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Engineer, RoReloading, RoBurning
k plan is, Thanes go into warrior groups and Lord goes into the Longbeards, against magic im gonna use my base 4, oathstones and the nice 5+ ward from the banner on longbeards. You might say this isnt good because of no bolt throwers to take down monsters or something, but i am a perfecly content with taking them down with my artillery and my high str characters.
EDIT: Some point totals removed. ~DavidVC04
Last edited by DavidWC09; July 14th, 2006 at 13:32.
Dwarves may get four dice basic but taking only these and no scrolls or anti-magic runes is asking for trouble, especially in a tournament.
Khemri always cast their spells, and will cast about five or six a turn. Skaven and HE will also love this army
And if a 2nd gen slann gets the comet and you're playing dwarfs...
Maybe i'm biased because i love a strong magic defence, but i still think you're cutting it fine
Yeah, against this list I would have no problem taking my 2000pt DE list with 11 power dice. Since its your only weakness i dont think it would be cheesey.
Dark Elves - Game #28 vs High Elves: Draw
W L D
21 5 5
ok i went to the tourny today and took down a lizardman army who was afraid to take magic against me, and with the same list i took down a woodelf army with 2 treemen,lvl2 mage, and 2 branchwraiths and i only lost 1 unit of warriors and a few thunderers. So this list was very good. I would like to take those DE on!
I see you run a pretty maxed out shooting list, but if your opponent doesn't step forward, only your cannons will be in effect, and the organ gun will never find a target (3 inche move)
A smart lizardmen player could draw back and cast heavens magic aggresively against your warmachines and thunders. If you move them up, he can march is skinks right up to them, and you'll get a single round of shooting to react.
This tactic could be used by a few different armies.
To prevent this, you could trade out a thane for a runesmith, give him 2 runes of spellbreaking and a master rune of challenge. he will make you nearly impervious to magic, and the master rune is a nice suprise to force your opponent forward, or break is line if he flees.
Yuor lord is strangely kitted, could you explain your thoughts behind him ?
i kitted him out like that because he took down a highelf dragon with lord, he took out a treeman, he took out lord of nurgle with chaos knights, and he almost took down a blooddragon, but game ended. him and a unit of longbeards never died and won me the games. my tourny score right now is 4 wins,1 lost with 3 games left. so he does his work
strangely people do walk forward right into my handgun range
(and why did the totals for the organ gun/cannons get deleted, i thought it fit the forum rules)
Last edited by 1337Malekith; July 15th, 2006 at 07:42.
Well my question leads to this: since he is meant to taking on tough nuts to crack, why not just give him a rune of might? It works even better against all those, and cost 3rd of the price. the remaining points could be invest in a rune of fury or turning that rune of striking into a rune of snorri spangelheim.
when I say they'll back up and stand away they will, when they'll have played 1 or 2 more games and figure it out. I say this out of experience, not to spite you. and when this happens, you'll have to find an alternative to press your opponent forward, or surge forward yourself.
I agree with you here, I'd give him a RoMine, and a RoFury. That way you have a cheap and powerful lord (check my sticky runes guide for help).Originally Posted by Wolf_Pack
"Well... that hurt" - Vampire Jon Skellan (Mannfred's right hand man) after being beaten up, falling down an underground waterfall and being impaled by a stalactite.