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:ninja: Hi everyone! I'm DARKTROOPER I'm new here! You may have seen me on other forums but I've migrated here as well. Nonetheless I've got some questions on comments...
1) Your opinions on Long Drong's Pirate Slayers? I quite like them after they ripped apart 2 dwarven units.
2) Also does each slayer have 2 pistols attacks? Please Clarify!
3) I quite like Dogs but am unsure on the effectiveness of the list. Comments?
4) How do you equip your paymaster and captain/general?
5) How do your Duellists do? Mine haven't done jack!
6) DoW Ogres? Good? Bad? my Ogre friend says I should take a few. How should they be equipped and how big?
7) DoW Dwarves? Good Bad?
Now on to my problems...
I've lost all but one of my games so far (3! 2 Ogres, 1 Dwarves and I beat Skaven!) and while fun I need something a bit more satisfying. My main problem seems to be horrific goodluck and the lack of staying power. By turn 4 most of my force is dead or beaten up and can't seem to keep the steam going for the final stretch.
Sword of Might, Heavy Armor, Shield, Horse w/Barding
Heavy Armor, Great Weapon
15 Pikemen w/ Heavy Armor, Full Command
15 Pikemen w/ Heavy Armor, Full Command
10 Duellists w/ Pistols, Full Command
In addition I've used either not both of these units in cconjugation with the above list
Long Drong's Pirate Slayers
15 Marauders w/ Flails, Full Command
Comments and criticisms would be nice. Also are there any unit builds that are particulary good or useful?
To be honest, I'm not sure why your pikemen units are so small. 15 men = only 3 ranks in the new rules. Pikemen defend in 4 ranks, so you might as well take them to 20.
Personally, I like pikemen units of 28 men. That's 7 men wide and 4 deep. (don't bother with heavy armor). Yes, the unit is expensive (300 points or so), but you'll get 28 (!) attacks against anyone stupid enough to frontally charge your unit. You just have to make sure they don't flank you.
As for the pirates, I don't know their rules too well, but they are available online at the GW website. Personally, I'm not a slayer fan (fluffwise), so I haven't payed much attention to them.
Well, I've only played a few games with my new DoW army, but so far I'm enjoying
To answer your Qs
1) I like LDS, they;re one of the few RoR that are worth the points. As long as your
opponent will let them have their 2 S4 AP attacks, rather than using the new
pistols in combat rule, they're definitely worth taking.
2) IMHO they don't actually have pistol attacks. My reasoning is as follows. The rules for
"festooned with pistols" isn't in the BRB. therefore you go with the special rule defined in
the unit description. This says (paraphrasing here - "all their attacks are S4 AP".
3) Like most lists, you can come up with a strong army or a fluffy one. As they don't
have access to much in the way of funky magic items, their heroes tend to be weaker,
and you are saddled with the paymaster. The troop choice is pretty wide, though, and you
have access to some pretty hard-hitting choices (ogres, heavy cav, cannon).
4) I tend to give my paymaster some armour and a great weapon, then keep him out of
danger for as long as possible. My general tends to join a unit of heavy cav and is
equipped as they are. Maybe I'll give him a magic sword if I think it'll be useful.
5) My duellists have done ok, just try to make sure you get at least 2 shots with each
before they get charged. Don;t bother with the command, it's not worth it.
6) I like the ogres, I usually give them great weapons.
7) I don't use them, I prefer Norse. But I can see the attraction - hard to kill.
How many points do you play? I'd suggest getting some cavalry, they're cheap and
pretty effective. In a 1K game, you won't be able to field much in the way
of ranked units, so I'd suggest some Ogres (to get kills) and/or Norse (kills and ranks).
Hope this helps,
3. DOW are as effective as you would like them to be. They are good generalists, but they have a hard time going super-elite or super expendable.
4. I think the general is fine as you have him. 7th edition rules don't seem to penalize you for putting your characters on a horse, so I'd give your paymaster heavy armor, enchanted shield, barded steed and a lance. Or just armor him up and try to keep him out of combat.
5. Duellists are annoyances, and they are very valuable if treated as such. They are also decent against small flanking units. They won't put much of a dent in well armored or tough troops.
6. Use Ogre Kingdoms Ogres, not DOW. They have superior options for the same price.
7. I really like DOW dwarves, the option of taking dwarves and heavy cavalry and ogres is awesome. Dwarves provide immovable static CR, ogres/knights provide some kills.
For your list, I'd try to bump up your infantry blocks to at least 20, both to have full rank bonus and to have the extra pike attacks. I'd consider a unit of fast cav to distract and march-block your foes so you can concentrate on the battle. You don't need command on duellists except maybe a musician.
Marauders with flails and LDS are both neat. Ogres would serve much the same purpose, as would heavy cav. Which you select depends on your preferences mostly. I will say that the marauders are the most fragile option, as they are unarmored T3 troops. You might consider giving your flail marauders either a screen of duellists or shields to resist missle weapons.
I'd also consider some artillery as you expand.
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!