Another Karond Kar Themed Army
Posted: Thu Aug 07, 2008 7:35 am
Hey all, this is my first post here, but I've been a lurker here for about a year, so I guess I'll start with a little about myself. Last year I started playing Warhammer, and fell in love with the druchii fluff. My friends talked me out of playing the Dark Elves though because of how "terrible" they were, and so I've been playing the other very tactical army, the Tomb Kings until now. Now that the new book is out, I can't resist switching over, and the more I mess around with the Dark Elves, the better they seem. In particular, I've fallen in love with the Karond Kar style armies, and have spent the last couple weeks developing this particular list. The way I want to play this list is to have everything in position to act on turn 1. That is, the dragon should be breathing fire, the dark riders shooting through something, etc, on turn 1 or at the very latest, turn 2 (in the case of the manticore and hydras). For that reason, I've forgone the standard Knight units in these lists and replaced them with lots of harpies, dark riders, and shades, with assassins thrown into the mix to help with the loss in combat potential. Anyway, here's the list so you can see what I'm talking about without my yapping:
Dark Elves 2250 Karond Kar
Characters
Dreadlord 566pts
Black Dragon, Pendent of Khaeleth, Armor of Darkness, Ring of Hotek, Null Talisman, Lance
Master 365pts
Manticore, BSB, Armor of Eternal Servitude, Null Talisman, Shd, Sdc, Lance
Assassin 151pts
Add Hw, Rending Stars, Manbane
Assassin 151pts
Add Hw, Rune of Khaine, Touch of Death
Total=1233pts
Core
Dark Riders 117pts
x5, Mu, Repeater Crossbows
Dark Riders 117pts
x5, Mu, Repeater Crossbows
Dark Riders 117pts
x5, Mu, Repeater Crossbows
Harpies 55pts
x5
Harpies 55pts
x5
Total=461pts
Special
Shades 108pts
x6, GW
Shades 108pts
x6, GW
Total=216pts
Rare
War Hydra 175pts
War Hydra 175pts
Total=350pts
List Totals:
Points: 2260
Power Dice: 2
Dispel Dice: 2
Models: 65
The idea is that every unit has multiple purposes, and therefore flexibility: the dragon can charge medium/heavy blocks in the flank, burn away fast cav / weak units, and terror away the small stuff. The manticore can quickly rip through medium strength blocks and get at enemy warmachines / shooting units quickly (as can the dragon should it become necessary). Both are built to absorb missile/magic fire, and so keep the smaller, "less" dangerous stuff alive. The dark riders can flank as support against the tougher blocks, shoot away fast cav / weak units / detachments, pin a unit in place for a turn, and act as baiting units. Harpies can bait, warmachine hunt, mage hunt, marchblock (not a huge deal in this list since the entire army is on his half by the end of my first turn if not in combat), and pin units in place for a turn. The shades + assasins can take out chariots, small/medium blocks, blow away weaker units (via shooting), and cause general pain, not to mention weak character hunting (BSBs, mages, etc.). And the war hydras... Well, they do what they do best, be the tag team of destruction: str 5 flaming breath to panic stuff, maul infantry blocks, tie up archlectors (had a wonderful game where my hydra and my opponent's archlector on the popemobile sat in combat from the bottom of turn 1 until the bottom of turn 5 when he finally managed to deal the necessary wounds to kill the hydra and break the beastmasters. I LOVE that thing.), and terrorize everything from my opponents units to my opponent himself. I've gotta say, I love the psychological aspect of this list more then anything. People see what I've brought and immediately panic. Anyway, the real test for this list comes when I take on a demons player later this week. I'll let you guys know how it goes. In the meantime, any criticism is appreciated.
EDIT: I had the point totals way off cause I accidently didn't add in the points for one of the assassins, so I fixed that but left the item set ups alone so that the following comments continue to make sense.
Dark Elves 2250 Karond Kar
Characters
Dreadlord 566pts
Black Dragon, Pendent of Khaeleth, Armor of Darkness, Ring of Hotek, Null Talisman, Lance
Master 365pts
Manticore, BSB, Armor of Eternal Servitude, Null Talisman, Shd, Sdc, Lance
Assassin 151pts
Add Hw, Rending Stars, Manbane
Assassin 151pts
Add Hw, Rune of Khaine, Touch of Death
Total=1233pts
Core
Dark Riders 117pts
x5, Mu, Repeater Crossbows
Dark Riders 117pts
x5, Mu, Repeater Crossbows
Dark Riders 117pts
x5, Mu, Repeater Crossbows
Harpies 55pts
x5
Harpies 55pts
x5
Total=461pts
Special
Shades 108pts
x6, GW
Shades 108pts
x6, GW
Total=216pts
Rare
War Hydra 175pts
War Hydra 175pts
Total=350pts
List Totals:
Points: 2260
Power Dice: 2
Dispel Dice: 2
Models: 65
The idea is that every unit has multiple purposes, and therefore flexibility: the dragon can charge medium/heavy blocks in the flank, burn away fast cav / weak units, and terror away the small stuff. The manticore can quickly rip through medium strength blocks and get at enemy warmachines / shooting units quickly (as can the dragon should it become necessary). Both are built to absorb missile/magic fire, and so keep the smaller, "less" dangerous stuff alive. The dark riders can flank as support against the tougher blocks, shoot away fast cav / weak units / detachments, pin a unit in place for a turn, and act as baiting units. Harpies can bait, warmachine hunt, mage hunt, marchblock (not a huge deal in this list since the entire army is on his half by the end of my first turn if not in combat), and pin units in place for a turn. The shades + assasins can take out chariots, small/medium blocks, blow away weaker units (via shooting), and cause general pain, not to mention weak character hunting (BSBs, mages, etc.). And the war hydras... Well, they do what they do best, be the tag team of destruction: str 5 flaming breath to panic stuff, maul infantry blocks, tie up archlectors (had a wonderful game where my hydra and my opponent's archlector on the popemobile sat in combat from the bottom of turn 1 until the bottom of turn 5 when he finally managed to deal the necessary wounds to kill the hydra and break the beastmasters. I LOVE that thing.), and terrorize everything from my opponents units to my opponent himself. I've gotta say, I love the psychological aspect of this list more then anything. People see what I've brought and immediately panic. Anyway, the real test for this list comes when I take on a demons player later this week. I'll let you guys know how it goes. In the meantime, any criticism is appreciated.
EDIT: I had the point totals way off cause I accidently didn't add in the points for one of the assassins, so I fixed that but left the item set ups alone so that the following comments continue to make sense.