Showing posts with label battle standard bearer. Show all posts
Showing posts with label battle standard bearer. Show all posts

Friday, April 6, 2012

Herald of Khorne – Daemons of Chaos Hero

One of the most capable hero class characters for Daemons of Chaos is the Herald of Khorne. There are a lot of good reasons to it and especially when you're fielding the herald with Bloodletters, the effectiveness of the unit. Here's a list of reasons why I would say that the Herald is a good character for your Daemons of Chaos army.
Herald of Khorne
Herald of Khorne
 

Good Basic Stats
The herald comes with very good basic stats. High weapon skill, high strength, high initiative. These three stats are what is wanted for you to kill off your opponents effectively. High initiative means that a lot of times, you get to hit your opponent first. That means less chance for your opponents to hit you back especially in a challenge where you kill your challenger straight off. High weapon skill will enable you to make sure that you have a 66% chance of hitting your target. Don't forget, the herald also have the hatred rule, this enables you to re-roll the 33% that you missed! High strength does what it does best, wound you opponent easily. Don't forget the Killing Blow ability which could outright kill off a character and gives your victims no armour saves.

Abilities
  • Hatred. The ability to re-roll missed to-hit rolls in close combat. You would want to maximize the number of hits by this guy. This is one of the big plus why you have to have him in your army.
  • Locus of Khorne. Join the Herald of Khorne into a unit of Bloodletters or Bloodcrushers. The whole unit will now have the Hatred rule. Now the whole unit is really boosted up with the presence of the herald.
  • Killing Blow. One of the most feared skills by characters and cavalry. It allows no armour saves and kills off the target regardless of how many wounds left. Unless your opponent is immune to killing blow, they would have this in mind when they face the herald.
  • Magic Resistance (1). Although it doesn't seem much but if your herald is running alone, you'll need every single protection from shooting and magic missiles. This won't help you with shooting but it would increase your defence against magic by increasing your ward saves.

Chaos Gifts
  • Armour of Khorne. Daemons normally do not have any armour saves but being under Khorne, the herald gets to equip himself with Armour of Khorne. This armour gives you 3+ armour saves which would enhance your survivability.
  • Daemonic Robes. This gift is hardly used as it does not give any armour saves but gives your herald a better surviving chance against high strength opponents and against warmachines.
  • Etherblade. This gift of a weapon ignores the target's armour saves but why need to spend additional points when you already have a killing blow that ignores armour saves? I would rather spend the points on other gifts or points for the army.
  • Firestorm Blade. This is a fairly common gift that is given to the herald but it is also double edged as if your opponent is very sure that you would equip your herald with this gift, they could equip their characters against flaming attacks. This would render your herald ineffective against them. On the other side, you can negate regeneration and with strength seven, you could even slay monsters (only easier).
  • Obsidian Armour. An expensive armour that negates magical weapons against him but also gives a good 3+ armour saves. I wouldn't recommend it due to the high costing value.
  • Soul Hunger. The Herald of Khorne have only 3 attacks. So with high weapon skill, Hatred, strength six, Killing Blow, I think Soul Hunger would be overkill to ensure that all 3 attacks would wound.
Herald of Khorne
Herald of Khorne

Battle Standard Bearer
The Khorne Herald can also be the army battle standard bearer. The reason is simple because it allows you to re-roll a sudden bad roll on a instability test and of course of the magical icons that you could carry with it. As the herald usually joins a unit of Bloodletters or Bloodcrushers, it is very useful to be able to re-roll bad rolls on instability tests. Especially when you lose combat, re-rolling those high rolls or even rolling doubles 1s would save the unit. The icons that the herald could carry are only five:
  • Banner of Hellfire. It contains a bound spell of power 5 that deals D6 strenghth six hits to all nearby enemies. Sounds pretty awesome but at the cost of another herald! Apart from that, it would require you to use up 2 power dice to cast it (effectively unless you wish to try a single 33% dice roll). Too expensive to carry and eats up power dice which is important for your other wizards. This banner is meant for 7th edition and before.
  • Banner of Unholy Victory. In the days where you can now always attack in 2 or 3 ranks (horde), static combat resolution has not been very important. It would make a difference only if your opponent would be as destructive as your unit in close combat.
  • Great Icon of Despair. My favourite icon. This icon has given a lot of opponents a lot of headache when they have to take fear tests at -2 to their leadership. Very useful against opponents with leadership value of 8 and below. Look at your opponent's face when they have to take their leadership at -2.
  • Great Standard of Sundering. Another banner that is really good against opponents that would concentrate much on magic. Especially after deployment has been done, only that you reveal you have this ability. Reduces their ability to cast spells and oh... remember not to have your own wizards to have spell of light.
  • Standard of Chaos Glory. A great banner if you wish to tarpit your opponent's unit. It costs a bomb but sometimes could help out with you have to slowly grind away your opponent. Otherwise if you would win in most close combat situations, this banner would be a waste.

Conclusion
The Herald of Khorne is always a good addition to your Daemons of Chaos army. Always put him either in a unit of Bloodletters or Bloodcrushers and he will not only help increase the effectiveness of the unit but also being able to survive and perform. He is not the most toughest character in Warhammer Fantasy Battles but he is certainly one of the most cost effective character.

Thursday, March 22, 2012

Equipping your characters with Magic Items

What to Equip your characters

When I started playing Empire, I would spend hours just thinking of the right combo of magic items for my characters. Some of them often ended up not optimized or spent without using any of it at all. So here is a quick guide on what magic item to equip for your characters and some description of how they would be used with your characters.

Captain of the Empire
  • Icon of Magnus, Enchanted Shield. The Captain is often used to lead state troops into battle and with the Icon of Magnus in his hands, you do not Fear your enemies. Even Terror has been reduce to fear tests only. With the Enchanted Shield, added with Full Plate Armour, it gives you more protection and survivability of the captain. As of weapon choice, you could give him a magic weapon or simply a great weapon since he have better armour to receive hits.
  • Dragon Bow. A lot of people tend to forget that the Captain have a Ballistic Skill of 5. With the Dragon Bow, the Captain could shoot a single Strength 6 with 36 inches range shot.
  • Aldred's Casket of Sorcery. This is best with a Captain riding on a Pegasus with some good protection. Fly to your opponent's line of defence with their Spell caster nearby and at the end of your movement, remember to “Steal” their spell. You have a fifty percent chance of stealing away their spell and cast it back on themselves. Once the spell is casted from the casket, the spell is lost for the remainder of the game. Watch your opponent frown as his key spell was taken away from him. Best feat of this item is that you can do it at the end of every movement phase.
  • Dawn Armour. Equip this on a mounted Captain with a barded warhorse and holding a shield. You will have a 1+ rerollable armour saves. It still leave you with 15 points to spend on magic items of your choice.
  • Sword of Fate. More and more monsters have started to appear in 8th edition. So this item will give you the chance of killing off your opponent monsters with it's 2+ to wound regardless of Toughness and each wound counts as D3 wounds! Make quick short work of your opponent monsters with this sword. If I were to tailor against my opponent's army, if I suspect they would field a monster, I would field my character on a Pegasus and equip him with this sword.
Battle Standard Bearer
  • Holy Relic or Talisman of Protection. Both give the same amount of protection and cost the same. You will need to protect your Battle Standard Bearer as he is important for all those leadership check that your army will have to take. Remember, Empire does not have very high leadership.
  • Dawn Armour. Rerolling armour saves. You'll need all the protection you can get.
  • Ogre Blade or Sword of Power. I once fielded my Battle Standard Bearer with a unit of Inner Circle Knights which acted as a “hammer” unit. Field him with full plate armour, barded warhorse and charge into your opponent unit like knights (units that are not huge in numbers). Issue challenge with the BSB so that he would hopefully be protected from all other opponent attacks. With Strength 6, you should be able to kill off your opponent character or champion. Beware of opponent character killers so pick the right target.
Warrior Priest of Sigmar
  • Armour of Meteoric Iron. Warrior Priests cannot equip fullplate armour. So for the additional armour, why not go all the way and have the 1+ armour save.
  • Van Horstman's Speculum. Trade stats in a challenge. This is especially good against a very fighty opponent that dish out a lot of attacks and high strength for its base strengths. Trade your two attacks for more attacks that you cannot usually do.
  • Enchanted Shield, Sword of Might. This combo only takes up 30 points. I usually use this combo when I field my Warrior Priest with a unit of knights. Arm him with Heavy Armour and mounted on a barded warhorse. This will enable him to have 1+ armour saves and Strength 5 to boot.
  • Armour of Destiny. Fits the Warrior Priest finely especially on a mounted warhorse. Though it will only grant him 3+ armour saves but he will also have 4+ ward saves. Equip him with a great weapon and he will survive to deal two Strenght 6 hits against your opponent.
Battle Wizard and Wizard Lord
  • Rod of Power. I almost never leave home without it. This arcane item which is uniquely for Empire only is one of the best items an Empire Wizard can have. Store up to 3 dispel or casting dice each magic phase (friendly and opponent's) to be used next phase. A lot of times we need to defend or make sure some spell would be successfully cast. This is one way of ensuring we have the dice needed for that one particular magic phase.
  • Dispel scroll. A simple scroll that would dispel the spell casted by your enemy. Saved units their lives with this one magic item.
  • Van Horstman's Speculum. Field your wizard with a unit of knights and charge out against your opponent's army general. See you opponent's army general run away from you. Why? They would probably know you have the Speculum on your wizard. He will avoid having reduced to Weapon Skill 3, Toughness 3 and 1 Attack against your wizard in the challenge. It's funny when you do not have to tell your opponent whether the wizard is having it or not and see the reaction on your opponent's face.
  • Holy Relic or Talisman of Protection. Your wizard could not wear armour (except for Armour of Tarnus) so it means that he could easily be targeted and wounded with his low Toughness. 4+ ward saves could save his life.
  • Armour of Tarnus. This is useful only for mounted wizards on a barded warhorse. In this setup, he will have 3+ armour saves and 5+ ward saves. A setup that can be used with a Wizard Lord that charges into combat with VHS in his hands.
General of the Empire
  • Sword of Fate, Talisman of Protection or Holy Relic, Enchanted Shield. Mounted on a Pegasus like the Captain setup above, the General could also perform the same task. A monster killer with more protection. Although I prefer the cheaper version like the Captain above, the General would last longer and could fly in and give the necessary Leadership when his troops needs it.
  • Armour of Meteoric Iron, Holy Relic or Talisman of Protection. This setup is mainly just for the General to provide his Leadership to the troops. He should be placed right in the middle of the entire army. Also feasible to equip with Dragon Bow to utilize his Ballistic Skill of 5.
  • Dawn Armour, Holy Relic, The Other Trickster's Shard. The combo goes with a General mounted on barded warhorse, equipped with great weapon. He has a 2+ armour save with a 4+ ward save that enables him to survive hits and then hit back with three Strength 6 attacks. The Other Trickster's Shard is there to reduce the chance of surviving the attack by the general. Quite an effective combo for the general who joins the “Hammer” knight unit.
Templar Grand Master
  • Holy Relic or Talisman of Protection, Laurels of Victory. The Templar Grand Master already comes equipped in a 1+ armour save. For more protection, the Holy Relic or the Talisman of Protection gives him the additional 4+ ward saves. Equipped with the lance, on the charge, the Templar Grand Master deals four Strength 6 hits. With the Laurels of Victory, each wound counts as 2 Combat Resolution. Meaning, on the charge, the Templar Grand Master has the potential of 8 Combat Resolutions himself!
  • Laurels of Victory, Sword of Sigismund. This combo is useful against lower toughness opponents which would be easily wounded and low armour saves. ie. Elfs (all three of them), skaven, Empire infantry, goblins, skinks and some of the Toughness 3 daemon units. The high initiative of the Templar Grand Master and the Always Strike First from the Sword of Sigismund enables the Templar to reroll to-hit attacks ensuring maximum hits to be delivered and the Laurels of Victory to double up the wounds for Combat Resolution.
  • Sword of Bloodshed, Potion of Strength. The one hit must kill Templar Grand Master. This combo is used when wish to kill off an enemy unit or character. On the turn that you wish to do the kill, declare that you're using the potion, charge in, with seven Strength 7 attacks, you should be able to kill off any opponent character that you have to face.
If you would have noticed, I've left out the Arch-lector of Sigmar. That's because I have a special article for the Arch-lector himself as the Arch-lector is my favourite selection for my army general. As with the magic equipment chosen above, they are just some examples of what I have used before and have some degree of success in them. Of course, the dice rolling is another matter themselves but with the equipment stated above, one should have a picture of how the Empire could be equipped and played. Empire don't particularly do well in combat but buffed up with some magic items, they can do the damage and give the opponents a pleasant surprise.
Here are some other good potential magic items which I have not described above that can be equipped to the characters of the Empire:
  • Mace of Helstrum. The cannonball on a stick. Exchange all your attacks for a single multi-wound Strength 10 attack. Risky but blessed with “Hammer of Sigmar”, you have the potential chance of killing off your opponent. No matter what they are.
  • Shield of Gorgon. This is a very interesting shield which would reduce your opponent's number of attack by 1. Potentially charge into your opponent's unit and reduce off at least 3 attacks from their side.
  • Wizard's Staff. This is an arcane item which enables you to roll 7 dice when casting a spell. Especially useful when you just need to get a spell to go off and that extra dice could just make the difference.
  • Dragonbane Gem. This cheap item gives you the best protection against flaming attacks in shooting, close combat and even magic. It takes up your talisman item's slot but you usually don't use too many talismans in your army list. Try it and soon you will like it.
  • Dawnstone. It's not too expensive but allows you to reroll your armour saves. Especially good for characters in knight settings (ie. Fullplate armour, mounted on barded warhorse and a shield). Might just give get you the double protection your character needs.
A lot of the magic item combos are best created to suit your own playing style. There's not right or wrong except for the difference of opinions in a game. Sometimes one may opined that a risky move is better while another might choose the defensive way of protecting their characters. But all in all, it's just a game where you need to remind yourself that it is a hobby that we all enjoy and the point is to have fun.