Post by tiberius on Oct 25, 2017 17:41:41 GMT
Pirate Queen Skarre - Dark Host
So yeah...Dark Host. Because the banes needed to hit harder and now they are accurate too. This list brings spell casting support and elite melee troops that will annihilate your opponents models. It even has access to cheap ritual sacrifice targets with scrap thralls. The only decision really in list making is how much pain do you want your opponent to be in...just kidding its not really that bad, though my opponents would really disagree. So I may spend some time discussing how to fight against this list rather than how to run it as it should be quite simple.
Pirate Queen Skarre
- Skarlock thrall (free)
- Stalker x 2
Bane Lord Tartarus (free)
Gorman Di Wulf
Bane Knights (max)
Bane Warriors Max)
+ CA (free)
Bane Riders (max)
So right away you have a lot of good quality melee oriented troops that gain prowl from the theme and have whatever terrain is on the table + two 4" dense fog clouds to hide their approach from any gun lines. Most of your army is ghostly so ignore terrain and all free strikes. All of these troops are followed up by your incorporeal wraith engine giving +2 ARM to all the banes vs ranged and magic attacks and helping them resist any ranged shots that can hit them. That means the Bane knights are ARM 20 vs ranged and magic most likely with stealth from prowl, and the bane warriors are ARM 17 with tough. And there are at least 10 of each of them. The bane riders will also be ARM 20 vs ranged and magic and most likely stealthed. Chances are good you will make it to your opponent. Banes do tend to be on the slower side, so getting alpha strike will be matchup dependent, but its almost guaranteed that anything hitting your lines will be feeding you something they hope will slow you down.
Any thing you do end up losing on the approach for from an alpha strike (which you should be able to get using the bane riders at least), you can replentish through Bane Lord Tartarus's death toll ability. He gets two attacks now at MAT 8 and reach with a P+S 12 weapon master attack and dark shroud. Any living warrior model (enemy) he kills, he can add a grunt to a target small based bane unit in his command range and in formation of the unit. He also provides +1 to hit to all banes in his command range from veteran leader on all their attacks (including impact if he is near the riders).
In addition, the bane warrior CA has a mini-feat that can return D3+1 grunts back to the unit. They also grant tough and rise to the bane warriors, so getting knocked down from a successful tough roll will not slow down the unit. T
The skarlock thrall will be casting ritual sacrifice every round using the scrap thralls for targets. I am told that they do not explode on removal because they do not take damage and do not go through the various steps of death.
Under dark guidance and her feat, the bane warriors and even the bane knights are going to crush whatever they charge at. With +3D6 to hit on MAT 6 and +5 STR for choice banes already giving anything in their melee -2 ARM, its a bad day to be anything in charge range. Even without the feat, Skarre pretty much solves any problems the banes have with accuracy, which in my opinion, was one of their two weaknesses. The other was dying on the approach as they no longer have innate stealth, the theme fixes this.
Gorman Di Wulfe is tagging along in this list to provide some infantry removal with his corrosion bomb (POW 12 to everything in the 3" AOE and auto-corrosion), further warjack arm reduction from the rust bomb, or set up the assassination with the blind bomb (it is shakable...but not until their turn and man is it debilitating until then). Gorman is also immune to acid and fire, has stealth and can put out a cloud for himself. That cloud will be too small to help activate stealth from prowl on banes because they do have to be completely within the cloud to benefit. You can still use the cloud by just keep skarre behind the cloud.
The wraith engine is pretty good under skarre's feat, with +5 ARM is unlikely to be one rounded by anything short of a really good warjack or two heavies. It will seed the field with machine wraiths as your banes nearby kill living models. This is limited to 2" away so the wraith engine may be doing it itself. The machine wraiths can activate the turn they are put into play. This thing also has dark shroud with P+S 15 2" reach claws and rapid strike. So it gets 3 attacks while giving its targets -2 ARM.
So how does one fight this mess? Heck if I know. I hope you brought some remove from play tech, fast troops with good infantry removal that can hit fairly hard to get through moderate armor. Guns will be mostly ineffective if the bane player is smart and the table has amble terrain. Skarre is probably the weak link of the list and will be mostly camping 4-5 focus every round. Good luck!