Dealing With Tratiors [warning long]

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Voodoomaster
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Dealing With Tratiors [warning long]

Post by Voodoomaster »

Here it is my long [overdue] tactics page on the Cult of Pleasure and how to deal with them. I warn you now this is very very long. you have been warned.
Having saying that.
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The Cult Of Pleasure

Slannesh, the Dark Prince of Chaos, is the youngest of the four greater Chaos gods. Known under a multitude of names, including Shornaal and Lanshor, the Lord of Pleasure is patron of all things beautiful and seductive. Master of excess and creative power, his realms of influence include music, art and passion. The embodiment of indulgence in all its forms, Spanish’s allure is highly addictive, and those who follow him are quickly overcome by the seductive vices of pride, arrogance and excess. Divinely beautiful and alluring, Slannesh is portrayed as exuding a palpable and irresistible charm. Slender, long-limbed and elegant, the god is completely androgynous and defies the natural order of the world. He teases the souls of his enemies from their bodies as they gaze with adoration and longing into the hidden depths of his lustrous eyes.
Slannesh in his many guises is honoured all through the Northlands, as well as within the Old World. The tribesmen of the north seek the favour of Slannesh for personal gain, for the Dark Prince of Chaos has it within his power to instil his followers with a portion of his radiant glory, ensuring that mere mortals will fall at their feet in devotion. In ages past, a faction of the Elves of Ulthuan fell into perverted worship of the Lord of Pleasure, and this is what is rumoured to have brought about the great division of that noble race. In hidden covens within the hearts of the greatest of cities and throughout the decadent upper classes of society, secretive cults thrive.
The Cult of Pleasure, the ancient Cult in honour of Slannesh. That was started by Morathi Millennia ago, in Ulthuan and that eventually Caused the Great sundering of Elven Kind. For Centauries the cult lay hidden Thought to have been destroyed by Hellbronne and her fellow Hag Queens of Khaine, even Lady Morathi apparently stopped worshiping Slannesh and started worshiping Khaine, however this was just the surface.
Underground, the cult still flourished With Lady Morathi’s Lieutenant Lonicera at their head the cult continued to grow and strengthen in the political darkness of Naggaroth. Then in the years leading up to the Great Storm of Chaos, Lady Morathi deemed the time ripe to reveal the Cult of Pleasure in all its glory. Using here beauty and magic she gained the trust of the barbarian tribes of the north, with Morathi at there head the massed ranks of the followers of Slannesh marched south to Lustria to plunder the last treasures of the lost children of the Old Ones. However in Lustria all did not go Morathi’s Way both races fought out with neither managing to gain the upper hand , although many artefacts of the old ones were captured and taken back to Naggaroth. However as soon as Morathi and her forces returned to Naggaroth all hell broke lose with the Temple of Khaine Declaring War upon the Newly Revealed Cult of Pleasure.


The Cult of Pleasure army is a formidable one with powerful, forces at their command. From the Ultra Powerful Druchii anointed to the Formidable Chaos Knights of Slannesh. With an army that is immune to psychology it is incredible hard to break, the usual tactics of Panic, Fear, Terror and other Psychology related tactics, fail to beat a Cult of Pleasure Army. With 90% of the Army being immune to Psychology, you will have to rely on other strategies to Beat a Cult of Pleasure army.

Bolt Barrage:
This is the Primary Tactic I use when facing Cult of Pleasure Armies. Lacking armour, the Cult of Pleasure, comprised of devoted, Demonettes, and marauders, is extremely vulnerable to missile fire. Two units of at least 10 Warriors Armed with Repeater Crossbows, positioned on hills can rapidly reduce their numbers, allowing your Harder hitting Units to make quick work of the survivors.

But now I will look at independent Units/Characters in the Army.



Lords:

High Sorceresses: A Dark Elf Army does not fight with sharpened steel alone. However in a cult of Pleasure army a high Sorceress can be especially damaging. with Access to both the Dark Elf and Chaos Magic items a High Sorceress of Slannesh can be Especially Deadly, Not only that but a High Sorceress must be the Army General, and must Take the Mark of Slannesh. Thus making her immune to Psychology, with the Mark of Slannesh however she has Access to a more deadly beast, The Steed of Slannesh with its phenomenal movement a sorceress on this beast can get right up close to your battle line in just a turn, Combined with irritatingly good spells that the lore of Slannesh offers a High Sorceress mounted on one of these beasts can be a thorn in your side the entire game.

Strengths: L3 or L4 Wizard, Immune to Psychology, Very good Spells, if mounted on a Steed of Slannesh phenomenal movement.
Weaknesses: A High Sorceress must be Army General, Very Expensive, Low Toughness, Can be Exposed if Mounted on a Steed of Slannesh.
Tactics: A High Sorceress is an incredibly powerful magic user, and In a unit she will be very hard to kill, but on her own she is very weak, the ideal unit to take her out would either be a unit of Dark Riders, Shades or Harpies. However be careful if she is mounted on a steed of Slannesh or a Cold one as These Fear Causing Mounts could be Your Downfall.

Keeper of Secrets: Many-limbed and jewel-eyed, sensuous in movement yet deadly and fierce, a Keeper of Secrets is the Greater Daemon of Slannesh. Delighting in exquisite pain, the caress of claw through skin and muscle, the delicate touch of blade on bone and organ, Keepers of Secrets are a terrifying foe to face. Despoilers of purity, corrupters of the faithful, guileful and insidious with their malign magic’s, they delight in turning friend upon friend, enamouring and clamouring the foe with tricks and illusions to cloud the mind.

Strengths: Terror, Soporific Musk, Demonic, Aura of Slannesh, High toughness, High Strength, high Initiative, High Movement, Level 4 Wizard.
Weaknesses: Demonic, Large Target, Not True Ward Save, very expensive.
Tactics: A Greater Daemon, the ultimate nightmare for any General, but fear not they are not invincible, even though they are one of the most feared things in the game, but because they are demonic they are venerable to combat resolution, However this tactic can be risky due to the Terror what I do is I charge him with 2 large units, having the General and a Battle Standard bearer nearby can be a great help. With combine Combat Resolution you should win the combat. The best units for this are Witch elves with a Cauldron nearby because with the Cauldron and their frenzy they should be able to ignore the terror caused by the Beast.

Druchii Anointed: Druchii anointed are elves that have been around since the time of the sundering wondering the globe, searching for power, they are elves possessed by demons, with the Mark of Slannesh making them immune to psychology, and clad in chaos armour these elves are perhaps the most powerful in existence, their demonic gifts making them even more formidable such as quickening blood which allows an anointed to always strike first even armed with a great weapon, this means he can deliver a flurry off S7 attacks before any opponent even has a chance to strike. With his ability to cause fear, and a 5+ ward save against non magical attacks a Druchii anointed is perhaps the most powerful character in the game. Once again with the option of taking a Steed of Slannesh, with its phenomenal movement, he can strike at your heart before you even have a chance to react.

Strengths: Higher Toughness than a normal elf, High Strength, Demonic gifts, Causes Fear, Chaos Armour, Potential Magic User, Can be mounted on Steed of Slannesh, Access to both Dark Elf and Chaos Magic items.
Weaknesses: Cannot be Army General, Very Expensive, Can be exposed if mounted on a steed of Slannesh.
Tactics: A Druchii anointed is perhaps the most powerful killed in the game and currently I have found only 1 way of stopping them, if he is mounted on a steed of Slannesh, or any other large creature the best way to defeat him is through combat resolution. If he is in a unit however try to lure them away from the battle line with bait units and concentrate on the rest of the Slannesh Army.

Heros:

Noble: These are Elves of Noble Blood that have sold Their souls to Slannesh, Granting them great powers, with which they use to please the Prince of Pleasure. Once Again they have access to the Mark of Slannesh, which making them immune to psychology makes them very hard to deal with, again with the option of the Steed of Slannesh. And the Potential to Wear Chaos Armour, a noble of Slannesh mounted on a steed of Slannesh can be a thorn in your side for an entire battle.

Strengths: Wide Range of Equipment, Mark of Slannesh, option to take a Steed of Slannesh, Chaos Armour, access to both Dark Elf and Chaos Magic items.
Weaknesses: Low Toughness, If mounted on a Steed of Slannesh can be Exposed, No Sea Dragon cloak available.
Tactics: While not as Strong as a Druchii anointed a noble is still a formidable opponent. If mounted on a Steed of Slannesh these people can be a thorn in your side all game. Once again the best way to beat them is through combat resolution.

Sorceress: A Dark Elf Army does not fight with sharpened steel alone. However in a cult of Pleasure army a Sorceress can be especially damaging. with Access to both the Dark Elf and Chaos Magic items a Sorceress of Slannesh can be Especially Deadly, Not only that but a Sorceress must be the Army General if no High Sorceress is Present. And must therefore Take the Mark of Slannesh. Thus making her immune to Psychology, with the Mark of Slannesh however she has Access to a more deadly beast, The Steed of Slannesh with its phenomenal movement a sorceress on this beast can get right up close to your battle line in just a turn, Combined with irritatingly good spells that the lore of Slannesh offers a Sorceress mounted on one of these beasts can be a thorn in your side the entire game.

Strengths: L1 or L2 Wizard, Immune to Psychology, Very good Spells, if mounted on a Steed of Slannesh phenomenal movement.
Weaknesses: A Sorceress must be Army General If no High Sorceress present, Expensive, Low Toughness, Can be Exposed if Mounted on a Steed of Slannesh.
Tactics: A Sorceress is a powerful magic user, and In a unit she will be very hard to kill, but on her own she is very weak, the ideal unit to take her out would either be a unit of Dark Riders, Shades or Harpies. However be careful if she is mounted on a steed of Slannesh or a Cold one as These Fear Causing Mounts could be Your Downfall.

Aspiring Champion: Warriors of Chaos that become Exceptionally powerful, become champions of the gods, and with that they begin their long path to daemon hood, this is a dangerous path one fraught with danger. With access to some powerful magic items of the gods this path can either bring immortality, or damnation and the humiliation.

Strengths: Chaos Armour, Mark of Slannesh, High strength, various weapon options, powerful magic items.
Weaknesses: Expensive, not very fast, 0-1 choice.
Tactics: the Aspiring Champion, a powerful chaos character but being a 0-1 choice you are very unlikely to face one. However if you do, they will more than likely be accompanied by a unit of Rock hard chaos knights, the Best way to deal with a Aspiring champion is face them with a fast hitting unit, Witch Elves or Executioners with an assassin are a good choice. The assassin can fight the Aspiring Champion with the Troops concentrating on the warriors.

Troops:

Dark Elf Warriors: Much of the Dark Elf army is raised from the population of their cities. Amongst their ranks march their wives and sisters: beautiful but deadly maidens who fight with the fury of daemons. Above all other weapons the guard favour the repeater crossbows known as Uraithen, and the Drannach, a long, heavy bladed spear. The long years of discipline and war have honed these guard into the finest warriors in the world. Warriors with the Mark of Slannesh should be feared, there option for the mark can make them immune to psychology, this combined with the option for RXB can be very effective against T3 elves.

Strengths: Repeater Crossbow, Mark of Slannesh.
Weaknesses: Low Toughness, Not great Armour.
Tactics: due to the low armour and toughness that all elves have Warriors of Slannesh can be taken out with the simple bolt Barrage Tactic. However you objective is not to make them panic but to reduce their numbers enough so you can break them with one of your own hard hitting units.


Devoted of Slannesh: These Beautiful, elves are not unlike the Brides of Khaine. However are perhaps even more fanatical if that is possible. They fight all but naked with twin blades, their beauty is such that all opponents that they face are stunned by their beauty that their blows against them fail to strike true.

Strengths: 3 Attacks, Soporific Musk, Mark of Slannesh, Mistress can Potentially always strike first.
Weaknesses: No Armour, Low Toughness.
Tactics: A Large unit of Devoted of Slannesh can truly Ruin your Day, With their ability to half your Weapon Skill and Initiative they can cut a swath through even the most heavily armoured foes. However with their low toughness and no armour they can be taken out with the simple Bolt Barrage Tactic.

Shades: While most of the Dark Elf folk live in the security of the fortified cities, one of the clans, the Shades of the Blackspine Mountains, is a notable exception. The Shades are a silent and deadly brotherhood of warriors who guard the mountain passes to the west. They live apart from the rest of Dark Elf society, waging an endless war against the enemies of Malekith.

Strengths: Skirmishers, Scouts, Mark of Slannesh.
Weaknesses: Low Toughness, Little or no Armour, Small Unit Strength.
Tactics: Usually what I do when facing Scouts or Skirmishers is to shoot at them enough so they panic but with the Mark of Slannesh this tactic is Void. The way that I counter them is assign a unit that is fast enough to take them out like Harpies, Dark riders or your own unit of skirmishers.

Marauders of Chaos: Chaos Marauders are natural fighters, born into hardship and forged by a life of battle. They look upon southerners as cowardly weaklings, no more suited to the battlefield than a newborn babe.

Strengths: Expendable, Various Weapon options, Cheap.
Weaknesses: Not Great Armour, Not Immune to psychology.
Tactics: Marauders are perhaps the most important unit in a Cult of Pleasure army, Cheap, Expendable and can be kitted out to face any foe, they are perhaps one of the most versatile units in the game, However they are very susceptible to the Bolt Barrage tactic and still being venerable to psychology they can be panicked.


Demonettes of Slannesh: Gifted with disturbing beauty, Demonettes are the Lesser Daemons of Slannesh. What unearthly delights they might pleasure your soul with none can say, but upon the reeking field of battle, pain is what they bring. Vicious, spiteful, yet loving in the fatal affections they lavish upon those who dare refuse their chaotic charms, Demonettes are swift and deadly to all who cross their path. On lithe legs they surge across the battlefield, dancing from foe to foe, gifting each in turn with gaping wounds from their scythe-like talons.

Strengths: Daemonic, Aura of Slannesh, 2 attacks.
Weaknesses: Daemonic, lack of command, low Toughness.
Tactics: Being Daemons, Demonettes of Slannesh are deadly killing Machines, Fast Deadly and irritating. However once again the way to deal with them is with Combat Resolution, a large unit of spearmen can beat them with their superior Numbers, however the Charge of some hard hitting units can damage them to.


Special:

Dark Riders: Ahead of the armies of Druchii ride the heralds of Naggaroth, the dreaded Dark Riders who will serve as your eyes and ears. They are masters of sudden attacks and daring raids, scouring the land in search of the foe, laying ambushes for their supply trains and attacking with deadly speed against enemy reinforcements.

Strengths: Fast Calvary, Mark of Slannesh, Repeater Crossbows, Highly Mobile.
Weaknesses: Low Toughness, Low Armour.
Tactics: Usually when facing Fast Calvary I try to Panic them, but with the Mark of Slannesh they are immune to this usual tactic. Instead you should Counter them with your own unit that is Fast enough to take them out. This Role usually falls to Dark riders, Harpies or Shades.


Cold one Knights: The nobles of the Druchii ride to battle atop ancient reptiles known as Cold Ones. Only very few Dark Elves can take up the arms of the Cold One Knights, for the lizards savagely attack all who come near them, recognizing warm-blooded creatures by their smell. To avoid this, the Cold One Knights anoint themselves with the poisonous slime of the Cold Ones so the beasts will accept them. There is a great price to pay though, for the poison numbs the senses so that the riders can no longer taste food or feel a touch. But it is a price worth paying, for the charge of the Cold One cavalry can shatter even the strongest enemy line.

Strengths: Lances, Thick Skinned, Good LD, Mark of Slannesh, Cold Ones, Very Good Armour.
Weaknesses: Low Toughness, Stupidity.
Tactics: Cold One Knights are perhaps one of the Best units of Calvary in the Game. With good LD, Armour, and a very high strength on the charge. A charge from a unit of Cold one Knights can break any line. The Way I Deal with these powerful Beasts is to hit them hard with your own heavy hitters place a bait unit in front of them, flee with them. And then charge them with your own hard hitting units, like Cold one Chariots, Executioners, Witch Elves, Or a Hydra.

Mounted Demonettes of Slannesh: Gifted with disturbing beauty, Demonettes are the Lesser Daemons of Slannesh. What unearthly delights they might pleasure your soul with none can say, but upon the reeking field of battle, pain is what they bring. Vicious, spiteful, yet loving in the fatal affections they lavish upon those who dare refuse their chaotic charms, Demonettes are swift and deadly to all who cross their path.

Strengths: Very High movement, Daemonic, Aura of Slannesh, Swift Steed, Tongue attack, 2 attacks.
Weaknesses: Daemonic, Low toughness, can be Exposed, expensive.
Tactics: perhaps one of the fastest Cavalry units in the game a unit of mounted Demonettes working with a Character on a steed of Slannesh can be the most devastating flanking group in the game, however once again they are daemonic and the best way to deal with them is to beat them in combat however it is more than likely that being so fast they will chose a weaker unit to face, The way I deal with them is because they will not get sucked into a large combat I chose to shoot at them with a bolt barrage, more than likely this will take down enough for then not to be able to swing any combats.

Warriors of Chaos: Warriors of Chaos are awesome fighters, raised from strong Northman stock, their skills honed over the years by constant battle amongst themselves and against other races. They are held in fear and awe by the tribes of the north, and have great respect and authority amongst the tribes.

Strengths: Heavy armour, Mark of Slannesh, Various weapon options, hard as nails.
Weaknesses: expensive, limited numbers.
Tactics: I have never seen a chaos army without at least one unit of these powerful warriors, clad in heavy armour they can be perhaps the most annoying unit in the game, the best way to deal with them is to face them with your own unit of hard hitters, Executioners or Cold one Knights are the best bets, however a unit of witch elves can take them out with their massed attacks.

Furies: The winged daemons known as furies are not associated with any particular Chaos god, but are simply the manifestation of Chaos undivided. Because of this they are perhaps one of the weakest daemons to terrorise the world. They are Cowardly creatures and are known to pick off isolated targets such as war machine crews or lone heroes

Strengths: Daemonic, flying unit, Skirmishers.
Weaknesses: 0-1 choice, low toughness, low leadership, daemonic.
Tactics: being flyers furies can be one of the most annoying unit in the game however the best way to deal with them is with combat resolution again, but as they flyers it is very difficult to get them with this tactic. Instead combat them with your own flyers or a fast cavalry unit.

Rare:

Spawn of Slannesh: The fate of a Spawn is to die, either on the field of battle by axe or sword, torn apart in the wilds by even more savage creatures, or literally ripped asunder by the Chaos energy that continues to course through its twisted body.
Spawn with long serpentine bodies and many writhing, sinuous tentacles are known as Fiends of Slannesh. Such creatures race across the field of battle, ensnaring the enemies of Chaos with their flailing arms and vicious talons.

Strengths: Immune to Psychology, Fear, Unbreakable, 3D6 Movement, High Toughness.
Weaknesses: 3D6 Movement, Random Attacks, No Armour.
Tactics: A Spawn of Slannesh is perhaps the most annoying thing in a cult of pleasure army. With its random movement however it can move between 3-18 inches in one turn. However with no armour it is especially venerable to shooting attacks, a salvo from a repeater bolt thrower can end a spawn’s life quite quickly. But with its High Toughness the Best way to combat it is with High Strength attacks, Executioners, Cold One Knights and a Hydra are the best but a unit of witch elves can combat them to with their poisoned attacks.

Repeater Bolt Thrower: Reaper Bolt Throwers are a testimony to the genius of the Dark Elves. A mechanism of counterweights and strings allows this war machine to shoot a hail of barbed bolts, or a single missile with much greater force.

Strengths: Single Shot, Multiple Shots, Stand and Shot, Mark of Slannesh.
Weaknesses: Small Unit Strength, Low Toughness, Low Armour.
Tactics: The Way I deal with War machines is either with Harpies or Shades, or Dark Riders, However the best Way to beat them is with Harpies, with their High movement and Skirmishing ability it is very hard to hit them with a stand and shoot reaction.


Knights of Chaos: Knights of Chaos are awesome fighters, raised from strong Northman stock, their skills honed over the years by constant battle amongst themselves and against other races. They are held in fear and awe by the tribes of the north, and have great respect and authority amongst the tribes. Mounted on Great Horses of Chaos, these knights can punch a hole through any enemy unit.

Strengths: High Strength, Very Heavy Armour, S4 Steeds, Mark of Slannesh.
Weaknesses: Very Expensive, 2 Rare Choices, cannot be upgraded to Chosen.
Tactics: With Chaos Knights being one of the most expensive units of Cavalry they are very good victory points dealing them however is more difficult, what I do is I place bait units to take the Charges of the knights, then flee and then charge the knights with your own hard hitters, Cold One Knights, Chariots, Executioners and Hydras are the best.


Magic

The lore of Slannesh is perhaps the most annoying in the game with an annoying spells such as titillating delusions and enrapturing spasms.

Blissful Throes: a irritating short range magic missile, with immense power that can hurt even the most heavily armoured foes. Although short ranged be careful when this spell is in range,
Danger rating: High/Medium.

Luxurious Torment: this spell can be a 2 edged sword by giving your troops frenzy however it comes at a price with the potential 6 casualties each players turn, and against low toughness elves this can be very dangerous. This spell can be a blessing in disguise however be careful it will slowly cut down your troops.
Danger Rating: Low/Medium

Titillating Delusions: I Hate this spell, capable of luring any unit in range to a fixed point on the battle field, this can put some of your most powerful units into dangerous positions. And because it is a remain in play spell it can last for ages if you don’t dispel it.
Danger Rating: High

Delectable Torture: This spell can spell doom on some characters, By making them attack the unit they are with. And if any Survive they then strike back, if cast on a wizard with no armour this can spell doom for them.
Danger Rating: Medium

Enrapturing Spasms: This spell can stop your unit completely with it not being able to move, shoot or even defend themselves however, if the unit is no threat from a heavy combat unit. This spell is just a nuisance:
Danger Rating: Low depending on Circumstances.

Delicious Excruciation: This is not an offensive spell it is very annoying by making a unit unbreakable, this can be very annoying as it even counts out daemonic instability. Also as it is a remain in play spell so be careful.
Danger Rating: Low/Medium
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Well there it is my mammoth work on tactics about the Cult of Pleasure.
i hope this long Document didn't drive u insane.
Last edited by Voodoomaster on Sun Nov 07, 2004 7:08 pm, edited 1 time in total.
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"For every victory there is a defeat, for every defeat there is a victory. My victory, my defeat are for all to see..."
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Beastmaster kurlan
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Post by Beastmaster kurlan »

wow that really was long like you told me. glad you finished it. well done you have helped me to choose a cos list. c u l8r.
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Post by Deathraider »

Very good tactics, how long did it take you to write?
Death is near.


Beastmaster kurlan: hmm i dunno itl definately go to tournies anyway, as he has the spear and hod anyway, but its in blakc and white so woohoo kb hail of doom.
Me: I h8 u lol :P
just coz i found a legend combo and u didnt
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Post by Ragnarok »

It will be helpfull thank ;you.
http://www.asur.org.uk/ulthuan/viewtopic.php?t=11002 Look at this and fight for Malekith.
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Post by Darmort »

good work on the help Voodoomaster, I like the tactics against the Cult, maybe we stand an edge now?
good tactics and they have or will help me cut the Cult down to size
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Post by Manwe »

Well that is a handy article :) good work :D
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Post by Lethalis »

Bah, you call that long? I edited KTE articles thrice that size :P

Nice work though, I guess playing everywhere and anytime really helped ;) Nice work :)
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Post by Ash010110 »

The main tactic that I find useful against the CoS is shooting and baiting.

The armies are even smaller than usual DE armies b/c all the 'cool' stuff is demonic or chaos or expensive-characters. Therefore, even those who don't go for maximum units like I do should have little trouble in outnumbering the infidels.

This means that shooting against riders, demonettes, devoted, and spawn is exceptionally good. I would almost mandate at least one unit of RXB warriors and 2 units of RXB riders as a bare minimum. Bolt throwers can also be thrown in, but I feel there is too much speed in the CoS to make it resistant enough to flyers, steeds of slaanesh, and furies. If you spent those points on more RXB warriors, you'd have something that hits almost as hard in the shooting phase, and can take a charge from fast stuff (annointed notwithstanding). Maybe I just have terrible luck with RBTs, but I find that the volume of S3 shots works better than the volley of S4 shots. If you are determined to use RBTs, protect them!

Also, being a smaller army means that you should be able to outmanuever them with your infantry and cav. If they go demon-heavy: shoot, bait and counter-charge. If they go chaos warrior/knight heavy: shoot the support units while you run rings about the chaos and charge at the opportune time. If they go mixed elves and chaos, focus on the soft targets. In all cases, keep the magic under control or you will be wrecked. As a point of information: 2 scrolls and 5 DD was enough to totally shut down an L4 + L2 for the three turns it took to kill the L2. Once that was done, the L4's 6 PD simply couldn't push past my DD.

I know that this is pretty vague and general, but I'll happily field any specific questions posted to this thread.

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Post by Lethalis »

Shooting the spawn is something I have doubts about. With T5, W3 and only 75 points, I'm not sure if it's worth the effort.
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Post by Ash010110 »

Against armies that feature lots of chaos warriors/knights, they are sometimes the only viable targets. Devoted take precedence, of course, but they are usually properly screened. The spawns DO go down to 1-2 rounds of firing (like giants). Also, the fact that they're unbreakable makes their death essential to your movement game.

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Post by Sexy druchii »

That Titalatting Dillusions spell was great when I used to play CoP. I used it to lure a Dwarf Organ Gun off the table. Irresistable Remains in Play! YAY! Well, that was long, and detailed, although I dont need it since I remember from my CoS playing days (4 months ago).
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