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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?

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We have two "elf first" players in our group. They each have very different styles of play. One of them is a sit back as long as possible type of player, while the other has more of a "guess where I am going next" style as he prefers lots of mobility and throwing opponents off with unexpected next moves. Both have had success.

 

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.

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Here is another one that can be down right nasty..

 

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.

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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.

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Very nice use of Larnach's special ability, in that case...personally, I had overlooked the possibility of using it on troops that are normally vulnerable to archers. Very nice....

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C and C welcome.

 

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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Here is an army list that I developed for the Elves. I have not yet had an opportunity to try it out, but I do plan on it! ^_^

 

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. :devil:

 

Wild Bill :blues:

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Prophet: Cool list! Looks like it will get fighting quick and make for plenty of bodies on the ground in a hurry. I like the offensive focus of the list, and I like the amount of archer cover you'll have.

 

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.

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Prophet,

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.

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Hey all. I played my first real games of WL2 this weekend in a 750 pt tournament. I did OK in my first game, but got hosed in the points when my opponent's 95 point Captain made 3 tough checks. Between what the Captain cost and what he killed, the game's score swung by about 130 points and I lost. 2nd game I did really well and won fairly handily. Then in my last game I faced a 1 troop army that had Judas in it and got my butt kicked. He pretty much single-handedly killed every melee troop I had and my archers couldn't score a 10 against him.

 

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

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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.

 

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

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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.

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Judas is brutal...I faced him and a troop full of crimson knights in a 500 point game a few weeks ago. Took out the two enemy casters unharmed, but the crimson knights and judas made all five or six tough checks, and I wasn't concentrating my attacks enough at first...and then my vale archers became snacks <_<

 

Concentrating fire is definitely the way to go. Also remember that certain SAs (Assassin, for one) bypass tough checks.

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Too bad there isn't a spell like this one:

 

Daylight

Tome: Open

Cost: 7

Rng: 18"

AOE: 5"

Effect: All Vampires turn into crispy bits of ash. But first they cry a little.

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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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