View Full Version : Champs: min units
sethlangham
12-09-2009, 07:10 PM
I know that some of the rules for champs are still in debate but how are people finding running one or two min units. Fielding 20 points of champs scares me a little but 12 does not sound to bad. With only three models on the table is there not enough pay off on defensive line. Are we surfing deep into enemy lines with two units and a hero charging through each other in champ waves.
hooksy67
12-09-2009, 07:30 PM
i would also like to hear anybody's experience with min units of champs as i have been throwing the idea around
CodeRed97
12-09-2009, 07:32 PM
2 points for another Champ? Yes please.
HellecticMojo
12-09-2009, 07:39 PM
I found the min champion to be on the less effective mostly due to the defensive line. also it makes the hero even more useless if you ever decide to field him due to the fact that he has less of a wall.
I have found that two units of min champions to be quite wonderful if you are willing to dish out the points as it creates a field of champions that can be stretched out quite far( 2units cover a lot of ground). I know this goes against the base to base thing I was talking about, but when spread out so far, these really become more like solos that activate in rapid successions.
I enjoy my kriel warriors and pygs too much to use units consistently though.
"we're not good on the whole apologizing thing, we're not professional apoligizers, we're 'musicians'."
kakita
12-09-2009, 08:04 PM
2 min units should work very well with tactitcian granted by the hero.
The Happy Anarchist
12-09-2009, 08:40 PM
It definitely has merit. I have found the best thing about the new Champs is that when there is one or two left you load up the buffs and they wreck the town. The only time I would take 1 full unit rather than 2 min units is if the 2 points was vital (getting a chronicler for instance) or working with a caster with a good unit effecting spell for them. Which is pretty much just pDoomy with Banishing Ward. That is about it.
Ravir
12-09-2009, 08:56 PM
In a 35 or 50pt game, 18 points for 2 flanks of min champs + fell caller is a point premium, but does interesting things to the opponent's movement. I brought that against my Skorne buddy, and it made him very unhappy when he realized he couldn't flank around them with 2 units of light infantry. "Aren't they out of cohesion? What, 2 units? oh crap...." On Madrak's feat, I threw them in both directions and wiped out all of his attack infantry and left one min unit blocking his beasts' charge lines. That unit got beat down pretty hard, but it left me with 3 other champions in position to charge back.
In a 25pt quick game I used 1 min unit with Madrak, Mauler, Impaler, Axer, Fell Caller, and the Chronicler. With Hero's Tragedy, the min Champs were a psychological deterrent since my opponent's two warpwolves didn't want to eat my front line just to get knocked down with a mauler, axer, and madrak just a few inches away.
theummhmmguy
12-09-2009, 09:02 PM
I have been running two minimum units of Champs on either flank a lot in the field test. Also with a unit of 5. I have been preferring running two min units and hope they keep the ability to do so.
And yes two minimum units work great with the Hero's Tactician ability.
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