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So, I am currently playing in a campaign, and I have been informed that my Hold is going to be facing VC's very soon. I talked to the VC player, as well as other players that have faced him, and it looks like the main focus of his army is the Blood Knights. I was just wondering if anyone has any tips or tactics when facing these abominations.
Sadly, to be blunt, we dwarves have little to nothing which can fight blood knight directly other than a tooled dwarf lord and a large bodyguard of hammerers. Something which they can, much to our annoyance, avoid. Being immune to psychology the master rune of challenge isn't much use to catch them and their devastating charge is something best avoided.
The best way to deal with them is at arms length. As such I recommend gyrocopters, thunderers and organ guns. Gyros are an excellent way to maximise the travel time for blood knights and due to them being frenzied gives you a chance to lure them off and maximise your shooting time. Some vampire generals may screen their knights with wolves to prevent this but the more time those knights aren't in combat the more time you have to eliminate them with your firepower.
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
[16:20] <@Kaiser-> I know he is.
[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^
I suggest three things
1) Organ Guns. Max 10 hits strength 5, -3 armour save. That means I think 5+ armour.
2) Cannon shot in the flank. Can kill the whole unit in one.
3) Dwarf Slayer with MR of Swiftness, 2 rune of cleaving or R of Might (Dunno if they have toughness 5 or more). Infact I would suggest this character anyway with the 'rune of cleaving's. This gives him always strike first and STR 6. Hitting on 3's and wounding on 2's with 3 attacks. That is 2 wounds per attack.
So, from what I have been reading, it seems like the best way to go for a VC with blood knights is an Anvil/gunline.
Here is my points:
We need to take out the knights at a distance, as the only thing we have that can take it out in HTH is hammers with tooled lord, or maybe a DS with MRoFlight. Both are slow, and both are avoidable, so not a favorable option.
So for the gunline, you need thunderers for the -2 to AS, you need a Organ gun for the auto hits and -2, and you can choose between cannon with RoForging and Roflame, or the Grudge Thrower with RoAccuracy.
I imagine that with this set up, you would pack your artillery in close enough to deny any summons, and then protect the artillery flanks with unbreakable troops, probally slayers. You would then set up a few blocks of warriors around a Longbeard with RoCourage in the middle, this would keep everything off your shooting.
It seems to me that this would be one of those games where having slayers would be pretty benificial. You could have small units lined up behind the blocks and that would deny the summoned units behind your line. You would then use a combo of Gyro/anvil to slow the Blood knights as much as possible. With luck, you could use the Gyro (Hammer) to push them towards your warriors (anvil) and pin them in place. Pound them with the AoD and maybe a flank and you might have won. I see a big issue with how tight you would have to deploy to make this work, and you know you would need a hill... but with luck, I could see this being successful.
Please critique this plan and let me know what you think, so I can write up a list.
I suggest Ironbreakers to soak up the charge and flank them with powerfull Thane and Longbeards.
Of course, if he isn't your friend, 0) I suggest the ultimate solution.
Not my friend per se, He is the manager of the GW I frequet, who is particiating in the campaign on his days off. He has already took out the other player who is playing dwarfs, so I am a bit intimidated. He is a pretty nice guy though, and I don't want to show him I am scared and cheese out; besides which, loosing with Thorek would just be imbarasing. I think I will save him for when I feel I need to teach someone a lesson, or settle a particulary important grudge.
If I do manage a draw or better, I want it to feel awsome, not be shadowed by knowlege that I did it with one character. I will let the VC's play that way, its just not my style.
Sacrifice a unit of 5 miners (or whatever the minimum is). chances are he will deploy them on the flank of his army or you can make him do so by having you organ gun in the center so he feels a flank charge is best. turn 2 bring on ur miners and due to his frenzy he has to charge. Toss the explosive's and hope for a few kills.... maybe not the best way to do things but hey an option. Just remember its a stand and shoot reaction so keep over his normal movement to do it.
p.s if he raises alot of stuff remember the +3 to dipell roll combo. expensive yes but well worth it against undead raising spams.
Blood knights are very expensive. In fact, if he really is going to field a unit, the rest of is army won't have much for your to worry about. They are frenzied, just tarpit them with slayers if you don't have the fire power to deal with them (and as a dwarf, you should!).
If slayers are not an option for you (you do not own a decent sized unit), a single naked slayer character will do the trick in leading them into getting flanked. VC have no shooting to deal with the slayer at range, and we all know what happens to a vampire army that face a well rounded dwarf one. Gaze of Nagash never happens.
An Anvil can also hammer then every turn pinning them in place while you fire away with your thunderers and organ gun if you do not have access to slayers at all. You can march block them with a gyrocopter, and spew death onto is infantry while you are at it. Zombies crumble very well to the steam gu with their reduced toughness. You can hit them in the flank with a unit of miners and thane with rune of brotherhood thanks to the anvil.
But nothing beats the organ gun when it comes to swiftly dealing with cavalry units. Always include one. Or two.
Ok, so if the Blood knights are frenzied, that means they have to attack anything with in 8 inches? I am not sure on that, does anyone know the actuall range of their forced attack? Also, is it a set distance in any direction?
My thought process here is to use a Gyro to lead them around by the nose. Set it up so my gyro comes in on a flank and then forces them to charge, at which point i would flee. I am not sure if this is an option, as gyro is a flyer, and might be exempt from the frenzy charge, but at least its a thought.
i will deffinatly have a few miners in whatever list i play at, as they are to damn useful for creating opportunities after deployment.
Otherwise, I guess it is just going to have to be a gunline. I have never played a gunline before, so this could be a good time to learn the basics. After all, there will be sieges in this campaign, and I am going to need to know how to run a good castle defense.
Frenzied unit must move toward the closest enemy unit it can see every turn, and if possible declare a charge against it.
He'll probably be screening them with Dire Wolves or something else.
My suggestion is to take an inexpensive unit of sacrificial rangers to disrupt his lines and depending on positioning, pull the BKs out from behind their screen.
Just stick them on a hill in the BKs arc of sight and the rest should fall into place.