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Post by mottdon on Jun 13, 2017 20:08:28 GMT
So this will equal a 5000 pt game with 2 armies of 2500 pts on each side. We aren't doing any special "allied units/tentative allies/etc." rules. Just keeping it as simple as possible and mashing it up.
So it'll be me on one side, playing two of my armies (Dark Elves and Dwarves) vs two of my friends (Vampire Counts and Wood Elves).
Here's what I've got so far. Let me know what you think. Please be kind too as I'm simply building this list from memory, point totals and all!
2500 pt Dwarves: I'm going with Montegue's "Monte Mash" list. Basically. It's pretty much what I take every time, with a few exceptions.
Lords & Heroes - - Runesmith [General] - Shield, RoStone, RoSpellbreaker, RoFortitude
- Runesmith - Shield, RoStone, 2xRoSpellbreaking
- Thane [BSB] - Shield, MRoGrungni
- Master Engineer - RoLuck, RoStone
- Master Engineer - RoStone
Core - - 25 Longbeards - Shields, Full Command
- 11 Quarrelers - Shields
- 10 Quarrelers - Shields
Special - - 26 Hammerers - Full Command, RoFire (for the Keeper of the Gate), MRoGrothOneEye Banner)
- Gyrocopter
- Gyrocopter - Vanguard
- Cannon - RoForging
- Cannon - RoForging, RoBurning
- Grudge Thrower - RoAccuracy, RoForging
Rare - - Organ Gun - RoAccuracy
- Organ Gun - RoAccuracy, RoBurning
2500 pts of Dark Elves:
Lords & Heroes - - Beast Master [General] - Manticore, Iron-hard Skin, Blind Fury, Cloak of Twilight, Chillblade
- Supreme Sorceress - Lv4, Talisman of Preservation, Dispel Scroll
- Master [BSB] - Armor of Destiny, Shield
- Master - Cold One, Sword of Might, Gambler's Armor, Shield, Sea Dragon Cloak
Core - - 30 Corsairs - Full Command, Additional Hand Weapon, Banner of the Eternal Flame
- 12 Dark Shards - Standard, Musician
- 5 Dark Riders - Full Command, Shields, Repeater Crossbows
Special - - Repeater Bolt Thrower
- Repeater Bolt Thrower
- 5 Shades - Repeater Handbows
- Hydra - Firey Breath
Rare - - 2 Kharibdyss'
- 5 Doomfire Warlocks
So the idea here is to get some of these big monsters in CC with the hordes of Zombies and Skeletons that will be coming my way. I will have a Beast Master pushing them forward and getting the most out of them with and additional 2D3 attacks on one monster within 3". The Sorceress will hang back with the Shards while the Corsairs will dish out damage with AHW as well as the BSB. The cowboy Master is in there to hunt ethereal units (which I know there will be plenty) as well as chaff. The Shades are in there to put pressure on units of Archers or Necromancer bunkers.
The Dwarves are pretty straight forward - castle and blow shit up.
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Post by Deleted on Jun 13, 2017 21:03:26 GMT
Promises to be exciting!
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Post by Deleted on Jun 13, 2017 21:27:09 GMT
You should build a super gunline with the dwarfs and then protect them with your dark elves. I don't think you'll have any friends after that
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Post by mottdon on Jun 14, 2017 1:51:56 GMT
Lol, yeah, I kinda want the game to be quick. You would believe all the smack talk I've been receiving!
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Post by Horace on Jun 14, 2017 8:52:32 GMT
Personally, I think you are a little light on actual troop numbers. Against VC you are usually going to get into a grind at some point but they have the added synergy of actually having some ranged backup. You may find yourself with not much of a fighting force if they have one good magic/shooting phase
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Post by knoffles on Jun 14, 2017 12:08:04 GMT
I was worried about the wood elves taking out your cold one anti ethereal master with their ability to ignore armour but then clicked on all your runed artillery would still take them down. I'm not sure how constricted you are by model choice but do you need the bolt throwers with all the dwarf artillery. Without them it might allow you to add more troops I know you did it from memory but I thought I'd point out that engineers can't take shields. I am jealous though, would love to have a massive game like this!
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Post by frozenfood on Jun 14, 2017 13:42:09 GMT
Don't know the armies, where is the chaff?
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Post by mottdon on Jun 14, 2017 14:32:09 GMT
Thanks for the advice guys!
Yeah, Horace, I thought about the lack of bodies and it concerned me a bit, but I'm hoping that the monsters make up for it. They won't really have artillery to kill them and they can dish out the attacks. I think if I get a few monsters into a block of zombies or skeletons, then they'll be able to generate enough kills to take out 50 in a round or two.
That, combined with the firepower of the Dwarven artillery, ought to thin them out nicely. The Grudge Thrower will probably start shooting at the WE Archers. I want to thin them down quickly. I know that I'll also probably have to focus some fire on a few ethereal units early on as well. The Gyros should be able to take care of zombie dog packs or bats.
I know that both player will be rocking Lords on Dragons, so...yeah. That's why I brought the cannons. Hopefully they won't need the help, but if the cannons fail, then I'll try out the Bolt Throwers. Otherwise the Bolt Throwers will be looking to take out a few Black (Blood? - I can't remember which) Knights. Mostly cavalry.
Knoffles, I was trying to make sure that all the artillery had runes for that very purpose. I'd rather not use them for that, hence the Cowboy, but if he fails, or there are simply too many, then the guns can work. If I can't use either, then I've tried to put a runic/magic weapon in my main cc blocks. The unit of Corsairs doesn't have one and that concerns me a bit, but I was also thinking about running the lore of metal or fire so that I could cast either Enchanted Blades or Flaming Sword to fight those units incase the need arises, but I think that's rather unlikely. Plus, flaming attacks against WE is quite nice. BUT...nether of those lores are good for much else against those armies. I've really been looking at Beasts. Nearly all of those spells can really come in handy when facing off against Vampires. The Wood Elf heroes are good too, but I'm mostly concerned about the Vampires. I know he'll be taking a blender Vampire (or two). So making my heroes more survivable sounds good to me. Plus, if my Sorceress gets into trouble, she can transform into a monster - which I can boost nicely with my Beast Master. What do you guys think?
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Post by mottdon on Jun 14, 2017 14:44:23 GMT
Don't know the armies, where is the chaff? Dwarves chaff: Gyrocopters. Quarrelers if need be. Hence all the shields. Dwarves are rock solid and that's why I only have one unit with GW. Their core will crash against them like waves hitting a rock cliff.
Dark Elves: Dark Riders, Doomfire Warlocks (again - if need be) and...monsters! Also a lone Cowboy Master. (He's tough, so he can do some damage.) Also Shades - they can come in anywhere they are needed. Even my backfield.
Not really your standard "chaff" look, but they can serve the same purposes.
As for their armies?
Vampire Counts: Well, pretty much the entire army. Lol! No really, dogs, bats, ghosts, raised zombies, ... they have lots of options, but they all go down quickly.
Wood Elves: Eagles. That's pretty much it. Everything else is rather expensive. WE are all about staying away, but this will be a close-quarters game, so that won't be easy. Plus, I have lots of guns.
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Post by frozenfood on Jun 14, 2017 15:29:48 GMT
Poor elves. How many magic dice will you use per turn? 2d6, 3d6?
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Post by mottdon on Jun 14, 2017 16:04:20 GMT
2D6 for each person. I'm playing my two armies and we will roll off for turn order. We'll also alternate (according to who goes next in turn order) who gets to dispel.
For example: Turn order goes, Dwarves, VC, WE, DE. Then (if Dwarves could cast magic) Dwarves magic phase, VC dispel. VC magic phase, DE dispel. WE magic phase, Dwarves dispel. DE magic phase, WE dispel. So on and so forth.
Any better ideas?
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Post by frozenfood on Jun 14, 2017 16:31:40 GMT
For each person, I would go for 3d6. For each army, you are good. Going to play a big game during the vacation period and I like the simplicity of your rules.
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Post by mottdon on Jun 14, 2017 17:01:07 GMT
Yeah, they are basically newbies (even though they've been "collecting" - I use the term lightly - for several years). They haven't played very much but now that I've moved to the same city that they are in, I can play with them a lot more! I've been coaching them for a long time and now it's time to throw the kids in the deep end of the pool! Lol!
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Post by mottdon on Jun 14, 2017 21:19:34 GMT
A question that just occurred to me: What if the Wood Elf player plunks down a forest on my cannons? Can I still shoot out, or are they useless?
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Post by knoffles on Jun 14, 2017 21:35:16 GMT
the free wood goes down after sides are picked but before deployment but must be placed in the wood elf players half. With the acorn item the woods are also laid before deployment. Yes they can go on your half and they can scatter. Either way you can deploy your artillery somewhere else.
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