Terradon
Gor-rok
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My most frequent WoC opponent has done something really smart- he's come up with a nasty 1500 list and is running it repeatedly, getting better with each game we play. Sure, I know what he's going to bring, but he's caught on to the strengths and weaknesses of his army and that's half the battle right there. His list, as close as I can tell:
6 Nurgle Knights with Khorne Hero on Juggernaut (S6 with killing blow, 0+ save)
6 Nurgle Knights with Nurgle Hero on horse (S6 weapon, enchanted shield, 0+save)
5 Nurgle knights
2x5 Marauder horsemen
Hellcannon
Without a Slann or carnosaur to punch through all that armor, I'm starting to have real problems with this list. It moves fast, hits hard, and that Hellcannon keeps panicking things off the board as his range guessing gets better and better. He doesn't have any magic, but unless I roll Uranon's bolt and get good hits with rod of storms, that doesn't hurt him too bad. And the darn Hellcannon is meaner in close combat than most close combat troops (S5 T6 W5 A5, unbreakable!!) Last game he basically wiped me off the table by the end, and that almost never happens.
EoTG is fast becoming a necessity, and so is maneuverability, as I can't win a war of attrition against armor like that. Tell me if you think this list can can end the reign of terror:
Scar Vet (General, Cold One, BBoC, ES, LA)
Priest (Lv 2, EoTG, Rod of Storms)
Scar Vet (Gw, LA, Jaguar Charm)
3x10 skinks
9 Cold One Cavalry (Musican, Huanichi's standard)- General here
3 kroxigor
4 Terradons
That's 1486 points, so there's still tweaking to be done.
The plan: the skinks will sacrifice themselves to redirect the knights into range of my 3 hammer units. Terradons will march block, hunt the nuisance marauders, and then attempt a rear charge at a critical moment. The Scar vet will fly into the flank of a knight unit to hold them up, perhaps killing some, and delay them for a charge. With any luck the EoTG will get a blast or two off, along with the Storm Rod, before getting killed. Hellcannon will be ignored and, with luck, blow itself up.
Problem: He's not dumb. Anyone can see what the skinks are there for, and other than his General the CC units aren't frenzied. How can I put him in a situation where he'll charge them? Is there some way I can make his not charging them work to my advantage? And how can I keep the skinks alive long enough with the artillery blasting at them?
I'm not dead set on this list either, so tell me what you think can do the job. Also, I know he likes to use Shaggoths, so I could see him swapping the cannon out for one of those; probably need to have a plan for that, too.
Any assistance would be greatly appreciated.
6 Nurgle Knights with Khorne Hero on Juggernaut (S6 with killing blow, 0+ save)
6 Nurgle Knights with Nurgle Hero on horse (S6 weapon, enchanted shield, 0+save)
5 Nurgle knights
2x5 Marauder horsemen
Hellcannon
Without a Slann or carnosaur to punch through all that armor, I'm starting to have real problems with this list. It moves fast, hits hard, and that Hellcannon keeps panicking things off the board as his range guessing gets better and better. He doesn't have any magic, but unless I roll Uranon's bolt and get good hits with rod of storms, that doesn't hurt him too bad. And the darn Hellcannon is meaner in close combat than most close combat troops (S5 T6 W5 A5, unbreakable!!) Last game he basically wiped me off the table by the end, and that almost never happens.
EoTG is fast becoming a necessity, and so is maneuverability, as I can't win a war of attrition against armor like that. Tell me if you think this list can can end the reign of terror:
Scar Vet (General, Cold One, BBoC, ES, LA)
Priest (Lv 2, EoTG, Rod of Storms)
Scar Vet (Gw, LA, Jaguar Charm)
3x10 skinks
9 Cold One Cavalry (Musican, Huanichi's standard)- General here
3 kroxigor
4 Terradons
That's 1486 points, so there's still tweaking to be done.
The plan: the skinks will sacrifice themselves to redirect the knights into range of my 3 hammer units. Terradons will march block, hunt the nuisance marauders, and then attempt a rear charge at a critical moment. The Scar vet will fly into the flank of a knight unit to hold them up, perhaps killing some, and delay them for a charge. With any luck the EoTG will get a blast or two off, along with the Storm Rod, before getting killed. Hellcannon will be ignored and, with luck, blow itself up.
Problem: He's not dumb. Anyone can see what the skinks are there for, and other than his General the CC units aren't frenzied. How can I put him in a situation where he'll charge them? Is there some way I can make his not charging them work to my advantage? And how can I keep the skinks alive long enough with the artillery blasting at them?
I'm not dead set on this list either, so tell me what you think can do the job. Also, I know he likes to use Shaggoths, so I could see him swapping the cannon out for one of those; probably need to have a plan for that, too.
Any assistance would be greatly appreciated.