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Armies that can dispel really well. It seems to me you don't really get to use many dice it's just the number of spells you get that's a problem. However I find against shooting armies that can dispel you that it's really an uphill battle due to the fact that you cannot march..
For example..the enemy is 30 inches away..you move 4 inches..he's 26 away...you move 4 inches..he's 22 away..you move 4 inches he's 18 away..etc etc..taking a shot each time.
What do you guys do in this situation?
Um... But you can march...
As long as your unit is within 12" of the general, you can march. also try and take out any mages fast, with carrions or what ever, so you can dominate magic.
Also a shooty TK army is supprisingly effective, as they can even move while shooting without getting any penaltys to BS.
-lurking in the shadows of LO.
Officially diagnosed by TekoreMelkhior, Necrarch Lord
What Armies are you refering to? I am guessing Elven armies and Dwarfs. Consider an average Tomb Kings armies had around 6-8 Incantation dice, and a magic heavy army can have in the region of 10 - 12 Incatation Dice. Say a Dwarf army will generate 5 - 6 Dispell dice and and an elf army around the same with cheap scrolls, So even an average TK army should get some incantations off. I think the key here is to use scorpions and Swarms to Come from below and take out artillery and enemy wizards. Personally I always would take a casket of souls because it can s) affect the entire enemy army, b) make your opponent save scrolls or (2-3) dispel dice per turn, allowing you to get some of your movement incantations off. Take the Banner of the undying legion to try to replenish your units.
Everybody knows that without magic TK start looking like push overs. Add in heavy shooting to counter our shambling pace and it looks hopeless. However there are some cards you can play to get you out of jams.
Being shooty in turn works nicely since you'll recieve cover bonuses your enemy isn't entitled to against arrows of the asp. Also you can always move and fire, which lays down nice support for other troops. 4" a turn is troublesome but when your picking them off with equal fire, then it looks more promising. A SSC works wonders in that situation as well and of course the Casket has been addressed.
Carrion. I cannot stress this enough. Flying units rock and they add speed we desperately need. A little tricky to use them well ahead of your army but tactically sound decisions can cause enough mayhem to cover your men well.
Chariots. Are they carrion in the speed department? No. But a Mirage standard is 40 points and creates a unit that quite a bit harder to shoot. They can fire off a few rounds too and free reform seals the deal.
ICFB is great... when it works. But when you tie up a lot of special choices in scorpians and they misfire off the board, it's devastated. Use it, but don't put all your eggs in one basket.
As for defeating dispell in general? Sniping.
Catapult, ICFB, Carrion, just plain shooting thanks to new edition rules... whatever you choose make sure you target his wizards or their units early. In fact, that's good advice in any fight. Without enemy wizards you dominate the magic phase, and suddenly the right spells make your opponent feel he has twice the enemy troops to face.
hope that helps.
well and easy way would be to simply not try and just outshoot them it's not as crazy as it seems tk shooting is alot more reliable than that of even elves or dwarfes and with the right selections can be just as deadly
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