Next week I play a 2500 points game against Twilight, never played against this type before. It’s a very good player and at our club we have the impression that Twilight is expensive but does have features that we can only dream of. Ok we can have one unit with for example elite or vicious while they have the option for a lot of units. Which makes it hard to beat them. We play scenario 7, KILL.
What advice would you have for me? What are the weaknesses of Twilight? I don’t mention the army that I play because I want to analyze for myself how to exploit the weaknesses
Twilight Kin are very good if you let them do their thing on their terms. Impalers are great if you only threaten their front , for example.
Their weakness is that they’re vulnerable to disruption.
Their individuals do a lot, go after them.
Mutants hit hard, but waver easily and rely on TC, so are much worse if you hit them first.
I’m refreshing this post, because I had my own couple of mini games against Twilight Kin this weekend, and I went 0-2.
I’m not concerned, because I enjoyed the games, and I knew going in that in both games I was playing EOD lists that were ‘fluffy’, appealing aesthetically, but probably were always going to struggle against the Twilight Kin. I had only one hammer unit, a horde of Enslaved Guardians, a lot of skeletons, not as many mummies as usual, and not much surge…
Having read a lot of about them, I wasn’t horribly surprised in any way, and I think I did see a glimmer of how, with a better list in the future, I could mitigate more of what they do.
I didn’t manage to get to the sides of a horde of Impalers, and they did a huge amount of damage as a consequence, I had hoped to rely on surge to get where I needed to go here, but I just didn’t get the dice
I had a few attempts at killing a navigator that was providing boosts but they just didn’t come off for me
The void captain (with attacks upgrade) and the duellist acted as very effectively force multipliers alongside other charging units, tipping charges over into one-shotting some units
The prevalence of the elite special rule was probably the biggest takeaway for me, it makes them very consistent in the damage they deal - especially with the aforementioned navigator in play
Where I saw some hope for future games:-
I was surprised how effective the skeleton bow fire was against their defence 4 units, which is a lot of TK units. I think they could be vulnerable to more of that, potentially. I’d wonder about spells here too. Maybe ranged Enslaved Guardians.
I would probably go heavier on my mummies and go for the royal court upgrade if I needed more punch
Even as it was, I did manage to waver 2-3 units of fleet wardens and mutants, and it wasn’t using hammer units. The nerve on the fleet wardens seems pretty good, but the defence 4 is a nice change, from normally facing ogres and EOD where there’s a lot of either defence 5, or fearless and regenerating.