Post by mottdon on May 23, 2018 13:43:36 GMT
So my opponent wants to get another 4000 pt game in and said that I could surprise him with whatever when he comes over.
I've decided on Wood Elves and Empire, having been inspired by knoffles recent WE game and wanting to take a "Jack of all Trades" army. I figured I'd make two lists, both of which I wouldn't mind playing, and give him a choice as to which army he wants to play. Here's what I've come up with so far:
Wood Elves:
Lords & Heroes:
Spellweaver (Lv4, Unicorn, Talis. of Pres., Dispel Scroll) {Lore of Shadow}- 350
Spellweaver {Lore of High Magic}
Glade Captain (BSB, Shrieking Blade, HoDA, Charmed Shield, Hagbane Tips) - 148
Shadowdancer (Lv1, Glittering Scales) - 185
Branchwraith - 75
Waystalker (Bow of Loren) - 110
Core:
30 Dryads - 330
30 Glade Guard (Musician, Swiftshiver Shards) - 490
8 Glade Riders (Musician, Trueflight Arrows) - 186
Special:
9 Wardancers - 135
9 Wardancers - 135
9 Treekin - 405
30 Wildwood Rangers (Full Command, Standard of Discipline) - 375
10 Deepwood Scouts (Swiftshiver Shards) - 170
10 Deepwood Scouts (Swiftshiver Shards) - 170
6 Sisters of the Thorn (Musician, Standared, Lichebone Pennant) - 191
Rare:
10 Waywatchers - 200
10 Waywatchers - 200
Total: 4000
My thoughts on this composition of Wood Elves:
Empire:
Lords & Heroes:
Arch Lector (Additional Hand Weapon, Armor of Meteoric Iron (!+, 6++), Crown of Command) - 187
Battle Wizard Lorn (Lv4, Talis. of Pres, Dispel Scroll) {Lore of Life}- 270
Ludwig Schwarzhelm - 185
Battle Wizard (Power Stone) {Lore of Beasts} - 85
Master Engineer - 65
Warrior Priest - (Great Weapon, Barded Warhorse, Heavy Armor) - 88
Captain (Pegasus, Iron-hard Hooves, Full Plate Armor, Enchanted Shield, Dawnstone, Sword of Battle) - 166
Core:
50 Halberdiers (Full Command, Shields) - 380
- 25 Halberdiers (Shields) [Detachment] - 175
-5 Archers [Detachment] - 35
19 Spearmen (Shields) - 114
15 Knights Panther (Full Command, Inner Circle Knights, Banner of Swiftness) - 420
Special:
Mortar - 100
8 Demigryph Knights (Full Command, Banner of Eternal Flame) - 504
40 Greatswords (Full Command, Standard of Discipline) - 485
Rare:
Helblaster Volley Gun - 120
Helstorm Rocket Battery - 120
Steam Tank - 250
Celestial Hurricanum - 130
Luminark of Hysh - 120
Total: 3999
My thoughts for this Empire list:
So what do you guys think? Fair and balanced? Have I gone too far on one side? Who do you think would win? Input would be appreciated.
Okay. So he was kinda wishy-washy about which army to take, neither seeming to really appeal to him, so I decided to write up another list for Lizardmen, giving 3 completely different armies to play, and when he makes it over, we'll draw cards and play whichever army we draw. So with that in mind, here's the Lizardman list I've come up with:
Lizardmen
Lords and Heroes:
Slann (BSB, Harmonic Convergence, Channeling Staff, Focus of Mystery, Becalming Cogitation) - 430
Oldblood (Cold One, Sacred Stegadon Helm of Itza, Crown of Command, Luckstone, Great Weapon) - 251
Skink Priest (Dispel Scroll) {Lore of Beasts} - 90
Skink Priest (Cube of Darkness) {Lore of Beasts} - 95
Skink Chief (Lustrian Javelin, Armor of Destiny, Shield) - 94
Skink Chief (Lustrian Javelin, Light Armor, Enchanted Shield) - 49
Core:
11 Skink Skirmishers (Lustrian Javelins and Shields) - 77
11 Skink Skirmishers (Lustrian Javelins and Shields) - 77
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
50 Saurus Warriors (Full Command, Spears) - 580
Special:
24 Temple Guard (Full Command, Standard of Discipline) - 381
13 Cold One Riders (Full Command) - 420
3 Kroxigor - 150
Bastiladon (Arc of Sotec) - 150
3 Ripperdactyl Riders - 120
3 Jungle Swarms - 105
3 Stegadons - 645
Total: 3999
The idea behind these Lizardmen:
How about this one? Any advice? Which army would you prefer to play?
I've decided on Wood Elves and Empire, having been inspired by knoffles recent WE game and wanting to take a "Jack of all Trades" army. I figured I'd make two lists, both of which I wouldn't mind playing, and give him a choice as to which army he wants to play. Here's what I've come up with so far:
Wood Elves:
Lords & Heroes:
Spellweaver (Lv4, Unicorn, Talis. of Pres., Dispel Scroll) {Lore of Shadow}- 350
Spellweaver {Lore of High Magic}
Glade Captain (BSB, Shrieking Blade, HoDA, Charmed Shield, Hagbane Tips) - 148
Shadowdancer (Lv1, Glittering Scales) - 185
Branchwraith - 75
Waystalker (Bow of Loren) - 110
Core:
30 Dryads - 330
30 Glade Guard (Musician, Swiftshiver Shards) - 490
8 Glade Riders (Musician, Trueflight Arrows) - 186
Special:
9 Wardancers - 135
9 Wardancers - 135
9 Treekin - 405
30 Wildwood Rangers (Full Command, Standard of Discipline) - 375
10 Deepwood Scouts (Swiftshiver Shards) - 170
10 Deepwood Scouts (Swiftshiver Shards) - 170
6 Sisters of the Thorn (Musician, Standared, Lichebone Pennant) - 191
Rare:
10 Waywatchers - 200
10 Waywatchers - 200
Total: 4000
My thoughts on this composition of Wood Elves:
- I'll keep the Lv4 mobile and protected in the unit of Sisters and also be able to keep him close enough to cast Shadow spells where they'll be needed. The Elven Steed will allow her to keep up with the unit. Also, a 4++ save as well as the MR1 from the Lichebone Pennant will be great magic protection, for the entire unit.
- I love the idea of the Shadowdancer. If she can also manage to get off a Miasma on her opponents, that'll help with the turns in which they have to select a dance other than the 3++ save.
- Branchwraiths are just nasty. The mere fact that they are a Lv1 Life caster, is just icing on the cake.
- The Waystalker, flanked by two units of Waywatchers, will just be a load of nasty shooting. I plan on protecting these guys with a couple of tough CC units, like the Wildwood Rangers and Dryads.
- I usually try splitting up my Glade Guard into separate units of 10, but I'm going to go with knoffles example and put all 30 in one block and place them in my "free" forest at the game setup. My BSB and Lv2 will both go in this unit and will also get the bonuses from being in the forest as well.
- 2 units of 10 Deepwood Scouts will help minimize early pressure on the army by countering chaff and also applying immediate fire to their opponents. The range penalty should be taken away from them being able to scout and the Swiftshiver Shards will mean that they will be churning out 40 shots, hitting on 4's and wounding on 4's. That should average around 8 wounds if you count 6+ and 6++ saves. No bad and too much to ignore.
- The 30 Wildwood Rangers, 9 Treekin, 18 Wardancers and 30 Dryads, will be a hard-hitting teams. Key word being teams. I think I'll have to keep them paired and teaming up on single opponents, if at all possible, but I simply don't see much standing up to any of those combos. I think I'll keep the Treekin and Dryads separate though, due to the whole "Flammable" thing. I'll try to target the Stank early with the Waywatchers and possibly the Warstalker so that it doesn't really get a chance to grind my squishy elves or use it's steam gun on the Tree-folk.
Empire:
Lords & Heroes:
Arch Lector (Additional Hand Weapon, Armor of Meteoric Iron (!+, 6++), Crown of Command) - 187
Battle Wizard Lorn (Lv4, Talis. of Pres, Dispel Scroll) {Lore of Life}- 270
Ludwig Schwarzhelm - 185
Battle Wizard (Power Stone) {Lore of Beasts} - 85
Master Engineer - 65
Warrior Priest - (Great Weapon, Barded Warhorse, Heavy Armor) - 88
Captain (Pegasus, Iron-hard Hooves, Full Plate Armor, Enchanted Shield, Dawnstone, Sword of Battle) - 166
Core:
50 Halberdiers (Full Command, Shields) - 380
- 25 Halberdiers (Shields) [Detachment] - 175
-5 Archers [Detachment] - 35
19 Spearmen (Shields) - 114
15 Knights Panther (Full Command, Inner Circle Knights, Banner of Swiftness) - 420
Special:
Mortar - 100
8 Demigryph Knights (Full Command, Banner of Eternal Flame) - 504
40 Greatswords (Full Command, Standard of Discipline) - 485
Rare:
Helblaster Volley Gun - 120
Helstorm Rocket Battery - 120
Steam Tank - 250
Celestial Hurricanum - 130
Luminark of Hysh - 120
Total: 3999
My thoughts for this Empire list:
- I want to keep my Arch Lector nestled in the big block of Halberdiers, where he can utilize his Hatred and Crown of Command to the most benefit. The AoMI will give him a good deal of protection while the AHW will give him more impact on the offensive side. The Lv2 will stick close to the Arch Lector on the front lines and attempt to buff where needed. Ludwig Schwarzhelm will provide a huge range of BSB rerolls, due to his 18" coverage. His Sword of Justice will come in handy as well.
- The Captasus will be there to hunt down running units, harassing units, and others that I simply can't get to easily. 1+ armor with rerolls should keep him fairly safe and the Sword of Battle should keep him hitting more frequently. Have to be wary of the Waystalker with this guy though.
- 50 Halberdiers with a detachment of 25 Halberdiers and a speed bump of 5 Archers will hold a flank fairly well. The 19 Spearmen will also make a good bunker for the Lv4 of Life, hopefully allowing him to bring back some of those who will inevitably fall to all those arrow shots.
- The 40 Greatswords with the Standard of Discipline will be able to hold the other flank without the support of the General nearby should they get separated. The Knights Panther and Demigryph Knights will be on either side and charge in from the flanks. Stank in the middle and charge down the opponent's throat.
- The Engineer will man the HBVG, while the HSRB and Mortar will sit in the back and bombard from afar. The Celestial Hurricanum and Luminark will follow the big blocks and do their support thing.
So what do you guys think? Fair and balanced? Have I gone too far on one side? Who do you think would win? Input would be appreciated.
Okay. So he was kinda wishy-washy about which army to take, neither seeming to really appeal to him, so I decided to write up another list for Lizardmen, giving 3 completely different armies to play, and when he makes it over, we'll draw cards and play whichever army we draw. So with that in mind, here's the Lizardman list I've come up with:
Lizardmen
Lords and Heroes:
Slann (BSB, Harmonic Convergence, Channeling Staff, Focus of Mystery, Becalming Cogitation) - 430
Oldblood (Cold One, Sacred Stegadon Helm of Itza, Crown of Command, Luckstone, Great Weapon) - 251
Skink Priest (Dispel Scroll) {Lore of Beasts} - 90
Skink Priest (Cube of Darkness) {Lore of Beasts} - 95
Skink Chief (Lustrian Javelin, Armor of Destiny, Shield) - 94
Skink Chief (Lustrian Javelin, Light Armor, Enchanted Shield) - 49
Core:
11 Skink Skirmishers (Lustrian Javelins and Shields) - 77
11 Skink Skirmishers (Lustrian Javelins and Shields) - 77
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
10 Skink Skirmishers (Lustrian Javelins and Shields) - 70
50 Saurus Warriors (Full Command, Spears) - 580
Special:
24 Temple Guard (Full Command, Standard of Discipline) - 381
13 Cold One Riders (Full Command) - 420
3 Kroxigor - 150
Bastiladon (Arc of Sotec) - 150
3 Ripperdactyl Riders - 120
3 Jungle Swarms - 105
3 Stegadons - 645
Total: 3999
The idea behind these Lizardmen:
- Obviously, the Slann will be the main anchor for this army, giving a strong magic phase and using the two Skink Priests to spread out his casting range. Same old trick with the Harmonic Convergence and Channeling Staff, Focus of Mystery to be able to swap out 6 spells for other Lore spells and cherry pick my magic phase spells. Becalming Cogitation for strong dispelling. The two Skink Priests will both be Lore of Beasts so that they can spam Wyssan's Wildform UNLESS they get Transformation of Kadon. Then opt for the monster spell.
- The Oldblood on Cold One will be there to charge in with the Cold One Riders and offer a strong, fast element, that will be hard to take down. They'll be supported by the Ripperdactyl Riders, a unit that most chaff would hate to face. The Stegadons will also provide a monster threat for charging in as well.
- The Saurus Warrior Block will steadily advance along with the Temple Guard. The Kroxigor can anchor one side while the Jungle Swarm will anchor the other. The Bastiladon will follow right behind the Jungle Swarm (hopefully adding to their number) and protect the rear of the units from ambushers and any enemy units that may get behind them, since the only fliers will be the Ripperdactyls, who should be advancing with the Cold Ones. The Jungle Swarm will provide the big blocks with Poison Attacks as well.
- Then there's the Skink Cloud. Obviously, this will be for peppering their opponents with Posioned Attacks and chaffing up the enemy while allowing the big blocks to advance. The two 11 man units would be for the Skink Chiefs while two of the 10 man units will hang back slightly to bunker the Priests. This'll be the tricky part since they still need to leave lanes for the chargers through, shoot magic missiles and Javelins, but also screen the other CC units while they advance. We'll see.
How about this one? Any advice? Which army would you prefer to play?