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The 2K list I've been running recently:
9 Knights of the Realm
(fairly) cheap core knight unit. Hits hard, has a 2+ armor save, 5/6+ ward. 8WS4 S5 attacks on the charge, and static CR of 2-3.
8 Knights Errant + 1 basic paladin w Virtue of the Ideal and Errantry Banner
Even cheaper core unit, with a combat character. They're WS3, S4 + lances. The paladin will make 4 attacks, with the Impetuous special rule, the Errantry Banner, and the Virtue of the Ideal they'll be charging anything in range you weren't sure enough to declare a charge with on a LD roll of 6+. Inmune to Psychology on the charge- and dishing out 7 WS3 S6, and 4 WS 6ish (not 100% sure of starting and ending stats on the pally after Ideal mods) S6 attacks for a total of 11 S6 attacks + 2-3 CR
20 Skirmishing Peasant Bowmen. No armor, but with woods most ranged counter-fire will be hitting them on 6, or even 7 IF they're in range compared to their superb long bows. Not effective vs massed heavy armor, but absolutely vicious vs lone mages, war machine crew that's too far forward etc.
3 Pegasus Knights. Destroy Warmachines. Period. The best warmachine hunter in the game. Then freed up to assist with rear/flank charges on Turn 3.
5 Mounted Yeomen. Fast cav, bows- good for Feigned Flighting frenzy troops, backup warmachine hunting, march blocking the unit you're not ready to deal with quite yet, etc. More utility than power, but oh what the utility.
Grail Reliqaue. Total US of 25, basically 5x5 ranks. Stubborn Hatred. Great anvil for the opponent's heavy hitter.
And the point of that list is this: That's about 1250 of my 2K points, and I have one unit left.
This 750ish point unit is 3 characters, and 6 grail knights.
A lord with a duellist build. Must challenge, opponents must accept, Re-rolls hits and wounds in challenges, 1+ rerollable armor save and either flaming attacks or Killing Blow.
A BSB Paladin with his own personal static Combat res of 3
A Damsel with Magic Resist 3.
6 Grail Knights with Musician, and Standard giving the entire unit a 4+ ward save vs missiles, including magic missiles.
What this means is my 750 point unit has:
2+ armor save, 4/5/6+ Ward save, MR3, A static combat res of 6-7, move 8, charge 16, and 14 WS5(or better) S6 and 3 WS5 S4 attacks on the charge + 7 static combat res, + immunity to psychology.
Find a hole. Please.
Basically that unit doesn't have a weakness.
You can't shoot it down with war machines with the 4+ Ward.
You can't magic it down with MR3 AND a 4+ ward.
You can't reliably combat it down with its static combat res, maneuverability, and insane attacks on the charge.
You can't scare it off with Immune to Psychology.
You can't avoid it forever with its movement range.
If you focus enough of your army to take it out, that means 1250 points of my army is running rampant through the rest of yours. If you try and avoid it and focus on the rest of my army that one unit by itself can run rampant enough through the rest of yours to make up for the rest of my army.
I call it my roving castle build.
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