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Ok, so in a couple of weeks I will start in a Blood for the Badlands campaign and will be representing the might of Sigmar! After reading the rules, I found out that I will be fighting Storm of Magic battles and in all likely hood, be fighting several. Now, I've never played that style before, I have the book and read it through a bit and hoping to get some feedback on what you guys thought. I want to use this opportunity to get some stuff that will really compliment my army (we're starting at 1500 so two blocks of infantry, cannons, crossbows and idk what else) or maybe fill some gaps. Thinking dragon cause it can scale up but once again, no on field experience on this. Ideas?
As an empire player, I have great success taking one or two solid monsters depending on game size, supplemented by loads of chaff. My standard list will see me take a Young Dragon, Wyvern (with Impaling Horns) and/ or Griffon (with ASF) depending on the game size. Generally I do one per 250 points of monster allowance. Then I take one unit of Unicorns or something else with magical attacks (for defence in tournaments against Ethereal). Unicorns are also Immune to Psych and pretty awesome (though you will be made fun of). Finally, I take units of 1-3 of anything I have that's 20 points or less: Cold Ones, Harpies, Sabretusks, etc. I throw these little units down to get deployment advantage, then fling them across the board at enemy monsters, units, etc. to stall their attack and hold them in place. Then I utilize flying to get a charge on a fulcrum or unit when i really need it, otherwise trying to keep my big monsters out of harms way.
Honey badger don't care.
I took some Cygors. They are a hugely overlooked beasty but in Storm of Magic they're fantastic. Read up on their rules!! Not only do they cause pain to any Enemy wizard within 24" they can throw rocks (stone thrower) AND move and shoot.............. which is crazy.
@ Lord Borak- Read up on the rules. Yeah, super terrible for wizards. Not only do they have the effect of forcing your opponent to roll more dice to avoid a miscast but by doing so, they keep their chances the same but with the benefit of their spell going off. Idk about the cost though, it seems expensive for a mobile stone thrower and potential magic meddler.........
@Jackmoddle - I like your rule of thumb of one monster for every 250pts allowance. However, I don't have a huge collection of munsters so cost might be an issue. But you do remind me that I have the griffon from the starter set that I can use. But I think I will end up getting something else to spice things up some more.......thinking heavy hitters that can really add some combat res when my opponent gets stuck in my lines.
I also have that Griffon. But I prefer stuff that has some protection. Infallibly, in games under 2500 I take a Metal wizard, chaff units (such as my 20 free companies) and a monster (usually my wyvern). Then I use meteoric ironclad to make the iron wyvern and quicksilver swords for autowounds on 15 attacks from a 100 point unit. I can see how the iron griffon would be pretty nice.
Essentially, while most armies will focus on using their monsters to kill wizards on fulcrums and beef up their wizards to take on attackers, I instead focus everything on preventing their army from reaching my fulcrums and field 3-4 cheap wizards. Blasting wizards off fulcrums is much easier than killing them, and eventually the tide always turns to you.
Honey badger don't care.
Wow, reading up on Lore of Metal and it is beasty! Yeah, I really like that strategy of cheap wizards and such, gonna be tough to balance that w/ normal games (cause it's gonna be a set list for 3 turns at a time) but I can definitely craft one army to more SoM friendly like that. And it fits really well with my army's strategy of attrition so I think that is a good idea.