Post by knoffles on Mar 29, 2023 23:36:26 GMT
I’ve been approached by someone after some ideas to combat a very shooty HE list and I though I’d throw it out there to see how you all recommend dealing with it.
The rough HE list is below, it’s missing a few magic items (they play 2400pts).
It puts out a potential 51 bow shots, 24 repeater bolt shots, 2 bolt shots + a potential few other shots a turn and then has the potential for more carnage with the two mages (soulquench).
The downside is the bows/soulquench are 24” (or 29” factoring movement).
The opponent has around 40’archer models, 20 waywatchers, at least 18 Wildriders, 6 sisters, an eagle and plenty of other options.
My initial thought is he needs to try and keep flexible with movement and smart with deployment. Gladeguard with trueflight hiding in soft/hardcover at long range will help negate the repeater bolt throwers whilst preventing the sea guard from shooting. Waywatchers can also help focus fire (with the glade guard) on one unit at a time (or the swordmasters when they get closer as the BOTWD won’t help vs their shots).
A unit or two of scouts with hagbane to try and counter the dragon (or sky cutters if they get too close). 2 or 3 units of Wildriders held well back to counter anything that gets too close.
A unit of sisters, as curse will also help vs shooting.
I think shadow would be the best potential lore, to debuff hand of glory or again impede the shooting and the range will also be key if you wanted the mage to stay out of the range of a lot of the shooting.
I think the above general thoughts would work well vs the below and potentially against a number of other lists (it’s served me well in the past) but what are your thoughts?
I’m normally a big fan of duel lvl4’s in a wood elf list (and switch between, high, shadow, death and perhaps Dark) but I’m not sure in this instance what a second weaver would bring or what lore would be the most useful (perhaps High but mainly as I really like the general utility of the lore).
++ Standard (High Elves - Army Book (2013-4) -V8.8.0.) [2,338pts] ++
- Army Size: Army (0-2999 points)
+ Lords +
Archmage [275pts]: High Magic, Wizard Level 4
. Magic Items: AB - Book of Hoeth
+ Heroes +
Dragon Mage of Caledor [400pts]: Dragon armour, Lore of Fire, Sun Dragon, Wizard Level 1
. Magic Items: AB - Golden Crown of Atrazar, BRB - Dispel Scroll, BRB - Enchanted Shield
Noble [101pts]: Battle Standard Bearer, Heavy Armour, Shield
+ Core +
Lothern Sea Guard [207pts]: Musician, 17x Sea Guard, Standard Bearer
Lothern Sea Guard [207pts]: Musician, 17x Sea Guard, Standard Bearer
Lothern Sea Guard [207pts]: Musician, 17x Sea Guard, Standard Bearer
+ Special +
Lothern Skycutter [120pts]: Eagle Eye Bolt Thrower (replacing 1 crew)
Lothern Skycutter [120pts]: Eagle Eye Bolt Thrower (replacing 1 crew)
Sword Masters of Hoeth [421pts]: 27x Sword Master
. Musician
. Standard Bearer: AB - Banner of the World Dragon
+ Rare +
Eagle Claw Bolt Thrower [70pts]
Eagle Claw Bolt Thrower [70pts]
Eagle Claw Bolt Thrower [70pts]
Eagle Claw Bolt Thrower [70pts]
++ Total: [2,338pts] ++
The rough HE list is below, it’s missing a few magic items (they play 2400pts).
It puts out a potential 51 bow shots, 24 repeater bolt shots, 2 bolt shots + a potential few other shots a turn and then has the potential for more carnage with the two mages (soulquench).
The downside is the bows/soulquench are 24” (or 29” factoring movement).
The opponent has around 40’archer models, 20 waywatchers, at least 18 Wildriders, 6 sisters, an eagle and plenty of other options.
My initial thought is he needs to try and keep flexible with movement and smart with deployment. Gladeguard with trueflight hiding in soft/hardcover at long range will help negate the repeater bolt throwers whilst preventing the sea guard from shooting. Waywatchers can also help focus fire (with the glade guard) on one unit at a time (or the swordmasters when they get closer as the BOTWD won’t help vs their shots).
A unit or two of scouts with hagbane to try and counter the dragon (or sky cutters if they get too close). 2 or 3 units of Wildriders held well back to counter anything that gets too close.
A unit of sisters, as curse will also help vs shooting.
I think shadow would be the best potential lore, to debuff hand of glory or again impede the shooting and the range will also be key if you wanted the mage to stay out of the range of a lot of the shooting.
I think the above general thoughts would work well vs the below and potentially against a number of other lists (it’s served me well in the past) but what are your thoughts?
I’m normally a big fan of duel lvl4’s in a wood elf list (and switch between, high, shadow, death and perhaps Dark) but I’m not sure in this instance what a second weaver would bring or what lore would be the most useful (perhaps High but mainly as I really like the general utility of the lore).
++ Standard (High Elves - Army Book (2013-4) -V8.8.0.) [2,338pts] ++
- Army Size: Army (0-2999 points)
+ Lords +
Archmage [275pts]: High Magic, Wizard Level 4
. Magic Items: AB - Book of Hoeth
+ Heroes +
Dragon Mage of Caledor [400pts]: Dragon armour, Lore of Fire, Sun Dragon, Wizard Level 1
. Magic Items: AB - Golden Crown of Atrazar, BRB - Dispel Scroll, BRB - Enchanted Shield
Noble [101pts]: Battle Standard Bearer, Heavy Armour, Shield
+ Core +
Lothern Sea Guard [207pts]: Musician, 17x Sea Guard, Standard Bearer
Lothern Sea Guard [207pts]: Musician, 17x Sea Guard, Standard Bearer
Lothern Sea Guard [207pts]: Musician, 17x Sea Guard, Standard Bearer
+ Special +
Lothern Skycutter [120pts]: Eagle Eye Bolt Thrower (replacing 1 crew)
Lothern Skycutter [120pts]: Eagle Eye Bolt Thrower (replacing 1 crew)
Sword Masters of Hoeth [421pts]: 27x Sword Master
. Musician
. Standard Bearer: AB - Banner of the World Dragon
+ Rare +
Eagle Claw Bolt Thrower [70pts]
Eagle Claw Bolt Thrower [70pts]
Eagle Claw Bolt Thrower [70pts]
Eagle Claw Bolt Thrower [70pts]
++ Total: [2,338pts] ++