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post #1 of 23 (permalink) Old 04-20-09, 06:59 AM Thread Starter
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Default Still struggling - fantasy army

Hello all,

I've now played 3 games of fantasy. And cannot setle on an army. Unfortunately this is not because I likw ao many of them it is more so that I can't find one that has the strengths I value.

I think the best way to sum up my philosophy when it comes to war games is "I'll get through there army eventually as long as I can control my opponents actions/options."

Due to some play experince i've settled on some things i'd like to see/be able to do.

In one game I had over half my army run off the table after 1 unit broke. This actually really turned me away from the game. It was bad dice rolls and I know very well that bad dice rolls can completely destroy a game but just flat loosing that massively really was a deterent. I don't mind paying extra points for special bonuses like spawnings etc to avoid this but I never want to play an army that worries about this again.

Speed kills. I need to be able to get my guys where I want them when i want them there. I really liked the ambush rules and am ok with this but the "slow and steady" thing is not for me.

Focal points. I realize that this is can be a weakness but I really enjoy having that one or two models that really drive the army. This is probably hang over from warmachine where one model more or less dictates how your army plays but I do like that.

Out numbered = out of luck. In another game i played simply due to number of models i was facing I didn't have a chance. When he was rolling twice as many atacks as me my guys just started falling. I don't want to play an army with tons of guys/units so I know this will come up alot. Not sure how to handle this. I think armor saves will be important or possibly some magic that inhibates my opponents ability to shoot/get off all thier attacks on me.

I see now that everyone has magic and that it is important in some way shape or form to them. I like this alot and would like one of my strengths to be stopping the enemy casters from doing thier thing. I also like the idea of my magic screwing with the enemy. Focing them to make panic checks or run in a random direction.

Solos I still really like solos. Models like the OK hunter that run around doing there thing or the BoC chariots. Rank and file is good and dandy but I realize every army needs some core rank and file guys but i'd like my hero choices to be more on the nimble mobile side.

Shooting, once again every army needs it but I'd prefer to only shoot out of neccessity a unit of high priced shooters to take out important ranged enemy models nothing more and nothing less.

I don't mean this to be a I WANT IT ALL post but i feel SO VULNERABLE with all the armies i've seen played so far its really hard for me to feel confident walking into the battlefield.

Summary:
Which armies have:
A low chance of breaking/fleeing
A mid to low model count
Take a hit while they get up front
Get up front fast
A solid ranged option (just one to get at targets hard to reach in melee)
The best movement/placement options. Able to get where they need to be quickly and dictate when and where combat will happen
Good defenses vs magic.




Edit:
I'm hoping that one of these armies will fit what I'm looking for
BoC
DoC
LM
OK
OnG
Skaven
WE

The other factions are either represented at my game store (don't like mirror matches) or the majority of the models do not appeal to me.

However i'd lke people to voice thier opinions on any army that would fit what i'm looking for to give me a better view of feedback.

Last edited by sitaavanu; 04-20-09 at 08:32 AM.
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post #2 of 23 (permalink) Old 04-20-09, 08:43 AM
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Quote:
Originally Posted by sitaavanu View Post
Summary:
Which armies have:
A low chance of breaking/fleeingdwarfs, lizardmen, undead
A mid to low model countdwarfs, all knight brets, elves
Take a hit while they get up frontdwarfs, lizardmen
Get up front fastTK, skaven, all knight brets, ogers, elves
A solid ranged option (just one to get at targets hard to reach in melee)dwarfs, empire
The best movement/placement options. Able to get where they need to be quickly and dictate when and where combat will happenskaven, elves, ogers, TK
Good defenses vs magic.dwarfs
i have put the armies i think most sutiabl for each catagory. dwarfs appear 5 times up there, and with the gryocopter, may even fit into the best movement option. also, all armies have a built in weakness of some sort, the trick is to negate it with your tactics.

humm, true. This is yet again proof the Orks are smarter the Elves.-Micklez
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post #3 of 23 (permalink) Old 04-20-09, 08:50 AM
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I would have thought Daemons of Chaos with an emphasis on Slaanesh, or Warriors of Chaos with a lot of Slaanesh Marks. These guys won't have a problem with running away EVER, they can potentially be low model count and very fast, especially with steeds of slaanesh, marauders on horseback, screamers, warhounds etc, and you definately have good magic and character options.

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post #4 of 23 (permalink) Old 04-20-09, 08:54 AM
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You're looking for either a Dark Elf or High Elf army then

A low chance of breaking/fleeing - Leadership 8-10

A mid to low model count - yep

Take a hit while they get up front - A fast moving Dark Elf army (dark riders as core, hydras, shades, manticores) is on your opponent in turn 2 so only needs to suck up 1 turn of shooting. The uber High Elf lists are a bit slower but have units that can take the beating (Phoenix Guard for example)

Get up front fast - See above for Dark Elves, High Elf infantry is pretty nippy compared to everything else

A solid ranged option (just one to get at targets hard to reach in melee)
- Bolt Throwers, Crossbowmen/Archers, and some of the best magic in the game.

The best movement/placement options. Able to get where they need to be quickly and dictate when and where combat will happen
- Again Dark Riders, though Dragon Princes are rock hard in a high elf army and H.elves get 50% more special choices.

Good defenses vs magic. D.Elfs have the ring of hotek, this can and will lock down the magic phase entirely if you use it right H.elves can have MR3 MR2 MR1 Total immunity to magic, a 2+ward save against all wounds caused by magic and Teclis to spread around their units.

Edited: Red text is for mod use only - squeek




The Infernal Council of the Lord of Nine Tzeentch C:SM Project Log

Last edited by squeek; 04-20-09 at 09:14 AM.
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post #5 of 23 (permalink) Old 04-20-09, 09:12 AM
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Quote:
Originally Posted by sitaavanu View Post
Which armies have:
A low chance of breaking/fleeing
A mid to low model count
Take a hit while they get up front
Get up front fast
A solid ranged option (just one to get at targets hard to reach in melee)
The best movement/placement options. Able to get where they need to be quickly and dictate when and where combat will happen
Good defenses vs magic.

I'm hoping that one of these armies will fit what I'm looking for
BoC
DoC
LM
OK
OnG
Skaven
WE
Based on your preferences and the possible armies you listed I would suggest that DoC or LM are your best bet to fill most of those tick boxes. Both have got strong magic and CC phases and whilst daemons don't have much shooting, they make up for it in offensive magic. Both can be relatively small to medium sized armies and can move quickly and take a beating whilst doing so. In terms of break tests DoC use instability tests and LM are coldblooded, so both stay in combat longer than other armies normally.

Magic wise they are both strong, magical defense is something that can be dealt with by application of DS and DD normally, so if you take a strong magical list you shouldn't need to worry too much. However both armies have a couple of extras like the shield of the mirrored pool and the Slaan discipline that gives MR(3) for LM and most of the Khorne DoC have MR too.
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post #6 of 23 (permalink) Old 04-20-09, 10:22 AM
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Almost sounds like he's describing OK... they're fun and meet almost all your criteria, but they aren't all that strong.

As for teh whole army running away on bad dice roles can I suggest a BSB... so you at least get 2 bad dice rolls before your central units run.

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post #7 of 23 (permalink) Old 04-20-09, 01:37 PM Thread Starter
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Hehe glad to see we can all agree to disagree. There are four forums i posted this on to get as much feedback as possible and after doing a check list for each army it ends up that LM OK and WE are all tied for first with 6 recomendations. So I will be trying to get some games in proxying these (hoping to get a game in on Wensday). If i do i'll have a report up about how things went.
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post #8 of 23 (permalink) Old 04-20-09, 01:54 PM
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ummm daemons would be your best bet man! With blood crushers, flesh hounds, and bloodletters, you've got the mobility you need and the hitting power that is nigh unstoppable. Magic Resistance is pretty good too. the only shooty unit are the flamers of tzeentch and they shoot crazy shots for a unit of 6. A Bloodthirster would fix your need for an individual who can hang around and slaughter most if not all things around him... mmmmm Khorne!

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post #9 of 23 (permalink) Old 04-20-09, 02:59 PM Thread Starter
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Like your avatar Horus. That pushes DoC up tying them with the other 3. So many games to tryout still lol.

Though DoC models are kinda iffy on me some i really like others i really hate. Will have to see if the models you mentioned are appealing or not.
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post #10 of 23 (permalink) Old 04-20-09, 03:11 PM
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A lizard man list with a few stegadons could fit what you want.
The stegs will keep your model count in the mid to low level.
they're cold blooded so unlikely to run much.
With units like terradons, razordons, salamanders and coldones you can dictate where your enemy goes.
There are a few good options to make characters go it alone such as stegadons and the freaky t rex looking thing (its name escapes me at the moment)
added to this you can do a list that totally dominates the magic phase.
The problem you may find (with any list) is that most effective army builds throughout the army books will only focus on one or two of the things you want although they have units that can do what you want by trying to do to many things at once you dilute the effectiveness of the army.

<img src="https://www.heresy-online.net/daemons/adoptables/888.gif" alt="Broken Daemon Image" /><br><a
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