The Griffon of the World Dragon - some thoughts
DrSlam wrote: ↑Sun Apr 30, 2023 5:53 am
Hi Seredain,
Thanks for the update. Can I ask, how does your BSB on his griffon, with the BotWD, operate in your army? I don't think he can join units, so is he there as a magic and shooting magnet?
Also do you find that you have to be careful with your BSB on a griffon in close combats? I've tried using a hero on a griffon before but I was worried that there were many combats he couldn't take. I suppose he could be a flank harasser, or a warmachine hunter, but then as a BSB he's away from your army, which seems a shame?
Very curious as I think many high elf players have the beautiful Island of Blood hero and griffon model, but personally I'm not sure how to use that model in an army effectively.
Thanks
DrSlam
Hi DrSlam,
Thanks for the post and excellent question. I think he comes only after you've satisfied a couple of prerequisites:
1) Your board features buildings and one or two obstacles. Having been to a few tournaments which went out of their way to nerf cannons (restricting them to monster-or-rider and D3 wounds in the last case), I feel content about this. (Remember, as a large target he can't benefit from the cover of an obstacle, but cannonballs still roll on the ground and so will still hit the obstacle first unless the shot lands on his base pre-bounce).
2) You've already maxed out your lord and rare slots. Once you've got around 600 points in Lord and Rare choices respectively, comparing a griffon with a frostheart doesn't help you. Instead you're looking at putting more points either in your heroes slot, or your specials. Typically for me that meant a second noble or mage but, as discussed above, these are glass units which force certain a defensive attitude on the unit itself which might otherwise wanted to have been aggressive (helms) or pugnacious (guard). They also lack high-strength damage output, as do our other Special choices. So how about I put those points into consistent high-strength ASF attacks with complete freedom of movement and with access to +1 static res and 2++ against magic attacks..?
How to use:
1) Don't lose him. Seriously! I've faced off against good daemon players who will hide their Kairos (or similar) all game from my shooting and, by so doing, make it much harder to score points off them. Flying lets you hop around cover, stay out of charge arcs, and generally be a pain to catch. Since your a similar objective, but with a 3++ they can already defend themselves and this guy provides more utility and killing power.
2) Abuse his 18" leadership re-roll bubble. It's so strong. For years I anxiously (and slowly - apologies to my opponents) dressed the ranks of my army in order to walk that tightrope of trying to attack and defend in force without leaving key units outside of general and/or BSB range. Sometimes it was still impossible. A flying 18" bubble makes this so much easier.
3) A griffon BSB can achieve both of the above objectives and still provide value as a backline-defence piece. I've used heroes for this job before but this guy has a lot more punch and can perform the role as necessary behind the safety of a building or wall. This role flows from the defensive nature of the rest of my army.
4) If you're an attacking-style list, or just want to charges something, then I hope you've brought a column of helms, or some other deep ranks, to break those units open alongside the griffon. As you say, he's not a solo-charge piece against major units unless you've already shot them to bit and now need to finish them off.
5) Flank attacker. If possible, never charge the front of a unit if a safe flank-attack option is viable. Only one rank of enemy units can fight to the side.
6) Character assassin. The BSB (and uniquely his mount) have a 2+ ward save against magic attacks. Didn't role Arcane Unforging? Go nuts!
The above are general points but the enemies I had in mind when landing on him were particular. These are regular features of the strongest lists which I might otherwise struggle with. These are:
1) Daemons' beasts of nurgle. The beginning of the end for my old unit of 5 dragon princes and ubiquitous in the tournament scene. You need an answer. You can shelter everyone in your steadfast phoenix guard, or come out fighting. This guy does the latter.
2) Chaos Warriors: chariots, daemon princes, unkillable BSBs. Helms can bounce off a chariot if unlucky and get countercharged. Your prince can help there of course, but your strength 7 is so rare that you might not want to have to use it to eat chariots whilst the daemon prince runs amok. Mobile Str 6 attacks are just the job. Flight and 18" allows you to flee those overwhelming counters (line up your angles so your general is there for the rally) without taking the bubble away from the army. Just watch those angles!
3) High Elves' Frostheart phoenixes. I've not yet lost a game to High Elves because they have tended to go for more expensive infantry block-dominated armies which allowed me either to focus them down and win big, or avoid them and clear up the satellites. The exception to this is the Star Dragon / Double Frostheart / Big Helm Bus list (see Curu Olannon's thread), which (my phoenix guard notwithstanding) presents my shooting phase with an actual-or-almost (depending on the dice), threat overload. This guy murders frostheart phoenixes and evens the score.
4) All the other magical jank we hate. Chaos & normal Dwarf machines; Tzeetnch magic, Skullcannons... the list is long.
5) Irongut Deathstars. If you break the gutstar then you win the game, even if it means your BSB gets sniped by a cannon thereafter. Having all those extra Str 6 attacks getting in there alongside your phoenix guard feels good. The fact that he flies makes this easier to achieve when solo-sabretusks would otherwise make your cavalry prince's life a living hell.
I hope this helps Slam. You're right he's a beautiful model. Let us know how you get on with him!
Best wishes,
S