Dogs of War

Full Version: Trying out my Kislevites and Dogs of War
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With Games Summit coming up I thought I'd try a Kislevite/Dogs of War combo to see if I can get a semi-competitive list going as a switch from my ususal armies.

Kicking it off will be the Dogs of War main force:

Wizard Lord with a 4th level and the Staff of Sorcery (I figure the consistent +1 to dispel will come in useful)
Wizard - basic scroll caddy with 2 Dispel Scrolls (nothing to see here, move along)
Paymaster - Heavy Armour, Enchanted shield, Talisman of Protection and the Sword of Battle (decent armour save, best protection I can give, and the Sword gives him the opporutunity to do something if he has to)

10 Duelists with Pistols and Hand Weapons
11 Crossbowmen (I know its an odd size, but this is what I have the models for)
23 Dwarfs, Full command, Heavy armour, shields and hand weapons (the PM and Wizard Lord are going here)
Sigurd Volsung and the Ulfenwehr (Counts as Beorg Bearstruck and the Bearmen) (24 strong) (The other wizard goes here - with the lore of beasts - you know what's coming)
2 Maneaters - Heavy Armour, 1 with the Brace of Handguns, 1 with a Great Weapon
1 Cannon (might need something for the big beasties out there)

Kislev Allied contingent

Boyar with Heavy Armour, Shield, horse and the Sword of Might (not a bad fighter, and he makes the unit he's with stubborn);
5 Ungol Horse with a musician (cause fast cav is always a good thing)
9 Winged Lancers with full command (no points for figuring out where the Boyar is going)

As it's a 2000 point tourney I've only got 5 more points to spend, so I don't think I can get much more in. After a few practice games, I may reduce the size of the winged lancers to boost the maneaters to three, but time and games will tell.
(05-03-2010 09:52 AM)Border Reiver Wrote: [ -> ]With Games Summit coming up I thought I'd try a Kislevite/Dogs of War combo to see if I can get a semi-competitive list going as a switch from my ususal armies.

Kicking it off will be the Dogs of War main force:

Wizard Lord with a 4th level and the Staff of Sorcery (I figure the consistent +1 to dispel will come in useful)
Wizard - basic scroll caddy with 2 Dispel Scrolls (nothing to see here, move along)
Paymaster - Heavy Armour, Enchanted shield, Talisman of Protection and the Sword of Battle (decent armour save, best protection I can give, and the Sword gives him the opporutunity to do something if he has to)

10 Duelists with Pistols and Hand Weapons
11 Crossbowmen (I know its an odd size, but this is what I have the models for)
23 Dwarfs, Full command, Heavy armour, shields and hand weapons (the PM and Wizard Lord are going here)
Sigurd Volsung and the Ulfenwehr (Counts as Beorg Bearstruck and the Bearmen) (24 strong) (The other wizard goes here - with the lore of beasts - you know what's coming)
2 Maneaters - Heavy Armour, 1 with the Brace of Handguns, 1 with a Great Weapon
1 Cannon (might need something for the big beasties out there)

Kislev Allied contingent

Boyar with Heavy Armour, Shield, horse and the Sword of Might (not a bad fighter, and he makes the unit he's with stubborn);
5 Ungol Horse with a musician (cause fast cav is always a good thing)
9 Winged Lancers with full command (no points for figuring out where the Boyar is going)

As it's a 2000 point tourney I've only got 5 more points to spend, so I don't think I can get much more in. After a few practice games, I may reduce the size of the winged lancers to boost the maneaters to three, but time and games will tell.

I like it! I'm becoming a fan of Light Cavalry. Please let us know how you do.
Had my first game with the list last night against Steve's Skaven. I've been playing Steve for about 15 years now and he always brings his A game. His army was not a really nasty build:

Grey Seer on the Bell
BSB
2 Warlock Engineers
3 units of 25 slaves
2 units of 25 Clan rats, each with a warpfire thrower
about 50 rats pushing the bell
10 globadiers
4 ratogres
a Doomwheel
and 2 rat swarm bases

Magically, I did fairly well - Steve kept trying to get the 13th spell off, so I knew to keep a scroll ready and just hold back the dice to minimize the effects of warp lightning. I got off a reasonable number of spells, including the Bear's Anger on Beorg once. After that Steve kept at least three dice back to Dispel that sucker, note to self, put it on, and keep it on no need to remove it to try anything cute.


Shooting was nothing special, the crossbows did some damage to the Doomwheel, the Maneater with the handguns managed to shoot a warpfire thrower and the cannon did more damage to the Wheel, right up until it blew itself up...

Hand to hand combat went well for me, even without the angry bear, Beorg was doing nasty things to units, and the wizard in his unit even benefited from the banner killing a couple of slaves and a clanrat. The Dwarfs were competant in HTH and did what I needed them to , which was hold steady. The Kislevites did OK in HTH, all their casualties came from the Globadiers poison Gas attack and there really is nothing you can do there except get ready for vengeance next round - which resulted in the command cell and the Boyar crushing the globadiers and nearly hitting the flank of the Bell unit (already engaged by Beorg and the Maneater).

As a whole the army did OK, the winged lancers are vulnerable to spells or weapons that ignore armour, and if the unit is smaller that could casue some issues with effectiveness. Need a few more battles to decide.
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