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I'm currently in a warhammer fantasy campaign in the border princes, and was brought to arms against my friend playing dwarfs. Luckily, I had support from other banners in the battle, so it was 900 points vs 750 points in my favour.
My opponent fielded a gyrocopter, which he used to harrass and march block my knights and when he wasn't doing that he was blowing up my marauder horsemen with flails and MoK. Albiet I managed to score a massacre, in a fair 750 vs 750 game I think I would be hard pressed to deal with this harrassment.
I was wondering what kind of tactics should be employ to take down a gyro at the 750 point level?
Tzeentch exalted on disc.
Throwing axes on your FAST CAVALRY marauder horsemen.
Warhounds just to tie it up.
Posistioning of troops so if he moves to march block you main units (knights) he would have to be in a position meaning he would be charged by another unit.
Cast some spells at it.
1) Tzeentch on Disk sounds like a good idea, I was running a Exalted on Jugger for my game. He would make a good warmachine destroyer too, what do you take to make him more resilent against shooting?
2) I'm still new to warhammer but are throwing axes really all that effective against gyro?
Marauders bow skill means that we miss 50% of the time (not sure if thrown weapons are effected by move and shoot, but even more then 50% if that is the case), Gyro's high toughness makes it so that we don't wound often, and even if we do wound he gets armor save..... and we need three real wounds to take him down.
3) I'm not sure what you mean by warhounds just to tie it up? He can just fly over the hounds can he not?
4) I did try to do this, but when he saw that the knights were unatainable he just dropped to the side of my marauder horsemen (MoK, and flails) and steam gunned them instead.
5) With regards to fighting dwarves at a 750 point level, is it even worth taking spellcasters? I figured that with his natural dispel dice I would be hard pressed to get anything important off.
The battle I fought at 900 vs 750 points was a massacre in my favour, but soon I will no doubt be forced to fight 750 vs 750. Maybe I could get some help in a list that should be able to handle a dwarf force?
Yeah, you won't be getting spells off. Throwing axes might work. They take no penalties, so you'll be hitting it on 4s and wounding on 5s leaving him a 5+ save. Not exactly what you would want to rely on though.
A flying exalted is very good, unless there's an anvil, then its very very very bad. But since this is 750, he won't have an anvil.
I bet if you went with 2 lvl2s it'd surprise him. I doubt he'd bring a runesmith, so you'd have more casting dice than he has dispel. However it'll cost you a 1/3 of your points. However getting a buboes or 2 off against dwarfs at 750 points could easily kill all his characters and 1 flickering fire could take down a gyrocopter. Its worth thinking about. With enough marauders you can somewhat negate the fact you have 250-300 points in just sorcerers.
Lvl2 tzeentch Sorcerer
Lvl2 nurgle sorcerer
Not items on either
2 x 20 marauders, shield/light armor
Don't need a mark since he won't be fear/terroring you
Not the greatest setup, but you would own the magic phase. 6 casting dice vs. his 4 dispel. 3 die flickering fire and then 3 die buboes. He can't stop both. The marauders try and hold up the dwarfs while your knights hit their flanks.
Last edited by Pinkus; May 23rd, 2009 at 00:05.
That is definatly an interesting list, I'll definatly be giving it a try.
I think there are 30 points to spare, if I counted it right. Throw in some command units for the marauders, or a unit of hounds?
That list comes to 744.
Chaos Sorceror 140
---Mark of Tzeentch
Chaos Sorceror 140
---Mark of Nurgle
20 Marauders 120
20 Marauders 120
5 Knights xxx
Where did I mess up?
You messed up because I didn't type that I already had musican/standard on both marauder units.
They should be 132 points each. Which be good against dwarf infantry. The warriors are strength 3 and the elite is str4. Meaning you'll get a nice save in combat. Just lookout for thunderers. They might be target #1 for flickering fire.
I might suggest loosing the knights in favor of a unit of 10 Warriors with Halberd/Shield. Knights are very vulnerable to Dwarves artillery fire (cannons). With the 30 pts you spare, I'll suggest adding a unit of 5 Warhounds, that will serve as Meatshield/Cannon hunters.
"How do you stop a Chaos Knight from charging? No seriously, HELP!" André le Bouffon, jester of the Bretonnian court - last words.
Naw. Warriors are just as vulnerable. One cannon shot could take out 2 warriors leaving a unit of 8. Not anything to frighten your opponent. Losing 1 knight stills leaves an effective unit.