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Hello, all. Soon I will be playing a scenerio called Desperation Defence in which I have to stay alive for 9 Turns while the atakers can respawn their units when they are destroyed ( exept RARE ). So I'm Chaos and I'm the Defender vs. Empire (1k ) and Dark Elfs ( 1k )
Chaos Lord: 400
-Mark of Tzeentch
-Armor of Morslieb
Exalted Hero: 241
-Mark of Tzeentch
5x Knights of Chaos: 290
-Standar (Blasted Standar)
5x Maruders Horsmen: 91
5x Maruders Horsmen:91
15x Warriors of Chaos: 308
-Standar ( Raptorius Standar )
1x Hellcannon: 205
1x Dragon Ogr Shaggoth: 285
This is my list - my friends don't know this list but i know what they can deploy to kill me
So here it is.
1) Steam tank
2) Greate Cannon
3) 2x Units of empire soldiers ( Swordsmen and spearmen)
4) 1x unit of hendgunners
1) 2x units of cold one knights
2) 2x units of crosbowmen
3)2x 4 units of harpies
4) one unit of fasts
5) master on cold one with this funny ward save base on the strenght.
I dont give Maruders the mark of slanesh to do Flee when they are charged.
Hellcanon and Shaggoth are there to kill the Tank.
Any suggestions are welcomed.
This list willnot last 9 turns, I can gaurrentee that.
foot sloggers with heavy armor, mark of nurgle or slaanesh and put banner of the gods in there, stubborn will help you alot more then the -1 to leadership to people in LoS to the banner, the banner is basically no good once your enemy is in combat.
Diabolic splendor is a total waste on a lord that doesn't cause terror. I'd try to fit some dragon ogres or chaos trolls in the list, get rid of the marauder horsemen, maybe take throgg to open up special slots and use a troll unit for core choice.
shields and halberds on the warriors and maybe a nurgle sorcerer or two and hope for the #2 spell fleshy abundance that grants regenerate.
Good luck mate!
p.s. for this game scenario to be fair the defender should start with double the attackers points, otherwise you won't have any chance of winning...
Chaos Warriors (2009) 16-4-9
Ok this is a little bit of an extreme idea but I think for THIS battle situation it can acctually be a good idea.
This whole situation is dependent on you surviving. Why not give them something to attack that they cant kill. My idea is use the death start strategy. A big block of chosen with a BSB that has Banner of the gods, and a combat lord. Stubborn rerollable Ld 9 with MoS is not going to budge. Plus putting all your points in a super unit is going to force them to either assult you or stand back and shoot you. If you think they will stand back and shoot you give the unit MoT and the chosen standard guy blasted standard. If they try to magic you down you wll be ok. I will comment on that shortly. And if they assult you they can only hit you with with say 3 units at once. And being stubborn and having the abilities these troops have I think you can survive that much pain and still come out winning.
You need to fill core requirements so take 3 10 man naked marauders and do what you want with them. But here is another way to help you in this desperate survival. Banner of the gods makes units withing 6 inches stubborn. Put 2 or 3 warshrines in front of your death star. They are tough as nails (give em MoT and they are even tougher). It will take a lot to take these guys out since they will be stubborn Ld 9 and if you possition them right they will need to eat them up to get to your chosen death star, and with combat in front of your death start they wont be able to shoot you with magic missiles or mundane missiles. Plus 3-4 rolls on that deathstar on the EotG table will make them even better.
Now how do you deal with magic? If you do this you are getting 3-4 rolls on EotG and if you give the chosen champ Favor of the Gods you can manipulate your rolls. MR3 is obtained with a roll of an 8 (7,8, or 9 with favor). Give your death star festus for a 5+ regen save and have a sorcerer with the staff of sorcery chill in the unit or behind the unit. Thats 4 DD with +1 to dispel rolls and MR3 on your unit. If they can get through all that then just shake their hand.
Now this list isnt gonna be too great for normal battles but for THIS STUATION I think it will be amazing.
Last edited by sdefreit; April 14th, 2009 at 18:52.
Thx, for the replay and ideas. But right now my problem is what to do with the Tank ?
So your idea is to put all into one strong unit and let them kill it. I don't worry about the magic, the empire player is not a pro - all I have to worry about is 2x fire balls
He has a Cannon and he is pretty good with using it. Hi's general is usualy a warrior priest with heavy armor and additional hand weapon. So nothing to worry about - except this freaking tank :/ ( How to kill the Steam Tank ?? [you may said Lord or Shaggoth, ok, but do that with 1k pt.])
Then there is a Dark Elf Player he just started colecting and he dont have magic and bolt throwers. All he have is: 2x units of cold one knights ( when they charge they will hit me on +4 (+ re-roll ) and wound me on +2 in first round of combat like you know ) 2x units of harpies thatl for 100% will try to flank or rear charge me. There is also 1x units of fasts and 2x units of shooters.
Nothing more nothing less.
My problems are.
1) TANK !!
4) I think that the lord on foot will die fast ( From a lonely cannon ball )
Again any help will be welcomed.
Ok well here we go.
1) I do not know the attack capabilties of the tank. All I know is its tough as nails and has impact hits on the charge.
2) Knights...HA they dont scare me.
3) Cannon is rough but not a big worry.
Now this was my initial perception of this game. You are at a huge disadvantage and the enemy has 9 turns to obliterate you and if you are still standing after 9 turns your the victor. This how it goes? I cant imagine you have to beat them in victory points with such a disadvantage.
1 and 2) So steam tank is a big nasty. But if my assumption is right you just need to stay alive, not kill so much. Your unit will be tough to kill. With all those EotG rolls try to go for strict defensive stats (+1 armor save, +1 toughness, 4+ ward, MR3) you should be able to get 3 of these with that many opportunities to roll. If you go sword and board on the chosen we are looking at a rediculous defense. (1+ or 2+ combat save, 6+ or 3+ ward save, 5+ regen save, and toughness 4 or 5) This is all depending on which rolls you get but I hope you got the point. So steam tank and knights are no fright when they need to kill that imo. And if you want to kill the steam tank your lord is set for that. Give him the runesword and hes got 6 Str 6 attacks. That works good enough id say.
3) Cannon is wicked but like I said your still gonna get a good ward save and regen save from those attacks. And if he gets in combat with your chosen or warshrines he cant shoot into those combats anymore so bye bye cannon volleys.
The basic strat is to run your chosen on the back table edge to take away the enemy from attacking your rear flank (back against the wall) then line your shrines in front in range of the banner for stubborn. Its gonna take him some turns to get into combat. You will see cannon fire but you said A CANNON. One cannon isnt gonna be reliable against you ward and regen and it can still miss and even missfire. So on turn 3 or 4 if he wants to assult you hes gotta hit your shrines. It will protect your chosen from fire since they have a combat in front of them which blocks LoS. And for the shrine combats...just look at the stat lines man (Toughness 6, 4+ armor save, 3+ ward save with MoT, and 4 wounds) and the fact that they will not fall back. Those babies are gonna buy you some more turns. So AT BEST he will reach your chosen on turn 5 or 6. And if your worried about charges you can equip the lord with helm of many eyes. His ASF rule should take out most of any frontal charge.
Im a little busy tonight but tomorrow I'll play with some numbers and write up a list that corresponds with this idea to give you something to acctually see.
Last edited by sdefreit; April 14th, 2009 at 20:57.
From what i understand about the steam tank is once you reduce it to 5 or so wounds it starts to struggle, and it can only attack in its turn. The aether sword may be a good idea on the lord just to cut out the nasty 2+ save all together, does most likely mean you are wounding on 6's. Also the magic special rule the tank has means that most of the nurgle and slaanesh lore is out of the picture, but a good flickering fire should cause enough wounds for it to lose effectiveness.
Thinking about Throgg he should easily be able to take out a steam tank in a couple of turns with his Vomit ability, along with a unit of 3 or 4 Trolls with him you are laughing those impact hits asside with your regenerate and then roll on the EoTG.
I suppose if you are really worried about the Steam Tank Kholeck would also do the job in mins and his high toughness and wounds means he will last quite a few turns.
The Death Star idea sounds the best thing to do to me, specially if you can plant the unit between some scenery that stops or slows down the chance of being flanked. A large block of chosen with Rapturous Standard, BSB with Banner of the gods and the favour of the gods on the chosen champ will last a long time. Once your in combat stay there, you will be safe from the shooting and magic.
Done worry about takeing harpies in the rear they will die the min your chosen get to attack any way and that will lend to the combat res if you have knights in the front.