I was feeling a little uninspired for this event. I don’t really have enough of my
converted armies to play at 2999 and with my daunting current project list I
didn’t have time to add anything, even to painting a second grey seer. Working around the comp (this list is a
nice -4 due to magic items), and wanting to do something different than the rat
ogre hoard I’ve been running, I mucked around and came up with the following
list. It’s still a tank and chaff
list, but I’ve tried to get rid of the juicy targets (bonebreakers and aboms)
and really stream line it down.
I’ve also squeezed in a grey seer to keep the army viable in all
phases. It’s long, so if you fall
asleep half way through I will understand.
Warlord, General, Ogre Blade, Talisman of Preservation, Dragon Helm,
Potion of Foolhardiness, Shield, Warlitter
Warlord, Fellblade, Warlitter
Grey Seer, 3x Plague, 1x Ruin, Foul Pendant, Dispel Scroll
Assassin, Blade of Corruption, Smoke Bombs
Assassin, Weeping Blade, Potion of Strength
Chieftain, BSB, Rampager’s Standard, Great Weapon
Engineer, Level 2, Crown of Command
Engineer, Obsidian Loadstone
Engineer
Engineer
Engineer
Engineer
42 Stormvermin, full command, Razor Standard, doom-flayer
45 slaves, shields, musician
45 slaves, shields, musician
18 Night Runners, Slings, Warp-Grinder Team
5 Giant Rats, Packmaster
5 Giant Rats, Packmaster
5 Giant Rats, Packmaster
5 Giant Rats, Packmaster
5 Giant Rats, Packmaster
5 Giant Rats, Packmaster
10 Gutter Runners, slings, poison
10 Gutter Runners, slings, poison
10 Gutter Runners, slings, poison
So everyone goes into the stormvermin, 6 wide and deep, giving me 10
ranks. There are 4 engineers I may
not deploy inside but instead nearby to throw out as
chaff, along with defending the flanks with the slaves and the further flanks
with the giant rats. Or I can
leave the engineers in unit and throw them out to just delay the game with
double flees to try to open up flanks with silly failed charges while gutter
runners eek out points.
With the warlitters and assassins in front (and the BSB in the second
rank behind an assassin), the unit puts out:
4 STR10 (D6 wounds)
3 STR 7 (D3 Wounds with potion of strength)
5 STR 6 (with potion of foolhardiness)
1 STR 6
3 STR 5 (Double Wounds)
8 STR 4
1 STR 3
All armor piercing. Also
assumes that nobody is killed, which could cause the BSB to move up and get
more attacks or open up more stormvermin or something. Oh death frenzy… how I want thee.
Rampager’s Standard (Reroll Charge) versus Banner of Swiftness (+1
Movement). I think the common
practice is to take the Banner of Swiftness for one great reason… not battle
standard bearer required. I’ve
decided to mix it up a little and really make sure that my tank unit makes it
into combat and put up the points.
Roll
|
Normal
|
BoS
|
Ramp
|
2
|
Auto
|
Auto
|
Auto
|
3
|
97.2%
|
Auto
|
99.9%
|
4
|
91.7%
|
97.2%
|
99.3%
|
5
|
83.3%
|
91.7%
|
97.2%
|
6
|
72.2%
|
83.3%
|
92.3%
|
7
|
58.3%
|
72.2%
|
82.6%
|
8
|
41.7%
|
58.3%
|
66.0%
|
9
|
27.8%
|
41.7%
|
47.8%
|
10
|
16.7%
|
27.8%
|
30.6%
|
11
|
8.3%
|
16.7%
|
16.0%
|
12
|
2.8%
|
8.3%
|
5.5%
|
13
|
Fail
|
2.8%
|
Fail
|
I considered just making the unit movement 6, but I think I want my
chaff to be able to get a little ahead, and I want the consistency of most
charge ranges. Without
bonebreakers I’m fairly resistant to shooting, so my time will be restricted
based on the fellblade and if they have dwellers. I don’t really have the ability to take a lot of punishment,
but I’m hoping to be able to instead put out enough to push through units like mournfang
and chicken knights before they have a chance to mess me up in return. If I get to see an ogre-star then
things could get interesting. I
think I can blow through the character shield, or mess up the unit, but I’m not
sure I will be around for a second round if they have the crown of command. I will have 3 leadership 7s in the
unit, so that will hopefully keep me stubborn for a while.
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