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Post by strutsagget on Jun 28, 2021 13:54:19 GMT
So after getting my wild riders smashed first rounds last couple of games I am thinking about bringing a larger unit next game. So 12 wild riders, lord, spell weaver and captain in same unit a wood elves death-star. Not sure if death or dark is the best lore here even life might be great. Even beast could be a beast with bubble augment spells. Branch-wraith to give eternal guard a punch and also life signature should be great here. Starlet v1Wood ElvesSpellweaver: Level 4 Wizard; Lore of Dark Magic; Elven Steed; Dispel Scroll; Obsidian Lodestone 310Glade Lord: shield; Elven Steed; Sword of Anti-heroes; The Other Trickster's Shard; Armour of Destiny; Dragonbane Gem 268Glade Captain: Battle Standard Bearer; Asrai spear; Elven Steed; Talisman of Preservation; Enchanted Shield 162Branchwraith 7539 Eternal Guard: Eternal Warden; musician; standard bearer 4595 Glade Riders: hagbane tips 1105 Glade Riders: hagbane tips 11012 Wild Riders: Wild Hunter; musician; standard bearer; shields 3666 Wardancers 906 Wardancers 905 Deepwood Scouts: hagbane tips 805 Deepwood Scouts: hagbane tips 805 Waywatchers 1005 Waywatchers 100Great Eagle 50Great Eagle 502 500 points
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Post by FvonSigmaringen on Jun 28, 2021 21:49:05 GMT
I hate to break it to you, but, just like the Empire, WE are just not able to muster a Death Star - a Starlet is the best we both can manage.
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Post by strutsagget on Jun 29, 2021 6:49:10 GMT
I hate to break it to you, but, just like the Empire, WE are just not able to muster a Death Star - a Starlet is the best we both can manage. Then we got a name for it
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Post by strutsagget on Jun 30, 2021 6:06:45 GMT
My main problem here is that there is almost no where for the characters to jump when we loose wild riders
Thinking full glade rider core might be better and maybe something else in special like tree kins to hold center.
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Post by strutsagget on Jul 2, 2021 13:51:13 GMT
Alternative list:
Starlet Wood Elves
Spellweaver: Level 4 Wizard; Lore of Beasts; Elven Steed; Dispel Scroll; Obsidian Lodestone 310
Glade Lord: shield; starfire shafts; Elven Steed; Sword of Anti-heroes; The Other Trickster's Shard; Armour of Destiny; Dragonbane Gem 272
Glade Captain: Battle Standard Bearer; Asrai spear; Elven Steed; Talisman of Preservation; Enchanted Shield 162
10 Glade Riders: hagbane tips 220
10 Glade Riders: hagbane tips 220
12 Glade Guard: musician; standard bearer; trueflight arrows 200
12 Wild Riders: Wild Hunter; musician; standard bearer; shields 366
5 Wild Riders: shields 140
10 Deepwood Scouts: hagbane tips 160
10 Deepwood Scouts: hagbane tips 160
6 Waywatchers 120
6 Waywatchers 120
Great Eagle 50
2 500 points
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Post by sedge on Jul 12, 2021 9:40:40 GMT
Magic standard on the Wild Riders? You might as well go all-in with them. Banner of Swiftness for movement 10 isn't too expensive. War Banner is a bit more of an investment.
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Post by strutsagget on Jul 19, 2021 9:00:51 GMT
Will try a a version of the list today against lizardmen.
Not sure if I should play lore of Life or Beasts.
Thinking going with Beast today.
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Post by knoffles on Jul 20, 2021 6:28:15 GMT
Will try a a version of the list today against lizardmen. Not sure if I should play lore of Life or Beasts. Thinking going with Beast today. Let us know how it goes
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Post by strutsagget on Jul 20, 2021 6:34:16 GMT
Let’s say big “Savage beast of horror” is pretty decent with 3 characters 🤪
First game was a blast going 6 turns.
Will try writing a report and link it here.
List: Starlet Wood Elves
Glade Lord: shield; starfire shafts; Elven Steed; Sword of Anti-heroes; The Other Trickster's Shard; Armour of Destiny; Dragonbane Gem 272
Spellweaver: Level 4 Wizard; Lore of Beasts; Elven Steed; Dispel Scroll; Obsidian Lodestone 310
Glade Captain: Battle Standard Bearer; Asrai spear; Elven Steed; Talisman of Preservation; Enchanted Shield 162
5 Glade Riders: hagbane tips 110
5 Glade Riders: hagbane tips 110
12 Glade Guard: musician; trueflight arrows 190
14 Glade Guard: musician; trueflight arrows 220
12 Wild Riders: Wild Hunter; musician; standard bearer; shields 366
5 Wild Riders: shields 140
10 Deepwood Scouts: hagbane tips 160
10 Deepwood Scouts: hagbane tips 160
5 Waywatchers 100
5 Waywatchers 100
Great Eagle 50
Great Eagle 50
2 500 points
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Post by strutsagget on Jul 22, 2021 10:20:04 GMT
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Post by oldmandan on Jul 27, 2021 19:40:43 GMT
Only thing I see jump out in list is true flight arrows, you're always better off using hagbane tips for any units that can take them. I'll read you're war report and have a think.
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Post by strutsagget on Jul 28, 2021 5:53:56 GMT
Only thing I see jump out in list is true flight arrows, you're always better off using hagbane tips for any units that can take them. I'll read you're war report and have a think. I love hagbane but No they are not always better. Actually statistics wise true flight out preform pretty often first two rounds against for example low toughness models like skinks T2 and humans T3. They are equal against T4 with -2(long range and moved). And when you know that you can make it an advantage. I often places true flight in a position otherwise at -3 BS.
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Post by oldmandan on Jul 28, 2021 18:38:47 GMT
True, I do agree at the start they offer an excellent advantage and are best I feel used on the likes of Glade riders. Though the main reason I use hagbanes over most others is that every six you roll to hit is one less roll to wound and one less chance to miss. But each arrow has its place depending on who you are facing.
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Post by strutsagget on Jul 30, 2021 9:23:35 GMT
True, I do agree at the start they offer an excellent advantage and are best I feel used on the likes of Glade riders. Though the main reason I use hagbanes over most others is that every six you roll to hit is one less roll to wound and one less chance to miss. But each arrow has its place depending on who you are facing. I have found a unit of 20 GG and one spellweaver in a forest in the back can be fantastic with TT, often shooting through a unit in front of them so more or less nullifying -4BS(hard cover, long range and maybe moved a bit to get perfect angle). Also big enough to stand a round of combat and hope for an Okkams the turn after. Also if you manage to combo with wither that T4 unit suddenly becomes with the luck of the Irish a T1 wounding on 2+! =) With that said Hagbane is also my go to arrow as it is often better on its own and I do play a lot ot T4 armies.
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Post by oldmandan on Jul 31, 2021 11:48:46 GMT
Yes indeed, very clever to use the true flight arrows in that way, I will also try that as it would certainly catch out a lot of players. That's the great thing about Shadow magic is not Okkams but the debuffs you get, the hoodling hole pointed this out stating that relying on armour at t1 or t2 is not really going to save you. Another option would be to run a spellsinger and use the blades of Aiban in the situation you mentioned then it's 2+ and 2+. Of course this is then getting into luck of the Irish for yourself with magic spells but it's something I have been looking at using to see how effective a combination of Shadow and Metal could be. I also think with a good bit of luck then any arrow could be the best. In one of the last battles before lock down against a friends Dwarfs I took Swiftshiver shards and because he kept failing his armour saves they absolutely minced his longbeards after a couple of turns.
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