09-03-2011, 11:16 AM
Okay- got 3 games in with the new and improved rules set. First against Tomb Kings- he took the Khalida/bow list and peppered me with magically enhanced arrows for most of the game. The Elephant and the Desert Riders succeeded in taking out a unit of Chariots, and the Elephant would later charge and destroy 3 Sepulchral Stalkers. Janissaries w/handguns offered some supporting fire, taking out 2 tomb scorpions and knocking off a few skeletons. Janissaries with bows and the Razor Standard shot through 3 more chariots. The Slaves succeeded in holding up one of the giant TK constructs for most of the game with Steadfast. In the last round, the Janissaries and Corsairs charged into his line and tore it apart. Given one more round I think I could have taken the victory.
Second against Dwarves saw my (small) cavalry wing wiped out in the opening salvo. Fortunately he had only taken 2 war machines, so the remainder (30 warriors and 35 slaves) were able to cross the field and take out the two blocks of infantry and his artillery. It actually turned out that I had taken more missile troops than they, so good fire support helped. Unfortunately, the General rolled abysmally on 2 leadership tests and fled off the table, and the BSB and his Corsairs (inadvisedly) charged a unit of Miners that turned out to be a little much for them.
3rd game- Ogres. His list consisted of 12 Ironguts, 4 Leadbelchers and the Fun Bus. Leadbelchers found themselves dual-charged by Mamelukes and Camels, breaking and running like little girls. The next round was rather hairy, as the Fun Bus charged a unit of Janissaries and one of my two blocks of Warriors, and the Ironguts charged the Slaves and the Bladedancer. Unfortunately, Swirling Shadows and a 5+ ward save did not save the Bladedancer, and the Thundermace took care of the Slaves. In the other combat, the Warriors got hammered and the Janissaries wiped out, but fortunately the General was stubborn and so passed his LD test. The next round would see the Corsairs reform to face the Ironguts and the 2nd block of Warriors charge the Fun Bus, and the Grand Vizier casting Mindrazor on them. This enabled the Dibbukim to smash the Slaughtermaster apart, and the rest of the unit to do many casualties to the Bulls. The General, unfortunately, died at the hands of a BSB. (He needed a Ward Save, badly.) The third round saw the Dibbukim miraculously survive a challenge with the BSB, and in fact deal out a wound. The static CR of the unit, combined with a few casualties and the timely charge of the Elephant, broke the Bulls. At this point the game needed to be called, as I had somewhere else to be, but I am confident that given a few more rounds I would have killed the remaining block.
Thoughts: Can Dibbukim accept challenges?
General truism- two infantry blocks are better than one. Three are even better, especially if one or more of these is cheap and therefore expendable.
Genies cost too much to use in a 2000 point game, unless the Wizard is your general.
Second against Dwarves saw my (small) cavalry wing wiped out in the opening salvo. Fortunately he had only taken 2 war machines, so the remainder (30 warriors and 35 slaves) were able to cross the field and take out the two blocks of infantry and his artillery. It actually turned out that I had taken more missile troops than they, so good fire support helped. Unfortunately, the General rolled abysmally on 2 leadership tests and fled off the table, and the BSB and his Corsairs (inadvisedly) charged a unit of Miners that turned out to be a little much for them.
3rd game- Ogres. His list consisted of 12 Ironguts, 4 Leadbelchers and the Fun Bus. Leadbelchers found themselves dual-charged by Mamelukes and Camels, breaking and running like little girls. The next round was rather hairy, as the Fun Bus charged a unit of Janissaries and one of my two blocks of Warriors, and the Ironguts charged the Slaves and the Bladedancer. Unfortunately, Swirling Shadows and a 5+ ward save did not save the Bladedancer, and the Thundermace took care of the Slaves. In the other combat, the Warriors got hammered and the Janissaries wiped out, but fortunately the General was stubborn and so passed his LD test. The next round would see the Corsairs reform to face the Ironguts and the 2nd block of Warriors charge the Fun Bus, and the Grand Vizier casting Mindrazor on them. This enabled the Dibbukim to smash the Slaughtermaster apart, and the rest of the unit to do many casualties to the Bulls. The General, unfortunately, died at the hands of a BSB. (He needed a Ward Save, badly.) The third round saw the Dibbukim miraculously survive a challenge with the BSB, and in fact deal out a wound. The static CR of the unit, combined with a few casualties and the timely charge of the Elephant, broke the Bulls. At this point the game needed to be called, as I had somewhere else to be, but I am confident that given a few more rounds I would have killed the remaining block.
Thoughts: Can Dibbukim accept challenges?
General truism- two infantry blocks are better than one. Three are even better, especially if one or more of these is cheap and therefore expendable.
Genies cost too much to use in a 2000 point game, unless the Wizard is your general.

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