Post by Jack Shrapnel on Jun 7, 2010 19:33:15 GMT -5
Alright, we've tackled some tough opponents already with our monster and character hunting threads, but what happens when that big tough nasty monster IS the character???
Oh yeah, I'm talking about the big granddaddies of them all - greater deamons! Whether it's the infamous thirster, great unclean one, lord of change (who I'm convinced makes the sound "Vrok" - old school D&D players will get that by the way), or the keeper of secrets... no matter what when you see them hit the table, you immediately think "how the $%^^##$ am I gonna deal with THAT?"
So here's the thread to make us feel a little better... a little more prepared... and a little less likely to wet ourselves when the greater deamons come calling for us...
How do you beat one of these monstrosities? (avoid can be difficult when they fly)
What devious tricks do you have for triggering the almighty instability check?
How do you pin one down in combat to begin with?
I'll start the tactics off with one of the more reliable armies to do it with - Vampire counts... no, don't send your vamp lord to challenge... you'll be dust before you know it! instead you need to have yourself seven lowly dogs... that's right, those disposable fast cav that can't kill a flea... well they can stop a greater demon if you play your cards right and have a bit of luck...
First thing you need is to spend the points for a champion in that unit... since they have a movement that's nearly as good as flying (and fast cav to boot) you need to get them in a position to launch a charge on the greater demon... don't worry, he'll stick his head out eventually... he wants to charge something with that bloodthirster after all!
So you charge him with your dogs, ensuring that with your fast cav rules that you charge him in a doggie lance formation that puts your champ dog in contact with the deamon. Now you challenge. He will obliterate you in the challenge, that is a guarentee. Now add up the CR - max for the challenge overkill is 5 (plus your dead dog) you outnumber... ergo even best case scenario you have dogs left... you're unbreakable, so he's stuck for his turn.... the other thing you're doing this turn is raising as many zombies as you can nearby... once you get off raise dead once, invocation that unit up BIG....
on his turn, mr. greater demon kills your last dog... congratulations, you're now stuck in place. On your turn, grow more zombies and charge them into Mr. Demon. Worst case scenario, you've used 50 points of zombies to tie him up for the game (he'll never kill enough to get rid of you... a single invocation a turn will keep them up big enough).... best case scenario, is your free unit of zombies will win combat (3 ranks + outnumber is not bad - plus 2 for the rear... you raised those zombies in the rear right?) all he's got to do is whiffle once and he will lose combat...
there's no guarantee mind you... but if you get that first charge off, it's the best chance 50 points of your army has of doing it!
Oh yeah, I'm talking about the big granddaddies of them all - greater deamons! Whether it's the infamous thirster, great unclean one, lord of change (who I'm convinced makes the sound "Vrok" - old school D&D players will get that by the way), or the keeper of secrets... no matter what when you see them hit the table, you immediately think "how the $%^^##$ am I gonna deal with THAT?"
So here's the thread to make us feel a little better... a little more prepared... and a little less likely to wet ourselves when the greater deamons come calling for us...
How do you beat one of these monstrosities? (avoid can be difficult when they fly)
What devious tricks do you have for triggering the almighty instability check?
How do you pin one down in combat to begin with?
I'll start the tactics off with one of the more reliable armies to do it with - Vampire counts... no, don't send your vamp lord to challenge... you'll be dust before you know it! instead you need to have yourself seven lowly dogs... that's right, those disposable fast cav that can't kill a flea... well they can stop a greater demon if you play your cards right and have a bit of luck...
First thing you need is to spend the points for a champion in that unit... since they have a movement that's nearly as good as flying (and fast cav to boot) you need to get them in a position to launch a charge on the greater demon... don't worry, he'll stick his head out eventually... he wants to charge something with that bloodthirster after all!
So you charge him with your dogs, ensuring that with your fast cav rules that you charge him in a doggie lance formation that puts your champ dog in contact with the deamon. Now you challenge. He will obliterate you in the challenge, that is a guarentee. Now add up the CR - max for the challenge overkill is 5 (plus your dead dog) you outnumber... ergo even best case scenario you have dogs left... you're unbreakable, so he's stuck for his turn.... the other thing you're doing this turn is raising as many zombies as you can nearby... once you get off raise dead once, invocation that unit up BIG....
on his turn, mr. greater demon kills your last dog... congratulations, you're now stuck in place. On your turn, grow more zombies and charge them into Mr. Demon. Worst case scenario, you've used 50 points of zombies to tie him up for the game (he'll never kill enough to get rid of you... a single invocation a turn will keep them up big enough).... best case scenario, is your free unit of zombies will win combat (3 ranks + outnumber is not bad - plus 2 for the rear... you raised those zombies in the rear right?) all he's got to do is whiffle once and he will lose combat...
there's no guarantee mind you... but if you get that first charge off, it's the best chance 50 points of your army has of doing it!