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Post by gregwarhamsters on Jun 25, 2017 20:35:38 GMT
First of all this is meant to be a fun list, something out of the ordinary. I also don't have some of the mounted models from the "new" book.
Spellweaver (325) General 4th level, talisman of preservation, moonstone, sceptre of stability, long bow, High magic
Spellweaver (295) 4th level, lodenstone, dispel scroll, longbow, death magic
Glade captain (150) BSB, Glittering scales, sword of might, iron curse icon.
2x10 Glade riders (240)/(480) Hagbane arrows, musician, glade knight.
10 Dryads (120) Branch nymph
3x10 Deepwood scouts (170)/(510) Trueflight arrows, musician.
2x Giant eagles (50)/(100)
2x10 Waywatchers (200)/(400)
Total 2400 points.
4 deployable units which is kinda the point of the list 😊
Greg
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Post by gregwarhamsters on Jun 25, 2017 21:18:27 GMT
I'm havin' fun with the idea of moving in and around the enemy units with the glade riders, shooting warmachines with poison arrows, the dryads setting themselves up just outside a wood so enemy units have to come through (and not be steadfast) the deepwood scouts deploying at odd angles making the enemy move left and right accordingly, the eagles diverting units and two units of way watchers who are the real punch unit, able to leap around with the mages and BSB. They're still able to shoot and then we have the magic, hopefully I get get a few power dice back due to death magic. Doing what wood elves do best and dance around avoiding all the major conflicts.
Greg
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Post by knoffles on Jun 26, 2017 6:21:18 GMT
True msu, I like it. Are you thinking of putting all the characters in one unit to jump around or splitting them up?
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Post by strutsagget on Jun 26, 2017 6:48:03 GMT
Looks fun how do you use the dryads without them just dying? What do you think about 3 warhawks?
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Post by gregwarhamsters on Jun 26, 2017 18:13:13 GMT
What do you think about 3 warhawks? If I had three I'd take them it's a shame that I sold a lot of these guys years ago, I haven't got a lot of them left, 60 archers from the fantasy regiments box set (if anyone remembers these) a number of Sharlocs archers (if that's the correct spelling) wardancers and a few small treemen (blood bowl trys) It's not an army i intend to expand upon at all, just play from time to time. True msu, I like it. Are you thinking of putting all the characters in one unit to jump around or splitting them up? All in the same unit, I was looking at the Acorn of ages but we generally play with enough woods at our club for the tactic to work. Death snipes and then jumping about, the BSB for those awkward moments it all goes wrong. Looks fun how do you use the dryads without them just dying? To be fait it's because they added up to 120 points making the minimum. I could have taken some "in your underpants" archers but I'd have wanted a musician, arrows etc. Right now I'm going to put them just outside a wood, if the enemy charge me they take dangerious terrain tests and won't be steadfast in the wood, failing that they'll be use as a diverter keeping away from my archer units. The eagles will have this role as well but will also threaten the warmachines. The main role for the glade riders has to be warmachine hunting and generally getting in the way of the advancing units. Greg
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Post by gregwarhamsters on Jul 9, 2017 16:21:58 GMT
Well the dryads survived.
Actually I didn't lose that much. Had to say my opponent did play Brets for the first time. Not sure he likes them as he normally plays Empire so theres a big difference in style of play and what he has available. For example only two S10 models not three. I don't think he's approaching the army in what I would consider the correct fashion. What I mean is that he's trying to mimic his Empire army in Bret form.
I did have a laugh bouncing around the table shooting the crap outa stuff, different to my normal armies which is fun in it's self.
Learning points. I lost my death mage early on and high magic doesn't do much. I think I should have gone with life as I'd be able to heal the units that had been hit by the trebs.
Regards
Greg
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Post by strutsagget on Jul 9, 2017 19:41:47 GMT
Awesome, thx for the update.
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Post by knoffles on Jul 9, 2017 21:21:57 GMT
Did the high magic not do much because of the army build or spells rolled? I ask as I will be trying it out.
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Post by gregwarhamsters on Jul 9, 2017 22:01:10 GMT
I rolled Apotheosis, Arcane unforging, Arcane unforging and Arcane unforging. I selected Apotheosis, Walk between worlds, Arcane unforging and fiery convocation.
My logic. Apotheosis heals heros, Walk between worlds can tactically advance a unit or it means a unit can escape. Arcane unforging is a neat spell, able to wound and then remove magical items then lastly fiery convocation which would be good against the larger units of Bret bowmen.
I don't think my spell selection was off and the turns produced the following magic phases (WE first/ Bret second) #1 11/6 - 12/6 #2 3/3 - 7/5 #3 6/4 - 4/3 #4 12-7 / 11/7 #5 6/4 - 6/4 #6 12/7 - No magic from my opponent in the final turn. So some ups and downs. Average of 8.3 power dice for me and 5.1 dispel dice for my opponent.
I just felt that had I gone for life (and not got throne of vines) I wouldn't have been at a disadvantage. I could have taken Earth blood and helped the Waywatchers my general was with, it was my tactic in the beginning to be positioned here so it's not a tactical problem. Flesh to stone may have helped out against units being charged by lance formations (even better with ToV of course) Regrowth is great and dwellers while situational against humans a 4+ to wound every model is just awesome. I thin k Dwellers and fiery convocation may be the only spells able to effect ALL the members of a unit. If there are others left me know. Ancients protection was useful. I miscast and inflicted a wound which was absorbed by Ancients protection which wouldn't have been saved by life bloom - that said next time I cast a LIfe spell life bloom wounld have kicked in.
Anyway, not the end of this list but I may well alter the BSB.
Greg
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Post by knoffles on Jul 10, 2017 13:17:28 GMT
Cheers for the feedback Greg.
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Post by gregwarhamsters on Jul 10, 2017 20:58:21 GMT
Did the high magic not do much because of the army build or spells rolled? I ask as I will be trying it out. Which army are you trying it out on? Obviously theres wood elves, high elves and Lizardmen, are there any more? Greg
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Post by knoffles on Jul 11, 2017 6:22:37 GMT
Like you it will be on WEs. I've used it before a few times on HEs with mixed success when running a Seradain style Cav Prince list but that was a number of years ago.
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Post by gregwarhamsters on Jul 11, 2017 21:23:31 GMT
The above list is very one trick and nurfed if people have MR but the way watchers having a no armour save shot and if I go with life next time as well as death, or maybe go shadow to reduce strength, making dwellers better or toughness making the shooting better.
I may try that first, I like my list - it's quirky but needs something extra. Not really used shadow before.
Greg
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Post by knoffles on Jul 12, 2017 6:58:21 GMT
Shadow is probably my go to Lore (not that it means I'm any good with it 😀) which is why I'm trying to break my complacency/avoid it at present and go with some thing else. For someone who ran dwarves for years it was an easy Lore to start with. I've barely used other lores which is why your thoughts on high and life are really useful. Miasma, withering and enfeebling foe are top notch and pit can assist with getting rid of things like stanks (though any half way competent opponent will see it coming a mile off, especially if you miasma it first. Though you can use this tactic to bluff your opponent and get through other spells first). I've found pendulum to be very situational and rarely keep it if I have a choice. The Lore attribute is a bit meh but having the potential of swopping your lvl 4 with a blade dancer could be amusing. The range on most of the spells is pretty good so it does lend itself to having a backfield caster in a bunker.
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Post by grandmasterwang on Aug 5, 2017 9:46:26 GMT
I rolled Apotheosis, Arcane unforging, Arcane unforging and Arcane unforging. I selected Apotheosis, Walk between worlds, Arcane unforging and fiery convocation. My logic. Apotheosis heals heros, Walk between worlds can tactically advance a unit or it means a unit can escape. Arcane unforging is a neat spell, able to wound and then remove magical items then lastly fiery convocation which would be good against the larger units of Bret bowmen. I don't think my spell selection was off and the turns produced the following magic phases (WE first/ Bret second) #1 11/6 - 12/6 #2 3/3 - 7/5 #3 6/4 - 4/3 #4 12-7 / 11/7 #5 6/4 - 6/4 #6 12/7 - No magic from my opponent in the final turn. So some ups and downs. Average of 8.3 power dice for me and 5.1 dispel dice for my opponent. I just felt that had I gone for life (and not got throne of vines) I wouldn't have been at a disadvantage. I could have taken Earth blood and helped the Waywatchers my general was with, it was my tactic in the beginning to be positioned here so it's not a tactical problem. Flesh to stone may have helped out against units being charged by lance formations (even better with ToV of course) Regrowth is great and dwellers while situational against humans a 4+ to wound every model is just awesome. I thin k Dwellers and fiery convocation may be the only spells able to effect ALL the members of a unit. If there are others left me know. Ancients protection was useful. I miscast and inflicted a wound which was absorbed by Ancients protection which wouldn't have been saved by life bloom - that said next time I cast a LIfe spell life bloom wounld have kicked in. Anyway, not the end of this list but I may well alter the BSB. Greg Definitely give the list a try with life/death mages. Love the list, seems really fun.
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