy hitters will have to kill 6 opponents to win a combat round.
-I'd recommend finding points for pikemen. This will anchor your line and give you a combat resolution unit to rescue your other units if they get involved in drawn out combats.
the other thing to talk about is magic. It is much less powerful than it once was. since they dropped the card system in favour of dice, casting is necer guaranteed. Your opponent of course, still has the opportunity to dispel, too. The miscast table is absolutely lethal, as well. It would be very painful to see a 4th level wizard sucked into a chaos vortex or have his head pulled off by a daemon.
-Too many points on wizards could be a mistake. It is very difficult to score 300 victory points with your magic phase. I could only justify 6 levels of spellcasters in a Vampire or Tomb King army.
Having said all that, I applaud your effort to make a unique army of diverse elements available to the Dogs of War. Mixing races is a great appeal to the mercenary force. I hope your choices for light cavalry will be wolf riders to add to the 'multi-culturalism' of it all.
"Sometimes I wonder why I still live amongst the humans." -
I disagree slightly, You can still make this work, I just question why you chose so many ogre units - do you have an ogre army/models? I would ask where you're going to play if they allow rhinox riders, the rules were printed a year ago and have since been banned from most tournament play. You can still play them in friendly games though. I just think for the points you could get something better. You will have a hard time keeping your wizard alive (your paymaster too) with your current set up. Your lvl 4 wizard needs some barding on his horse, and some power stones if you expect to get any magic spells off. Some ranked units or cavalry would help. I would give the lt cav bows too - they are the cheapest fast cav in the game except for wolf riders. A musician in the fast cav also helps. I would take either ironguts or maneaters, but not regular bulls, there's no point when it comes to the point difference. Maybe some leopard man pikes so you don't have something run off the board due to panic or shooting or fearcausers and somewhere to put your characters.
If you love the ogres and magic, I would just play ogres. They have some of the best magic in the game and are kind of crazy and fun to play anyway. DoW is not a good starter army. It hasn't been updated in years and is somewhat difficult to play well.
Well thanks for your quick answer...
The point in not having pikemen is to keep the fast movement theme in this army.
I do get your point in anchoring the whole thing but would'nt there be another possibility in order to do that ?
The thing is : if I am suppose to loose badly each & every single game i will be playing then I have to switch and forget about this high mobility army.
Dealing with magic : I don't get it really : if others tend to be light on magic then having a lvl 4& a lvl 2 wizards around should give me the upper hand? and against those magic heavy guys then I think it would not hurt to be on the medium to medium-strong side would'nt it?
Last point : Am I also overrating those dark elves and their use in disrupting the opponent's artillery plus supporting my core troops from behind? As they are quite expensive and will only rely on themselves for the first 3 turns or so maybe it is basically offering my opponents some easy points?
Thanks for your answer.
Actually I did not know that those Rhinox riders where unofficial cause I got their rules from a french WD past issue and the first statement was : these rules are fully official !!!!????
As far as your other comments are concerned, it seems they are in line with Galadros so I will not repeat my point.
I am not ready to play full ogres so far as I do like the diversity of DOW armies and do consider this OK rulebook to be the last and only upgrade on the DOW army that we will have in years... So I wanted to take advantage of it and try them out!
the rules were official when they were released. You can still play with Rhinox in friendly games, but they are off the GT Rules list so you can't play with them in a lot of tournaments. No big deal, but something to consider. They are pretty high pointwise for what they do. The weakness in your list is not in the fast movement, but in the slow moving portion of your list. You've got a lot of points wrapped up in your wizards, but they can't really survive combat well. Barded horses help, but a lot of the spells you will have will also be nullified when in combat, so your opponent will either want to target them or at least combat them so your magic phase is ineffective. Also magic in DoW is difficult because you have not magic items to enhance your magic. Power Stones and a scroll or 2 would help.
You might try a couple of regiments of renown. Most of them suck, but with a cav list, Volands Venators are a pretty good deal for the points.
Another thing, if you really haven't played in 10 years, in 7th edition, characters can be targeted unless they are in a unit of 5 or more models. So it's hard to have your wizards sitting out by themselves without getting targeted by shooting or magic.