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Well, after a good years' absence from the game, I finally got back to it, started finishing off my painting, and played my first game with the new codex today.
1500 vs. dwarfs, using essentially:
Caradryan, 20 PG with full command.
20 Spearmen, full command
10 Swordmasters with full command
5 dragon princes with biting blade, full command, commander with blade of sea gold & enchanted shield
5 shadow warriors+shadow walker
Against 2 blocks of 20 warriors, 20 ironbreakers (with rune of stoicism), organ gun, 12 or so crossbows, another 5 ironbreakers and 15 or so warriors, with a thane and runepriest.
The dwarves didn't do well - the Organ gun killed the shadow warriors outright on the second turn of shooting, but the eagle killed the crew (questions did arise on whether the eagle was a monster or not for unit strength).
The spearmen charged in, drew, then killed two and ran down the rest of 20 warriors.
RBT was picking off an ironbreaker per turn, and the Phoenix guard broke the Thane's unit on a charge (they rolled 11 leadership, and there were 21 fear causing models vs. 20 warriors...)
At that point we called it... the PG endured masses of crossbow fire at close range with no loss on their way into combat. Top notch.
Swordmasters and the DPs never made it into combat but were poised to take the Ironbreakers with a flank for the SMs... I have to say I am more impressed with the juggled list and reduced points cost for some of the specials than with the ASF rule (our initiative was already great). Also fun to play a no-magic game
Last edited by Alexb83; November 3rd, 2008 at 13:40.
Nice to hear the Asur beat down the Dawi!
To be honest the Dwarf build that was in the list was never going to challenge High Elves, we have too much manouvreability, and I would have spent the points on the Rune priest on Thunderers instead.
The biting blade on the Dragon Princes is a strange choice - the champion cannot use his lance. Similarly blade of sea gold is probably less economical than having a lance on a amounted character.
Well, with the biting blade, I was just scrounging to spend points that I had remaining - as you say probably ill advised.
Sea gold was in anticipation of the Iron breakers - I figured on balance, it would win out as more useful to ignore those armour saves than take the initial strength bonus on the charge.
My opponent is very much a fan of core unit choices, though I was just as surprised as you that he didn't load up on more war machines or thunderers - but in reality it was just a friendly game to get back into warhammer again.
The generic 'shadow warriors plus eagle combo' left his war machine with no way out - the phoenix guard are finally useful (although I would rather have had them get a chance to /kill/ the dwarves than just run them off). I guess it would've been better if Caradryan wasn't there, as they they would've stood and just been hitting on 6s
Not too convinced that he was the best hero choice (the halberd seems more useful vs. monsters), but it was flavoursome, and he probably still would've cleaned house in a challenge vs. the Thane.
I suppose I could drop the blade of gold, the biting blade, take sacred incense on the noble, a lance, and give the DPs the Elyrrion banner - charging through woods would've been very handy given the terrain we actually got. Can't think where else to spend those 50pts given then game size.
Last edited by Alexb83; November 3rd, 2008 at 14:44. Reason: Added info
That is just about exactly what I would have suggested.
Agreed that the Blade is a nice toy when facing Ironbreakers, but you are still only S4 vs T4, so maybe the Starlance would be more fruitful?
Sacred incense is very nice against directed fire war machines and light shooting, and banner of Ellyrion is exactly what I would give a unit of DP to help them out in difficult terrain or woods.
Star lance and banner of elyrion it is - dropping the enchanted shield for a normal shield. The star lance certainly adds a bit of punch on that initial charge.
But can you keep using it on subsequent rounds of combat for the fact that it ignores armour saves, or not?
A unit of only 5 DPs is going to rely so much on that initial charge that I suppose it doesn't matter - the elyrrion banner will allow them to move through and charge out of woods quite happily.
Especially where he's got a rune of stoicism on those iron breakers, I need to worry about combat resolution, so I think they'll be relegated to flank charges supporting either the PG or the SMs
It makes no sense otherwise, when would a mounted character ever take Blade of Sea Gold when the Starlance is the same but S7 in round 1 for the same points.
Have you considered StarLance and Talisman of Loec; Hit on 3's wound on 2's if you fluff either sets (less than 2 hits) reroll all the dice, could be handy.
It's an interesting question - I don't recall seeing anything in the books that says you can't use lances in close combat /after/ the initial charge, just that they only get the strength bonus during the charge.
They don't break their lances and lose them for subsequent charges, so they still have them.
I suppose the whole point of it is that it can only be taken by a mounted character - but you're right that the points value doesn't tally with BoSG if it is possible to keep on using it after a charge...
The lance/talisman combo is very appealing, but It does mean dropping the elyrrion banner, and also taking an automatic wound on the noble (and he only has 2, bless him!) - however that is a very appreciable punch on a charge - 3 attacks at s7, no armour saves, with rerolls for you to hit and wound, and forces re-roll on any succesful ward saves.
Plus 11 s5 attacks at WS5 from the unit - nothing to sniff at at all.
Last edited by Alexb83; November 4th, 2008 at 09:18.