Finally 9th age came out and I am grateful to everybody contributing to that project, good job! it is definitely the most balanced and fun way of playing warhammer fantasy right now so it will be where I will put my love. I started looking at some army lists online and the thing that surprised me the most so far is the lack of love for cowboys in the 9th age lists. Coming from 8th edition where scarvet cowboys were amazing and appeared in most competitive lists I just don't understand why people are moving away from them. And it seems to me that the amount of monsters is on the other hand increasing. Why is that? we can still make a cowboy with great weapon and 1+ 4+ for 195 points or great weapon and 1+ (rerollable) 6+ for 185 points. It still seems good to me, am I missing something?
I think it is partly because there are now other options which are more worthwile than before, so people want to try them out.
In 8th they were really underpriced and one of the few tools in the army that could really get their points back. In 9th it's just that other units are now more cost effective or more versatile and the heros take up the same points slot as the lords. This means the cowboy slot generally gets filled by the unkillable oldblood or the skink on a Stegadon.
One big thing is also that a cavalry character can be targetted by any shoot except in a cavalry unit of 5 rank and file models (or more). In 8ed, if you face balista, you put your cowboys in infantry unit and you are ok. In 9th age, you hide them if you can (and they are more expensive). Othrwise they are still very good! In fact its just more balanced in 9th, cowboys are very dangerous, but they fear some things like magic, ballista and cannon (unlike in 8ed where they was unstopable).
The increase in price made them a lot less effective. I still field one regularly, as it is nice to have a fast monster killer and can opener, but they are not as mandatory as they were in 8th. Must say that they were totally ridiculous in 8th, i had one 1v1 a Daemon Prince of Tzeentch in two turns of combat albeit it with a lot of luck.
I'll soon try out the good old +1/4+ rerollable AS warlord (oldblood). Why? Well o figured that I've been using a BSB carnosaur a lot and in all honesty that's almost the same investment although much more risky and yet same movement, just bigger base. I'd recommend to play on ETC maps because they're balanced and always offer protection. It's still a risk, but I'm seeing more and more on T9A using these. Personally probably still use the cuatl as a general, putting less pressure on the OB.
So, I am running this OB, except I throw divine attacks on him with a great weapon as well. I am also running him with a Slann, but the slann is only bsb, I am leaving the OB as general. This may change after a few games, as I am also trying to run the slann in 10 skink skirmishers. Anyways, I think Old Blood cowboys are the go now.
Well yeah, it's a given with GW, although you may consider the flesh render GW. Dat S7 + AP1 = 1+ save reduced to 6+
I looked at that, but I would prefer the re-roll ward saves, helps agajnst demons etc as well as characters. And why the hell is it cheaper than our normal one??
I guess that the combined profile is what pushes ridden monster over the top, putting a warlord on an alpha carnosaur gives him 6 wounds and 6 toughness which is exactly what it needs. I am a bit confused on the innate defense rule thing. As I read it the alpha or baby carnosaur do not add any bonus to the warlord armour save... Is it possible to make a warlord with great weapon 1+ armour when on top of an alpha carnosaur?
No, the best save you can get on an Alpha Carnosaur is his innate defence of 3+. Any equipment that increases the armor save does not work on a ridden monster. You also can't add a ward save by using the talisman of supreme shielding. The only effects that work for ridden monsters are the ones that state "bearers model/unit/mount" The baby carno doesn't add any armor modifier to the warlord. So his highest possible armor save is a 2+. (You can make that rerollable and add a 4++ for survivability). The alpha carno gives you innate defense 3+, which is the highest you can get.
I was thinking the same a couple of weeks ago. After frenzy-ing over the board with the baby Carno I thought to myself: Let's get the Cowboys back. I agree that they have (rightfully) lost some of their OPness (penis hihi) due to spears et al., but I still use them as a face-smashing, come-at-me-bro redirector (sometimes AoD, sometimes Glittering and RR, both on Warlord). I currently run Nature on a LVL 3 with the Jade Staff and in the last battle the Warlord took 5+ wounds total but was completly healed at the end of the battle, much to the dismay of my opponent
The cowboys have a tendency to act like a get-out-of-jail card In my last game my Warlord (1+ RR with 4+ ward) ran straight up to 10 dragon princes and killed every single one of them. One less threat to care about.
that's what they do!! A 1+ RR with 4+ ward with divine attacks and a great weapon would be the best build for my General. The question that remains is: How do I equip my additional Saurian Veteran? I usually stick him on the flank to do things none of my units can do. I am currently running: lvl 3 on nature chief on pteradon with the boltthrower bow bsb on ancient taurosaur with giant sword and boltthrower 35 saurus, HW/S, Fear 16 saurus, HW/S, Movement 2x9 skink hunters skirmish blowpipes 9 chameleons 3 sky riders 1 salamander 1 stygiosaur with champion would love to hear what you guys would run on the little saurian vet!