Sunday, September 12, 2010

Post-first game Thoughts

After the first game of playtesting, I've discovered some new things about my list. Some modification is in order.

With the Str 7 auto-explode rule gone for chariots, I will no longer be griefed by our resident beardy one or a Str 5 model holding a great weapon. Instead, Chariots make a return to the big scene, big time.

Chariots have Swiftstride, which gives them extra range as a charging unit. Impact hits give them a nice edge in combat, although the Step-up rule has reduced its effectiveness. Against MSUs, Chariots can be deadly. What's better than 1 Chariot charging into a unit and dealing impact hits? 2 Chariots.

I've been relooking into the magic schools and alas, I cannot take lore of Beast. Dark Elf is restricted to only, Dark, Fire, Death, Shadow and Metal. With a level 4 DE Sorceress, Fire and Metal seems encouraging. A few spells from Metal seems fun.

The signature spell Searing Doom ensures that any knights facing me starts to shiver in their collective boots. Even chariots with 3+~4+ armour saves start to worry. It's less useful against horde armies, but elite troops beware. With 2D6 wounds on a 20+, even pesky warmachines start to worry.

Plague of Rust reduces armour saves, so it's not supposed to work in tandem with Searing Doom. But it gives my charging units an added edge in combat.

Enchanted Blades is good for me, letting my warmachines or other shooters gain an edge. RBTs on a 3+ to hit anyone? (2+ for short range!)

Glittering Robe gives my units an extra 5+ armour save that can be combined. So my honour guard of spearelves (shielded) has the chance to become 3+ armour save.

Gehenna is less useful but it's a direct damage spell character killer. They get Look-Out Sir for each hit but a series of good rolls and I get to knock at least 2~3 wounds. This spell is especially useful against Characters mounted on a monstrous mount or even a Dragon. They don't have Look Out Sir rolls and even a T7 dragon is wounded on their armour save. Useless against Giants, but there's other weapons in the arsenal to deal with that.

Transmutation of Lead is the other part of the Enchanted Blades, reducing the effectiveness of the opponent's shooters.

Final Transmutation is supposed to be the horde killer. 36" range, every model dies on a 5+, no saves, not even ward saves allowed. That 40-rat Clanrats unit bearing done on me will start to lose some drops in the ocean early early on.

1 comment:

  1. I find metal works better against high armour targets.
    Yes final transmutation is deadly but 5+ cant really kill alot... and rats are suppose to die. The main role of the clanrats are to hold the enemies in place, while the heavy hitters come in on the front/flank/rear. If lucky the clanrats can win combat through CR but rarely unless the opponent fluff like crazy.

    I find life (dwellers ) death (whole freaking lore) more deadly on the whole.

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