WarLord H0urg1ass's Guide To Killing Unique Figures
I put
this little guide together just for my own reference but then I decided to share
it with everyone. Hopefully, everyone, especially newbies, will find a good use
for this. Also, I have to thank Sir DMKY for providing additional info for this
guide.
I purposefully left out both the Heirophant and the Storm Golem
because they usually aren't faced as a single unit. Stormie is almost always
accompanied by other units and the Heirophant is also usually flanked. There are
already several threads at the MKrealms forums on how to best destroy
them.
It is my opinion that most players lean heavily on their uniques.
It is for this reason that I attempt to kill or maim them as quickly as
possible. This, in most cases, is just as psychologically damaging to
them as it is strategically damaging to them. However, this does not supersede
the first rule of MK tactical combat which is: Maim/Kill the support units
first!
Here we go:
Troll Chieftan
When facing this baddie remember one thing in
particular: Avoid base to base contact with him. If you just can't avoid being
in base to base with him, then remember one other thing. NEVER do exactly four
clicks of damage to him. Because of his toughness, the damage will be reduced to
three clicks. This puts him right on his first click of Berserk and you will be
facing a hellacious creature that has an attack of 12! and a damage of
5.
AFTER you have made sure that you don't end up with him on his first click
of berserk, keep in mind that his 7th and 8th click of damage are both
regeneration slots. Don't let him land on these if at all possible. Keep him on
that 6th click until you have enough firepower to drop him.
Wraith
This baddie is very difficult to face in nearly any
situation. Odds are VERY good that anyone using a Wraith will be using hindering
terrain to cover her. The best strategy, IMHO, is to draw her out of hindering
terrain in any way that you see fit. Your first objective after getting her to
come out of hindering terrain is to smack her for 3 points of damage. This will
put her on an equal movement footing with the rest of your troops. (8" movement
range). From this point on, I would stay just outside of her puny 8" range and
drop her with a longer ranged sniper. Don't depend on magic blast to help you
out, she NEVER loses magic immunity. Avoid close combat unless you have a great
defense or are sure you will be able to get the first strike in.
Paladin Prince
Most people are using this character in a game for
two reasons. Non magical healing and/or command. After 3 clicks of damage the
healing is gone and after 5 clicks of damage the command is gone. After that
he's pretty easy to take down. Especially since he loses his magic immunity
after the 5th click too.
Necromancer
If you see this thing in an army, then the chances
are real good that there's gonna be lots of zombies and skellies. If this is the
case, take the necro out as SOON as possible. Because of the new necromancy
ruling about the victory conditions, it won't matter how many points you make
against them, they will still win if they are able to outnumber and
destroy/capture/demoralize you. So, concentrate all firepower on that super star
destroy.... ahem...necromancer..
Amazon Queen
What can I say? Every single ability has an SA. My
most favorable strategy against her is to wait until she has taken an action and
move something with either a good range or magic blast BEHIND her. If she wishes
to confront your piece, then she'll have to spend another action turning. Then
push your character to make sure you do three clicks of damage to her. She loses
all of her SA's but gains battle fury. From that point on, just make sure that
she doesn't get the chance to heal and she won't bother you much more.
Magus
If he has a figure in contact with his base at the end of
your opponents, then follow this three step plan. 1) Check to see the movement
range on all of the figures, that are touching his base. 2) Check to see the
ranged attacks of all of the units touching his base. 3) Add these two distances
to 10". Take the larger number and make sure that your most vulnerable
characters are outside of that range at all times. Then put expendable units
just within range of the figure that is going to be ML'd. If the player makes
the mistake of ML'ing to attack them, then just move your fastest pieces to
flank Magus. He becomes almost worthless after ONLY three clicks of damage. In
my personal experience, he is also an easy unit to capture with something like a
*** shade.
Order Of Vladd
This guy is a close combat monster. As with most
figures, the best way to take him out is with ranged units. Make sure that you
do at least three damage to him. This drops him from a 5 damage to a 3 damage.
This ALSO opens him up to MB attacks. Another reason to stay out of b2b combat,
is because his vampirism (Which he has at EVERY click after the 3rd.) will keep
him in better shape than your own warrior, especially if you are matching hits
fairly equally.
Dwarven Jarl
Avoid b2b combat initially. Hit him for 4 clicks and
his Weapon Mastery will disappear. This character is also the slowest unique on
the battlefield. His starting movement rate is a measly 6". This means that
flanking him will be no problem. Don't bother trying to use any type of MB
attack or ME attacks against him, because his MI doesn't go away until his very
last slot of health. Also, don't bother trying to capture him after he has taken
4 clicks of damage. Don't underestimate his firepower. He starts doing only 3
clicks of damage, but it never gets any lower.
Magus Draconum
This guy is one tough bastard. The best thing to
do is to stay outside of his firing arc and then move in and do at least 3
clicks of damage. This will drop his attack down to a 9 which isn't very good
considering he can't be healed through magical means. Once you have done 5 total
clicks of damage to him, then try to get in the last 4 clicks as soon as
possible. This is because his MI goes away and he will be subject to magical
healing.
Elemental Priest
When you see this awesome supporter, you will
probably see troll artillerists with him. The best way to take him out is to
flank him, since he probably won't have much more to his army, if you're lucky.
His defend SA is his most valuable asset but it disappears after 4 clicks of
damage and is down to a 15, which an average defense, after 3 clicks. His
Magical Healing ability is very good initially but his attack drops down to a 6
after 3 clicks which is pitiful.
Chaos Mage
Piece of cake, just shoot the thing and if you can get
him to his MI stage, he's done. One important thing to do when you know that you
will be battling this piece is to memorize each click and it's corresponding
SA's. This guy has beaten many an opponent just because they didn't realize what
SA was coming up next.
Magna Draconum
one TOUGH dragon, the exact same starting stats as
the Storm Golem number wise, and only 68 points. the downside is he has no
ranged combat options, so if you can get in the first hit, great, he can fly
away, heal, and try again. Luckily he only has 2 clicks of flight total,
so after taking one hit he won't be flying away to be healed. At this point you
only need to worry about his toughness which is around for 3 clicks of
damage.
Mystic Draconum
I pass this guy off as a joke in 200 pointers, he
is easy to kill if you have a high attacking unit. However, he is
incredibly useful in 300 point armies or higher just because his Magical
Healing, Magical Immunity and Magical Enhancement last for 6(!) clicks each.
Neophant
This should be, How Don't you kill a Neophant? If
you see this dragon, expect him to be capturing, decoying, or distracting. If
this is a players only unique, then his strategy is probably aimed at
swarming you with weenies. In this case you won't have to concentrate on wiping
him out first.
WarLord
H0urg1ass
Copyright © 2001 Vincent Barnes (aka. "WarLord H0urg1ass"). All
rights reserved.