Daniel
writes,
“Starting out my DE army im currently looking at either running a
chariot list close to your own for 2.5k or a mish of witches and black guards
and more of a foot aproach, so I figured id ask how does your chariot list do
vs warriors of chaos, vampires, ogres and tomb kings? :/
Id appreciate any response, thanks in advance and keep up the good job
i allways enjoy reading your articles when I come across them.”
My Chariots Are Fight |
Reply:
Thanks for the praise, Daniel. It’s been
a while since I’ve posted my Dark Elves Chariot list. The 2,500 point list is here, and the 3,000
point version is here. I have a few
tweaks to them since I posted them, but those are more or less the deal until
next tourney season rolls around and I post the current lists.
In
regards to specific match ups, it really comes down to the different styles of
those army books. Obviously, the match
up with a Chosen Deathstar list is different than a Marauder horde list, but
there are a few generalities for each.
Warriors
of Chaos: This is generally a good match
up for the chariots. They don’t have
much shooting, and their movement is generally slower than mine. This means that most of the time I will get
the charge off, and usually the desired multi-charge. The lack of shooting means that quite often
my Hydras and Chariots will reach combat unscathed, whereas my shooting and
magic will soften their units up somewhat.
Hellcannons can bring some shooting, of course, but generally blast
template shots don’t scare my list since I don’t have big blocks to be
vulnerable to them. Additionally, 8th
Edition really hurt WoC magic, and really buffed DE magic so that is a big
advantage that further punishes them for their lack of ranged attacks.
Vampires: I’ll be honest, I haven’t played against the
new book yet so I don’t know how differently they play now. My initial impressions are that the fighty
characters are rather scary since they have easy ways to get ASF and have equal
or higher initiative compared to our fighty characters. Their large Core units aren’t too scary since
Hydras and chariots kill them by the handful.
As always, the key to the match up is killing the casters who can bring
back their minions as quickly as possible, since they can tarpit chariots
easily. I believe we still have the
advantage in the magic phase and their army is low Initiative, so our
Shadow/Death Magic stuff will hurt them badly.
With Grave Guard losing regeneration, we don’t have anything to fear
from them, nor any of their other elite units.
Ogre
Kingdoms: This wasn’t a great match up
with their old book, and it isn’t any better now. Why?
Because Ogres are essentially chariots.
They have impact hits, medium movement distance, high toughness, high
strength etc. They play like a chariot
list plays, but with the bonus of having better combat resolution bonuses. The best thing you can do if they have a
large deathstar type unit is to tie it up for as long as possible with an
invincible-dreadlord and kill the rest of their army. If they have a more balanced approach, you
have to hope you get the charges off and are able to multi-charge their
units. Using your fast cavalry to
redirect their units will be the key to ensuring you get combat to work out the
way you want it to. The one advantage we
have is that DE magic is better than theirs, and we can use that to swing
things in our favor. Additionally,
regeneration is one of their best tricks, and our Hydras can mitigate that
nicely. That said, this is far from a
favorable match up.
Tomb
Kings: This is very dependent on their
build. They can run really shooty, or
chariots, or heavy on monstrous creatures.
The shooty lists don’t bother us since we have high toughness, good armor
and a lot of wounds. Their chariot list
is a lot like the Ogre match up, except theirs are more numerous, but not as
good as ours. I don’t particularly fear
their chariot list as much as I fear a good Ogre list. Their monsters can be a massive problem,
since they don’t really fear impact hits, and their Sphinx monster eats Hydras
for breakfast and is nearly impossible to kill.
Their magic isn’t bad, either. In
my experience, if you can win in the magic phase you can de-buff their monsters
enough with Shadow to make the fights in your favor it will go a long way
towards winning. Unfortunately, there
are those games where magic isn’t effective and that Sphinx monster eats your
whole army.
I
hope this breakdown helps you out. If
you have any specific questions or comments please feel free to comment.
Thoughts?
thats a nice breakdown thank you :)
ReplyDeletewith the chariot list is mindrazor still the big spell to get off? on what then, a chariot/hydra? or am I better of going for the debuffs?
maybe swap the magic team to a lvl4 death and a lvl2 shadow for some purple sun tricks?
The great thing about the Lore of Shadow is the "big spell" changes depending on your opponent. With Death, if you're against Elves, they won't be falling into too many Purple Suns. With Shadow, if you're matched up against high T or high Armor save enemies, Mind Razor is a blowout. If you're against hordes, then Pit of Shades becomes a blowout. Heck, depending on the situation, Miasma can be a blowout.
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