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Post by Rezzy on Aug 26, 2009 12:35:22 GMT -5
He looks good on paper, but not having played any Fantasy for over a decade I have no idea how he will fare on the table. I'm going to be using him to chase down Vampires - nasty ones (as well as some lower level stuff like Necromancers). Any ideas how he is likely to fare against them, and how about nasty stuff like Varghulfs and Crypt Ghouls?
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Post by Arguleon Veq on Aug 26, 2009 12:58:27 GMT -5
He is one of the best characters in the game, an absoloute killer. All he is lacking is the speed to hunt down enemies, but that is solved with a Jugger which combines nicely with the armour he already has for an impressive 0+ Save.
He is best thrown at your opponents absoloute hardest monster/character. I have seen people use Slaanesh Heralds with Siren Song just for the sole purpose of bringing things towards Skulltaker.
He gets 3.5 Hits on almost anything. He only needs a 5+ to killing blow anything in the game. So you average 1.2 Killing Blows. There is one dead Dragon. Just like that.
Even something with a 4+ Ward, you have a 60% chance to kill them outright, 80% against a 5+ Ward.
Even if something passes their Ward, you still have your other none killing blow hits to cause damage and you will last for a turn against almost anything [if on a Jugger], giving you another chance to killing blow them.
70% Chance to Kill a Bloodthirster [Even a mighty Bloodthirster only gets about the same odds for killing him back]. 80% to kill a Great Unclean One.
A Khorne Chaos Lord with Frenzy on a Dragon that will also then have Frenzy, with the Runesword for +1 Attack, WS + S. Will put out 14 S6 Attacks. It will only cause 1 wound on him, then either the Dragon or the Lord will die in return. You will strike first in the next combat if he holds, and kill the other. Thats nearly 800 points of opponent.
Again though, this is with him on the Jugger, without it, he is a little vulnerable and can sometimes be killed before he strikes if charges. [In the above Scenario, Skulltaker takes 4 wounds and dies before he ever attacks if he doenst have that Jugger].
Ive always thought about just having him standing on the back of a Jugger, maybe on a fighting platform on it just to make the conversion easy.
He would destroy a Varghulf with impunity. Remember, Killing Blow Ignores Regen.
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Post by Arguleon Veq on Aug 26, 2009 13:06:25 GMT -5
The most powerful close combat Vamp Lord is usually;
Dread Knight, Red Fury, Dreadlance, Crown.
For 4 Autohitting S7, getting extra autohitting S7's for every wound he does, with a 2+/4++ Save.
He gets 1 wound when he charges Skulltaker [If your on the Jugger, if not, you die].
You get your 3.5 Hits Back, so a 60 % Chance of instantly offing him. Then even if he passes that Ward, you do a wound anyway with his normal attacks and the Jugger attacks. [Juger also gets Hatred]. Then you should deffo killing blow him next combat phase when you strike first.
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Post by Rezzy on Sept 15, 2009 4:16:38 GMT -5
I think my opponent will be ignoring magical weapons due to knowing I will probably take Obsidian Armour on my BT. He'll probably take a great weapon and then use the Bear spell from the Lore of Beasts to make him nastier in combat. I think that's his plan... And unfortunately I haven't modelled Skulltaker on a Jugger.
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Post by zakxifor on Sept 24, 2009 12:24:17 GMT -5
I am said worthy opponent of Rezzy. I'm not too sure about what to do about Skulltaker, but i do have a few things in mind that would work pretty well.
Veq said: "The most powerful close combat Vamp Lord is usually;
Dread Knight, Red Fury, Dreadlance, Crown."
This is quite a powerful combination, however; as i already have knowledge of skulltaker, i am able to better equip my character to defeat him. One consideration is that i can take armour that nullifies the 5+ Killing blow. I can also take a weapon that gives me killing blow. Suddenly (and for what is essentially a small points cost) the tables are turned, and I'm in with a good chance.
I'd post my exact intention of equipment, but i haven't read the rules yet as i've just joined, and no-doubt there will be something in there about copyright laws and the posting of named items or statistics.
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Post by Arguleon Veq on Sept 24, 2009 15:48:31 GMT -5
Well that Lord if he gets acharge on the Thirster with his Dreadlance does 3 wounds, then takes 2 back and the the Thirster kills him in the next combat. If the Lord is with a unit of Knights you can win thanks to outnumber and Standard and make him take an instability test on a 6.
You will need to cast Danse to be able to get th echarge though but that is quite easy against so few dispel as he wont get his magic res against it.
Now against Skulltaker he will do;
1 wound and then probably get killing blow done to him and die.
With the immune to killing blow armour you are looking at him doing a wound to you anyway, 2 if you dont have the Crown. Not much point in taking your own killing blow weapon on a Vamp though as you wont get many hits, then you need a 6, then he gets a Ward.
I would have the Lord set up as I have described above and use this character to fight Skulltaker, the Vamps very own head taker.
Wight King; Barded Steed, Shield, Heavy Armour, Sword of King, Gem of Blood.
That makes for a very close match with Skulltaker and he is cheaper than Skulltaker too, put him in a unit with the banner of +1 to hit for Wights.
With those characters you then have characters that can deal with both the Thister and Skulltaker, make the rest of your characters magic heavy so you can use Danse Macabre at will, that will then allow you to fight those fights when and where you want.
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