Gunlines are the bane of slow infantry armies. While the Plaguebearers and Horrors remain M4, the rest are somewhat faster. The Daemonettes for example are M6, the Beasts M6/Swiftstride. I also have lighter, faster elements that can hunt War Machines, unless the opponent deploys very tightly. That usually means cornering, a really negative five-war machine set-up for example might tempt me to sit in the opposite corner all game.Orchaldor wrote:How would you look to take on a gunline army who is prepared to sit back and shoot the **** out of your fragile stuff, ignoring the slower, more durable units? I assume that your Keeper would be quite wary of cannon fire too, and therefore be much more restricted in his/her influence? That said, would the comp make war machine-heavy lists unattractive?
The comp should help here because each decent war machine (for example, Cannon, Organ Gun, Hellcannon) carries a -1 penalty so a typical Dwarf list might come in at -4 or -5. Beasts are pretty fast and with T5, Regen and 4 wounds per model take a fair bit of killing. An opponent will find it difficult to ignore them and persecute my infantry. We have to take a building, so that's one option for protecting the Keeper. The other is to advance behind the Beasts, using them as a cannon-screen. KoS is M10, which also helps.
This is a good question Orchaldor because Daemons can struggle somewhat against armour. Even the Beasts are only S4 and while a slew of Poisoned attacks helps, 1+ armour in particular can be a bit of a roadblock. My first answer to this is the characters. All have high strength attacks and the Keeper in particular can make a real mess of armour. I'm virtually certain to roll Cacophonic Choir and that is great versus armour. Plus the Skillcannon against multi-wound targets.Orchaldor wrote:Are you confident in being able to deal with heavy cavalry? I ask because a lot of your units are fairly small, giving cavalry the chance to break a unit in one turn, thus avoiding rubber lance syndrome. The herald with Ogre Blade looks nasty, but can the rest of the unit back it up against a heavily armoured foe before the return attacks?
A unit of six Wild Riders say, will put about six wounds on the Daemonettes on average, so these are very likely to remain Steadfast. The issue is with a full-on bus, say 12+ knights with at least 3 characters. The Plaguebearers or Beasts should hold a charge even from this, especially if I can preserve the BSB. Re-rolled Daemonic Instability tests are superb because say you lose by two. The unit might test on seven reduced to a five. You roll a ten say but then re-roll and get a six. You lose one extra wound and keep grinding. This happened in my fourth game at my last tournament, round after round.
On the whole I think the comp is solid though there are definitely exceptions, hits for iffy picks like Mournfangs/Executioners, bonuses for decent ones like Tyrion/Dreadquake Mortar. I'm pretty sure nastier Daemon lists can be made at -3 but it's hard to fit too much of the juicy Nurgle stuff in for example, without destroying your comp score.Prince of Spires wrote:Interesting comp system. Glad to see some people are choosing to ignore the madness that was the End Times and simply play a normal game (there still isn't that much wrong with 8th in my opinion...). It feels reasonably fair, though it comes down to how they decide on what's a friendly and what's a hard choice.
I'd describe my style as 'controlled aggression' Rod. I like to get stuck in but on my terms. So usually a fair amount of sniping stuff off, redirecting and ganging up on things before combat hits. As I mentioned earlier, it was a tricky business maxing out on magic and having to dodge combats. Being able to put the Beasts and Plaguebearers into almost anything and hold gives you freedom. Plus I have elements that can actually kill things.Prince of Spires wrote:The list is quite a change from the previous magic heavy list. It's interesting to see how it goes. It looks more aggressive. How do you find switching play styles works for you? I tend to run fairly agressive, combat focused lists normally. Consquently, running a more defensive, magic oriented list is hard for me. It takes patience to run a defensive, avoidance list.
One of the most disorientating things has been adjusting to lack of BS shooting. I have the Flamers but they're not the same as thirty or forty arrows or bolts that can target most of the battlefield. The cannon should help and Slaanesh magic is strong against elves for example, which helps with board control. The key is that now I have several units that can fight. None is individually amazing but if they work together they can take stuff down.Prince of Spires wrote:I think it still has enough ranged threat to dominate parts of the battlefield. Pure gunlines and lists that can ignore your ranged threats will be tough. But those will probably be a minority. And if you can play the hammer + anvil tactics I think work with this list then you can do fairly well I think.
It's looking unlikely but at least I have seven under my belt thus far.Prince of Spires wrote: Are you planning on getting any practice games in?