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Well i'm in the semi-finals , and my opponent plays Empire ( I hate them) . So again I need your help
My miniature range:
2x characters (could borrow the third)
and there are 200p of proxys allowd in the tournament.
P.S. And I wanted to ask a couple of questions.
1. If my sorcerer joins a unit ( of lets say warriors) ,his line of sight will become like the warriors unit?
2. If theres a big unit of skirmishers ,that takes a lot of casualties , do I discide which models to remove?
3. Can my sorcerer leave a unit throu the back? (i mean the unit moves forward ,but the sorcerer stays put,and is left behind)
Last edited by CGLover; October 17th, 2007 at 18:00.
Come'on people please help ,theres a 100% that there will be a Steam Tank , can chaos even win against a thing like that? Please I need your help on this one..
The Tzeentch idea is down ( magic doesnt work the way i thought it did )
SO I need a army list.
3. yes, as far as I know
1 * Exalted Chaos Champion @ 122 Pts
Mark of Chaos Undivided; General; Halberd; Chaos Armour; Shield; Barding
1 Chaos Steed
5 Chaos Knights @ 195 Pts
Mark of Chaos Undivided; Barding; Heavy Armour; Shield; Standard; Musician
5 Chaos Steed
The exalted would join this unit, the other one would be strong enough itself.
5 Chaos Knights of Khorne @ 293 Pts
Mark of Khorne; Frenzy; Barding; Heavy Armour; Shield; Standard; Musician
6 Chaos Steed
10 * Chaos Warriors of Khorne @ 233 Pts
Mark of Khorne; Frenzy; Halberd; Heavy Armour; Shield; Standard; Musician
2 Fiend of Slaanesh
The spawns would move in front or in to an enemy unit, so the knights or the warriors could charge it.
Dispel Pool: 4
Models in Army: 24
Total Army Cost: 993
I'd go Khorne because it gives a little dispel dice and extra attacks, and with those models, I think, this would be a pretty solid list, if you keep the frenzied units from being bated in to traps..
Please do not post the individual unit costs for models with no upgrades. Many thanks GN
Last edited by gingerninja; October 18th, 2007 at 10:30. Reason: Points totals
And....which of those units are gonna destroy the steam tank...?
The only way i found to kill it would be to get the Wing of Death from the Death Lore. But..since I dont have any sorcerers ,thats not possible..
I would just avoid the steam tank. Don't deply your strongest units so, that they would go face to face with it. Just inflict as much damage as you can elsewhere.
The most common mistake in dealing with these evil-uber-monster-units, IMO, is that people tend to focuse their whole game on these units, because they see them as a serious threat. IMO the smartest thing to do is to just avoid it, if possible. And if you can't avoid it, then rederect it: shove a unit in front of it, what has taken a little damage (so that you wouldn't make a big sacrifice), expecting it to break or die, but moving it in front of the tank so, that the next turn the tank wouldn't be able to charge anyone and so on.
Oh thats good, i think ive got something. But theres a question dough. Can I normaly declare flee reaction agains the tank when he charges? If so then I think of using 2 small units , one stands in front of the tank,when he charges I flee, the next turn I hope i'll rally them and then put the other unit in front of the tank ,and ill do this over and over. Could this work?
Well I haven't actually played against the steam tank, but if it hasn't got any special rule against fleing, then ofcourse you can (unless you have immune to psych).
But the action you're describing is focusing too much on the steam tank, so I think that it would be a waste of your forces. My suggestion still is that you should try to avoid it, and IF the situation gets freaky, then bait some unit in front of it and wait a charge, charge it or flee. Main idea would be then redirecting it.. And the same thing applies to other uber-units that you are afraid of.
I don't understand how should I avoid it? It could move 18-27inches per turn , that could be a 1st turn charge ( if i remember how it works corectly ,3inces per stram point ,right? )
Easiest way to deal with a steam tank is for wait for it to blow itself up!! Or you could get some DOW cannons to help with some shooting. Bear in mind the unbreakable spawns can help keep that unit in combat for a couple of turns while you beat the rest of his army in cc.
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Oh forgot to tell that no Dogs of War allowd. I dont think that the spawn could hold it of more than 1 turn its toughness is only 5.