Ashtyn Posted December 17, 2016 Share Posted December 17, 2016 Hey guys! I'm wondering how you seasoned death generals deal with fanatics blocking potential charges or just ruining your plans. I've yet to play against a destruction army, but am wondering how I'd best deal with these little annoying grots, specifically with a death army. Link to comment Share on other sites More sharing options...
Razorfate Posted December 17, 2016 Share Posted December 17, 2016 Charge with chaff, low point units such as zombies, skeletons and direwolves, then charge with your heavy hitters. Charge with Harbringers from afar, fanatics can not charge them back in return. Link to comment Share on other sites More sharing options...
Ashtyn Posted December 17, 2016 Author Share Posted December 17, 2016 49 minutes ago, Razorfate said: Charge with chaff, low point units such as zombies, skeletons and direwolves, then charge with your heavy hitters. Charge with Harbringers from afar, fanatics can not charge them back in return. So does this mean you can't really deep strike against armies fielding fanatics? Link to comment Share on other sites More sharing options...
Razorfate Posted December 17, 2016 Share Posted December 17, 2016 It is not a solid idea. Maybe some sort of screening from the fanatics might work. Generally 2 units that are at least 6" away from each other might work to attack the goblins ( or preferably what is behind the goblins such as thundertusk) Link to comment Share on other sites More sharing options...
Ashtyn Posted December 17, 2016 Author Share Posted December 17, 2016 Hmmm so you're forced to take the 6 x however many thundertusks mortal wounds to the face... There must be someway of passing those little grutlings. Link to comment Share on other sites More sharing options...
Razorfate Posted December 17, 2016 Share Posted December 17, 2016 With death's 5++ ward save it is not a huge isaue for death players. Also our musician's ability gives us guranteed charge at 6" so if we being two units to charge at the grots, one of them will have a guaranteed charge. Link to comment Share on other sites More sharing options...
Malakithe Posted December 18, 2016 Share Posted December 18, 2016 Throw lots of skellies first or tank the ****** out of them via VLoZD. His healing can get out of control lol Lance/shield/Chalice/ring/ruler Link to comment Share on other sites More sharing options...
Malakithe Posted December 18, 2016 Share Posted December 18, 2016 Or...summon Spirit Hosts. Best high rend tanking unit Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted December 19, 2016 Share Posted December 19, 2016 I personally send Dire Wolves or Black Knights on a flank and have another unit poised to make the main charge. Either way those Goblins are getting hit, and if they split their Fanatics up to attack the two separate squads then you'll be able to kill one load before it can strike. Link to comment Share on other sites More sharing options...
redbeardboss Posted December 20, 2016 Share Posted December 20, 2016 how does a fanatic block a charge....? Link to comment Share on other sites More sharing options...
Nico Posted December 20, 2016 Share Posted December 20, 2016 In a special window called the "start of the charge phase" in your turn, before you can do anything. The Fanatics set up (unit within 1 inch of the host unit), they can then charge. If they make the charge, then in the body of the charge phase (charge phase proper), your unit will be within 3 inches of the Fanatics. This prevents your unit from charging. In the combat phase, If the Fanatics have pinned your models (are touching - your opponent may state this fact for clarity), then you cannot pile in those pinned models either (although they can attack as normal), as they cannot get any closer to the closest model. Link to comment Share on other sites More sharing options...
mmimzie Posted December 20, 2016 Share Posted December 20, 2016 Pile in qise if the unit is big enough it cqn do some flexing to make it self closer to the enemy unit. This said fanatic screening is very effective against bigger morst like morghast/mortarc/ dragons. So effect in fact that you can waste a monster entire game up with a handful of them. I think the fanqtics are best used as single guys doin the suicide thing. The only way to deal with them is either have a bit flexible unit that can wrap towards its target or to threat with multiple charges that are more than 6" from eachother so they dont both end up in combat with a single fanatic. Link to comment Share on other sites More sharing options...
Nico Posted December 20, 2016 Share Posted December 20, 2016 Quote The only way to deal with them is either have a bit flexible unit that can wrap towards its target or to threat with multiple charges that are more than 6" from eachother so they dont both end up in combat with a single fanatic. There are other hard counters. Gryph Hounds - the Fanatics set up, then they get shot off. Long units that can do a double pile in (e.g. Necropolis Knights in a line from 3 inches away from the Moonclan Grots. Nasty Skulkers, see here: Link to comment Share on other sites More sharing options...
Ashtyn Posted December 20, 2016 Author Share Posted December 20, 2016 Hmmm so death seem to have limited counters to them, excluding long pile in units. I guess I'll try to swarm the opponent with zombies and hope that the zombie horde can take the hits. Link to comment Share on other sites More sharing options...
TerrorPenguin Posted December 21, 2016 Share Posted December 21, 2016 Necromancers Dont charge until you are just outside of 3. Necromancer casts spell on unit. Unit charges, grots release fanatic. Unit piles into fanatic to make themselves within 3 of the grots. Necromancers spell makes pile in and attack twice - pile into now engaged unit and attack. This is theoryhammer btw, never played against grots Link to comment Share on other sites More sharing options...
CoffeeGrunt Posted December 21, 2016 Share Posted December 21, 2016 15 hours ago, Nico said: In a special window called the "start of the charge phase" in your turn, before you can do anything. The Fanatics set up (unit within 1 inch of the host unit), they can then charge. If they make the charge, then in the body of the charge phase (charge phase proper), your unit will be within 3 inches of the Fanatics. This prevents your unit from charging. In the combat phase, If the Fanatics have pinned your models (are touching - your opponent may state this fact for clarity), then you cannot pile in those pinned models either (although they can attack as normal), as they cannot get any closer to the closest model. Hmmm, so let's say if you entirely surrounded the Goblins at a distance of 3", would they be unable to place the Fanatics as that would be placing them within 3" of an enemy model? Link to comment Share on other sites More sharing options...
redbeardboss Posted December 21, 2016 Share Posted December 21, 2016 if youre 3 inches away in the charge phase you would still be able to pile in close enough to fight the unit. but also if its your turn you can just kill the fanatics before they go. I thought they just set up, forgot they get to attempt a charge. Link to comment Share on other sites More sharing options...
David Griffin Posted December 21, 2016 Share Posted December 21, 2016 7 hours ago, CoffeeGrunt said: Hmmm, so let's say if you entirely surrounded the Goblins at a distance of 3", would they be unable to place the Fanatics as that would be placing them within 3" of an enemy model? In theory, this could possibly work. In reality, surrounding a unit of 40 Moonclan Grots is going to be a tough ask. Link to comment Share on other sites More sharing options...
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