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Another Karond Kar Themed Army 
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Slave on the Altar

Joined: Thu Aug 07, 2008 7:11 am
Posts: 4
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.

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Last edited by Nrujac on Thu Aug 07, 2008 6:18 pm, edited 1 time in total.



Thu Aug 07, 2008 7:35 am
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Purveyor of Pain
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Joined: Thu Apr 22, 2004 12:24 am
Posts: 1721
Location: Wherever the fight is
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I would rather see the ring on your mantimaster as it is more vulnerable to magical attack than the dragon. Also, 2 dice just isn't that great. Try to work in the seal of ghrond. Finally, until all is clear, I would steer away from taking the null shard in addition to another talisman as technically you can only have one item from each category (scrolls and stones excepted). Thus, I would drop the null shard from your Dreadlord.

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Thu Aug 07, 2008 3:40 pm
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Slave on the Altar

Joined: Thu Aug 07, 2008 7:11 am
Posts: 4
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In my play group, we've decided that the null talismans should be treated just like scrolls, and so it's alright until and unless GW puts out an errata to the contrary. But on the same note, there is a conflict which I missed (the ring + pendant is an illegal combo), and so I'm going to have to revert my set up to the more standard:
Dreadlord
Dragon, Pendant, AoES, Seal of Ghrond (or two null talismans, I can't decide) + mundane equipment
Master
Manticore, AoD, RoH, BSB

I'll have to work out where the extra points will come from. I'm kinda disapointed about the loss of the null talisman on the masticore (certainly better than mantimaster isn't it?) especially against the demons player I'm about to go face; he's going to assume my dreadlord is unkillable (which I guess he is) and aim at nuking the masticore instead. As such, I thinking I'm gonna mess around with the points and see if I can't make the blood armor work for me.

EDIT: Nope, even the blood armor can't let me grab the null talisman in addition to the ring of hotek. If I want talismans, I have to go for a mundane armor of 3+ (2+ against shooting). While that would work against the demons player (if he brings flamers, they're going to have too many targets to choose from for it to matter), I'm not certain that its a good choice against shooty armies like empire or dwarves. Then again, the difference is only +1 to the AS, and it gives me more points to play with... Suggestions?

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Thu Aug 07, 2008 5:27 pm
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Trainee Warrior

Joined: Thu Aug 07, 2008 5:53 pm
Posts: 34
Location: Graz-Austria
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i don't know for sure... but in 2250 you may have real trouble against heavy magic lists, no?

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Fri Aug 08, 2008 8:59 am
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Trainee Warrior

Joined: Thu Aug 07, 2008 5:53 pm
Posts: 34
Location: Graz-Austria
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i don't know for sure... but in 2250 you may have real trouble against heavy magic lists, no?

_________________
Never forget a reaper bolt thrower if you leave for battle!


Fri Aug 08, 2008 9:00 am
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