Dogs of War

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Playtested it tonight against a Daemonic Horde, got a tie!

Captain on barded steed, brace of pistols, lance, Enchanted Shield, heavy armor; did well moving around using his Ld 8 for combats, even got off a few shots with his pistols.

Paymaster on barded steed, brace of pistols, lance, heavy armor, Talisman for the 6+ ward save; He pretty much stayed with the general and helped out a few combats.

Two lvl 2 wizards on foot; ran one Metal, the other Fire, did some damage but not much.

25 Pikemen FC
25 Marauders exh FC
15 Long Drongs
12 Marksmen
14 Lumpin's
2 units of 8 bare Duellists
Giant
3 Rhinox Riders FC w/War Banner

The Pikemen pretty much dared Bloodletters and Fiends to charge them, they were NOT charged until turn 5 when his units were whittled down to size by the Marksmen and magic.

Marauders were screened by one unit of nekkid Duellists until they could be released into the flank of another BL unit, but they totally whiffed on their attacks. Then lost and were run down...where was my hatred?!?Smile

I screwed up and put Long Drongs on a flank, yes they stayed alive, no they did little damage. In the center is where they belong.

The Marksmen only lost one trooper to a slashing attack, they were STELLAR all game, doing lots of damage.

Lumpin's were chased around a lot, hid in a woods, then failed a panic check due to the Marauders being beaten in combat. Should've placed them on the opposite flank than the Marksmen, with Long Drongs in the center. Confused

Both Duellist units were fine, but could've been upgraded with either throwing knives or pistols. But CHEAP for 40pts!

The Giant attracted lots of attention, scared off the Fiends and then charged them, took two wounds in three rounds of combat until he popped them off. Then stayed alive to hit one of the remaining BL units in the rear. But, Yell/Bawled and won the combat, but they stayed alive in turn six. Wished I could've had a different attack THAT turn!Big Grin

I was impressed with the Rhinox Riders, impact hits and all. Nailed one BL unit down to six troopers the turn they charged, then his Daemon Prince came in to try to even things up. Held them up until another BL unit could come in also. They never broke and ended up dying to a man, AHEM, OGRE!Rolleyes

All in all, magic was medium level, shooting medium, combat medium to heavy. I was using the WPS scale to make a high comp army for an upcoming event. It scored about a "27" on that scale, the Daemons were a relatively high "21".

Not sure what to change for next time.....any suggestions?Idea
Rhinox Riders are pure win, had one tourny when I used them in my ogre army, over teh 6 games they died once, and it took about 4 spirit hosts 3 turns (did 1 wound over 6 rounds of combat) then a uber flank charge by a massive ghoul unit and a vamp lord FINALLY broke and chased them down last turn...damm ethereal units...
How did you field the Rhinox Riders and a Giant in Dogs of War. Tthats 3 rare choices.
The Rhinox are 2 Rare. The Giant is 1 Rare.

They only take 1 Rare and 1 special in an Ogres list.
Ahhh,

Didn't even check the bottom verification line on AB, you are right! Shhh, don't tell my Daemonic foe! So the Giant is gone, what should I add into the mix?
Maybe he was using the Ogre Dogs of War rules, counting them as 1 Rare & 1 Special? That's what Dogs of War *should* be paying for them.
Dogs of War already have it better than OK when it comes to getting Maneaters, would suck for the fatties if that was the case with their Super Heavy Cavalry as well.
Gotta try them out now!

A buddy of mine just gave me a great deal on 3 FW ones. But two rare choices gone though...dang!

Versus the Daemons it was rough against a big formed unit that was unbreakable. Now, if I had whittled that unit down a bit, or, done more damage on the charge...

Conceivably, I could've popped that unit in one turn on the charge.
There are 3 ways to use them (ALWAYS ALWAYS UPGRADE TO BULL RHINOX!!!).
1, Single model - use like a rank breaking terror causing chariot, being a large target means it can sit behind other units and combo charge with that unit or see flanks your opponent might miss. This is viable in an OK army since you only use one rare choice, dunno about Dogs of War since a canon + giant would prolly do just as good a job if not better.

2, Cheap unit of 2 - Give them all the armour upgrades and a muso, leave at that, you have a nasty 10w T5 unit with a 3+ missle and 2+ h2h armour save which still dishes 2d3 S6 impact hits and 8 s6 + 6 s4 attacks, should only run up about 300 points, takes massive effort for your opponent to kill and isnt overly expensive, still hits like a truck.

3, The motherload - All upgrade (not XHW, cant get extra attack when mounted), full command and either the wabanner or my personal favourite the Rune Maw banner for effectively a 2+ save vs spells (beast cowers kills you if it gets cast on you in combat), just run a unit of fast cav or duelists to soak up anything nasty that gets cast on them, this unit is about 600 points, but man is it hard to kill, one tourny I took this unit too it died once in 6 games, and it took 6 spirit host bases 2 turns(no wounds) to hold them up when finally 30 ghouls and a vamp lord in the flank finally broke them...still only managed a couple wounds though.
Got the models Monday...

BOY ARE THEY NICE!!!

I realize for the points they will rarely make back their cost. For fluff and flavor they really fit OK and sort of fit Dogs of War. For converting/painting/AWESOMENESS they really trip my trigger!

Wowza, hard choice here.

1. Be Smart
2. Be Kool but DUMB!

Sheesh!
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