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Post by Deraj on Feb 24, 2009 16:48:55 GMT -5
Well, tonight I'm play testing a list for Simcon, and it is going to be highly different from the lists I normally play. It has dryads. And a treeman. And no waywatchers....
The problem here is that I want to drop my wardancers, but I want a hard close combat fallback. Dryads are ITP, so they're just as useless to me as wardancers. Warhawk riders are skirmishers and cannot flank, and here the tables are what one would call "target rich environments" so if I flee I'm going to run into dogs. 75 dogs for 450 points hurts....
Anyway, here is my list:
Wardancer hero with Hail of doom arrows- 135 Lvl 2 Spellsinger with blight of terror- 175 both with 18 Eternal guard with a full command and warbanner-271
Lvl 2 Spellsinger with a powerstone and dispel scroll-150 (I don't know who she'll be with, or even if she will be with anyone.)
10 Glade guard with musician-126 10 Glade guard-120 5 glade riders with musician- 129 5 glade riders with musician- 129 8 dryads-96 points
8 wardancers with musician-151 7 wardancers-133
Treeman-285
1600 points exact.
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Post by Arguleon Veq on Feb 27, 2009 9:31:50 GMT -5
Not really sure what your after? units that can fight who can choose to flee instead of your Dancers? or just hard units that arent Wardancers?
If its the latter, then take Wild Riders, they hit hard and are quite durable.
Warhawks arent that bad really. They still get the +2 for rear or +1 for flank and they get 2S4 each and it doesnt even matter if they lose combat.
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Post by Deraj on Feb 27, 2009 10:52:24 GMT -5
I want units that can stand up for themselves that don't have ItP, because that causes me a lot of problems. That rules out dryads, wardancers, and wildriders. I may just take another eternal unit.
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Post by Arguleon Veq on Feb 27, 2009 16:03:19 GMT -5
Why is ITP causing you problems? because you cant flee as charge reactions?
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Post by Deraj on Mar 2, 2009 10:06:27 GMT -5
Exactly. I love to stay mobile and fleeing is my favorite charge reaction. If I'm going to fight, it's going to be on my terms....
I also have nowhere to put my second spellsinger.
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Post by Arguleon Veq on Mar 5, 2009 7:58:25 GMT -5
Hmm, thats hard to do with Wood Elves though, Eternals are expensive without a Noble to give them Stubborn.
You could just take more Glade Guard, flee to let your other units shoot them up more and finally hold when your Stand and Shoot will be enough to weaken the enemy enough for them not to be a threat. Or even Glade Riders as you can at least then move and shoot anyway on the turn you rally.
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Post by Deraj on Mar 24, 2009 18:54:36 GMT -5
Well, I had to shuffle some things around to try to deal with Comp scoring, so I have: +1 for playing wood elves -1 for 1 hero over 2 -2 for 2 fear causing "units" -1 for a monstrous creature unit strength 5 or more -1 for a core unit below double the minimum -2 for units that can have standards, but do not -2 for magic banners
I don't think eternals are an elite of anything, but maybe? I only technically have 20 shots at strength 3, so there isn't a negative. If I missed any negatives, feel free to tell me. My list that I actually liked was -1ish. So without ragging on comp scoring, here is my list, C & C welcome, unless someone says a single word about dryads.
Wardancer hero with Hail of doom arrows- 135 Lvl 2 Spellsinger with blight of terror- 175 both with 18 Eternal guard with a full command and warbanner-271
Lvl 2 Spellsinger with a power stone-150 (I don't know who she'll be with, or even if she will be with anyone.)
20 Glade guard with musician and banner of springtide -283 5 glade riders with musician- 129 5 glade riders with musician- 129 8 dryads-96 points
8 wardancers with a musician-151 7 wardancers-126
Treeman-285
1900 exactly
Are the Wardancers duplicate units? If so I will cut the unit of 7 wardancers and add 3 warhawk riders to be in at 7 under.
I have had a change of heart. If I wanted to play big blocks of infantry with banners and such, I wouldn't be playing wood elves, would I? I hate dryads, so screw the 16 of them, I'm using 8 just because people complain if I don't have any.
So, this is my army list.
Wood elf noble with Hail of doom arrows- 105 Lvl 2 Spellsinger with blight of terror- 175 both with 18 Eternal guard with a full command and warbanner-271
Lvl 2 Spellsinger with a powerstone -150 (I don't know who she'll be with, or even if she will be with anyone.)
10 Glade guard with musician-126 10 Glade guard with musician-126 5 glade riders with musician- 129 5 glade riders with musician- 129 8 dryads-96 points
8 wardancers with musician and bladesinger-165 3 warhawk riders with wind rider-140
Treeman-285
1897
So the comp score on this is: +1, Wood elves -1, 1 hero above 2 -2, 2 terror causing models -1, 1 monstrous creature with unit strength higher than 5 -2, 2 mandatory cores below double of the minimum -1, 1 magic banner -1, one flying unit above unit strength 5 -3, for the 3 units without banners that could have them, after the first.
And look, a comp score of 0. I figured I'd just say screw trying for a comp score and just play an army that would allow me and my opponents to have fun. Who really expects me to use 2 units of 20 glade guard? 2 units of 10 Glade Riders? A mix of those? I hate dryads, so that's not even happening. Now who expects me to give glade guard, a unit that will either not get into combat, or get crushed in combat a banner? Or glade riders? What is the point in fast cavalry with a banner?
I don't mean to vent, I'm just explaining why I don't mind the comp score of 0. Boldo asked if those things were worth the hits in battle, and I decided the points were not.
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Post by Arguleon Veq on Mar 25, 2009 12:29:34 GMT -5
I prefer the new list. That big unit of Glade Guard was areally big liability.
That mage have Terror to make the Eternals Immune to it and fear?
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Post by Deraj on Mar 25, 2009 13:19:48 GMT -5
Exactly.
Should I make a decent comp scored list just to see the sheer awfulness for gameplay?
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