Post by vectorawx3 on Jun 20, 2008 10:16:01 GMT -4
Alright... so I played a game last night against Slaanesh Daemon Legion.
Kipper, charge me or run away item, something else...
Mounted Herald BSB with -2 ld banner, level 1 (you go stupid forever spell)
Mounted Herald with lots of arms, level 1 (you go stupid forever spell)
The Masque! 90 points... infantry base.. moves 10!!!, at start of magic phase, picks a unit within 12 inches, and that unit suffers -d3 leadership (no wayt to dispel it), can't join a unit
3 units of 12 daemoettes (with musicians, I think)
6 seekers
3 fiends
3 fiends
Kicked his ASS!!!
What happened was that the keeper needed to get in and help the army. The rest of it simply can't take on all I have, so he moved up with him. Plus, he's a level 4 and all but one spell have 24 inch or less range. (I think they were 24, 18, and 2d6)
In two rounds of shooting with seaguard bows, aided by a curse of arrow attraction, the kipper was dead. Huzzah! One of my seaguard units mounted a hill just out of my deployment zone and started shooting shit up. It was great. As it had to cover threats from two angles, I kept turning (1/4 move) then expanding frontage by 5 (1/2 move) with a 1.25 inch leeway to wheel. What that basically meant was that I could go 8 wide in any direction I wanted, raining down 16 shots. (pretty nice against T3 daemons, especially when you make them arrow-magnetic)
In combat, I did well against the fiends, since they didn't go first. I didn't do so well against anything else (except for the furies, when I finally caught them). I managed to get lucky against his masque, when it flubbed it's rolls against my swordmasters and I popped it with combat res (the warbanner is the way to go--very useful)!
I did terrible (spearmen) against a combo charge of masque/bsb herald/daemonettes. The resulting loss panicked my lion chariot and dragon princes into crossfire by the furies (he knew what he was doing). If you're playing against anyone with 5 or 6 flyers, make sure you kill enough FAST so that they can't crossfire!
Once I had lost those three units to effectively one combat, the shooty/magic portion of my army turned to face them and exterminated them. Done! Again, the key to beating these guys was to slow them down, only fight what I knew I could win, then shoot/magic them. It was tougher, as they were so fast, but easier, as they had less toughness and no regen.
Good stuff!
In the end, I had left: 2 units of seaguard. Swordmasters. Bolt-thrower. Both mages. Shadow warriors.
He had 1 unit of fiends (went off chasing an eagle), 1 unit of furies, half a unit of daemonettes.
KEY to fighting these guys is to find the units with characters in them, and RAPE those units with shooting/magic until the characters pop. They have 2 wounds, no armor to speak of, and only a 5+ ward. And they're not going to take big units. Use the eagles to keep the nasty stuff off your infantry, and be very careful how/what you engage. Of course, it goes without say that the kipper is public enemy #1, but he dies easily to massed bows/magic.
Huzzah! One more for the HElves!
Kipper, charge me or run away item, something else...
Mounted Herald BSB with -2 ld banner, level 1 (you go stupid forever spell)
Mounted Herald with lots of arms, level 1 (you go stupid forever spell)
The Masque! 90 points... infantry base.. moves 10!!!, at start of magic phase, picks a unit within 12 inches, and that unit suffers -d3 leadership (no wayt to dispel it), can't join a unit
3 units of 12 daemoettes (with musicians, I think)
6 seekers
3 fiends
3 fiends
Kicked his ASS!!!
What happened was that the keeper needed to get in and help the army. The rest of it simply can't take on all I have, so he moved up with him. Plus, he's a level 4 and all but one spell have 24 inch or less range. (I think they were 24, 18, and 2d6)
In two rounds of shooting with seaguard bows, aided by a curse of arrow attraction, the kipper was dead. Huzzah! One of my seaguard units mounted a hill just out of my deployment zone and started shooting shit up. It was great. As it had to cover threats from two angles, I kept turning (1/4 move) then expanding frontage by 5 (1/2 move) with a 1.25 inch leeway to wheel. What that basically meant was that I could go 8 wide in any direction I wanted, raining down 16 shots. (pretty nice against T3 daemons, especially when you make them arrow-magnetic)
In combat, I did well against the fiends, since they didn't go first. I didn't do so well against anything else (except for the furies, when I finally caught them). I managed to get lucky against his masque, when it flubbed it's rolls against my swordmasters and I popped it with combat res (the warbanner is the way to go--very useful)!
I did terrible (spearmen) against a combo charge of masque/bsb herald/daemonettes. The resulting loss panicked my lion chariot and dragon princes into crossfire by the furies (he knew what he was doing). If you're playing against anyone with 5 or 6 flyers, make sure you kill enough FAST so that they can't crossfire!
Once I had lost those three units to effectively one combat, the shooty/magic portion of my army turned to face them and exterminated them. Done! Again, the key to beating these guys was to slow them down, only fight what I knew I could win, then shoot/magic them. It was tougher, as they were so fast, but easier, as they had less toughness and no regen.
Good stuff!
In the end, I had left: 2 units of seaguard. Swordmasters. Bolt-thrower. Both mages. Shadow warriors.
He had 1 unit of fiends (went off chasing an eagle), 1 unit of furies, half a unit of daemonettes.
KEY to fighting these guys is to find the units with characters in them, and RAPE those units with shooting/magic until the characters pop. They have 2 wounds, no armor to speak of, and only a 5+ ward. And they're not going to take big units. Use the eagles to keep the nasty stuff off your infantry, and be very careful how/what you engage. Of course, it goes without say that the kipper is public enemy #1, but he dies easily to massed bows/magic.
Huzzah! One more for the HElves!