Welcome to Librarium Online!
Hey Guys.Quick Question for you all. I've been playing regular 2300 point games against VC's and have been performing pretty well. I havent won yet, but I'm doing an exquiste job of holding him up till about turn 5. My major downfall is that a unit of 6 Blood Knights with a mounted Necromancer eventually find their way into my flanks and start eating away at my ranks. My question is:
What Units would be effective in bringing down the Blood Knights?
I understand that the best possible way is to kill them via combat resolution through outnumbering, flanking, ranks, banners etc. due to their taking wounds every point they lose combat by and therefore negating their 2+ armour save. But I'm not sure which of my units would be best to absorb a Strength 7 charge when it inevitably comes time. I originally thought of either Kroxigars in a unit of Skinks or something along the lines of 25-30 Temple Guard.
Any other methods of bringing down this menace would be greatly appreciated.
You shouldn't be getting charged by them. Not anything important anyways. Lizardmen have great units to bait with, be it a 10 skink unit or teradons. Force his blood knights to charge something he doesn't want to. Then flee or let him Kill you (remember he MUST overrun and pursue) Then you counter charge him with whatever you want to kill him with.
It would help to mention what units you have at your disposal to deal with them and whether you take a Slann or not. Reason being is there are a few lore of metal spells that are very very nasty against heavily armoured foe like blood knights.
The necromancer is obviously the weakest point of that unit, make sure you target him with as many attacks as you can from combat. Not only will it get you a bit of easier combat res, it will also stop him raising them back again. I wouldn't try a huge unit of Temple Guard, you will likely hold but that is just waaaay too many points to throw into one huge unit that isn't really that useful to be honest, and they will not have any models to fight back anyway, your static combat res won't matter.
Baiting them to force them into a bad position where you can charge them is indeed a good way to deal with them.
Yeah it would definitly help to know what you run. For instance, I run a slann and a flying sking priest as 2 of my 3 characters. I would either spirit of the forge that unit into the ground, or I would get a flank shot with the hunters spear by channeling through the skink priest.
If you run a list lead by an Oldblood (again knowing if you have a carnie or not would help) there are still ways to take them out. If you have a carnie then bait the unit with something like skinks then try to flank the unit of blood knights with the oldblood+carnie. Assuming you dont fluff your attacks, between the oldblood and the Str7 carnie attacks you will decimate that unit.
But if you dont run a slann (easier to take BK's out with magic than combat IMO) baiting and fleeing are a must.
"I am the architect of fate!"
If you have an engine, it's probably my favorite way of taking out Blood Knights. As long as they don't have the Regen banner. The 2D6" explosion is S5 against them, so you're wounding on 3's, ignoring their armor saves. It's a quick easy and simple way to deal with it them. If there's 6+a necro, chances are, you made a good chunk of your points back if yo kill the entire unit
Well to help out here, I dont have much at my disposal due to lack of income. But I have a Slann with no Temple Guard, 20 Skink Skirmishers, 24 Saurus Warriors with spears, 1 Salamander, Lord Kroq, 7-8 cold ones, 1 Scar Veteran and a bunch of Chameleons. Not the greatest force, but again I iterate that I have a lack of income so many of my units are half built. I eventually intend on getting a unit of TG for the Slann to go into, an Oldblood with Carnosaur, 2 more Razordons to make up a group of 3, More Saurus and a Stegodon with EotG. Overall without going into massive detail I have about a 2300 point list, with more stuff to add in.
The best way to defeat Vampire Counts and especially Blood knights and vampires is to take the lore of metal with your slann. All you have to do is pelt the blood knights with spirit of the forge, they shouldnt survive one turn of that, and give your slann bane head against a vampire and use rule of burning iron on him, this will kill a regular vampire in one turn, or a vampire lord in 2. And once they lose a single vampire their magic phase is crippled especially if they lose their lord. Draw out their dispel dice with as many uranons thunder bolts and forked lightnings as you can, not to mention bound spells. Also burning alignment is great against blood knights. When my opponent takes a squad of 6 blood knights all I do is move my EOTG forward towards them, use burning alignment, any magic he has, and than sick my bound spell level 6 uranons thunder bolt on him. not to mention that the rest of the lore of metal is almost as destructive as the lore of fire, so you can use it on skellies as well.
I understand about the lack of income totally. I have a job and everything, but working and being a full time student while also living on my own with car payments and interweb bills makes for a Demandred that doesn't have alot of cash for his hobby.
With that said, as soon as you can get some cash to buy anything, you really need to buy some temple guard (or even better, a box of Warriors to convert into TG). With the new rediculous LM errata Slann no longer have large target LoS outside of temple guard. So temple guard are now even more useful than they used to be, since they also give your slann sight over other units and some terrain.
"I am the architect of fate!"
Skinks withtheir 3D6 movement are good bait and flee units. To hel counter I would use Kroxies outside charge arc and skinks inside charge arc Frenzied knights, so have to charge - stadn and shoot with your skinks if you want to try but I would ratehr flee, and leave the Bloodknights open to S7 hurt of your own...
Join the LO army system! http://www.librarium-online.com/foru...t&uniqueid=910
Just to clarify, Skinks will only have a 2D6" flee roll considering their movement is 6". Any movement above 6" will gain the 3D6 to flee. So it could work, but the odds of being overrun by the Blood Knights is higher than me escaping and rallying with a cold-blood roll next turn.