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Two test games, CD vs. Lizards and CD vs. OnG

PostPosted: Fri Jun 12, 2009 8:26 am
by elrodogg
I played against Jarrett's lizards... got pwnd. His maneuverability was just too much, he managed to get around me and just "lizard" me up. Highlights included: magical movement rear charge of obsidian guard into the rear of the stegadon.

The game against Dave's greenskins went much more in favor of the CD's, though the ork on wyvern wasn't played correctly. Highlights included: Bull centaurs destroying everything they touched on the right flank, greenskins and bolt throwers. Obsidian guard with 3 characters in it going through everything in their path.

My list:
Bull centaur lord
3x demonsmiths, w/ 3 scrolls, extra dd, arcane item that casts cleansing flare
3x10 annhiliators
2x19 obisdian guard, st, mus, warbanner/banner of zhogar
2x5 bul centaurs
2x5 wolf riders
2x earthshakers
death rocket

My thoughts:
Magic phase: I love the magic phase. Demonsmiths having access to arcane items is fantastic. It's a super reliable medium non-OTT magic phase the way i had it set up. That said, the movement spell is a shade too good. At 18" range with multiple shots at it, it's like uber. I would recommend reducing the range to 12" and allowing a charge reaction.

Demonbane: While I understand the idea of the spell, CD's shouldn't be having access to anything from the lore of light. I would like to see this replaced with a bound wall of fire item. Note that we played the Dwarfs getting 2 dispel dice, then each demonsmith generating one dispel dice, with full access to arcane items.

Bull Centaurs: Love chaos armor. These guys rock.

Annihilators: Jarret didn't like the current set of rules, while I am on the fence. They are really good as you only need to have a single model in the enemy unit to be range before you blast them, the rest of the unit could be well beyond their range. In our game, a unit of skinks joined by a skink priest had a single skink in range of two units of annihilators, the entire unit was hit. He didn't like it at all. I still think that the 12" range is a huge limiting factor. I want to try this weapon starting at s2 next time, so the max rank bonus could conceivably bring it up to s5, with the current concentrated fire rules.

Annihilators point 2: These guys have 2 modes of fire. Not many things outside of elven RBTs and some select magic items have 2 distinct fire modes. Just seems like they always have the best weapon for the job. Not sure about the thrown version of their weapons. Given the goals of the list, to produce a lower-mid tier army, we really should consider just one weapon.

Death rocket: great weapon, wouldn't change it.

Obsidian guard: Consider giving them access to an eruption gun. You're already paying a premium for a ranked unit where the basic trooper costs 15pts, allow the unit some versatility. Otherwise these guys are great. Fear causing, killing blow, rawr. I would love to see these guys get immune to fire just for kicks, and some survivability (particularly because ofthe lore of fire, they just get pwnd fast by it)

Earthshaker: Compared to what it used to be, the earthshaker is a shell of it's former self. I understand it got a point reduction, but still... feels shallow.

Re: Two test games, CD vs. Lizards and CD vs. OnG

PostPosted: Fri Jun 12, 2009 2:05 pm
by Larro
Demonbane: While I understand the idea of the spell, CD's shouldn't be having access to anything from the lore of light. I would like to see this replaced with a bound wall of fire item. Note that we played the Dwarfs getting 2 dispel dice, then each demonsmith generating one dispel dice, with full access to arcane items.


Disagree entirely about the Demonbane. It's clearly an anti-Demon, anti-VC type weapon, and it's not necessarily better than Wall of Fire against non VC/DL armies. Wall of Fire has the potential to hit an entire unit on top of the ~5 hits it does on initial casting, PLUS it's a RiP spell with a way high casting value. I get it's fire-based, but I kinda dig the intentional up yours to the VC/DL guys (and I'm one of them).

I want to try this weapon starting at s2 next time, so the max rank bonus could conceivably bring it up to s5, with the current concentrated fire rules.

Annihilators point 2: These guys have 2 modes of fire. Not many things outside of elven RBTs and some select magic items have 2 distinct fire modes. Just seems like they always have the best weapon for the job. Not sure about the thrown version of their weapons. Given the goals of the list, to produce a lower-mid tier army, we really should consider just one weapon.


Couldn't disagree more re: S2 on the Blunderbuss. They're already 180 pts. for 15 bodies at S5 - 1 kill, and you paid all those pts. for glorified handguns. Requiring the investment of another 60 pts. to get the S5, with the same liability of 1 kill = -1 S, sounds like a horrible and unjustifiable idea.

As for the second shooting variant, I don't see how that's a big deal. The single fire shots are S3 - not OTT by any stretch, and still only 12" range. I don't think this S3 single shot option takes them outside of the lower-mid tier army range.

Obsidian guard: Consider giving them access to an eruption gun. You're already paying a premium for a ranked unit where the basic trooper costs 15pts, allow the unit some versatility. Otherwise these guys are great. Fear causing, killing blow, rawr. I would love to see these guys get immune to fire just for kicks, and some survivability (particularly because ofthe lore of fire, they just get pwnd fast by it)


These guys are not great. Their points-cost is prohibitive, and the fact that they HAVE to come with the GW is horrific. They should come with Chaos Armor for 12 pts., and be able to get GWs for +2, and Shields for +1, giving you 15 per model total fully kitted out, and 13 per if you just want Ironbreaker status. Mandatory GWs sucks.

Earthshaker: Compared to what it used to be, the earthshaker is a shell of it's former self. I understand it got a point reduction, but still... feels shallow.


That's because unfortunately, it IS still a shell of itself, though the 5" is clearly a step in the right direction over the 3", and at least it stops shooting again. The game designers really threw us a bone. :roll:

- Larry

Re: Two test games, CD vs. Lizards and CD vs. OnG

PostPosted: Sat Jun 13, 2009 12:06 am
by elrodogg
Thank you captain I know everything even though I've never even tried the list. :roll: