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Post by knoffles on Jan 23, 2021 14:10:05 GMT
Like strutsagget I am continuing to copy across useful articles and blogs from other forums and sources to this one. In this series of posts we look at another of Ulthuan.net's contributors: Curu Olannon. He was a particular fan of a lord on Star dragon and low level coven of light. I have extracted some of the posts he wrote around his list and rationales behind it. His original post can be found here: www.ulthuan.net/forum/viewtopic.php?f=67&t=45081&p=808512#p808512Post 1: High Elf Army Book Analysis Post 2: Army Lists with Rationale and Development Post 3: Star Coven - Some Thoughts - 7-Sep-2014 Post 4: The Necessity Of Multiple Mages To Support The Star Dragon – 17 Aug 2014 Post 5: Star Coven - Looking Ahead – 17 Aug 2014 Post 6: META Game Thoughts – 7 Aug 2014 Post 7: Star Coven - List Evaluation 11-June-2014
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Post by knoffles on Jan 23, 2021 14:10:15 GMT
Post 1: High Elf Army Book Analysis
The High Elf Army Book is one of the best books written for 8th edition Warhammer in my opinion. Its internal balance is extremely good compared to just about any other book out there, with very few must-have choices. We have some tremendously strong options available, but also some glaring weaknesses.
To make a long story short, I believe High Elves, regardless of configuration, are about board control and force concentration. With our innate frailty, failing either of these during list development can easily cause you to lose games before they`ve even began. By board control I mean being able to decide when and where fights happen, from troop positioning to when a unit engages and who it engages, with possible counter-charges etc. By force concentration I mean being able to apply X points of your army list to Y points of your opponent`s army, with X being significantly bigger than Y. Successful High Elf lists inevitably achieve these in different ways: be it applying lots of magic and shooting to devastate a unit or combo-charge with multiple strong elements.
I have seen a lot of High Elf lists and army types in action both online and in real life. The ones that stand out are the ones with a clear focus, being one of the following:
- Star Dragon with cav support and RBTs
- Cavalry deathstar
- White Lion Coven of Light defensive configuration with lots of shooting
- Cavbus with fast elements or strong infantry support
I'm not saying these are the only possible successful configurations, but they`re the ones I've seen being able to compete with the best when top players face each other with solid lists. There is still a lot of unexplored territory.
Designing a High Elf army then is all about evaluating your list relative to board control and force concentration while asking yourself how it plays vs other strong lists. As an example, taking multiple units of White Lions supported by combat characters might seem like a good idea, but in reality you`ll quickly find that their ability to concentrate force is rather terrible as M5 with a big footprint is downright clumsy to wield, and furthermore they are too slow to effectively push against a solid, defensive opponent. Note that while you need to evaluate matchups and avoid lists that have too many bad ones, every list in Warhammer has some hard counters, no exceptions. Being able to tell how many hard counters you`re likely to run into requires a good understanding of the current meta and unfortunately I can`t give you a good answer for this.
Instead of going through every option in the book, I`ll highlight some of my key experiences:
- Star Dragon is awesome. If your meta is not packed with war machines, at least give it a try. It can be played well with cavsupport, but unexplored territory includes heavy infantry support and msu infantry shooting.
- Loremaster is surprisingly versatile and a true beast at supporting combats by means of trickling.
- Archmage is solid. High, Death and Light are the best lores, I`ve found. Light coupled with a Loremaster makes for a terribly destructive magic phase, with only a Level 1 caddy being needed for S6 Banishment.
- Banner of the World Dragon is almost always a must. Not taking it increases your vulnerability to miscasts, death magic and dangerous spells such as Foot of Gork, Doombolt etc. Furthermore the near-immunity to magical attacks is insane.
- Silver Helms are good value in core. They are the one core unit we have that have some kind of durability and taken in larger numbers (12+) they provide good bunkers for mounted characters. They are the bread and butter of most mobile lists.
- Reavers are extremely good, no matter what you`re running. I don`t think I`ll ever play 2400 points without at least 2 units of these ever again. Their board control is very strong and vanguard allows them to be dropped ambiguously, letting them catch up before T1 starts.
- PG are very strong, but quickly take a lot of points as you`ll be looking to have a good size of them. 20 with full command and razor is the smallest I`d take, which clocks in at 375 points. With character and/or magic support they can grind almost anything that isn`t a deathstar and expect to win, a rare trait for High Elf units.
- White Lions can be good defensively, but they`re no-where near what they used to be. Remember that they are T3 5+ and that they take up points that aren`t going into mobility or board control.
- Swordmasters aren`t worth it. Don`t bother, offensively you`ll likely want PG instead whereas defensively Lions are simply better.
- Shadow Warriors have found a niche in the meta with their anti-enemy-vanguard nature and ability to harass flanks. This is heavily meta dependent though, if vanguarders aren't popular and war machines are usually hard to get at, you`re likely better off spending your points elsewhere.
- Frostheart Phoenix is very strong, but don`t forget it`s weak to static combat resolution and can go down easily to multiple war machines and poisoned attacks. It truly shines when it can combo-charge, allowing your otherwise frail Elves to (likely) strike first and receive less punishment in return due to -1S.
- Flamespyre Phoenix is tremendously underwhelming. 3 S5 attacks are truly close to useless in the current meta. Some lists are experimenting with it as an Anointed mount and while I have yet to see results, I doubt its viability in a singles setting. I would never take one without a rider at least.
- RBTs and Eagles are your best friends. Unless you have a good reason not to, never leave home without!
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Post by knoffles on Jan 23, 2021 14:10:27 GMT
Post 2: Army Lists with Rationale and Development
.::. Current List .::.
Prince on Star Dragon: Dragonhelm, Star Lance, Crown of Atrazar, The Other Trickster`s Shard, Shield = 598
Noble BSB on Barded Steed, Banner of the World Dragon, Heavy armour, Shield, Lance = 172
Noble on Barded Steed, Enchanted Shield, Heavy Armour, Ogre Blade = 134
Mage L2 on Steed, Scroll = 155
Mage L2 on Steed, Ironcurse Icon = 135
Heroes = 596, Characters = 1194
16 Silver Helms, Full Command & Shields = 398
5 Ellyrian Reavers = 80
5 Ellyrian Reavers, Bows (swap) = 85
5 Ellyrian Reavers, Champion = 90
Core = 653
3x1 Repeater Bolt Thrower = 210
Frostheart Phoenix = 240
2x1 Great Eagle = 100
Rare = 550
Army total = 2397
.::. Rationale .::.
While magic received a huge boost in 8th edition, games are still largely won (or lost) in the movement phase. Being able to dominate the board and apply more pressure to a specific point on the battlefield than your opponent is crucial to victory. Playing High Elves allow us to do this very well, in a number of ways. Personally I`m a big fan of the biggest and baddest of them all when it comes to this: with a statline of 7 and flying, the Star Dragon is arguably the best board controller in the game. With the Star Lance on the Prince this unit alone delivers 10 S7 hits on the charge, 4 of which allow no armour save. While in our last book the Prince could be geared almost fully for a 2.5k game, the Star Dragon`s increased cost means the Prince will always have to settle for a compromise now. Effectively, I think he works best as a delivery system, i.e. here`s mainly around to bring the Dragon to the table. Don`t get me wrong, 18" LD10 Inspiring Presence is nice as well, but trying to tool the Prince to do anything but deliver the Dragon is a faulty approach, in my opinion. To this end, the Other Trickster`s Shard is mandatory as it is the single item that helps the Dragon out the most. To increase the odds of this item being around (= Prince alive) when you hit home, the Golden Crown and Charmed Shield are both excellent choices. The problem with the latter is that you really want the fireward: in a lot of matchups flaming ranged attacks can be what`s really threatening the Dragon (Dwarfs, Daemons and Tomb Kings to name the most common) and in this case, you want to give the Prince a decent chance at conserving the points, should the Dragon go down. It`s also very helpful against metal magic and High Elf Loremasters, both of which aren`t too uncommon these days. The compromise is thus Golden Crown + Dragonhelm, since Dragon Armour is simply too expensive. Lastly, to make the Prince actually matter when he charges, the Star Lance is an excellent choice. Given the meta where high-T 1+ save troops dominate, this build is in my opinion the best you can get at 2400 points.
I`ve tried a number of variations concerning hero support for the Star Dragon. To make a long story short (read the battle reports for more in-depth analysis), I believe it is necessary to include 2 level 2 mages to make the most of the available magic phase since you basically get the winds for free. It is also my experience that these two need to be protected by the Banner of the World Dragon, which is a mandatory item to provide the Dragon with Stubborn, because Elves really hate miscasts above and beyond everything else. Dark Elves get away by letting their Warlocks pull a lot of the magic phase, Wood Elves usually have a Sisters of the Thorn or Skirmisher bunker, neither of which are as vulnerable to miscasts as our elites or cavalry busses. I don`t believe neither White Lions nor Swordmasters can function well in an offensive list as they are just inferior to Phoenix Guard, and the latter really need the Razor Standard. The question then becomes whether to take a unit of Dragon Princes or to simply put the banner on the BSB. Since the mages have to go where the banner is, you`re looking to push them into the second rank, which means 2 Nobles are mandatory as well, or you could get away with just the BSB if you take the Crown of Command. This latter option allows a unit to operate with weird formations like 2-3-4 wide, but in this case a bus doesn`t provide static combat resolution. By taking a solid unit of Dragon Princes, you`re spending a lot of non-core points on something the Silver Helms can effectively do better: provide static combat resolution. No matter what, it all boils down to the fact that are our cavalry are useless in a grind as their S3 will never achieve anything of importance. The superior option then is to leave the Dragon Princes at home, which means the BSB has to carry the Banner. The last question is then whether to go with the Crown (allowing for one less Noble, potentially) or to take the 4th hero. In a setting where you need to run across the map and score big points (which is fairly typical for a Star Dragon list), you`re looking for the Silver Helms to provide static resolution. The more combat resolution you can generate, the better. For this, I think the Crown of Command is a flawed approach. It is a defensive item in an otherwise offensive list. True, it helps you get out of some iffy situations by simply placing a 25 wound 2+ save block with 2++ vs magical damage in the way of whatever it is you need to block, but it doesn`t help you achieve the objective of actually hurting stuff and generating combat resolution. For all its worth, the Crown of Command is useless on offense. Besides, I think a list like this can deal with iffy situations in other ways (more on this later). The conclusion then is that the natural 4th hero choice is indeed added, with fighty equipment. The lores on the mages is also debatable, I`ve found that none even come close to the flexibility of High Magic: being able to default to Drain Magic and Soul Quench alone is invaluable, whereas Apotheosis, Arcane Unforging and Walk Between Worlds are all killer spells. Having +1 to cast from this lore is the icing on the cake, allowing the Level 2s to put more pressure out in the magic phase.
With the characters set and knowing we need Silver Helms, what should the rest of the list look like? First of all, lacking the Crown of Command is a big issue. Bad situations will happen, so what then? The best thing to do is to dominate the board as much as you can. Reavers in core are excellent, as are Eagles in rare. Shadow Warriors can also help in this regard, but unfortunately the points simply aren`t there and for protecting a unit, their board control presence is inferior to Reavers/Eagles. The bus is sized to provide just enough ranks for maximised combat resolution, assuming noone dies. While this might sound stupid, it`s often the case that they make it into combat and have the full +3 rank bonus for the first round. The core points are then spent on as many Reavers as possible.
Looking at the rare section, our number one priority is of course the Frostheart Phoenix. In an offensive Star Dragon list, this is by far the most crucial unit to have. After this, we need board control. Maximising Eagles is mandatory, with the rest being spent on RBTs: while many High Elf players feel these are underwhelming, they provide tremendous board control value for their points. This leaves us with 50 points to spare (600 heroes, 600 lords, 600 min-core, 550 rare), which we throw into more Reavers, maximising our board control with an amazing 5 chaff units.
Some might question the amount of drops, aren`t offensive lists supposed to have few drops to get the initiative? Well first of all, having the initiative is no doubt nice. However with 5 chaff drops your opponent almost always has to commit to a part of the table before you deploy your heavy hitters. This can be crucial, as playing against a well-deployed refused flank can be disastrous. Besides, you still get first turn once in a while: indeed many lists have more drops than this so you still get +1 for first turn.
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Post by knoffles on Jan 23, 2021 14:10:39 GMT
Post 3: Star Coven - Some Thoughts - 7-Sep-2014
List being discussed:
Prince on Star Dragon: Star Lance, Dragonhelm, The Other Trickster`s Shard, Golden Crown of Atrazar, Shield = 598
Noble BSB on Barded Steed: Heavy Armour, Lance, Shield, Banner of the World Dragon = 172
Mage L2 Light on Steed, Dispel Scroll - 155
Mage L2 Light on Steed, Sceptre of Stability, Ironcurse Icon - 150
Mage L1 Light on Steed, Ring of Fury - 120
Heroes/Characters: 597/1195
10 Reavers, bows = 170
10 Reavers, bows = 170
10 Reavers, bows = 170
5 Silver Helms, Shields, Champion = 125
Core: 635
4 Repeater Bolt Throwers = 280
Frostheart Phoenix = 240
Great Eagle = 50
Special & Rare: 570
Army Total: 2400
The initial idea for the Star Coven was to have a list that allows the Star Dragon to play very versatile. What I have found thus far is that keeping the Coven close to the Dragon + Phoenix is very hard. Often they need to operate on their own. Without re-rolls from BSB and stubborn from BOTWD, this is very risky. Even against Empire I had to take care, and there are far worse armies out there capable of clearing Reavers in a heartbeat.
What this means is that there`s an inherent risk with the list as compared to the High Magic bus variant: If you have to push, you have less options while doing so and you need to risk more. This might seem obvious, but I feel pointing it out is important nonetheless.
What I did find however was that Reavers are exceptionally good at letting a bunch of characters play defensive, evasively, granting them insane mobility and a ton of freedom. I believe it is a setup worth testing out more with this list, but the basic setup for the Coven I think have application areas far outside of playing a Star Dragon. For example I can see this working well as a replacement for Archers (which many armies can easily hunt down and threaten) in infantry-based Coven lists and I can see it being a potential candidate for other lores as well in more evasive lists.
Another interesting approach would be to see whether one can make Lions work with this setup. This is somewhat counter-productive to the original idea (i.e. providing the list with more flexibility), but it grants grinding power beyond what most Star Dragon lists can produce along with a threat prospect that is just brutal: Timewarped Lions.
To conclude then I will likely try this list at least a bit more, preferably in matchups I`m hoping will prove favourable (as Empire are just bad to face anyway they`re not necessarily a proper test for what I`m trying to achieved). I will also look into incorporating Lions, though I have a feeling the points will be stretched. Lastly, if I return to a defensive and/or evasive style of play I most definitely will consider giving this a go
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Post by knoffles on Jan 23, 2021 14:10:51 GMT
Post 4: The Necessity Of Multiple Mages To Support The Star Dragon – 17 Aug 2014
The following analysis is based on 2400 point armies
This is a topic whose headline I find to be the sad truth, unfortunately. I have been completely unable to create a list that I like which doesn`t feature at least 4 levels in magic alongside a Star Dragon. First, let us look back at how it used to be: In our old book you always got Drain Magic for free: A spell that was cast on 7+ and increased all casting values from there on out by +3. Tremendous spell to get for free if you ask me. Furthermore, we got Shield of Saphery as a signature spell, a 5+ to cast 18" 5+ ward augment. Together, these spells were almost always useful, easy to cast and, perhaps most importantly, you always got them if you wanted them. Add to this, we had potential game-breakers such as Vaul`s Unmaking (remove a select magic item 24", 12+ to cast) and Flames of the Phoenix (24" S3 flaming hit on every model in unit, increases +1S per turn, 11+ to cast). Between this, I found we could get by with a single Level 2. He gave me amazing amounts of return for the tiny investment, also in big parts due to Annulian Crystal. I`m not saying it was optimal, but I do believe it was feasible. Freeing up the points you`d otherwise spend on a second mage allowed for a LOT of freedom. I feel the following report demonstrates this very well (pay attention to T1 and T2 magic offense. The mage cost ~180 points). HE vs VC.
So, fast forward to our new book. We now "only" get 2 spells. On the upside, we have 2 signatures, both of which are quite good. On the downside, both our signatures are heavily dependent on context: Soul Quench has short range and cannot be cast if the mage is in combat, Shield of Saphery really only benefits a unit if it`s being targeted and Drain Magic only works to dispel enemy magic, rather than prevent it as the old one did. Why I wouldn`t say High Magic got worse (the inclusion of spells such as Apotheosis and Walk Between Worlds are total game-changers), it became less flexible for a barebones mage investment. Furthermore, the casting values have increased, so despite the +1 to cast you need to spend more dice: especially since you`re likely to try and boost Soul Quench/Walk Between Worlds every now and then. This significantly increases the frequency of miscasts, which leads to BOTWD protection pretty much being a necessity. This is doubly true bearing in mind the short range of High Magic spells, meaning your mage often has to go close to the action where death snipes etc are abundant.
Why have I only considered High Magic thus far? Long story short: No other lores sport more than 2 spells (whereas High Magic used to, hence the logical starting point) and no other lores come close to High in terms of flexibility in the context of a Star Dragon list. True, lores like Beasts and Heavens have really good signatures, but what else? There`s no healing, no damage prevention and what you`ll get will vary greatly from game to game with few game-changers.
But but, I hear you say. There are items that provide you with more spells! Yes indeed, there are. The problem with these is that they are just as situational as our signatures. If we had the Empire`s Ring of Volans, we might actually consider a one-mage approach... But then again, taking that ring is a one-use only and it`s too expensive to combine with a dispel scroll, so probably not. The question is then, can you possibly create a context where the Ring of Fury is worthwhile? This context essentially means that the mage has to stay out of combat, which means that the BSB has to stay out of combat to provide BOTWD protection as there is no other sensible unit to carry the BOTWD with the purpose being to stay outside of combat. Keeping the BSB out of combat is, contrary to popular belief, a very sensible option seeing as he`ll always be squishy when he carries the BOTWD: Even fully armoured on an armoured horse he`s only T3 2+ W2 - not much to write home about. The question then becomes bunker. What kind of a bunker could these guys possibly benefit from? In a nutshell, there are 3 options:
- Silver Helms
- 2 or more units of Ellyrian Reavers
- Infantry
Silver Helms obviously provide the best protection with a way stronger armour save than Reavers. They do however suffer from a lack of mobility since they are not fast cav. With 2 units of Reavers acting as dedicated bunkers, you could possibly run them around swapping characters every turn (in effect they would still maintain fast cav benefits). I have found that this works well with Light Mages, at least well enough to warrant more playtesting, but there`s a huge difference between Light and High: Banishment has the range of a Bolt Thrower. Soul Quench has the range of a Short Bow. Whereas Reavers are relatively easy to keep safe when you can stay far away, having to get them up in the face of your opponent is nothing short of insanity. Infantry are an interesting choice because they have the most wounds to cover your characters per points invested, but in a meta where armour and speed dominates, you`ll have a huge points sink that is easy to grab for a skilled opponent. Effectively you need to dedicate the rest of your army to keep them safe - if you want to do so - which is detrimental to their intended role: They are there to support the Dragon, not the other way around.
That leaves us with Silver Helms. A unit that are only 3 wide with Full Command are relatively mobile: With such a small frontage even relatively big wheels expend fairly little movement, their armour means they can get relatively close without fearing a wipe-out, and lastly they are strong enough to probably wipe out anything that isn`t dedicated to combat. Could it work? Possibly, but given that we need Reavers and/or Helms darts and/or preferably a bus to bring some static res alongside the Dragon, our Core Tax is running out of points. It`s thus time to see a barebones setup and perhaps calculate some points to see what, if anything, we have potentially gained from this trade.
BSB BOTWD Horse with horse armour, stuff to protect dude, stuff to provide dude with some much needed S6 on charge = 172 points
Mage with mandatory level upgrade, bound spell item and 1+ scroll on naked horse = 180
Hero points spent = 352/600 - 248 left to spend.
12 Core cavalry with mandatory armour upgrade and front rank occupiers = 306
Core tax spent = 306/600 - 294 left to spend.
Actually, this kind of looks half promising. The big question is, can we get something real for the rest of these points? First, let`s turn to the rare section: We want at least a Frostheart and an Eagle and 3 RBTs. From here, we can either add an RBT or another Eagle, but not both. Let`s assume the Eagle, this makes our rare section cost 550 points. In other words, our core can go up to 650, which means we can potentially bring the following: 14 Silver Helms with Shields and Full Command = 352. I assume we can ditch one model from the bunker for the sake of argument, which means we have enough for 3 full ranks (woho!). In a perfect world then, our Silver Helms provide +3 static combat resolution when helping out the big Dragon. If we want this configuration, we are sacrificing Reavers in core. An alternative setup is 2 barebones Helm darts (250 points), leaving us enough points for a unit of Reavers. This setup has no static res bonus worth speaking of and no way to break any kind of steadfast.
The first setup allows us to field 2 more Nobles on Barded Steeds with fairly decent setup. This does provide a bus that has unparalleled power compared to most SD support busses, but it lacks magical protection from BOTWD. The upside is of course that you -can- of course place the BSB here. With 3 Nobles, 2 of which are decently equipped, we are starting to get some serious fighting power out of what is essentially a supporting unit. Let`s have a look:
Noble on Barded Steed with Ogre Blade, Enchanted Shield, Heavy Armour = 134
Noble on Barded Steed with Potion of Strength, Heavy Armour, Shield, Lance = 117
This brings our hero total to 603, which is slightly too much. We could ditch the BSB`s Lance for a Spear though, saving 4 points. This adds up and we`re pretty much at the very edge of what we can afford. 2 fighter heroes that are expendable sounds nice, but remember that we haven`t only lost our second mage but also our Reavers.
The second setup doesn`t care about grinding anyway, so we might as well continue our Blitzkrieg approach. For 260 points, we could get a Noble on a Griffon with Dawnstone, Enchanted Shield, Lance and Heavy Armour. Degrading Lance to Spear for the BSB, we still don`t have the points though: 168 + 180 = 348, so we need to cut 8 points from this Griffon. The only logical place to do this is the Dawnstone, which allows for very little in terms of defense. The best I can do for this guy (remember 17 points to spend) is probably Potion of Foolhardiness, Luckstone and Lion Cloak.
Are there other setups here that make sense? Dual-Noble on Eagles sounds interesting, but are there points left over to make this worthwhile?
Noble on Eagle x2 = 240. Dang, nope, I`m sorry. What about one on an Eagle and a barebones one to ride with the naked Helms?
Noble on Eagle with Dawnstone, Enchanted Shield, Heavy Armour, Lance, Potion of Strength = 180
Noble on Barded Steed with Lance, Shield, Heavy Armour = 97
Total = 277, which is far too much given our 252 budget. There is nothing obvious we could ditch either, as even leaving the Potion of Strength and the Lance for a spear, we`re still not there (601 points). We could leave the Dawnstone, which makes the Eagle a glasscannon if there ever was one.
To summarize then, our options include 2 decent fighter nobles, a griffon noble with fairly minimal equipment and lastly a naked barded steed noble + fairly naked great eagle noble. At this point, it`s time to remember what the rest looks like: by taking this approach we also gave up a bit of our core flexibility and we`re down to 2 units of Helms (one for protection, one for assault) or one protective unit of Helms + MSU cav support. Furthermore, our magic is tied up to S4 18" ranged magic missiles and we have invested a hefty amount to keep that magic around (if successful, lots of points are preserved as well though). It`s important to remember that we`re not trading 2x L2 for 1x L2 + some more fighting power and core changes, we`re also trading out massive amounts of magical flexibility. Anyone who`s ever gotten a crucial Apotheosis through on a Star Dragon knows what I`m talking about, and 2x L2s have a 90% chance of getting one specific spell whereas a single level 2 has only a 44% chance. Risky, at best. Madness, at worst.
Taking a step back then, here is a sample of the alternative, go with the magic investment:
Prince on Star Dragon: Dragonhelm, Star Lance, Crown of Atrazar, The Other Trickster`s Shard, Shield = 598
Noble BSB on Barded Steed, Banner of the World Dragon, Heavy armour, Shield, Lance = 172
Noble on Barded Steed, Enchanted Shield, Heavy Armour, Ogre Blade = 134
Mage L2 on Steed, Scroll = 155
Mage L2 on Steed, Ironcurse Icon = 135
Heroes = 596, Characters = 1194
16 Silver Helms, Full Command & Shields = 398
5 Ellyrian Reavers = 80
5 Ellyrian Reavers, Bows (swap) = 85
5 Ellyrian Reavers, Champion = 90
Core = 653
3x1 Repeater Bolt Thrower = 210
Frostheart Phoenix = 240
2x1 Great Eagle = 100
Rare = 550
Army total = 2397
In the light of this analysis (which turned out to be lengthier than I`d have thought), I believe it`s safe to say that it`s obvious that this is the superior setup in an all-comers, competitive setting.
TL;DR - Star Dragon needs at least 4 levels in magic supporting it
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Post by knoffles on Jan 23, 2021 14:11:02 GMT
Post 5: Star Coven - Looking Ahead – 17 Aug 2014
I tried various ways of playing the Star Coven some time ago. The long story short is that I didn`t find it feasible because the mages were too exposed. However I have since thought of 2 things that might make such an approach more valid: First of all, by having Crown of Command on a mage, you can afford to run the Helms around in a 3 or 4 wide manner, depending on how likely the champ is to die (thus forcing a mage to the front). The problem with this approach is that the Helms are suddenly very, very reduced in the roles they can play: applying static combat res becomes nearly impossible (apart from bringing a banner + bsb into combat) and the sheer size of a proper bus means that you`ll have a huge footprint that`s hard to move around as you please. It is however superior to keeping the mages in a 5-wide bus with the huge inherent risk of losing one or two in combat every time you charge something, depending on how many initiative steps you are up against.
Anyway, let`s take a look at a sample list:
Stubborn Bus Star Coven:
Prince on Star Dragon: Star Lance, Dragonhelm, The Other Trickster`s Shard, Golden Crown of Atrazar, Shield = 598
Noble BSB on Barded Steed: Heavy Armour, Spear, Shield, Banner of the World Dragon = 168
Mage L2 Light on Steed, Dispel Scroll - 155
Mage L2 Light on Steed, Sceptre of Stability - 145
Mage L1 Light on Steed, Crown of Command - 130
Heroes/Characters: 598/1196
15 Silver Helms, Full Command, Shields = 375
5 Reavers, champ = 90
5 Reavers = 80
5 Reavers, bows = 85
Core: 630
4 Repeater Bolt Throwers = 280
Great Eagle = 50
Frostheart Phoenix = 240
Special & Rare: 570
Army Total: 2396
As some of you may remember, I tried for a short time to run bunkers of reavers for the mages. While I didn`t find it to be successful, the problem was not the Reavers themselves, but the lack of magical and miscast protection from BOTWD, as well as a reduced bus which was basically a huge points sink. I think the problem here was that I didn`t take the concept far enough outside of the box. What is far enough outside of the box you might ask? Read on:
Reaver Bunkers Star Coven:
Prince on Star Dragon: Star Lance, Dragonhelm, The Other Trickster`s Shard, Golden Crown of Atrazar, Shield = 598
Noble BSB on Barded Steed: Heavy Armour, Lance, Shield, Banner of the World Dragon = 172
Mage L2 Light on Steed, Dispel Scroll - 155
Mage L2 Light on Steed, Sceptre of Stability, Ironcurse Icon - 150
Mage L1 Light on Steed, Ring of Fury - 120
Heroes/Characters: 597/1195
10 Reavers, bows = 170
9 Reavers, bows, champion = 163
9 Reavers, bows = 153
6 Silver Helms, Shields, Champion = 148
Core: 634
4 Repeater Bolt Throwers = 280
Frostheart Phoenix = 240
Great Eagle = 50
Special & Rare: 570
Army Total: 2399
A possible change here would be to reduce the Reavers to 2 bunkers to include another Helm dart. The Helms` main purpose is to provide the Star Dragon with a challenger to ensure the Prince brings the Star Lance to full effect. The idea of triple reaver bunker was presented by a clubmate who originally had a different idea: play High Elves in a highly annoying avoidance manner. Consider the following:
Catch me if you can while I burn you!:
Anointed on Flamespyre Phoenix, Dawnstone, Giant Blade, Potion of Foolhardiness, Enchanted Shield = 530
Noble BSB on Barded Steed: Heavy Armour, Lance, Shield, Banner of the World Dragon = 172
Mage L2 Light on Steed, Dispel Scroll - 155
Mage L2 Light on Steed, Sceptre of Stability, Ironcurse Icon - 150
Mage L1 Light on Steed, Ring of Fury - 120
Heroes/Characters: 597/1127
10 Reavers, bows = 170
10 Reavers, bows = 170
10 Reavers, bows = 170
5 Silver Helms, Champion, Shields = 125
Core: 635
Flamespyre Phoenix = 225
Flamespyre Phoenix = 225
2x1 RBT = 140
Rare: 590
Army total = 2352
Some new ideas here for sure. If I return to try an offensive Light Coven, I`m definitely looking to go with one of these lists
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Post by knoffles on Jan 23, 2021 14:11:13 GMT
Post 6: META Game Thoughts – 7 Aug 2014
Here are my thoughts on the matter (warning: wall of text). I`m assuming 2400 point competitive armies/play in the following post. Also note that when discussing metagame(s), exceptions are irrelevant as we are looking to analyse the main trends. Many people do this subconsciously when writing lists, which is why I believe in curveballs so much and continuously strive to make lists that people haven`t faced and hence, don`t know how to play against.
First of all, we are a magic dependent race. Regardless of how you build an army, you should have at least a lord caster or two hero casters. Like our Elven brethren, we simply cannot work well without strong magical support. While the +D3 powerdice from the Banner of Sorcery are gone, we can now do more with less: +1 to cast on High Magic and Book of Hoeth help us out a lot. Don`t get me wrong, the magic phase we had with our old book was insane, but what we have now is still strong. Speaking of our Elven brethren, let`s take a step back and consider them first and how they make their magic work.
For Dark Elves, it`s easy: they rely on Warlocks. Soulblight is ridiculously good and Doombolt is often a very strong spell also. Furthermore, an L4 seems to be the sole mage they take and she`s frequently mounted on a Peg or in a unit with Hotek. What this means is that a Dark Elf wizard character is inherently well protected against opponent`s magic, and with the Warlocks doing a lot of the casting the L4 will cast less spells => less miscasts. This is how Dark Elves inherently reduce the impact of miscasts. Wood Elves are a little trickier as their Sisters are no-where near as good as Warlocks, but in return their army is less reliant on characters as well. Furthermore, a Wood Elf L4 is almost always bunkered with either Skirmishers or the 4++ Sisters. Both of these provide excellent protection against miscasts and MR3 is a natural item to include with the BSB + L4 Sister bunker. Lastly, Curse of Anraheir is an excellent spell for many Wood Elf armies. This is how Wood Elves inherently reduce the impact of miscasts
Now let`s look back to our High Elves. More often than not (I`d say the vast majority of times in fact), our mages are in the combat units, frequently engaging in combat fairly early. The reason for this is that we simply don`t have any unit such as Sisters/Warlocks, nor mounts as good as a Dark Peg with 3++ vs everything you`re afraid of, NOR do we have Skirmishers that even come close to Shades or Wood Elf Scouts with enchanted arrows. Thus, a unique challenge for us is how to make our mages work in these combat units. I`ve spent a lot of time discussing this relative to our Elven brethren and now I want to explain why: It`s quite simple actually, this seemingly small difference dictates the entire way we build our armies.
Since our mages go in the combat units, how do we protect them? Basically, it boils down to 2 choices: force them into the second rank by means of other characters or give them a solid ward, hopefully to stack with Shield of Saphery. The latter is a risky proposition at best (with the Loremaster being an exception who you rarely push into the second rank), but the former is very popular. Competitively successful High Elf armies have inevitably come to the point where putting multiple characters into a unit or two is how we play. This forces the mages to safety and allows our characters to protect the fragile units from being hit back. The famous S7 cavalry prince with a 1+ re-rollable armour save is probably the best example here: an awesome fighter in his own right but doubly strong because he protects both the mages and the unit.
With having multiple characters in a unit, protection is essential. While MR3 is a real steal at 45 points, for a meager 5-point increase you get the infamous Banner of the World Dragon, by far one of the most game-changing items in Warhammer. Even if all you do is protect 2 mages, the BOTWD is worth it. Its inclusion then is pretty much mandatory. True, some concepts could conceivably work without, but by and large this is a cornerstone of our army. Please note that I don`t think is because the item itself is so insane, but because the way our army plays necessitates strong protection.
From this, it probably sounds like HE are a super-boring army to play. In fact, nothing could be further from the truth: We can create balanced, combined-arms lists, defensive lists, rock hard lists and super-pushy lists, all based on the above. In the same way that WoC live and die by their super-powerful characters do we live and die by tailoring our characters and mages to the units they go in. Achieving a balance here is absolutely crucial to playing High Elves.
Apart from this, we are arguably the best army in the game at controlling the board, with the exception of Lizardmen which are just ridiculous when it comes to board control. We have core fast cav that can beat most fraction`s WM crew on a 1-by-1 basis, good LD to operate on their own and again: they are CORE. Furthermore we have RBTs, great utility for little cost and lastly there`s a rare option called Great Eagle, possibly the most game-breaking chaff unit in Warhammer. Whereas Dark Elves have to spend 50% more points for a flying unit that has less LD than the Eagle and are harder to move around and Wood Elves lack RBTs and core fast cav that start on the table: We have it all. I think this is brilliantly designed because our army functions much more unit-by-unit now than what the case is for WE and DE: again this boils down to how our characters work effectively. Why is this so brilliant? Remember the good old 3++ Chosen of Chaos that everyone loved to hate? Personally I never had a problem with them, M4 and low board control isn`t that hard to deal with if your list possesses board control elements and this is the heart of the matter: in low-to-medium skilled games where the WoC player could simply point-and-click his Chosen unit at whatever was worth the most points in the opponent`s army, the unit is brutal. What will it do however when faced with up to 7 redirectors (3 reaver units, 2 eagles, 2 single characters for emergency situations), while the rest of the army is crushed by non-redirector elements?
In a nutshell, the roles are reversed now: Now High Elves are the ones with the Chosen units (think PG with Shield of Saphery and cavbusses with BOTWD), but as opposed to the old WoC, we do have the tools to ensure we can reach meaningful combat. Taking enough of these elements to accomplish this task is crucial. Playing High Elves is hard because the T3 nature of our army is very unforgiving, once things start going south the entire army will fall apart very quickly. This is doubly true when facing skilled opponents - if you don`t have enough board control your main units will either receive too many enemies to handle, or they will simply be bogged down and short apart, depending on what you face.
So, TL;DR state of affairs for High Elves: characters together in units, well protected mages, one unit with BOTWD. From this, you can go multiple ways depending on your playstyle: load up on RBTs, Sisters, Shadow Magic and Core Archers for defense, cavalry for offense or a Star Dragon + Frostheart for pushing.
Let`s take a look at the rest of the lists out there. To try and start with a macro-view, the game features very few deathstars these days. The inclusion of unkillable stuff such as the 1+/3++ stubborn chaos lord, Daemon Prince, steam tank etc means that a deathstar is hugely vulnerable to simply being locked down indefinitely while the rest of the army is dragged down. The few deathstars we see are cavalry-oriented, which can hopefully use their mobility to get out of these situations. Take a step back and consider this in the light of what I wrote earlier: with our units stacked with characters and other units rarely/never being deathstars, our units can go toe-to-toe with almost anything in the game and come out on top. The meta then, from a macro perspective, is inevitably about force conctration and board control. Looking at the usual suspects: WoC, DoC, Emp, DE etc we see that all these lists are terrible to face if they can bring multiple threats to bear at once. WoC with DP + 2x 3++ T5 W3 heroes along with 2 units of crushers will kill anything we can field, no exceptions. The same thing goes for Empire with double demis alongside a knightbus or DE with multiple flyers and Witchelves. In a nutshell then, High Elves want to engage a main unit into a single opposing unit while denying the opponent support, whereas the other army is trying the opposite: force the High Elf army to fight against multiple threats at the same time.
Some exceptions exist here of course: Skaven bellstar will murder anything we have that isn`t stubborn on combat resolution alone, Vampires hit ridiculously hard and Daemons are resilient beyond belief. Regardless though, even these armies play the same meta and we are one of the few armies going against it. Being aware of this is very important whilst both designing the list and playing the game.
Lastly, almost every army now comes with a balanced approach: you almost never see an army without at least 4 spells and decent shooting. This makes the game very multi-dimensional where it`s hard to assess how your army is threatened. The most important rule when it comes to this point is to evaluate who has the bigger advantage at a distance and can thus hold. Being forced to push with a non-pushy army is the worst thing in Warhammer. Trust me, I`ve played enough with/against fractions like Dwarfs and Chaos Dwarfs to know that this is even more hopeless than facing 4 cannons with a Star Dragon. If you have the ranged advantage, holding back makes it a LOT easier to get the favourable fights and force your opponents to take risks and make miscasts. Likewise, holding back when you have to push can lose you valuable time and inevitably lose you games. When designing a list then, it`s important to consider how many (and what type!) lists you have to push against and how hard this is. Vice versa, how many lists have to push against you. If you estimate that you have to push against roughly half the armies in your meta and your army is defensively oriented, you`re gonna have a hard time playing Warhammer. With this said, it`s important to realize that some matchups are close to impossible: if you face Dwarfs with 3 cannons, 2 GTs and 2 Organ guns and a big block of Longbeards and you field a Star Dragon, just don`t even bother. Just go hide in the other corner and play for 10-10, or a small win if you have Heavens with comet or something similar.
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Post by knoffles on Jan 23, 2021 14:21:45 GMT
Post 7: Star Coven - List Evaluation 11-June-2014
To start off this discussion, I`d just like to quote the list:
My list:
Prince on Star Dragon: Star Lance, Dragonhelm, The Other Trickster`s Shard, Golden Crown of Atrazar, Shield = 598
Noble BSB on Barded Steed: Heavy Armour, Lance, Shield, Banner of the World Dragon = 172
Mage L2 Light on Steed, Dispel Scroll - 155
Mage L2 Light on Steed, Sceptre of Stability - 145
Mage L1 Light on Steed, Ring of Fury - 120
Heroes/Characters: 592/1190
14 Silver Helms, Full Command, Shields = 352
8 Reavers, Champion, bows = 162
8 Reavers, Champion, bows = 162
Core: 676
4 Repeater Bolt Throwers = 280
Frostheart Phoenix = 240
Special & Rare: 520
Army Total: 2386
The premise of the discussion is that a Star Dragon will be included. The question thus becomes what is the optimal path(s)? We have already seen a variation perform successfully in multiple events, namely a variant which features 2 Nobles (BSB with BOTWD and a Noble with Stubborn Crown) and 2 High Magic mages in a big bus of Silver Helms. The rest of the list is pretty much identical to mine. Having confirmed that this list is an option, we're basically considering if there exists another possible option (or perhaps several). I believe it's worth exploring because a novel list will inherently hold an advantage over an opponent who hasn't faced it before, since he won't know how it plays he can't counter it perfectly.
So the idea behind the Star Coven is to have the Reavers emulate DE Dark Riders for a bunker, with the mages jumping between the 2 units constantly, if needed. By doing so, they maintain their fast cav bonuses despite the mages always being harboured. I also find, so far at least, that nobody really wants to shoot the mages while the SD and Frostheart are still around. Furthermore, despite being T3 5+, the status of fast cav means Reavers aren't trivial to bring down. In some matchups I can also just keep them with the Helms, with the flyers doing enough damage on their own.
Quote:
In general I'm not a fan of this build you have as it seems to be very schizophrenic about how it wants to play with some very aggressive units in the SD, bus & phoenix but also wants to keep those squishy mages out of CC.
Indeed! This is however something a lot of flexible lists have in common. It's about being able to compete in various stages of the game. The clue here however is the Reavers allowing the mages to stay safe. Losing blockers is a blow, but I don't find that it's that crucial with this list to be honest. If it turns out to be a big deal, I can look at making the Reavers smaller and include an Eagle, which should help in this regard.
Taking a look outside the Star Coven and High Magic bus variant, I believe there are a few more candidates for a Star Dragon list:
- Shooting + Shadow. Basically take 2x L2 with Shadow and load up on as much shooting as you can afford: 4 RBTs and 2x12 Sisters with lots of Archers in core
- Dragon mage + all-out assault. Build the BSB defensively and grab 10 DP with BOTWD along with a big unit of Helms in core. No RBTs mean the list plays hyper-aggressively, but in return you have 4 flying monsters and 2 cav busses. Combined, this list hits like a ton of bricks on the charge.
- Elite infantry support. A big unit of WLs with the BOTWD provides something unique for this list: a big unit that keeps hitting hard and isn't vulnerable to high-quality attacks. As you cannot get this with the Frostheart and RBTs though (or even maxed heroes), I think it eats up too much with the M5 being insufficient, given the meta.
There might be other variants, I'm open for ideas, but these are the main approaches I see as potential. If I find the Star Coven to be insufficient I will probably give the Dragon Mage hyper-aggressive list a try, if nothing else it's unique and its nature fits my playstyle very well. For the fun of it, here's a draft:
Prince on Star Dragon: Star Lance, Dragonhelm, The Other Trickster`s Shard, Golden Crown of Atrazar, Shield = 598
Noble BSB on Barded Steed: Heavy Armour, Lance, Shield, Dawnstone, Ring of Fury = 172
Dragon Mage, L2, Dragon Armour, Enchanted Shield, Dispel Scroll = 425
Characters = 1195
17 Silver Helms, Full Command, Shields = 421
5 Reavers, Champion = 90
5 Reavers, Champion = 90
Core = 601
10 Dragon Princes, Musician, Banner Bearer with BOTWD = 360
Frostheart Phoenix = 240
Special & Rare: 600
Army Total: 2396
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Post by vulcan on Jan 23, 2021 18:50:37 GMT
It looks like you're leaning pretty heavily on the ultimate HE crutch - Banner of the World Dragon. Learn to play without it; it'll make you a much better general.
Then when you play at a hardcore tournament you'll be better prepared to use the rest of your force to it's maximum capacity instead of relying on the crutch to prop you up.
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Post by knoffles on Jan 23, 2021 21:45:39 GMT
It looks like you're leaning pretty heavily on the ultimate HE crutch - Banner of the World Dragon. Learn to play without it; it'll make you a much better general. Then when you play at a hardcore tournament you'll be better prepared to use the rest of your force to it's maximum capacity instead of relying on the crutch to prop you up. It’s not me. If you’d read the intro you’d see this is a series of posts from Ulthuan. I thought it might be interesting to port across for people to read because of the star dragon and low level mage light coven combo. It may be the way you wrote it but your comment doesn’t come across as particularly useful. If you don’t like the banner fine, I’m not a fan of using it on the rare occasion I run a HE list. This chap does like the banner and played heavily in the ETC as well as many other tournaments across Europe so it could be argued he was used to a very competitive tournament scene (he also might have done poorly in it, proving your point, I never paid to much attention to the ETC or other GT results).
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Post by vulcan on Jan 24, 2021 17:21:36 GMT
It looks like you're leaning pretty heavily on the ultimate HE crutch - Banner of the World Dragon. Learn to play without it; it'll make you a much better general. Then when you play at a hardcore tournament you'll be better prepared to use the rest of your force to it's maximum capacity instead of relying on the crutch to prop you up. It’s not me. If you’d read the intro you’d see this is a series of posts from Ulthuan. I thought it might be interesting to port across for people to read because of the star dragon and low level mage light coven combo. It may be the way you wrote it but your comment doesn’t come across as particularly useful. If you don’t like the banner fine, I’m not a fan of using it on the rare occasion I run a HE list. This chap does like the banner and played heavily in the ETC as well as many other tournaments across Europe so it could be argued he was used to a very competitive tournament scene (he also might have done poorly in it, proving your point, I never paid to much attention to the ETC or other GT results). Ah. My mistake. I still think these armies are strong enough to stand up to anything less than ETC and the like without the BotWD, and one is generally better off not using it except in hardcore tournament play.
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Post by knoffles on Jan 24, 2021 19:30:08 GMT
It’s not me. If you’d read the intro you’d see this is a series of posts from Ulthuan. I thought it might be interesting to port across for people to read because of the star dragon and low level mage light coven combo. It may be the way you wrote it but your comment doesn’t come across as particularly useful. If you don’t like the banner fine, I’m not a fan of using it on the rare occasion I run a HE list. This chap does like the banner and played heavily in the ETC as well as many other tournaments across Europe so it could be argued he was used to a very competitive tournament scene (he also might have done poorly in it, proving your point, I never paid to much attention to the ETC or other GT results). Ah. My mistake. I still think these armies are strong enough to stand up to anything less than ETC and the like without the BotWD, and one is generally better off not using it except in hardcore tournament play. I agree. I don’t think the HE book is necessarily overpowered but it has a lot of good options and most are very useable and that for me is the strength of the book.
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