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PostPosted: Fri Jun 04, 2010 11:55 pm 
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I will start the ball rolling.

DE Master Assassin Shadowblade
Whichever list you take your Mages are vulnerable to this Assassins attacks as he can deploy in 1 of your units then jump out and kill a character. If you have a list with Teclis/Achmage I suggest deploying them in the corner of a SM unit with champ right next to them. The champ will die but saves your Mage/Achmage. Luckily we wont see this guy very often as he is expensive & there are cheaper/better assassin builds that the DE's will probably use. One thing worth noting is he can only attack characters on foot when using this special deployment.

Enemy Generals/Characters on Dragon/Griffins/Manticores
Starting with the obvious if not on a Dragon the characters go down fast to shooting. I even used a block of 20 Gnoblars (Ogre Army) to scare away a Lord on a Manticore T5 (40 shots 6's to wound :) ).

Whether HE, DE or other similar methods can be used. Beast Cowers is always good to allow more time for shooting and Magic to do there thing. Follow this up with RBTs single Bolts, Magic Bows and even archers for that crucial wound.

Armies with dragons will have weaker Magic (our Dragon Mage is an exception to this) than most, as 2 character slots are used by dragon & rider. So using the right Magic is important.

Re directing Dragons is not really possible as they fly and tend to choose their targets.

Uber Melee Characters in Infantry blocks
Probably best to re direct these hammer units (eg: Dwarf Lord on Shield) put eagles and other low cost units to their front and they will never re pay their costs. The downside of this is the opponent will still have lots of points left at the end of the game. Spells like Pit of Shades, Spirit of the Forge can really hurt these uber units characters.

Re direct then a flank charge will sometimes work but be careful here. Many infantry blocks are stubborn or unbreakable and the uber character will push their way to the front on the second round of combat. So you may have thrown away a unit of DP's for nothing.

Uber Character in Cavalry blocks
Similar tactics to the infantry re direct above. Flank attacks are much more successful in this instance as the cavalry are generally smaller units and not stubborn or unbreakable. However re directing by itself won't work for long as these units are fast moving and get back into the action fairly quickly. Slowing them by march blocking an eagle following behind the unit or Mistress of the marsh or similar slowing spells also can be useful. RBT single bolts work a treat into the flank of these units so re direct then RBT them.

Giants/Cyclops or similar
These guys are free kills/points only T5. Once again Magic & shooting can finish these guys rapidly due to them being large targets. You can probably take them down only using part of your shooting phase (Curse of Arrow Attraction, or Portent of Far helps here).

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Last edited by Eltherion on Sat Jun 05, 2010 12:44 am, edited 2 times in total.

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PostPosted: Sat Jun 05, 2010 12:36 am 
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Eltherion wrote:
Beast Cowers is always good

Good against High Elves, if you have an Archmage. Dark Elves often have magical protection making it iffy here IMHO.

Eltherion wrote:
Armies with dragons will have weaker Magic

HE's can still kick out an 8PD plus tricks phase. DE's get all sorts of PD boosts. Agreed you won''t be facing a really horrendous phase though.

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PostPosted: Sat Jun 05, 2010 5:11 am 
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1. Beast Cowers - Works when you have the magic upper hand, more interesting with HEAB6 with the Seer Councils (practically nothing major from my opponents used to move then).

2. RBTs - complimentary to Beast Cowers, because target priority becomes a luxury you can afford.

3. Teclis - primary bodyguard Caradryan; usually you deploy your AMs away and out of range from infiltratable units.

4. Characters in infantry units tend to lose operational initiative, and usually don't worry us - they can be mopped up when we're ready to pay them attention.

5. Characters on fliers and cavalry units - tend to be dangerous, because they can dictate our actions or force us to react before it's convenient; usual rule, shoot the fliers first, followed by fast cavalry and then heavy.

6. If you can't think of anything, just march block them or stick some bait off to the side; with luck, he's off the table for a turn, or presents a flank that some trigger happy DPs would like to lance like a boil.

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PostPosted: Sat Jun 05, 2010 11:54 am 
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Musashi wrote:
4. Characters in infantry units tend to lose operational initiative, and usually don't worry us - they can be mopped up when we're ready to pay them attention.

Agreed on the whole, though cavalry heroes in infantry blocks have to be watched slightly more carefully.

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