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Advice neede for escalation campaign


Frostwolf

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Greetings, Brothers of The Fang! I'm in serious need of advice about fighting Necrons with the Wolves. I'll give some info on the situation first and I tend to be a bit long-winded so bear with me.

 

Here it goes. I made an adaptation of the rivalry campaign published in US WD #302 using mostly missions from the Battle Missions book and the Death World addition that was in WD #387. It's an escalation campaign where the winner must build up on the list he used in his previous game and the loser gets to start a new army from scratch, allowing the losing player to tailor his list to have a better chance at making a comeback. That being said, I've lost my first two games and am at a loss as to what might help me finally get a win.

 

Last game was played at 750 pts and the next is at 1000 pts. I'll leave out what I've used so far to try and get a fresh view on it but here's the list he used in the last game.

 

HQ

Overlord - mindshackle scarabs, warscythe, 2+ armor upgrade

 

Troops

warriors - 5 extra warriors

immortals - 5 extra immortals

 

Elites and/or Fast Attack (not sure...)

5 Destroyers

3 Wraiths - 1 pistol, 1whip coil

 

I may be missing some of the wargear but that's all of the units.

 

So basically I'm looking for advice on what units and tactics may be most usefull to counter this. I'm expecting his next 250 pts upgrade to be used on a CCB and a triarch stalker but it could be anything.

 

As a matter of pride, I try to stay away to competition and cookie-cutter builds and my desire to win hasn't overriden that yet. Still, I'll take any suggestion into account. Do mind that once I've won a game with the list I use, it cannot be changed and can only be built upon.

It depends on how he plays. And of course how you play. Do you understand what I am saying?

 

I am an in your face player. Very aggressive. Like a buddy of mine said, in Napolionic days he would have put me in charge of the Cav. Which ironic enough I love to play when we do historical. A massive charge can be a beautiful thing.

 

So how do you play and how does he play.

 

If it's 1000 point list, try for a core of 2 Grey Hunter packs and a Long Fang pack. Then add in something you thing will complicate his way of playing. You want him to play your game. Not you playing his. If he wants to sit and slug at range, try and get in fast and rush him. Always over whelm. Slam one side of the board.

 

If you need to pin him, maybe a ThunderWolf Wolf lord and a couple of TWC guys to go with him.

 

Or if you want to range him, try for 2 Long Fang packs. And pound him down. Just depends on what is needed.

how does look out sir work against jaws? or how come a runepriest with jaws of the world wolf is gold against necrons?

for the first; he reasons that the tommy pushes aside the necron lord and falls in the gap himself. my arguement is that it's immediatly rremoved from play and not just a wound or anything

for the second: necrons have a low I on most of their units (I believe only wraiths and flayed ones are I4, all the others are I2) this means that he'll have a hard time making all those intitive tests. also a lack of psychic defence will guarantee a maximal use of psychic powers against necrons <_<

how does look out sir work against jaws? or how come a runepriest with jaws of the world wolf is gold against necrons?

for the first; he reasons that the tommy pushes aside the necron lord and falls in the gap himself. my arguement is that it's immediatly rremoved from play and not just a wound or anything

for the second: necrons have a low I on most of their units (I believe only wraiths and flayed ones are I4, all the others are I2) this means that he'll have a hard time making all those intitive tests. also a lack of psychic defence will guarantee a maximal use of psychic powers against necrons <_<

 

you are correct

look out sir works against wounds but JOTWW does not inflict any so you cant use it

 

When a Wound (or unsaved'Wound) is allocated to one of your

characters,

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