Hey guys, just looking for a quick opinion on this list.
As to whether you think it would reliably destroy the enemy from afar, then have very fighty and unmovable units clean up whats left. A new look at the Castle Strategy.
Runesmith: shield, 2x Ro Spellbreaking, Ro Stone, Ro Parrying, General. 133
Runesmith: shield, Ro Spellbreaking, Ro Furnace, Ro Stone, Fiery Ring 133
Runesmith: shield, Ro Spellbreaking, Horn of Vengeance, Ro Stone 133
Thane: Battle Standard, shield, 3x Ro Slowness 173
19 Longbeards, shields, Standard, Musician, Ro Stoicism 302
19 Warriors: GW, FC 220
21 Warriors : GW, FC 240
Gyrocopter: Steam Gun, Vanguard 100
23 Hammerers: Musician, Standard, Mro Groth One-Eye 417
21 Hammerers: M, S, Mro Valaya 379
Cannon: Ro Forging, 145
Cannon: Ro Forging, Ro Burning 150
Grudge Thrower: Ro Accuracy, 2x Ro Penetrating 150
Organ Gun: Ro Accuracy, Ro Forging 170
Organ Gun: Ro Accuracy, Ro Burning 150
Attributes and Bonuses
Hammerers & BSB confer Stubborn on Warrior Units adjacent in 12”.
Enemy units charging the Hammerers, General and BSB get 2D6 Ro Slowness-ed, ASL.
Warriors with Runesmith give Devastating charge within 6” (Hammerers).
Gyro Vanguard moves 12” at start of game, protecting against WM hunters.
I'm going to try and make an army with 5 Stubborn units that are offensive.
All Hammerers accept challenges with General in unit, protecting General and BSB. General's Ro Parry also protects.
Longbeards are Stubborn.
Silver Horn Devastating Charge
Big Hammerers: Triple Rune of Slowness means maximised potential for charging and attacks, alongside the Silver Horn, lots of attacks with the army's Great Weapons, with the enemy striking simultaneously with mine.
Any enemy touching them will have ASL on the first round so this is great for combo charges.
Opponent Phase: Channel Dispel Dice for 3 Runesmiths, MR(1) on units w/Runesmiths.
2 dispel scrolls, 1 "Spell-Eater scroll", 4+ bonus on dispel attempts.
Own Magic Phase: Auto-Dispel all RIP Spells on 3+.
Fiery Ring of Thori, also usable in Combat.
Doubles as protection on the flank from WM hunters, scouts if I get lucky.
2x Cannons: Flaming, Rerollable art. dice on misfire. Monster Slayers!
GT: S4, Once/game reroll of To Wound. Rerollable scatter dice. infantry masher.
2x OGs: Flaming, Reroll art. dice on misfire. +1 to hit. flank deterrents, chaff destroyers.
Gyro Steam Gun template for terrorising lightly armoured/low T troops.
Fiery Ring in Longbeards.
Silver horn in 19 Warriors
Runesmith (General) and BSB in big Hammerers
OG LB(f) W H(bsb) W(s) H OG
C GT Gyro C
(f) is Fiery Ring Runesmith
(s) is Silver Horn Runesmith
The Hammerers will try to give Stubborn on both Warrior units adjacent.
The Silver Horn bolsters the Warriors nearby Hammer units with Devastating Charge, charges which I should be able to get off easily with the Rune of Slowness in the centre of army.
Fiery Ring protects the opposite flank of the army than Gyro
Longbeards' Panic reroll bubble is useful if Warriors stray from BSB's bubble.
Basically this army is means to be RELIABLE, synergistic and Competitive.
Edited by BradleyKadrin, 27 February 2014 - 02:15 AM.