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Im kinda stuck. I have looked the codex over a few times and dont seem to see anything that can viably kill units with a 2+ save or better in 1500 points. Does anyone know how to counter heavily armored units?
wardancers + killing blow + flank charge.
Using Wardancers with Killing Blow or my personal choice a unit or two of Waywatchers completely nullifies Heavy Armor. Using either of these two units will require some practice since they are both relatively fragile. If you get into the 2k range, you can also use an Alter Noble with the Bow of Loren and Arcane Bodkins. My list utilizes 2 Waywatcher units, a unit of Wardancers and an Alter equiped with those two magic items and I never have issues with heavy armor it's the unbreakable units that cause a bit of a problem since they don't have panic tests. I've taken out 2 units of Cold Ones and a Saurus Oldblood (that's the term I think they are called) mounted on a Carnosaur in 1 round of shooting with those 3 units before my 30 glade guard and 6 scouts took out another 2 units. If you are going to use Waywatchers please use at least 7 but no more than 8. The unit gets too unwieldy to manuovere and stay out of charge visibility.
As said before, Wardancers or Waywatchers are your best bet.
However, a 2+ save can normally only be found on mounted troops or characters (right?)... Or when facing dwarfs (thats a whole other story). But since the units that have such a save tend to be small due to their point cost, trying to charge them with an outnumbering unit of dryads is a viable option too. The Fear should take care of them (as long as they dont have Fear or ItPsychology...).
The thing that scares me the most and the main reason I posted this is the vampire counts Black nights (or at least thats what I think they are called). I cant throw trees at them, And I cant seem to kill them in shooting. My friend who plays them uses ten in two squads. In one squad he put a vampire with some magical item that makes the units count as twice their models worth when counting for outnumbering. I think they counted as over 24 models, so even with two squads with dryads they still outnumbered me. He ended up saving all 5 wounds I caused with my dryads, then killed five back. So he ended up beating me in combat by six, I fled, rolled double ones, and all 16 dryads were gone. Plus how do you hold this kind of unit in combat long enough to get in a flank charge?
Well against such units, WE has another trick up its sleeve.
Just dont do combat with it! Go around it, move away from it. Kill the other more soft targets first. Try using 10 Waywatchers to get 2 KB of per turn, but only if there is no way you can simply ignore them.
> A unit of 8 wardancers that gets the charge of in their flank should get about 2~3 wounds with the KB dance. Cause you hit the flank, the Knights must at least kill 2~3 wardancers. But since you killed his flank, well there are none left to kill your wardancers. To get a flank charge of, position two wardancers squads in such a way that whichever one he is facing the other one is in its flank. Make sure he cant face both at the same time! And occupy the other unit of knights with a unit of dryads. Just to keep him busy.
Last edited by TheGuiding; May 12th, 2010 at 13:33.
Sometimes i dont deal with +2 or better armors.
I will just lead them into a corner to be useless for the whole game thou.
Dont underestimate the power of feigned flight.
True but since he just stated that there where 10 knights per unit, he should be able to get 4 wardancers in CC in the flank! With 9 attacks, He would have about 6 hits so about 1 KB, and maybe another dead knight (but not likely) so by killing a knight in the flank, only one knight could hit back... Because the knights didnt charge, they have 'only' S3 right?
That is in my opinion the best bet you have against such big units with these kind of saves on 1500pts. Sure hitting him in both sides would be even better, but thats highly unlikely or a mistake on the opponent's side.