Well, I really miss the old Blade of Realities that auto-killed if the enemy failed a leadership test...what a way to take out monsters and other terrible things! I was pretty disappointed when I saw the rules in our current book for this weapon. "There's just no situation in which it would be worth it," I thought. But I may have found one. I'm hoping to face a High Elf player who's a friend of mine soon, in a 3000 pt game. He LOVES the Phoenix Guard, and I expect a big block of them, probably bunkering a character or super-mage. If there's one time this thing is going to come in useful, it's now. The PG's 4+ Ward save, boost-able by magic, makes them a hell of an anvil. But without it, they're not such hot stuff. I want to slam a Blade of Realities-wielding Oldblood cowboy into that unit. With his superior WS, T5 and 1+ armor save, I'm not concerned about their S4 attacks. And with neither their armor nor their ward save, they're going to be pretty flimsy. Even in their front, their chance of wounding me is about one in six; in the flank I feel pretty safe. I've got a good chance of killing 2-3 per round. Sure, they'll be steadfast...for a while. But they won't be going anywhere, and, most importantly, I might be able to take out the mage bunkering in there. Delivery is the trickiest part; I'm thinking an escort of 5-7 Cold One Riders, who run up the flank with their OB package and then go off hunting war machines and archers, or lend a hand in the flank or rear of another combat. So...my questions are, does this sound like a good idea? Any gaping holes in my thinking? Any suggested tweaks to make this more effective, or tips on how to make sure my PG-killer gets where he needs to be?
At that point level, that sounds like a perfectly good plan. Definitely keep the OB attached to a unit (cold ones or otherwise) until he gets close. He doesn't have the same level of protection that a rerollable armor save or a ward save would provide. In return, he gets to cut through the worst defenses like butter. He's very offensive, and suffers for it a little in defense. You can still get the 1+ save on a cold one, but make sure he survives to swing. High elves and WoC are perfect targets for the blade of realities. Support him with magic (or boost him depending on what you are facing), and let him wreck everything.
sadly, I think your would score more wounds with a Sword of striking and OTS...and still have leftovers for protection.
Unless the elf gets 1high magic spell off, or has the banner of the world dragon. 3+ ward saves are really tough to get around.
No one would take BotWD on a unit that already has an easy 3+ ward save. that's just a massive waste of 50 points.
Of course not. My point is that against high elves it is common to face a 3+ ward thanks to high magic and Phoenix guard, or face a unit with the banner.
But a BotWD can be easily countered by simply using GWs on your scar veterans. It only offers the ward against magic weapons. It's just a matter of picking your targets. If there is a block with an easy 3+ ward save, BoR might now be such a bad idea. But there is no reason to send him against the BotWD block, because GW scarvets would do that better - etc.
Why would you use the GW on a tailored list though? He'll be wounding on 2+ without anyway. Actually I wouldn't send a SV against a BotWD unit (usually white lions). With armour of destiny a SV will take 0,80 wound each turn (assuming 10 attacks including a champ).
Not alone, obviously. And GW scar vets are good by themselves, and I see little point in not just bringing a GW, even if you wound on 2+. it might help against high armour targets, or against high T monsters you might encounter. You COULD take 2 hand weapons, but i don't see the point, really. Your initiative is too low anyway, and if you think they are bringing BotWD, or just want an armour of destiny, there is no point in bringing anything other than GWs. not from my experience, at least.
I realize all of that, it was more or a "if you're tailoring anyway you don't really need the GW ". I'm fully aware of our incredible initiative across the board and that a GW would be better suited in more situations. Anyway I think white lions are scary. If we bring a bus they'll chop up the CORs and win CR, bringing more characters quickly turns into a grind (3 SVs will on average do 6 wounds so not fantastic fantastic, add 1,6 from the mounts though). Our guards can actually match them.. If we get a buff on them or hex the lions. It's quite ridiculous to think about white lions tbh :>
Yeah, my plan for the White Lions I may face is to lead them around by the nose with my Skinks all game. If I take High Magic, Arcane Unforging and Fiery Convocation might take care of them for me; but if I take Light, then I'll rely on buffing up a combat unit to take them on. There are a few reasons to take this Oldblood over aiming a nuke spell at them. First off, no guarantees I'll roll those spells. Second, Life and Metal are not particularly the lores I want. Third, I could guarantee getting them by taking Loremaster of High Magic and switching out spells until I get it...but that's just a waste, unless it was a lore I already wanted. Finally, and most importantly, one of those spells would do a lot of damage to them, but it wouldn't stop them. So I take out a third of the Phoenix Guard with Final Transmutation - but when the other two thirds get into combat, I'm in trouble. An Oldblood that steadily kills a few at a time pins the unit down, allowing me to both destroy it and keep it ineffective, all with a unit worth fewer points. I also get to use my magic elsewhere (like on the White Lions) Well, and there's also the fact that this is the ONE TIME I can see the Blade of Realities actually being useful.
If I have to be honest, my favorite tactic against WL is simply not fighting them. I love blade of realities - because let's face it, a lighthsaber wielding Saurus is awesome - but with skinks, it's just so easy to keep them away from any meaningful combat for the entire game.