How do you use a SS sorc with Sac Dagger in Spearmen?

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Mustangtc
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How do you use a SS sorc with Sac Dagger in Spearmen?

Post by Mustangtc »

Hi all,

I'm just wondering about the subject because I find my spears getting into combat very quickly.

My spears tend to hold the centre of my battle line. They march 10" on their first turn and get stabbed as the sorc goes through her list. Come turn 2 however they get charged so are my choices to either leave her there and hope we win combat, evacuate her to another unit or bury her in the spears?

I don't know.

Seems like close combat units limit her but I wouldn't fancy stabbing 11 point RXBs.

What are the correct strategies? Am I expecting too much that she should be able to get her spells off every round?

Cheers in advance.

-MustangTC
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Azure
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Post by Azure »

First suggestion is to not march with her unit initially. I play them as power dice fodder for the first 2-3 turns and then if the unit is still combat capable, I usually pull my Sorc out into my RXB (With guiding eye because at this point it is probably close range) and use them for combat.

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Mustangtc
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Post by Mustangtc »

Keep them out of combat for abit? Yeah I don't see why not.

I'd have to work more units into my lists though to make up for them being absent for most of the combat. At the mo I use a unit each of spears, corsairs, and either Execs/BG as my infantry line at 2500.

Cheers
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Norngahl
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Post by Norngahl »

Just play 25 Spears, FC, Gleaming Banner (since Banner of Discipline don´t work for spirit leach -.-).
I usually stab the near whole unit through the game. Last time only 1 man was left. needless to say the Bannerbearer survived and even denied all victory points!

25 man are enough to get some power dices without forcing an LD test every round. It also covers some losses due to shooting.

Units with just 15 man tend to get shot quickly as the opponent trys to run you out of power dices. 25 man is the perfect szize for me. For the case the unit fails the LD the unit has the gleaming banner. Works for only 5 points ;) The 25 man unit is also strong enough to hold against most quick sorcerer rushers of the enemy.

Wouldn´t take more man through because the unit becomes to weak for combat anyway and also pretty fast, so CC would be pure suicice. If you spent too many spears to make it even work in combat it will attract too much interest of the enemy, reducing it´s ability as dagger fuel.
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Tethlis
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Post by Tethlis »

Azure wrote:First suggestion is to not march with her unit initially. I play them as power dice fodder for the first 2-3 turns and then if the unit is still combat capable, I usually pull my Sorc out into my RXB (With guiding eye because at this point it is probably close range) and use them for combat.

-Rex


Exactly.

The spearmen can't shoot in the early turns, so I'm perfectly fine hacking them up with my Sorc without really losing effectiveness.

When it's nearly time to fight, I'll relocate her to crossbowmen. The crossbowmen can't really shoot once the fighting starts, and I'm okay sacrificing them when necessary for a crucial cast.
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L1qw1d
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Post by L1qw1d »

I play a large block small block type of thing. If the small block gets targeted, I hop to the large block- I'm hesitant to use the Dag unless NEEDED, because it's an escalation in costs (6, 7, 10).

I think I need to try Guiding Eye. I usually tune into the Unit of the Phase. Maybe a little more interplay.
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Mustangtc
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Post by Mustangtc »

The spearmen can't shoot in the early turns, so I'm perfectly fine hacking them up with my Sorc without really losing effectiveness.

When it's nearly time to fight, I'll relocate her to crossbowmen. The crossbowmen can't really shoot once the fighting starts, and I'm okay sacrificing them when necessary for a crucial cast.


This makes a lot of tactical sense! I do like to reform my 15-20 RXB into ranks of 5 and chuck them into combat though in later turns.

Does anyone suggest the Pearl of Infinite Bleakness for immunity to Panic Checks when stabbing your spears?

Cheers
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Greenwhy
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Post by Greenwhy »

I never kill enough in one turn to cause a panic test. Perhaps try and keep your BSB nearby. Otherwise, you're starting to spend a lot of points just so you can use 1 magic item.
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Tethlis
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Post by Tethlis »

Greenwhy wrote:I never kill enough in one turn to cause a panic test. Perhaps try and keep your BSB nearby. Otherwise, you're starting to spend a lot of points just so you can use 1 magic item.


Agreed. I usually use a Cauldron of Blood BSB, which is usually lurking in the backfield anyway since it advances so slowly. It's usually pretty easy to keep my Spearmen + Sorc in BSB range in the early turns, and my xbowmen + Sorc within BSB range in the later turns.
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Post by Demetrius »

I run my unit with 30 and standard of Discipline, 6 wide. My SS has Sac Dag, BDE and POK.

Obviously shes causing a lot of magical havoc. But with the amount of protection she has, she never dies so I reguarly get them stuck into combat to support other units if I need to. The BDE also helps win combats with 2D6 S4 hits from the breath weapon, always nice. I use Shadow magic as well so I can debuff my opponent, making the spears lethal. Theres always the COB right behind the unit as well if theres nothing else useful to buff :twisted:
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Post by Ace0fskulls »

pearl of infinite bleakness = Immune to psychology

* No panic from killing yourself , shooting or warmachines

means you can really have no fear about killing yourself for powerdice :) foudn this very useful!
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Post by Maldor »

What lore is your SS using? Mine takes shadow, and I keep my Dreadlord general nearby to take advantage of the lore attribute if need be. I find that my opponents avoid charging a debuffed unit into an 8 deep unit of steadfast spears with a heavy combat character waiting in the wings to tag in.
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Mustangtc
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Post by Mustangtc »

I tend to run with Shadow but depending on my opponent I might bring Dark/Metal.

She tends to be my general at the mo but i'm feeling an urge to get an unkillable dread.

Cheers all for your input.
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