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Nasty combos

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Nasty combos

Postby Drax » Fri Sep 05, 2008 1:47 pm

Between magic items, any army specific upgrades (like bloodline powers etc) and careful list planning, WFB is riddled with the ability to dream up nasty little combinations to give you that unexpected edge over your opponent.

Do you have any that you regularly use, or that you think would work particularly well?

With my Counts, my current favourite is as follows:

Vampire w/ Walking Death, Avatar of Death ( taken as heavy armour and shield for that all important 5+/4+ armour save), Battle Standard Bearer, Warbanner

30 Skeletons w/ full command, Banner of the Endless Nightmare

That means I am starting off with a minimum combat resolution of 8 before I cause any wounds with the unit or if I outnumber the enemy.

The breakdown is: 3 ranks (3) + Endless Nightmare (+1 rank) + standard (+1) Battle Standard (+1) Warbanner (+1) Walking Death (+1) = 8 and then outnumber (+1) = 9

I usually place my general in this unit as well to help max the number of kills and also to make sure I have 2 models that can take on his challenges. A bit costly, but I’d be taking a vampire and a unit of skeletons anyway, so it can prove worthwhile – its turned what would have been a defeat in combat into a victory a few times, and recently it meant I managed to wipe out an opponents 30 strong Dark Elf spearman unit out that contained his death hag general and his Battle Standard bearer.

So whats your favourite combo?
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Postby Culven » Fri Sep 05, 2008 2:32 pm

For the above unit, do you give the Vampire a Tomb Blade to help keep the unit as large as possible?

I like having Count Mannfred in combat with a Black Coach nearby.

Combat Resolution units really aren't anything special in my opinion. Every army can do one, and most players have used one at some point. I prefer the "smash your unit and nobody's left for combat res" type of units.
Last edited by Culven on Fri Sep 05, 2008 2:34 pm, edited 1 time in total.
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Postby Drax » Fri Sep 05, 2008 2:41 pm

the vampire cant take magic items as he has the warbanner, but the general does on occasion. i never waste too much effort on increasing sizes though, as long as they stay at 30, im happy - so the tomb blade is useful to free up power dice for other units. blood drinker has a similar if not better effect - i think its blood drinker - but is far more costly

i'll have to try the manfred one out. presumably you are meaning power drain to get the coach ethereal etc as quick as possible?

true, but no one expects much out of vc troops - its all about the characters and static res. take away those magic banners and the bloodline power, and the units res is 5 plus kills, which isn't all that good for a unit that rarely wounds an opponent - so its a nice little boost.

my last opponent was prepping to help me remove extra losses when i told him to start rolling his dice!
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Postby Culven » Fri Sep 05, 2008 2:53 pm

Sorry, right. Wasn't thinking there. The BSB can't have other Magical items. I knew that...

I prefer Blood Drinker in my Blood Knights unit. The Tomb Blade usually goes on a Vampire intended to keep my Skellies a large unit, and hopefully increasing in size.

Yes, Mannfred makes the power dice, and the Black Coach eats them. With the right setup and some good rolling, the Coach can be fully powered up by turn three or so.
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Postby Drax » Fri Sep 05, 2008 3:02 pm

a mate of mine usually goes for a regular vamp with Forbidden Lore and Talisman of Lynci for that purpose freeing his general to concentrate his superior magic on zombie raising - though i haven't tried it myself.

blood drinker in blood knights huh? cant remember exactly how it works - does it just follow IoN ruling for each wound you cause? if so, does that get around the 1 wound per casting issue for none infantry/vampires?
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Postby Culven » Fri Sep 05, 2008 3:57 pm

I'm still not quite sure how Blood Drinker is supposed to work. I think it can be read either way. The current ruling in ourgroup is that it works as though each wound causes a separate casting of IoN. So, two wounds would cause IoN to be triggered twice allowing two wounds to be healed on the Vampires. I really need to go check the FAQ. Be right back.

EDIT: OK, I have checked the FAQ, and it doesn't clarify how Blood Drinker is to work. If each wound is treated as a separate casting of IoN, then each wound could heal one wound for Vampires. If they are all considered a single casting, with the number of wounds caused determining the number "rolled" for IoN, then regardless of the number of wounds caused, only one woulnd could be healed on a Vampire.
Last edited by Culven on Fri Sep 05, 2008 4:22 pm, edited 1 time in total.
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Postby Drax » Fri Sep 05, 2008 5:31 pm

here are a couple that a friend of mine from elsewhere has given me - they have merit, but are risky for it:

Hespithe wrote:Tomb Kings...
Cheap Prince w/ Great Weapon, Collar of Shappesh, Vambraces of Defense (He can transfer any wound to any skellie within 6" and can reduce by one the attacks of any enemy model in base contact)
24 Skellies with full command and Banner of the Undying Legion (Banner is a bound item that lets me raise d6 skellies each turn)

When combined, this unit can take on a Dragon and Lord in combat and actually win, lol. Well, most likely they will just tie up the Lord/Dragon for the remainder of the game and still end the game at full strength.


Beasts of Chaos...
4 Minotaurs of Khorne w/ Great Weapons
1 Bloodbull (Khornate Doombull) w/ Hellfire Mace

This unit, when facing rank and file, is capable of 21-30 unsaved wounds. The 4 Minos are Str6 w/ 4 attacks each. The Lord is there to give/take challenges. The Hellfire Mace practically ensures that the Lord will always get the max overkill bonus in challenges. He gets 5 attacks at Str5, but any usaved wound counts as the original wound, plus another d6 wounds, and it is a flaming weapon!

Only 5 models, but facing a unit of 40+ Skellies and a Tomb King w/ Destroyer of Eternities and a Liche Priest, well, the Bulls managed to wipe the unit out in the second round of combat.


and another from my opponent that i used my skelly/vamp combo on:

boss on a wolf with luckys dirk and the brimstone bauble.

he used this on my Vampire Lord general after i'd lost my champ - the dirk gives +1S for every magic item the opponant has and the bauble causes D6 S6 shooting hits (negates wristbands) if the boss gets killed. the beauty being in a challenge it all goes on the other character.

so even if the character survives the gobbos combat hits, he is going to take damage once he kills the boss.
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Postby conscriptboris » Fri Sep 05, 2008 6:05 pm

From what I can remeber of my last dwarf battle (previous release) i used the The Anvil of Doom with rune of Oath and Honor to give a friendly unit a "free move" in the shooting phase. If you use ancient power with this then you can affect D3 units if i remember right,

timed correctly this causes a domino effect along the dwarf lines of counter charging the enemy, dwarfs hold well against being charged but if they ever manage to charge you, then you might as well give up!

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Postby mattjgilbert » Sat Sep 06, 2008 8:00 pm

I'm still playing the game on too casual a basis to have studied nasty combos enough. I want to play more games and guess I need to spend a little more effort thinking things through and pouring over the options.
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Postby conscriptboris » Sat Sep 06, 2008 9:18 pm

mattjgilbert wrote:I'm still playing the game on too casual a basis to have studied nasty combos enough.


TBH, one of my mates told me a few tactics for dwarf (he loved reading rulebooks more than playing, infact he got me into it and taught me :P )

I keep eyeing up the £80 dwarf army on GF :) , may have to hint to the misses!

conscriptboris

PS: not that im advertising but thats over £200 of stuff!
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Postby mattjgilbert » Sat Sep 06, 2008 10:27 pm

My problem is that I usually have about 5 minutes before a game to make a list. If I had more time to plot what I was taking I might discover some good stuff :)
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Postby Angelwing » Sun Sep 07, 2008 6:06 pm

I have a tendency to forget what magic items my army has, so I've been taking less and less to the point of none whatsoever in some lists.
The real problem lies in the fact that two of my armies need pimped characters - Vampires and Tomb Kings!

Oh well!
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Postby mattjgilbert » Mon Sep 08, 2008 10:51 am

haha. Well having made the effort be be more aware over the time and thought people give to their armies yesterday and the tournament, I think I'm going to have to do some more studying of the army books...
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Postby PaddyF » Tue Dec 02, 2008 10:11 am

My current centre unit for my VC army is 18 Grave Guard with the banner of +1 to hit thank you very much with a vampire lord using the flayed hauberk, crown of the damned and black periot. Also in the unit is a Vampire BSB with the Drakenhof Banner.

Both are given summon ghouls and the BSB has Ghoulkin with the Lord being pimped up to summon as much as possible.

The Graveguard are kitted out with great weapons with a couple of corpse carts near by for Miasma of Deathly Vigor.

So you have a unit of WS 4 Str 6 troops striking first (hopefully) with a 5+ Armour save and 4+ Regeneration with two vampires in the front that keep the unit topped up from any damage it takes while the Lord has a 2+ armour save, 4+ Ward and 4+ Regen.

The Units main job is to keep the Lord alive while taking as little casualties as possible so he can spend his time increasing the size of the Ghouls.
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Postby mattjgilbert » Tue Dec 02, 2008 10:27 am

I've not played against VCs and would really like to. How many points does that unit add up to?
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