I have run mostly magic and shooting heavy DE lists so far, and with great success. But you always have to stay on the move to keep the game alive, so I am in for a more combat oriented kind of army.
For this, I would like to try out a cauldron of blood. It actually looks pretty good on paper, but it really puts me in a bit of a dilemma: How to setup special choices!
You only have four, and with a combat oriented army you would proberbly want both Black guard and several units of CoK's - not to mention mandatory shades to take out warmachines. Apart from that I often use shades as bunker for my sorceresses, leaving me with... ehm... -1 special choice, and that is before even considering the stubborn witch elves...!
So I wondered, now that I want the cauldron, which special choices are best in collaboration with it?
Witch Elves: 5+ ward save is good against shooting, but they are proberbly going to be screened anyway. Its good for taking charges though. Killing blow with 15+ attacks can be immense against knights, while +1 attack just amplifies the meatgrinder a slight bit. The biggest improvement is obviously stubborn. Together with a battle standard bearer they edge towards unbreakable.
Cold one Knights: CoKs are my top performers. They NEVER disappoint even in games where they fail stupidity. Imagine what a unit of 5 with no command can do with +1 attack on the charge. we are talking 8 wounds or more here. It is a 135 point regiment breaking through ranked regiments on frontal charge!
Shades: Shades can be a nasty suprice in close combat with great weapons and an additional attack or two hand weapons and killing blow.
Black Guard: The ward save can really cut losses to shooting, and both killing blow and extra attack are somewhat helpful. Apart from that they dont need much help to rip through enemies.
So I could take one of each, just for kicks? But is that the best option? And where do I put my sorceresses then? I am leaning towards cold one knights because of previous performances and a black guard. But it seems odd to take a cauldron and still leave the witches out... what do you think?
For this, I would like to try out a cauldron of blood. It actually looks pretty good on paper, but it really puts me in a bit of a dilemma: How to setup special choices!
You only have four, and with a combat oriented army you would proberbly want both Black guard and several units of CoK's - not to mention mandatory shades to take out warmachines. Apart from that I often use shades as bunker for my sorceresses, leaving me with... ehm... -1 special choice, and that is before even considering the stubborn witch elves...!
So I wondered, now that I want the cauldron, which special choices are best in collaboration with it?
Witch Elves: 5+ ward save is good against shooting, but they are proberbly going to be screened anyway. Its good for taking charges though. Killing blow with 15+ attacks can be immense against knights, while +1 attack just amplifies the meatgrinder a slight bit. The biggest improvement is obviously stubborn. Together with a battle standard bearer they edge towards unbreakable.
Cold one Knights: CoKs are my top performers. They NEVER disappoint even in games where they fail stupidity. Imagine what a unit of 5 with no command can do with +1 attack on the charge. we are talking 8 wounds or more here. It is a 135 point regiment breaking through ranked regiments on frontal charge!
Shades: Shades can be a nasty suprice in close combat with great weapons and an additional attack or two hand weapons and killing blow.
Black Guard: The ward save can really cut losses to shooting, and both killing blow and extra attack are somewhat helpful. Apart from that they dont need much help to rip through enemies.
So I could take one of each, just for kicks? But is that the best option? And where do I put my sorceresses then? I am leaning towards cold one knights because of previous performances and a black guard. But it seems odd to take a cauldron and still leave the witches out... what do you think?