So, I took this to GT heat 1 and lost all five. I can attribute this to a few things, firstly that I’m not very good yet. I’ve not had that much playtime and I made some pretty mega mistakes in deployment in games 2 and 3. Secondly, game 4 I should have won, but we had a rules dispute that meant I lost (I should have won as I was right). Game 5 was my fault for being way too aggressive and not playing the scenario.
All told, I need more speed and to be a bit more flexible with the army, so the only change is to split the knights units to being 4×5 rather than 2×10. I also really failed to use the marauders as an effective chaff screen, so have learned there.
Geminids are awesome, but my experience was that they hurt me more than my opponent. So next time round I’m taking shackles to shut down a flank.
Secondly the -2 bravery bomb of the general was really limited in use, so I’m taking miasmatic blade to make him -2 to hit in total. He should be able to hold up hordes as if he charges into Goblins with their 60-odd attacks, only 10 will hit, 5 wound, and with a 4+ re-rollable save, should only suffer 1 wound per round…
In early testing, this is working so far so good!
Largely rubbish, but the tzeentch mark means any unit wholly within 9″ of a hero can re-roll save rolls of 1, this isn’t very useful as only really the knights can benefit, and only later on in the game when the units get smaller. It does mean the warriors tend to maintain a re-roll 1 ability (which is their horde ability) when they get below 20.
If one of my heroes kills a hero or monster in close combat then there is a random table of abilities, which can be awesome, or awful.
Artefacts, Command Traits & Abilities
The general is -2 to hit in combat.
Knights have a -1 bravery bubble of 3″.
He can also buff the knights for 1cp, meaning they can be +1 to hit and can re-roll charge rolls. This stacks so I can add +2 or more to hit.
The exalted hero is +1 to hit heroes and monsters, combined with the sword of judgement is getting d6 auto-mortals on a hit of 5+ however, his attacks are random (d6 thereof), which means he could end up with 6d6 mortal wounds or no hits at all. If he does kill something he gets to roll on the table, and he doubles his attacks in the next combat round.
The lord I’ve discussed, the exalted hero too, however the exalted hero gets to pile in and attack twice in the turn he charges, meaning I could get 24 attacks from him – which could all do d6 mortal wounds instead – so he has a maximum damage output of 144. This is insanely unlikely though, experience so far is that he’s killed a hero then dies.
The sorceror lord is there to cast shackles and add a 9″ armour bubble. His other spell is daemonic power which allows a unit to re-roll 1s to hit, wound, and save. This is useful. He also has a 10″ ability that allows me to pick one unit to re-roll 1’s to save too.
30 warriors, can sort of fight in two ranks, 2 attacks each hitting on 3’s, wounding on 4’s no rend. 2 wounds each, 4+ save and 5+ save on mortals makes them pretty tanky. Point for point can fight off a unit of sequitors depending on the dice.
2×5 knights with ensorcelled weapons – like 2 warriors on a large base with a 10″ move.
2×5 knights with lances, 2 attacks that get -1 rend and 2 damage on the charge – on the charge with the lord’s ability this unit can do a boatload of damage, the other 10 knights are there to screen.
20 marauders, these add a decent screen, or another unit to run around and nick objectives
The warshrine. This doesn’t have a mark of tzeentch, meaning it’s prayer allows a unit to re-roll 1s to hit and wound. It also has a 9″ DRS of 6+ to any unit within – not wholly within 9″ yet.
This is the hidden surprise. Godsworn Champions of Ruin. This allows one unit a free round of combat in my hero phase, I can buff this unit with the warshrine’s prayer or daemonic power first making it super effective. It hasn’t proven super-useful yet, but I’ve never really made this unit a proper target yet.
none, tried allying in various things before – to no avail.
Magic, Endless & Realm Spells
Daemonic power as above.
I’ve also gone for the shackles as they are really useful for shutting down a flank I don’t want people being able to steal a march on.
So the warriors camp on the middle of the table, holding that objective if there is one, spreading to one flank to refuse it to the enemy. The knights with weapons screen the knights with lances on both flanks and the warshrine sits behind. Characters are interspersed and the marauders either sit back to stop deep striking behind, or take a position to the side of the warriors to take objectives or provide additional support.
The army moves forward, and the key is to get the knights to charge something, freeing the lancers to swing out from behind and get a proper charge off, fully buffed with a prayer and a couple of the lord’s ability making them look like;
10 attacks, hits on 2, re-rolling 1s, wounds on 3, re-rolling 1s, -1 rend and 2 damage, which on average kills 5 sequitors with re-rolling saves, or more importantly kills 4 evocators.
I don’t think any are achievable automatically with this list as it doesn’t really kick out enough damage.