What to do with CORE?

How to beat those cowardly High Elves?

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Jvh792
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What to do with CORE?

Post by Jvh792 »

I play in 2500 casual games and 3000 tournament games.
What do you do for your core and why?
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Azure
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Post by Azure »

21 Corsairs with frenzy banner
20 RXB with shields
30 Warriors with WArbanner or Banner of Discipline.


I bring a CoB so Killing blow with the corsairs makes them able to take on some heavy opponents while still ripping to shreds anything unarmored. RXB start as a sorceress bunker but can also work as a steadfast block after whittling down the opponent.

The warriors block is just the usual. It fills the points and is relatively solid.

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Kaleth stinson
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Post by Kaleth stinson »

What Azure said!
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Post by Kadahn »

Likewise. That's almost the same as my core at 2000 points and then to scale up to 3000 I boost the crossbows from 20 to 30.
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Enkiel
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Post by Enkiel »

2x5 Dark Rider. Sometime naked, but i've been trying them with RxB lately.

add to that a 30s spearman bunker for the dagger.

rest is 20 RxB right now, but only because they are painted. I dont think that many shot are really useful.
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Post by Jvh792 »

Should I put shields on spears? I've heard it both ways.
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Post by L1qw1d »

I like to have 20 or so RXB and about 30 Corsairs for 2-2750. I practice with DR a lot, but rarely use harpies. ENJOY Assassins, also considering using Hellebron once so I can try Wych as a Core.

If you're throwing a block you KNOW you're using as a tarpit for another unit? Shields. Heck, When I used 40 Spears one time, it was cheaper to throw the Banner w +1 Move and CoB Killing Blow.

Hijinx ensued.
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Post by Setomidor »

I like to have 20 or so RXB and about 30 Corsairs for 2-2750. I practice with DR a lot, but rarely use harpies. ENJOY Assassins, also considering using Hellebron once so I can try Wych as a Core.


You know Assassins doesn't count towards Core, right? :)

Seems most of you are running rXb as one unit of 20. How do you feel this compares to two units of ten?
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Post by Sablie13 »

I find that if I run my Rxbs in two units of ten then when the enemy end up charging them they just get obliterated,

But in one unit of twenty they stand some chance of scoring a few wounds, if not holding up a unit for a turn or two.
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Post by Anchanrogar »

31 warriors, shields, full command,
31 warriors, shields, full command,
10 dark riders, standard, musician and repeater crossbows

spear men, for the usual reasons, dark riders basically because I got bored of crossbowmen, and my regular opponents arn't that mobile so the dark riders can expect to survive most games, took out a hell cannon (well a withered -3T hellcannon) last game! RxB men & shades wouldnt have got far enough forward to take those shots...
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Post by The virgin forest »

Rxb dark riders and sss Corsairs are my first choices. Then i add spears.
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Post by A18no »

40 Warriors, full cmdt, banner +1 ld (cause my lvl 4 is my general with dagger and goes there with ld 10!!), they proved to be very strong, at 30 they are too weak.
28 RhB Corsair, with full cmdt and SSS
5 harpies

I'm at 5pts over the minimum core. RxB are not what they were since here I face unit of minimum 30 and near no little target (fast cav, etc.)
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Post by Tethlis »

I have been using:
-30 spearmens with full command, shield
-30 spearmens with full command, shield
-20 crossbowmen with full command, shield

Though I have recently been trying:
-40 spearmens with full command, shield
-20 crossbowmen with full command, shield
-10 crossbowmen with full command, shield
-5 Harpies
-5 Harpies

In many of my games, I haven't really missed the Harpies, but they do allow some great options versus most opponents. I miss having two big blocks of spears though; if one gets hit with a template, it becomes virtually useless, with nothing left to fill its role.

For the big crossbow blocks, I prefer them to two units of 10. Granted, 20-strong doesn't shoot as well as two units of 10 if they have to redeploy or reposition, but their bonuses in combat are great. I've won at least 3 games using last-minute crossbowmen charges that I would have lost if I'd just used two units of 10.
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Post by Ichiyo1821 »

for my 2500 list I use

2 x 20 RXBmen w/ shields, musc, banner
30 Spears with musc, banner
5 Harpies
5 Harpies

Then occasionally a 30 strong Corsair FC SSS banner

For my 2000 I take out my spears and replace them with

18 Corsairs SSS banner
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Post by L1qw1d »

Setomidor wrote:You know Assassins doesn't count towards Core, right? :)

Seems most of you are running rXb as one unit of 20. How do you feel this compares to two units of ten?


Oh yes, but I usually have 500 points already, so my (assas)Sin is just for wacky fun. Harpies don't count either ;)

I like taking 16 and 16 with Muso for larger end games. Honestly, 16-64 shots in one round and AP? the Rain of Death hits el Nin~o season
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Post by Babnik »

If allowed, take Hellebron as general and you get the best core units ever... Witch Elves!

With CoB-BSB, you'll have a very exciting list to play!
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Post by Lasthobbit »

Something like that:
5 DR (rxb, mus) - for vanguard and warmachine-hunting
2*5 harpies - for warmachine-hunting and diverting
20 corsairs (rhb, 2rhb on reaver, FC, WB) - SS bodyguards and dagger-fuel
21 corsairs (xhw, FC, SSS) - fighting unit
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Post by Malekii »

i try to have my army half or a third core as it helps me to force myself to have numbers and not go all out on special and characters
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Post by Valkyre »

in general, i bring 100 and up spearelves, in 3 units (30, 30, 40+)
with gleaming pennant, cold blooded banner and st of discipline, so they all have a very good chance to hold anything.

add in a corsair unit of 15 or so and 15 harpies

Bs shooting does not do it for me in this edition, to big units, to easy to cover those units.

to complement this, i bring 3 CoC's and some small BG and WE units.
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Post by Vulcan »

First, I pick up a unit of Dark Riders with Crossbows. No, they aren't half as nice as they were in 7E. They are still darn useful, for shaving a model or two off specific units or warmachine hunting.

Second, a block of RXbs with command and shields. These guys are just amazing. Core infantry, shield parry, not too expensive, AND BS4 S3 AP shooting? Cool! Of course, I tend to run these guys aggressively, moving them up with the battle line and maneuvering them as they shoot, so they can get into CC to back up the main battle line mid-game.

Third can be a bit of a tossup. Depending on the rest of the list I might go with a big spearman bus (if there are enough specials do to the serious CC killing and I need ranks from somewhere); a 7x2-3 unit of corsairs (if the specials are lacking), or even a second block of RXBs.

Sometimes I take a unit of 10 RHB corsairs as a sorceress bunker as well.
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Post by L1qw1d »

Hey Vulcan- have you tried naked DR- just the Spears- in a set of 12-17 (Muso and Herald possibly)?

A buddy of mine noted that w Vanguard, they usually start with a First if not Second turn Charge- combine with Cauldron's KB for hijinks
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Post by Meteor »

note you can't charge on the very very first turn of the game if you vanguarded or scouted.

as for the topic, i've been running a pure core list except for one unit of 5 Shades recently, without any of the typical powerful elements like CoB or Hydras to back them up. The result is some fun solid games because it's not so easy to walk over the units surprisingly.

In the list there's
30 RxB with shields & muso (6x5)
35 SSS corsairs w/ RHB (7x5)
40 Warriors w/ sh & fc (5x10)
(2) 15 warriors w/ sh & champ + manbane & rune of khaine AHW assassin - they flank and deny ranks whilst assassin bursts for some extra ACR.
(2) 5 harpies
5 Shades w/ AHW

That's the bulk of my core atm, then some wizards and CC characters to back them up.
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Post by L1qw1d »

oh yeh! (another reason i rarely use DR lol)
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Post by Sun-tzu »

Meteor wrote:note you can't charge on the very very first turn of the game if you vanguarded or scouted.




Last part scout

If deployed in the second way, scouts cannot declare a charge in the first turn IF their side goes first



Last part of vanguard:

Units that have made a vanguard move cannot declare a charge in the first turn IF their army went first.


So basically if you go second and your opponent doesn't kill all your dr or shades with their first turn. You can declare a first turn charge. Just saying.

Sorry for being of topic but Thought it should be cleared up.
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Post by L1qw1d »

I think he means very very as in DURING Vanguard/ Scout itself.

I didn't mean that time- I was talking during the actual First round (meaning we CHOOSE to go second). I mean heck- throw a Banner of Striding on something and you can possibly hit 2 @ once if you set it up right lol
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