04-07-2010, 10:03 PM
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?!?
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.
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!
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!
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?
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?!?

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.

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!

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!

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?
