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I used a Casket of Souls in a game for the first time last night, and was taken by surprise at how easily it was destroyed.
My (VC) opponent charged my casket with some fell bats, focused all of his attacks on the Liche Priest, killed him, and caused my casket to crumble. This was during the second turn. ; _ ;
According to common sense and everything I've been able to find in the rule book, that was a totally legitimate move on my opponent's part. But something in my gut keeps nagging at me, and refuses to believe that my wonderful, beautiful Casket that cost me 165 friggin points was THAT easy to destroy.
Is there some sort of rule that I've missed that would've changed the outcome of that combat? Or is it just wishful thinking on my part?
Just wishful thinking im afraid
If you wnat to stop it being charged, if you can get it on the edge of a hill and a unit of skellies at the base of the hill just infront of it, then it shouldnt leave much room for a unit to fit in for the charge. Or, use swarms to sit around the front of it. But yeah, pretty much beware of anything fast and/or flappy.
Okay, thanks for the speedy reply. I'll try and think up some ways to try and counter his tactics. Although with his fel bats, dire wolves, and vampire lord+lynci talisman, I'm not sure how successful I'll be. =P
One thing I usually do for the first 2 turns of the game is stick another priest in the casket crew. The casket doesn't crumble if the priest with the casket dies..it crumbles if no priest is in the unit. Usually I'll put a priest with a steed in the casket group so he has a decent amount of mobility for when it is safe for him to leave the unit.
What the Vampire player is doing is fine, but Bats are their only unit they can use with that kinda range. I suggest using Carrion against his bats, make sure you put them on the same side of the board if you can..I always put Carrion out last. Also have a priest with cloak of dunes and hieratic jar close to the Carrion so you can get a first turn charge off with them...people will see the casket and always save dice for it, so being able to cast 2 urgency spells with the priest should be very easy to get off on first turn.
Basically, IF youre going to do it, the trick is not to join another Priest to the unit thats there already (as, if they get charged, they will BOTH die), but instead have a second priest sat somewhere safe within 1" of the casket, ready to step up in the next turn if the Casket priest gets killed in a turn.
That was my plan atleast (after thinking along your lines first)
However, doing this means that you are ALSO are putting another 100+ points onto the Caskets effective cost, and worse than that, youre having to limit the range and effectiveness of your magic by having a second static Priest. Usually this isnt a Problem iff you have an SSC nearby.. but if you manage to get the King successful with that, then it doesnt leave for much of a strong magic phase early on.
You could also keep your Flyrophant within 20" of the Casket, and if the Casket gets charged, you move him up to within 1" of the Casket and have him relieve the now-dead-again Casket Priest of duty. Of course, this requires that you manage to move in a combat unit the round after to protect your Hiero from the enemy.
Doesn't really work for cannonballs, though - I suggest, if you're playing Empire, Dwarfs or OK, that you look out. Maybe put your Scorp on the job, or screaming-skullify it.
Indeed. To be honest, I'd probably simply sacrifice the Casket at that point.