I realize that with out either a cannon or Steam Tank, the list is easier to deal with. The mere threat allowed me to get other spells off. Breaking either item earlier in the game (say turn 2) would have changed my tactics and I feel would have put him on the wrong foot. Created a unit of 30 zombies and a unit of 5 Hexwraiths during the game. Salamanders + massed skinks (hell even a Tempest) to deal with the Halberd block. OB/Scarvet cowboys + Searing Doom to take on his 1+ AS. Focus on taking his other, admittedly tough, units out to score points. impassable terrain to hide, take away charges. cheap static rez units to threaten any landing zones that would lead to trapping my high value models. High mobility army to avoid providing good targets to KFZ. The game was a slew of Mexican Standoffs until I collected the rest of his units turn 5-6. I only managed a single wound on Franz the entire game but took out the entire rest of the army. I was able to break Ghal maraz but not until the 5th turn. I did pin KFZ down for a full turn with a timely charge by a skink cohort. A timely Walk between Worlds got the Slann out dodge when he was finally mouse trapped (though it then brought him in range of Dwellers and he was promptly was Dwellered off a turn later). I used high movement to avoid any good targets while threatening his other units with the cowboys. Mostly I kept the Slann on the back of the board to avoid Dwellers (he had to L2 life mages) and cast through Arcane Vassal. I went with a Channel Slann High Magic, loads of skinks and a trio of cowboys. As such it is unlikely when facing Karl at Paca you will be facing a steam tank as well. Fortitude affects 3 scenarios so it is an important consideration. The comp pack assigns negative fortitude for certain choices including KFZ, Steam Tanks, and great cannons. So I got a chance to play against Karl in a 2K game. You have 800 points to spare to counter and also I imagine they can perform other taskes aswell. So instead of thinking about one trick horse. If your champion is killed, you can join another unit with champion into the fray to secure your strategy if the magic phase dont go as you planned. If you are not ready to fight in his turn, you can challenge. Have you ever think that behind those skink chief you can place kroxigors? they are equal menace. Is curse of Aranheir a bad spell? Amber Spear too? And that is a threat that players should never ignore.Īnd what about spaming 3 wildforms?. I have already explained twice in this forum how to arrange the Kadon transformation to be selectable with skink priest. Many of them can be put together and doens't affect the balance of your army.īeast council is subpar? Have you ever tried it? I won two games with it, so 100% success. I gave like 5 or 6 tips for dealing with AKF. Instead of thinking ways to deal with the problem, people seem more interested in prove the ones provided false, even without testing. Helm of Discord might or might not be worth it, if just for the off-chance that he fails it and has to forfeit his entire close combat phase, and is hit automatically.Īgain. The cheap 6++ save is no doubt worth it, if just to reduce the chance that they will be killed instantly. If you do go for no-challenges, keep iceshard on him, along with a featherfoe torc, but go with hw+shield on your chiefs. 275 points to tarpit an 800+ lord indefinitely? Priceless. If he hits this unit, his precious character will be stuck for the rest of the game with no way out, especially if the unit is close to the general and BSB. Take a skink cohort of 15 (3 full ranks) and throw 5 skink chiefs in there. Without challenges, a clever player will just spread his attacks as thinly as possible (5 valid targets = 2 attacks on each, fx), since he just needs to hit, and then the character is dead. No need to waste points on neither Featherfoe Torc nor fencer blades/glittering scales. Even with hits on 6s + reroll, he'll likely get 1 hit in, which is instant death. He has to take them, and it forces all of his attacks on 1 guy. You know, scratch that - you are better off with a huge unit of skink chiefs, and just issue challenges each turn. He'll never achieve anything against a unit of, say, 10 chiefs. Better yet, throw Fencer Blades on one of the skinks to push him to 4s to hit, and then throw a blizzard or to, and he will be hitting on 5s with rerolls. Force karl franz to reroll his hits, which is really the most effective means of dealing with him. Slap it on just 1 guy, and never accept challenges with him. Good catch on the Featherfoe torc though. You can get quite a few chiefs without hurting your budget all that much. You don't really want to rely on a "I might get this" spell, and beast slann isn't really worth it in my opinion. Click to expand.Horros is a no-brainer, but hard to get.
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