Elves
#16
Posted 22 September 2009 - 02:12 PM
The list looks pretty good, though personally, I always include Baeldrinahr. Spy, an initiative card, and his melee attacks are just too good to pass up for 62 points.
What do you do to keep Larnach safe in the first troop? He doesn't seem to have much protection...the troops are all offensively-oriented and lack deflect (or are short). I'm guessing you make use of his WL SA to counter that weakness?
#17
Posted 22 September 2009 - 02:38 PM
Since we do have them in our group, I have only played elves a few times myself, but here is my list that I have had a lot of success with. It is kind of a mixture of both of their styles. I picked up tidbits from playing them so much.
lves - 998 points
Troop 1
Argyrian, Silver Dragon
Troop 2
Chiral, Centaur
Centaur Warrior x 3
Hunting Cat x 2
Troop 3
Daereth, Royal Guardsman
Peruhain, Elven Monk
Caerwynn
Magic Ranged Weapon
Vale Archer x 3
Troop 4
Silvermaine, Unicorn
Troop 5
Mossbeard the Treeman
Troop 6
Luck Stone
Basic premise is, 4 troops are there to get right up in the enemy and keep them occupied, trying to employ the change and choose wildly different targets each turn so as to confuse the enemy. All the while, the archery unit can sit back, get blessed, focus up and shred things from a distance. It might not be the mirror image spell, but being able to bless the entire troop verses mirroring one model has been more beneficial to me.
#18
Posted 22 September 2009 - 02:42 PM
lves - 999 points
Troop 1
Larnach the Grey
Peruhain, Elven Monk
Caerwynn
Vale Archer x 4
Troop 2
Daereth, Royal Guardsman
Ardynn
Niriodel
Royal Guardsman x 2
Death Seeker x 2
Troop 3
Mossbeard the Treeman
Troop 4
Mossbeard the Treeman
The twin towers run out in the middle and do their best to get swarmed. Thy will deal out a bunch of punishment themselves. Then you have Larnach and Ardynn that both have chain lightning to fry all the swarmers. Nirodel and Perhuain both are healers if the trees survived the swarm.
Then treemen trample away. And the archers plunk the rest.
Royals and Deathseekers are there to help steer the enemy in the direction you need them to go to line up spells and archer shots.
#19
Posted 22 September 2009 - 03:49 PM
No Vale Warriors, huh? I'm starting to lean in the same direction, myself...I think they're a little too all-around to actually be much use for anything. If I want attack power, royals or deathseekers are the way to go; and for cheap troops, the swordsmen are a better buy.
The list looks pretty good, though personally, I always include Baeldrinahr. Spy, an initiative card, and his melee attacks are just too good to pass up for 62 points.
What do you do to keep Larnach safe in the first troop? He doesn't seem to have much protection...the troops are all offensively-oriented and lack deflect (or are short). I'm guessing you make use of his WL SA to counter that weakness?
I haven't needed the extra card and have one spy already, although I am toying with Baeldrinahr.
Larnatch uses his power to stealth his unit for protection, I like that ability a LOT!. If they come after him the death seekers, cats and swordsmen stop them.
I haven't had much luck with warriors but my melee tactics tend towards shock and awe not slug fests. Swordsmen with cleave/swift attack work better for that.
#20
Posted 22 September 2009 - 04:13 PM
#21
Posted 23 September 2009 - 12:31 PM
Troop 1
Argyrian (Book of Tactics, Magic Weapon, Luck Stone)
Troop 2
Selwyn (Magic Ranged Weapon)
Vale Archers x6
Troop 3
Arnise
Irith (Magic Weapon)
Death Seekers x6
Troop 4
Mossbeard
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#22
Posted 23 September 2009 - 01:10 PM
Larnach the Grey + Elven Cloak
Loryn Stormblade
5 Royal Guardsmen
Musician
Mossbeard the Treeman
Varashia
4 Vale Archers
Silvermaine, Unicorn
Arnise, Deathseeker
3 Death Seekers
1 Hunting Cat
Giant Eagle
Luck Stone
Totals: 1,000 Points, 20 Models, 6 Troops
Yes, it is a tad model light, but you have archers and a very powerful offensive mage. The Royals are no slouch in melee. Mossbeard, Silvermaine and the Eagle are known melee commodities. The Death Seekers I'm not sure about, only because their DV isn't horribly high. The Hunting Cat was in there because I had 21 points left over and I didn't know what to do with it.
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#23
Posted 23 September 2009 - 01:44 PM
My comments: How about removing Selwyn from troop two, folding the whole troop into Argyrian's troop, and adding in Caerwynn with the points you save from removing Selwynn. You lose an initiative card, but Caerwynn has +1 RAV over Selwynn, and you get to provide Fearless for all of your archer models. Fearless is handy when the enemy inevitably bases your archers and you're making Discipline checks to break away. It won't guarantee that the elves can get away, but at least you won't have the salt in the wound of having shaken archers at DV 6 on the next turn! You can safely try to break away again without risking leaving shaken archers in b2b with enemy melee models.
May as well make use of the Warlord Ability, right?
Also, if it were me I'd move Argyrian's magic weapon to Arnise. MAV 8 is wonderful and MAV 9 is a bit of overkill, but bumping a MAV 5 to a 6 is a quality investment.
#24
Posted 23 September 2009 - 03:24 PM
Just a quick FYI...Your current list is 1005 points, if that makes any difference.
you have 58 points worth of equipment. To be honest, I think you would get more punch by
dropping 1 vale archer
dropping both melee magic weapns
dropping luck stone
adding PErhuain the elven monk into Selwyn's troop for the blessing power that affects the whole troop rather than just one model..
WB,
You might go look at Larnach's WA before you go and buy him that cloak. Otherwise it looks fun too. Dont forget, Deathseekers have Dodge/2. As long as you are able to keep the ranged attack attention on other models (which judging from your list shouldnt be too hard) then you should have no problems getting them in to melee combat and letting them take advantage.
#25
Posted 05 October 2009 - 10:41 AM
I'm looking for suggestions on how to deal with him and other warlords when I meet them, w/out necessarily having to bring warlords of my own.
Here was the list I used, and yes, I realize that it is illegal. I threw it together last summer for a last second game and then didn't touch it between then and this weekend's games. Didn't realize it was illegal until after we were all done.
Troop 1
Daereth
Aviriel Tellerion w/Ring of the Unicorn
Caerwynn
2x Vale Swordsmen
Troop 2
Arnise
Irith
4x Deathseekers
Troop 3
Selwyn w/Magical Ranged Weapon
Lysette
4x Vale Archers
Troop 4
Unicorn
Albatross Amulet brings the army cost down to 749
#26
Posted 05 October 2009 - 12:03 PM
2 attacks at mav 5(needs 8s)
and
10 attacks at mav 4(needs 9s)
if you can do 2 points of ranged damage before it will lower his mav.
on average you should do 2-3 damage
you wont lose any models but you will probably have 3-4 hurt models. if he targets one on his activation martyr them for the plus 2 mav. Next activation martyr any death seeker that is hurt.
And if hes within short range of archers focus and put all attacks on him.
or
wait till he is hurt and DV goes down a but then rush attack your unicorn on him, if your planning for this i would get 2 people into base to base with him first so you can get support, you probably wont get the cleave but the mighty will do 2 dam and he can only hit you back for 1. giving your unicorn a second chance to attack him.
Pretty much for any expensive model you want to get as many attacks on him as you can in a one turn, or used ranged/spells so they don't get defensive strikes. When it works our right you can take out a large chunk of the enemies army and lose very little.
-Sin
#27
Posted 05 October 2009 - 12:12 PM
To take down Judas i would of had all of troop 2 swift attack and frenzy, this would give you:
2 attacks at mav 5(needs 8s)
and
10 attacks at mav 4(needs 9s)
if you can do 2 points of ranged damage before it will lower his mav.
-Sin
That pretty much sums up how to take out big bad Necro's. Warwick has a two troop all vamp list and this is the only way to kill anything in his army. And concentrate your attacks. With the ability to feed off of defeated models vampires need to be killed outright. If you just wound them and then they activate they will go for the weakest guy, kill it, and then heal themselves.
One thing thats a bit misleading - First Strike can not be combined with Frenzy. So pick your poison.
#28
Posted 05 October 2009 - 02:58 PM
Concentrating fire is definitely the way to go. Also remember that certain SAs (Assassin, for one) bypass tough checks.
#29
Posted 05 October 2009 - 03:00 PM
Daylight
Tome: Open
Cost: 7
Rng: 18"
AOE: 5"
Effect: All Vampires turn into crispy bits of ash. But first they cry a little.
#30
Posted 05 October 2009 - 03:41 PM
To take down Judas i would of had all of troop 2 swift attack and frenzy, this would give you:
2 attacks at mav 5(needs 8s)
and
10 attacks at mav 4(needs 9s)
if you can do 2 points of ranged damage before it will lower his mav.
-Sin
That pretty much sums up how to take out big bad Necro's. Warwick has a two troop all vamp list and this is the only way to kill anything in his army. And concentrate your attacks. With the ability to feed off of defeated models vampires need to be killed outright. If you just wound them and then they activate they will go for the weakest guy, kill it, and then heal themselves.
One thing thats a bit misleading - First Strike can not be combined with Frenzy. So pick your poison.
its not first strike its swift attack, and you can frenzy on a swift or rush attack.
but first strike is a good one to hit a tough model on there last track. it will negate his tough check.
-Sin
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