As an aside, I've posted plenty of WE tactics a while back in the thread. And several of the models you have Mani are direct only (specifically the upside down wardancers) and those warhawk riders are a sweet deal to get for free without the rest of the models, £50 (about $100) on thier own. Pitty they suck.
Thats a bummer. I was really stoked on the warhawk models. Does it make a difference if I use the hooded heads for my glade guard? I like that look way better.
I used the hooded heads to show the difference between scouts/glade guard, but man there your models, go nuts.
So there's no WYSIWYG rule for the hoods then?
Because fuck they're awesome. I'll probably differentiate my scouts by doing them in a camouflage color scheme.
Its just an alternate head, its go no game effect at all.
Well hi-fucking-5.
I'm putting together a 1000pt list for this weekend, and so far it's a unit of dryads, 2 units of glade guard, a wood elf lord with that magic bow that gives him extra shots, and a spellslinger.
Should I take waywatchers or a giant eagle as my rare?
As an aside, I've posted plenty of WE tactics a while back in the thread. And several of the models you have Mani are direct only (specifically the upside down wardancers) and those warhawk riders are a sweet deal to get for free without the rest of the models, £50 (about $100) on thier own. Pitty they suck.
Thats a bummer. I was really stoked on the warhawk models. Does it make a difference if I use the hooded heads for my glade guard? I like that look way better.
I used the hooded heads to show the difference between scouts/glade guard, but man there your models, go nuts.
So there's no WYSIWYG rule for the hoods then?
Because fuck they're awesome. I'll probably differentiate my scouts by doing them in a camouflage color scheme.
Its just an alternate head, its go no game effect at all.
Well hi-fucking-5.
I'm putting together a 1000pt list for this weekend, and so far it's a unit of dryads, 2 units of glade guard, a wood elf lord with that magic bow that gives him extra shots, and a spellslinger.
Should I take waywatchers or a giant eagle as my rare?
Is the giant eagle worth it? It seems awesome.
Its not. With only a single rare slot I whould take waywatchers. 5 Bs, Killing blow with shooting, Crazy mad scouting rule ( IM BEHIND UR BATTLLINE SHOOTING UR WIZARDS). Yes expensive but far more effective at 1000point games. Great Eagles can be usefull, but not in such a small game. (As a fun fact WE Great Eagles are more powerfull and cheaper than HE ones)
Okay, I'll take your advice and go with the waywatchers.
Should I take the waywatcher lord with it?
What about swapping a unit of glade guard for a unit of wardancers?
A Waywatcher noble with Hail Of Doom arrow is fantastic, getting 3-18 S4 shots on the enemy lines weakest point is one of my favorite tricks with wood elves. It works fantastically on units like goblins or skaven. Last week I managed to HoD someones Hierophant who was out in the open to go on and win the game.
Another fun character is an Alter hero with two hand weapons, helm of the hunt, and a pageant of shrikes for 6+d6 attacks on the charge, with a range of 18". He makes a great hero assassin.
As for glade guard or wardancers, Id say the wardancers. Glade guard are good, but suffer from being a static component in an army that works best on the move. I have only a single unit in my army, and it always ends up being the main target for the enemys advance. (Which is normally good, lets me get in plenty free kills). The best way to play WE is as a surgical army, killing out the weak units, destroying the expensive targets and avoiding anything that will cause you trouble. Wardancers work well to this end, last game I had them roll up an entire empire gun line.
I brain bursta'd my friend's Waywatchers and rolled 12 on the number of hits. Killed all but one of them in one magic phase, such a lucky roll, but thank god it happened or he'd have been annhilated by their arrows. Pretty much got me the game in that one phase.
So yeah, don't let them get magicked. Because they're awesome, but fragile.
Okay, I'll take your advice and go with the waywatchers.
Should I take the waywatcher lord with it?
What about swapping a unit of glade guard for a unit of wardancers?
A Waywatcher noble with Hail Of Doom arrow is fantastic, getting 3-18 S4 shots on the enemy lines weakest point is one of my favorite tricks with wood elves. It works fantastically on units like goblins or skaven. Last week I managed to HoD someones Hierophant who was out in the open to go on and win the game.
Another fun character is an Alter hero with two hand weapons, helm of the hunt, and a pageant of shrikes for 6+d6 attacks on the charge, with a range of 18". He makes a great hero assassin.
As for glade guard or wardancers, Id say the wardancers. Glade guard are good, but suffer from being a static component in an army that works best on the move. I have only a single unit in my army, and it always ends up being the main target for the enemys advance. (Which is normally good, lets me get in plenty free kills). The best way to play WE is as a surgical army, killing out the weak units, destroying the expensive targets and avoiding anything that will cause you trouble. Wardancers work well to this end, last game I had them roll up an entire empire gun line.
So glade guard are static? I thought that 5" move, and longbow range would make them pretty hot shit. What are your feelings on Eternal Guard? 15 attacks per round in close combat seems pretty fuck-awesome, but obviously they'd crumble if you didn't have a unit on their flank.
Okay, I'll take your advice and go with the waywatchers.
Should I take the waywatcher lord with it?
What about swapping a unit of glade guard for a unit of wardancers?
A Waywatcher noble with Hail Of Doom arrow is fantastic, getting 3-18 S4 shots on the enemy lines weakest point is one of my favorite tricks with wood elves. It works fantastically on units like goblins or skaven. Last week I managed to HoD someones Hierophant who was out in the open to go on and win the game.
Another fun character is an Alter hero with two hand weapons, helm of the hunt, and a pageant of shrikes for 6+d6 attacks on the charge, with a range of 18". He makes a great hero assassin.
As for glade guard or wardancers, Id say the wardancers. Glade guard are good, but suffer from being a static component in an army that works best on the move. I have only a single unit in my army, and it always ends up being the main target for the enemys advance. (Which is normally good, lets me get in plenty free kills). The best way to play WE is as a surgical army, killing out the weak units, destroying the expensive targets and avoiding anything that will cause you trouble. Wardancers work well to this end, last game I had them roll up an entire empire gun line.
So glade guard are static? I thought that 5" move, and longbow range would make them pretty hot shit. What are your feelings on Eternal Guard? 15 attacks per round in close combat seems pretty fuck-awesome, but obviously they'd crumble if you didn't have a unit on their flank.
Edit: Also what the hells up with your name mani?
You hear that Smithers? Garbo is coming!
By static I meant by comparison, they cant march and shoot, and 90% of your army is going to be moving over 10" a turn. Also eternal guard only get 10 attacks on the charge, and are awful. Really. There only toughness three and with a 5+ save. A unit of twenty skeles is about the same but only half as expensive. There a flimsy expensive unit and I guarantee that every single missile weapon, spell, pigeon bomb, anything. It justs asking to be smashed to pieces before it gets anywhere.
So I should just avoid them entirely? (I am perfectly happy with this advice, as they're like $45 for 10.)
I think I'm gonna get another box of Dryads this week, along with maybe a LOTR Ent, as I like the model way more than the Treeman.
The treeman looks horrible. You chould just spray it black and just make it out to be a licorice monster. Dryads are good, and there super easy to paint, just as effective in battle as EG, and about half the cost of an EG unit.
And heres my list, for like the third time this thread.
12 dryads
Branchnymph
12 dryads
Branchnymph
Glade Guard
Lords Bowman
Standard Bearer
Musician
Aech-Banner of Springtide
Scouts
Lords bowman
Waywatchers
Shadow sentinel
Wood Elf Noble
Way Watcher
Hail Of Doom Arrow
rageths wildfire blades
Spellsinger
Level Two
Two Dispel Scrolls
Wood Elf Noble
light armour
Alter
Muder of spites
Helm of the hunt
Two hand weapons
Glade Riders
Musician
Standard Bearer
Horse Master
Spellweaver
Level four wizard
Wand of Wych Elm
Glamourweave
Skinks are evil, pure evil. Or awesomeness, depending on who you are. I have a lizardman in the group I got to who runs a fairly balanced list with 2 big units of skinks, a unit of saurus, 6 chameleons and a old-blood with the Jaguar charm.
It is a scary army. Sometimes, his Saurii dont even make it into combat because the enemy army is already dead!
Yeah I hate skinks, especially Those invisible little bastards that set up right next to you, or behind you.
Might as well go with 15 per saurus unit, since it's ranks of 5 now, not 4.
ROOM FOR MORE SKINKS
The lizardmen players in my local GW thought so too, until I introduced them to the casket of souls.
Skirmishers with low leadership? HA HA HA RAPE TIME.
Skinks are honestly pretty awesome overall.
Cheap, poisoned and skirmishers. They are one of the better light infantry in the game.
How many points is a Casket any way? I'm assuming its a rare choice.
Skinks are honestly pretty awesome overall.
Cheap, poisoned and skirmishers. They are one of the better light infantry in the game.
How many points is a Casket any way? I'm assuming its a rare choice.
115 for the liche priest + 165 for the casket + two guard.
Honestly, I've had that one unit decimate goblin armies, vampire counts, and skink armies.
The attack is a roll against their base leadership, so things like cold blooded, or immunity to psychology don't do shit.
There was one game I played where the casket took out an ENTIRE unit of goblins (they had been arrowed down a little in the previous turn) causing all the orcs and goblins around it to take panic checks (they were all pretty close), almost all of them failed, and roughly half the guy's army ran off the table at the bottom of the 2nd turn.
If I know I'll be facing an army with low leadership scores I always try to bring the casket now.
My thing is I want to focus on less, mopre powerful units, rather than Zerg, it's why I chose Lizardmen over Greenskins and dear god skaven, I don't know how someone can carry 2,000 points of those things.
goblins don't panic orcs. Also, if im playing a Tk army im rolling the bsb that lets you add 1 dd for each ranck in the unit up to 3. Add that to the 2 shaman im rolling and I get 7 dispell dice. No matter what he does the rest of the turn, im just save either dispell scrolls or im saving Dispell dice for that freaking casket. I only need to neutralize that thing for the first 2 turns by then all my units are in hand to hand, and there for no longer in Los. Also, the unit is the one drawing LOS , not the casket so if you can keep them from facing that thing the better.
Draeven on
Morskitter wrote "Spikes, choppas, tentacles, magic? Can't hold a candle to Sergeant Pimp here."
Add that to the 2 shaman im rolling and I get 7 dispell dice. No matter what he does the rest of the turn, im just save either dispell scrolls or im saving Dispell dice for that freaking casket. I only need to neutralize that thing for the first 2 turns by then all my units are in hand to hand, and there for no longer in Los. Also, the unit is the one drawing LOS , not the casket so if you can keep them from facing that thing the better.
If your opponent wants to save all his dispell scrolls and dice to neutralize the casket let him.
When he does that it means there's nothing stopping you from taking an extra shot with your catapult (and getting a free measure for the shooting phase), or giving your giant an extra move for that second turn charge, or giving your tomb guard an extra attack, or allowing your high liche priest to fire off a couple of magic missles at his caster (thus eliminating his ability to dispell.)
If you think a goblin army can lock down tomb kings magic you are horribly mismanaging your magic phase.
The only army I've had even come close to competing with my TK's magic phase was a high level Slaan in a Lizardmen army, and even then it was a pretty even fight.
Also, what the fuck are you doing moving your troops forward with a casket? Sit back, fire off your arrows, and let him walk to you. You can send some chariots or scorpions up the sides to protect your flank, but the bulk of your troops need to sit as far back as possible in order to give you as many wounds as you can cause per turn with the casket. I'll often set my casket on a hill as far back as I can, with a unit of 20 bowmen right in front of it (at the base of the hill) just tossing arrows.
When properly played, the casket of souls is one of the best units in the game.
GABBO GABBO GABBO on
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited July 2007
Huh, I'm invited for a 1500pt battle in ottawa, and I'm going to finally try to paint my empire troops.
Now, 1500pts means there's no Lord-level characters, but it's also a larger amount of points than what I'm used to in 1000pts, so I'm a bit out of my depth as to what I should be using as far as characters go.
this is true, mani. Unless your playing a dwarven gunline. and I would agree that a slann army is one of the only armys to really compete with Tk's in the magic phase. I guess im just used to playing against friends who always take 2 casters.
Draeven on
Morskitter wrote "Spikes, choppas, tentacles, magic? Can't hold a candle to Sergeant Pimp here."
this is true, mani. Unless your playing a dwarven gunline. and I would agree that a slann army is one of the only armys to really compete with Tk's in the magic phase. I guess im just used to playing against friends who always take 2 casters.
Dwarfs with guns are a different beast altogether.
Considering the high dwarf leadership, I'd probably leave the casket at home and bring two catapults instead.
Pair them up with a couple liches and you're looking at 4 shots a turn.
So, I'm heading to GW this Friday for a few games of Warhammer with my mates, and while I'm there I plan to purchase a few things to finish off my 500 point Empire army. Thus far, I have:
10 Handgunners - 80 points
- Musician...5 points
- Marksman with Hochland long rifle...25 points
110 points
So that leaves me 110 points shy of 500. I'm thinking of getting either a Helblaster volley gun or a Flagellant warband to fill that gap. Which would people recommend? Both cost the same amount of points AND the same amount of money, which makes my decision a little tricky.
Also, which lore of magic should I select for my wizard? I've not played any games involving magic yet, but I'm trying to decide between Fire, Metal and Light since those are the three I like the most. I'm looking for something that would be effective and useful, regardless of which opponent I'm playing.
Thanks in advance ODAM.
EDIT: Oops, that should have been the Wizard's Staff, not the Grey Wand.
Has anyone played with or against the 'Ard Boyz list in the new Orc book? Because I'm considering making one (S4 WS4 T4 troops for 9 points a pop with +1S on the charge is fucking ridiculous) but I'm concerned that they'd suffer from having less units and gobbos.
Yeah, I saw the prototypes of the DElf a while ago, but wasn't he working on a DElf sorceress as well? Something like that. Or was it a female highborn? Must go check...
Has anyone played with or against the 'Ard Boyz list in the new Orc book? Because I'm considering making one (S4 WS4 T4 troops for 9 points a pop with +1S on the charge is fucking ridiculous) but I'm concerned that they'd suffer from having less units and gobbos.
There is no 'Ard Boyz list anymore. The only way to get more than one Big uns unit is to take gorbad ironclaw. That said big uns are still pretty powerfull.
Edit: Just saw this, and i hate double posting so...
this is true, mani. Unless your playing a dwarven gunline. and I would agree that a slann army is one of the only armys to really compete with Tk's in the magic phase. I guess im just used to playing against friends who always take 2 casters.
Dwarfs with guns are a different beast altogether.
Considering the high dwarf leadership, I'd probably leave the casket at home and bring two catapults instead.
Pair them up with a couple liches and you're looking at 4 shots a turn.
Ive been able to lock down tomb king magic with my wood elves, using the wand of wych elm (Re-roll dispels). However Ive only been able to do that if im my opponent is extremely unlucky, which I suppose is the weakness in tomb kings magic, yes its powerfull, but if you roll low im going to dispel you on a single dice.
So, I'm heading to GW this Friday for a few games of Warhammer with my mates, and while I'm there I plan to purchase a few things to finish off my 500 point Empire army. Thus far, I have:
10 Handgunners - 80 points
- Musician...5 points
- Marksman with Hochland long rifle...25 points
110 points
So that leaves me 110 points shy of 500. I'm thinking of getting either a Helblaster volley gun or a Flagellant warband to fill that gap. Which would people recommend? Both cost the same amount of points AND the same amount of money, which makes my decision a little tricky.
Also, which lore of magic should I select for my wizard? I've not played any games involving magic yet, but I'm trying to decide between Fire, Metal and Light since those are the three I like the most. I'm looking for something that would be effective and useful, regardless of which opponent I'm playing.
Thanks in advance ODAM.
I'm always for more numbers, I'm guessing the Flagellant unit would be 10 strong?
The volley gun would be nice, but the turn you missfire would pretty much seal your loss. I dont know that much about flagellants, but I'm assuming they would be a little more reliable?
So, I'm heading to GW this Friday for a few games of Warhammer with my mates, and while I'm there I plan to purchase a few things to finish off my 500 point Empire army. Thus far, I have:
10 Handgunners - 80 points
- Musician...5 points
- Marksman with Hochland long rifle...25 points
110 points
So that leaves me 110 points shy of 500. I'm thinking of getting either a Helblaster volley gun or a Flagellant warband to fill that gap. Which would people recommend? Both cost the same amount of points AND the same amount of money, which makes my decision a little tricky.
Also, which lore of magic should I select for my wizard? I've not played any games involving magic yet, but I'm trying to decide between Fire, Metal and Light since those are the three I like the most. I'm looking for something that would be effective and useful, regardless of which opponent I'm playing.
Thanks in advance ODAM.
I'm always for more numbers, I'm guessing the Flagellant unit would be 10 strong?
The volley gun would be nice, but the turn you missfire would pretty much seal your loss. I dont know that much about flagellants, but I'm assuming they would be a little more reliable?
Unbreakable, immune to pshyc, flails, and the ability to sacrafice guys for diffrent effects (not too sure what they are though) Flagellents are going to be pretty good for 500 points. Then again the hellblaster chould kill thier entire army in a single turn so, eithers good.
Yeah, I saw the prototypes of the DElf a while ago, but wasn't he working on a DElf sorceress as well? Something like that. Or was it a female highborn? Must go check...
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
edited July 2007
The helmetless one shall replace my Malus Darkblade on Foot, and I should really get the helmet-less one just because it's so damn awesome.
In fact, as soon as Felix finishes the female one, I shall purchase that one, as well as another helmet-less one and some Cold-one Knights to make up Malus' warband from the beginning of his search for Tz'arkan...
I have the goblin, orc shaman, dwarf and high elf, and as soon as he's done with the female dark elf I'm ordering the ones I don't have purely because he makes awesome stuff and I want to support him. :^:
Posts
Well hi-fucking-5.
I'm putting together a 1000pt list for this weekend, and so far it's a unit of dryads, 2 units of glade guard, a wood elf lord with that magic bow that gives him extra shots, and a spellslinger.
Should I take waywatchers or a giant eagle as my rare?
Is the giant eagle worth it? It seems awesome.
Its not. With only a single rare slot I whould take waywatchers. 5 Bs, Killing blow with shooting, Crazy mad scouting rule ( IM BEHIND UR BATTLLINE SHOOTING UR WIZARDS). Yes expensive but far more effective at 1000point games. Great Eagles can be usefull, but not in such a small game. (As a fun fact WE Great Eagles are more powerfull and cheaper than HE ones)
Should I take the waywatcher lord with it?
What about swapping a unit of glade guard for a unit of wardancers?
A Waywatcher noble with Hail Of Doom arrow is fantastic, getting 3-18 S4 shots on the enemy lines weakest point is one of my favorite tricks with wood elves. It works fantastically on units like goblins or skaven. Last week I managed to HoD someones Hierophant who was out in the open to go on and win the game.
Another fun character is an Alter hero with two hand weapons, helm of the hunt, and a pageant of shrikes for 6+d6 attacks on the charge, with a range of 18". He makes a great hero assassin.
As for glade guard or wardancers, Id say the wardancers. Glade guard are good, but suffer from being a static component in an army that works best on the move. I have only a single unit in my army, and it always ends up being the main target for the enemys advance. (Which is normally good, lets me get in plenty free kills). The best way to play WE is as a surgical army, killing out the weak units, destroying the expensive targets and avoiding anything that will cause you trouble. Wardancers work well to this end, last game I had them roll up an entire empire gun line.
Edit: Also what the hells up with your name mani?
So yeah, don't let them get magicked. Because they're awesome, but fragile.
So glade guard are static? I thought that 5" move, and longbow range would make them pretty hot shit. What are your feelings on Eternal Guard? 15 attacks per round in close combat seems pretty fuck-awesome, but obviously they'd crumble if you didn't have a unit on their flank.
You hear that Smithers? Garbo is coming!
By static I meant by comparison, they cant march and shoot, and 90% of your army is going to be moving over 10" a turn. Also eternal guard only get 10 attacks on the charge, and are awful. Really. There only toughness three and with a 5+ save. A unit of twenty skeles is about the same but only half as expensive. There a flimsy expensive unit and I guarantee that every single missile weapon, spell, pigeon bomb, anything. It justs asking to be smashed to pieces before it gets anywhere.
I think I'm gonna get another box of Dryads this week, along with maybe a LOTR Ent, as I like the model way more than the Treeman.
The treeman looks horrible. You chould just spray it black and just make it out to be a licorice monster. Dryads are good, and there super easy to paint, just as effective in battle as EG, and about half the cost of an EG unit.
And heres my list, for like the third time this thread.
Branchnymph
12 dryads
Branchnymph
Glade Guard
Lords Bowman
Standard Bearer
Musician
Aech-Banner of Springtide
Scouts
Lords bowman
Waywatchers
Shadow sentinel
Wood Elf Noble
Way Watcher
Hail Of Doom Arrow
rageths wildfire blades
Spellsinger
Level Two
Two Dispel Scrolls
Wood Elf Noble
light armour
Alter
Muder of spites
Helm of the hunt
Two hand weapons
Glade Riders
Musician
Standard Bearer
Horse Master
Spellweaver
Level four wizard
Wand of Wych Elm
Glamourweave
8 Wardancers
Musician
Bladesinger
16 Saurus Warriors @ 252 Pts
Musician; Standard Bearer; Hand Weapon; Shield; Blessed Spawning of Quetzl; Scaly Skin;
Spawning Championw/ Hand Weapon; Shield
16 Saurus Warriors @ 252 Pts
Musician; Standard Bearer; Hand Weapon; Shield; Blessed Spawning of Quetzl; Scaly Skin
Spawning Champion; Hand Weapon; Shield
12 Skink Skirmishers @ 72 Pts
Hand Weapon; Javelin & Shield; Aquatic; Skirmishers
12 Skink Skirmishers @ 72 Pts
Hand Weapon; Javelin & Shield; Aquatic; Skirmishers
Saurus Scar-Veteran @ 172 Pts
General; Light Armor; Blessed Spawning of Quetzl; Blessed Spawning of Sotek; Scaly Skin
Burning Blade of Chotec; Enchanted Shield; Talisman of Protection
Skink Priest @ 180 Pts
Level 2 Upgrade; Hand Weapon; Blessed Mark of the Old Ones; Aquatic
Dispel Scroll; Charm of the Jaguar Warrior
Again, 1,000 on the nose.
ROOM FOR MORE SKINKS
It is a scary army. Sometimes, his Saurii dont even make it into combat because the enemy army is already dead!
Yeah I hate skinks, especially Those invisible little bastards that set up right next to you, or behind you.
*Shudder*
The lizardmen players in my local GW thought so too, until I introduced them to the casket of souls.
Skirmishers with low leadership? HA HA HA RAPE TIME.
Cheap, poisoned and skirmishers. They are one of the better light infantry in the game.
How many points is a Casket any way? I'm assuming its a rare choice.
115 for the liche priest + 165 for the casket + two guard.
Honestly, I've had that one unit decimate goblin armies, vampire counts, and skink armies.
The attack is a roll against their base leadership, so things like cold blooded, or immunity to psychology don't do shit.
There was one game I played where the casket took out an ENTIRE unit of goblins (they had been arrowed down a little in the previous turn) causing all the orcs and goblins around it to take panic checks (they were all pretty close), almost all of them failed, and roughly half the guy's army ran off the table at the bottom of the 2nd turn.
If I know I'll be facing an army with low leadership scores I always try to bring the casket now.
If your opponent wants to save all his dispell scrolls and dice to neutralize the casket let him.
When he does that it means there's nothing stopping you from taking an extra shot with your catapult (and getting a free measure for the shooting phase), or giving your giant an extra move for that second turn charge, or giving your tomb guard an extra attack, or allowing your high liche priest to fire off a couple of magic missles at his caster (thus eliminating his ability to dispell.)
If you think a goblin army can lock down tomb kings magic you are horribly mismanaging your magic phase.
The only army I've had even come close to competing with my TK's magic phase was a high level Slaan in a Lizardmen army, and even then it was a pretty even fight.
Also, what the fuck are you doing moving your troops forward with a casket? Sit back, fire off your arrows, and let him walk to you. You can send some chariots or scorpions up the sides to protect your flank, but the bulk of your troops need to sit as far back as possible in order to give you as many wounds as you can cause per turn with the casket. I'll often set my casket on a hill as far back as I can, with a unit of 20 bowmen right in front of it (at the base of the hill) just tossing arrows.
When properly played, the casket of souls is one of the best units in the game.
Now, 1500pts means there's no Lord-level characters, but it's also a larger amount of points than what I'm used to in 1000pts, so I'm a bit out of my depth as to what I should be using as far as characters go.
Dwarfs with guns are a different beast altogether.
Considering the high dwarf leadership, I'd probably leave the casket at home and bring two catapults instead.
Pair them up with a couple liches and you're looking at 4 shots a turn.
Battle Wizard (Level 2) - 100 points
- Wizard's Staff...10 points
- Dispel Scroll...25 points
135 points
20 Swordsmen - 120 points
- Full Command...25 points
145 points
10 Handgunners - 80 points
- Musician...5 points
- Marksman with Hochland long rifle...25 points
110 points
So that leaves me 110 points shy of 500. I'm thinking of getting either a Helblaster volley gun or a Flagellant warband to fill that gap. Which would people recommend? Both cost the same amount of points AND the same amount of money, which makes my decision a little tricky.
Also, which lore of magic should I select for my wizard? I've not played any games involving magic yet, but I'm trying to decide between Fire, Metal and Light since those are the three I like the most. I'm looking for something that would be effective and useful, regardless of which opponent I'm playing.
Thanks in advance ODAM.
EDIT: Oops, that should have been the Wizard's Staff, not the Grey Wand.
I haven't gotten to use it on them yet, but I'm anxious to.
Has anyone played with or against the 'Ard Boyz list in the new Orc book? Because I'm considering making one (S4 WS4 T4 troops for 9 points a pop with +1S on the charge is fucking ridiculous) but I'm concerned that they'd suffer from having less units and gobbos.
Welcome to three months ago. :P
I have all his minis except the orc and dark elf.
Yeah, I saw the prototypes of the DElf a while ago, but wasn't he working on a DElf sorceress as well? Something like that. Or was it a female highborn? Must go check...
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
There is no 'Ard Boyz list anymore. The only way to get more than one Big uns unit is to take gorbad ironclaw. That said big uns are still pretty powerfull.
Edit: Just saw this, and i hate double posting so...
Ive been able to lock down tomb king magic with my wood elves, using the wand of wych elm (Re-roll dispels). However Ive only been able to do that if im my opponent is extremely unlucky, which I suppose is the weakness in tomb kings magic, yes its powerfull, but if you roll low im going to dispel you on a single dice.
I'm always for more numbers, I'm guessing the Flagellant unit would be 10 strong?
The volley gun would be nice, but the turn you missfire would pretty much seal your loss. I dont know that much about flagellants, but I'm assuming they would be a little more reliable?
Unbreakable, immune to pshyc, flails, and the ability to sacrafice guys for diffrent effects (not too sure what they are though) Flagellents are going to be pretty good for 500 points. Then again the hellblaster chould kill thier entire army in a single turn so, eithers good.
Like I said, I would go with a little more consistency and more bodies, I say go with the flagellants.
His next one is a female dark elf hero.
Core:
15 Saurus Warriors @ 210 Pts
Musician; Standard Bearer; Hand Weapon; Shield; Scaly Skin
Spawning Champion w/ Hand Weapon; Shield
15 Saurus Warriors @ 210 Pts
Musician; Standard Bearer; Hand Weapon; Shield; Scaly Skin
Spawning Champion w/ Hand Weapon; Shield
15 Saurus Warriors @ 210 Pts
Musician; Standard Bearer; Hand Weapon; Shield; Scaly Skin
Spawning Champion w/ Hand Weapon; Shield
Heroes:
Saurus Scar-Veteran @ 157 Pts
General; Hand Weapon; Light Armor; Blessed Spawning of Quetzl; Blessed Spawning of Sotek; Scaly Skin; Burning Blade of Chotec
Enchanted Shield
Skink Priest @ 145 Pts
Level 2 Upgrade; Hand Weapon; Aquatic; Dispel Scroll;
Charm of the Jaguar Warrior
Rare:
1 Salamander @ 65 Pts
Causes Fear; Scaly Skin; Skirmishers
3 Skink Handlers; Hand Weapon; Aquatic; Skirmishers
Total Roster Cost: 997
A Druchii hero that doesn't suck? Fucking sold!
EDIT: And for only 10 euro, and I can get it with a full helm? Oh fuck yes, I am never using my shitty one again.
My sweet, untouched Miranda
And while the seagulls are crying
We fall but our souls are flying
In fact, as soon as Felix finishes the female one, I shall purchase that one, as well as another helmet-less one and some Cold-one Knights to make up Malus' warband from the beginning of his search for Tz'arkan...
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.