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That's what I was thinking, if your opponent decides she is a threat, and they will after a game or two, it will take some sort of dedicated effort to get rid of her. At worst you should be able to use her to draw your opponent out of position.

 

That aside, she might not be as vulnerable as you think. Indirect shot could help her, and allow her to withdraw and seek cover or intervening models to protect herself.

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As noted, with her indirect shot she can force an opponent to separate creating advantages for you. Also, with her melee skills, when they do come at you, if you are at least able to control the situation enough to where you let them get close and then you are the attacker, that is where the Assassin comes into play (no defensive swings).

 

But, you are correct that in the Murphy's game, she would be at a disadvantage unless she winds up in a good spot.

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RAV 6 5

#RA 1

Rng(16/24) S.A.: Indirect Shot, Pierce, Poison, Weaponmaster

 

That's all I've got to say about Khathan, really. If love were stats, those would be them.

 

 

"The range is good" to quote Maximus from Gladiator. 16" for her mas RAV is great, but with how high her RAV is there really is no reason not to park her around 24 inches away and just lob shots. She has the potential for 3 damage, not 2, against living targets - 1 for the hit, 1 for a potential pierce, and one for the potential poison. That's really good. She's half-way killing Hill Giants with that kind of damage.

 

My advice? Park her behind your army, and keep her way back. She'll be alive back there until your army crumbles, at which point any given model can be expected to be dead, so that's ok. The enemy will have to devote some cavalry, or fast fliers, or something like that. But really, she does not fear anything other than Cavalry with Rush Attack. If the enemy sends some cavalry after her, simply move/run her 16" away. They can follow, but not follow and attack at that speed.

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RAV 6 5

#RA 1

Rng(16/24) S.A.: Indirect Shot, Pierce, Poison, Weaponmaster

 

That's all I've got to say about Khathan, really. If love were stats, those would be them.

 

 

"The range is good" to quote Maximus from Gladiator. 16" for her mas RAV is great, but with how high her RAV is there really is no reason not to park her around 24 inches away and just lob shots. She has the potential for 3 damage, not 2, against living targets - 1 for the hit, 1 for a potential pierce, and one for the potential poison. That's really good. She's half-way killing Hill Giants with that kind of damage.

 

My advice? Park her behind your army, and keep her way back. She'll be alive back there until your army crumbles, at which point any given model can be expected to be dead, so that's ok. The enemy will have to devote some cavalry, or fast fliers, or something like that. But really, she does not fear anything other than Cavalry with Rush Attack. If the enemy sends some cavalry after her, simply move/run her 16" away. They can follow, but not follow and attack at that speed.

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Good timing... was just thinking about them..

Here you go.

 

Nefsokar - 1000 points

 

Troop 1

Senet Net'merew

Fatima

Ibrahim

Khamsin Lancer x 10

 

Troop 2

Anwar

Atifa - Canopic Jar, Familiar

Khamsin Archer x 3

 

Troop 3

Chosen of Sokar

Netikerti

Awakened Mummy x 4

 

Troop 4

Khathan - Magic Ranged Weapon

 

Equip

Luck Stone

-------------------------------

4 troops - +2 spies

25 models (51 DTs)

 

This list is all about mobility.

 

With a 14 inch charge, the lancers can reach out and touch someone from a long way away. Using swift attack and first strike, they can hurt pretty good and then run away 12 inches to a safe distance for repeating the next turn. With Rage + bless + Warlord Ability + support = swift attack first strikes at MAV 8

 

Khamsin Archers also are fairly speedy allowing them to shoot and move around the board forcing the enemy to run all over the place to try and get them.

 

Khathan with her piercing poison shots from the back ground again force the enemy to send someone to deal with her too.

 

Bring in the casters to cause havoc like using chain lightning, Whirlwind, Part Deaths River (on troop 3), Resurrection, Iron Skin, etc.. and they can add a lot of fun..

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Here is a list that focuses on the Damage Reduction qualities of walking stone.

 

Nefsokar - 999 points

 

Troop 1

Ammat

Fatima - Familiar

Ammat Devourer x 2

Anubis Guard x 2

Khamsin Herdsman x 2

 

Troop 2

Ammat

Ammat Devourer x 2

Anubis Guard x 2

 

Troop 3

Ammat

Ammat Devourer x 2

Anubis Guard x 2

 

Troop 4

Anwar

Khamsin Archer x 3

 

Equip

Albatross Amulet

------------------------

4 troops

22 models (49 DTs)

 

The object here is to get the opponent into small sided situations. Prefering 1v1 or 2v2 where all defensive swings go back against a provoking Anubis Guard.

 

I don't like that glaring Albatross in there and might actually suggest swapping the Guards for Daughters of Sehkmet in the last troop just to lose it. But, overall, I think that this list could survive one re-roll.

 

The herdsmen are there simply to shield the caster as she works her stuff.

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I only like the golems in Nefsokar so here is a list based on what I own.

 

Ammat

Book of Tactics

Thoth

Ammat Devourer*5

 

Chosen of Sekhmet

Anubis Guard*2

Daughter of Sekhmet*3

 

Chosen of Sekhmet

Anubis Guard*3

Daughter of Sekhmet*2

 

Chosen of Sekhmet

Ammat Devourer*4

 

Avatar of Sekhmet

Magic Weapon

 

998 points

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Here is a fun little list:

 

Nefsokar - 999 points

 

Troop 1

Nakhti

Sokar's Prophets - Staff of Sokar

Anubis Guard x 6

Ammat Devourer x 2

 

Troop 2

Mi'sher

Fatima

Anubis Guard x 6

 

Troop 3

Mi'sher

Netikerti

Anubis Guard x 5

 

Troop 4

Avatar of Sekhmet

----------------------------

4 troops + 1 spy

26 models (56 DTs, 52 MAs)

 

This list is built around The Hand of Sokar Doctrine and its ability to heal the constructs. Its a fairly straight forward list.

 

There are 6 non constructs and all of them are eligible to heal a friendly construct near them. So, make sure they are near a construct when they die. That is 6 free healing points for you.

 

One fun possible strategy is to run the Avatar out right into the enemy and then have Neti blow him up. Followed by Fati resurrecting him. The Prophet will be spending his free casting (via the staff) either with vigor or with the stealth on fati (depending on the enemy list and situation).

 

The rest is simply duking it out with DR1.

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Ok so here is my 600pts warband. No models yet but I'd like to paint those models they are awesome!

 

Troop1:

1 Ammat

4 Ammat Devouers

1 Thoth

1 Fatima

 

Troop2:

1 Chosen of Sekhmet

4 Doughter of Sekhmet

 

Troop3:

Avatar of Sekhmet

 

Army Upgrade:

Albatros Amulet

 

The option is to swap Fatima with Reborn. (This would be my first game with this warband as I wont have Fatima to till this time)

All models are at least Damage Reduction 1. Fatima is not, but she has Ressurection spell.

 

I'd love to get all models original but probably I'll start with proxes.

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I love the constructs from the Nefsokar (I have an army that is built mostly around them), but one of the things you will discover (and that I know has been discussed at length in the various threads) is that although Damage Reduction is really cool, it also makes your models more costly. If you begin to give up too much of a numbers advantage to your opponent, they can easily counter the DR by mobbing your models with superior numbers. That being said, I think you've done a good job of walking that line at the 600 point mark; you've got 13 models with 29 total damage tracks, and Ammat is a beast at this size game. Smart opponents will try to eliminate it and Fatima early in the game; if you've still got Ammat alive after Turn 3 and in fairly good shape, they are going to be in trouble.

 

~v

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