You're army looks good...a few things:
Manticore's are nice, but you need a highborn or a beastmaster.
I'd suggest some sort of mage, if only for 1-2 dispell scrolls, my Tomb King friend would have 2 chariot regiments charging you turn 1, with so little magic defense.
If you are going to have units to shoot with, make them 12 strong, so when the opponent does get close (and he will) you can reform and have 3 ranks, plus still be decent fighters.
Good luck!
2000 Ghrond list + tactics questions
Moderator: The Dread Knights
I would recomend giving your RXB men shields because in HTH it is the difference of a +6 armor save without to a +4 with shield. I also like to use 12 so that they can reform for the ranks bonus.
Generally depolyed on a hill with 2 ranks you will take 2-3 wounds on the charge and with Higher Ground, Ranks and possible out number, you can tie up combat for a few turns instead of getting run over and letting your opponent get behind you.
Generally depolyed on a hill with 2 ranks you will take 2-3 wounds on the charge and with Higher Ground, Ranks and possible out number, you can tie up combat for a few turns instead of getting run over and letting your opponent get behind you.
Why confront your enemy when a knife in the back will kill him more quickly!
In my opinion, if you are going to run the Caldron it takes so many points you HAVE to utilize it to maximum effect.
This means dropping missle units as they don't benifit from its effects.
At a bare minimum, drop the xbow units. I would even drop the reaper bolt throwers, and perhaps the xbows on the dark riders.
The two units of 12 witches are perfect, though I prefere manbane over witchbrew. In my experience, a formation of 6x2 witches, with a champion who has manbane, will break just about anything on the charge if they are within the cauldrons range.
This means dropping missle units as they don't benifit from its effects.
At a bare minimum, drop the xbow units. I would even drop the reaper bolt throwers, and perhaps the xbows on the dark riders.
The two units of 12 witches are perfect, though I prefere manbane over witchbrew. In my experience, a formation of 6x2 witches, with a champion who has manbane, will break just about anything on the charge if they are within the cauldrons range.
Ashes and Diamons,
Foe and Friend,
We are all equal,
In the End.
Foe and Friend,
We are all equal,
In the End.
Well, I've had great sucess with my Cauldron army (12-1-1 including two wins at a local tournament). It only has 1 missile weapon in the army, and that is the lifetaker on a noble.
I have found that a scroll cady (and the seal) neccesary though.
But still, I don't think your tactic of out shooting enemy magic is going to work. You don't have enough missle troops to do that. Against dwarfs, they are going to outshoot you (and they don't really care that much about strength 3 crossbows, and they will destory your both throwers quite easily with cannons). Against Lizardmen, they will probably outshoot you with skinks, and still have magic.
Unless you base an army around shooting, you aren't going to outshoot the shooty opponents. And against non-shooty armies, if they hang back this can be to your advantage. I played against a lizardmen army without too many skinks. He was so scared of the Cauldron of Blood that he never exited his deployment zone. This allowed me to maneuver however I liked, and I set up quite a few nice charges.
*note that this is just my opinion... I could be wrong
I have found that a scroll cady (and the seal) neccesary though.
But still, I don't think your tactic of out shooting enemy magic is going to work. You don't have enough missle troops to do that. Against dwarfs, they are going to outshoot you (and they don't really care that much about strength 3 crossbows, and they will destory your both throwers quite easily with cannons). Against Lizardmen, they will probably outshoot you with skinks, and still have magic.
Unless you base an army around shooting, you aren't going to outshoot the shooty opponents. And against non-shooty armies, if they hang back this can be to your advantage. I played against a lizardmen army without too many skinks. He was so scared of the Cauldron of Blood that he never exited his deployment zone. This allowed me to maneuver however I liked, and I set up quite a few nice charges.
*note that this is just my opinion... I could be wrong
Last edited by Datalink7 on Fri Apr 16, 2004 5:59 am, edited 1 time in total.
Ashes and Diamons,
Foe and Friend,
We are all equal,
In the End.
Foe and Friend,
We are all equal,
In the End.