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In the end, any list built will have counter lists. Merlonc points out that his normal list would counter this one. Then you can tweak it and counter his. And we could do that all day long back and forth.

 

Knowing anything about your opponent and their play style definietly is a part of all of this and a part of army building in general. But, even then, if your opponent knows that you know what they know. Then you can hardly choose the cup on the left....

 

End result is, both cups are poisoned. Just build up your own immunity to it and have fun.... :)

 

Totally. Merlonc may have the coolest archers in the world, but since my typical Dwarf list likes to burrow, they won't shoot squat. :devil:

 

Wild Bill :blues:

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Crusaders weakness is a lack of Offensive magic and Ranged attacks. Lancers, Skirmishers and ICA with Ranger help counteract this. By giving you an inexpensive first and second wave to tie an opponent up and concentrate their fire on until your slower models can get in there. Lancers = Wave 1, Skirmishers and ICA w/ some Wardogs = Wave 2, Knights and Justicars = Final Wave.

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In the end, any list built will have counter lists. Merlonc points out that his normal list would counter this one. Then you can tweak it and counter his. And we could do that all day long back and forth.

 

Knowing anything about your opponent and their play style definietly is a part of all of this and a part of army building in general. But, even then, if your opponent knows that you know what they know. Then you can hardly choose the cup on the left....

 

End result is, both cups are poisoned. Just build up your own immunity to it and have fun.... :)

 

Totally. Merlonc may have the coolest archers in the world, but since my typical Dwarf list likes to burrow, they won't shoot squat. :devil:

 

Wild Bill :blues:

 

Darned gophers. They need a good roto-tilling!

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One thing you might consider against missle and fast lists is having Ian throw a wall of fire for t turn or two in front of your troops. He can throw it 12" forward and then you run up behind it. It blocks los as a level 1 wall. It also makes it a bit more painul to charge you with fast troops. I am very fond of this following troop

 

Troop 1

Sir Malcom, Lightbringer

Ian, Mage Apprentice

Templar Knight x 3

Templar Unforgiven x 3

Templar Ironspine x 2

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Ok new list I'm looking at for Crusaders after the Angel debacle of '09

 

Troop 1:

Ironraven w/Armor of Courage

Saramonde

Templar Knights x3

Templar Ironspines x3

Hospitalier

 

Troop 2:

Sir Brannor

Finari

Templar Knights x3

Templar Ironspines x3

Hopsitalier

 

Troop 3:

Herne Light Lancer w/Armor of Courage

Isarah, Cleric of Shadarzaddi

IC Light Lancers x3

IC Archers x3

Musician

 

Troop 4:

Hound of Judgement

 

Troop 5:

Hound of Judgement

 

Luck Stone

 

27 models: 1000 points even.

 

Take the Discipline of Paladins. So I have 6 models that can summon my hounds. Once they are out, I have 6 tactician cards and the spy in reserve.

 

the Light Lancers have the ability to charge, summon and attack anywhere on the board on turn 1 with the Clerics assistance.

 

The archers are just there to try and weaken a model or take out any straggling injured models, or some wizard who leaves himself open.

 

I originally did not have Saramonde but instead had a 3rd armor of courage on Brannor, and 2 war hounds in Brannors unit.

But those are 28 points, and I think the tactician + spy is probably worth dropping those. But not 100% sure.

 

I have all the models to build this and put it on the board at Reaper con, only have to proxy a couple. Using Broderick for Brannor, Saramonde is not the right model and using Justicars for 3 knight templars.

 

I know Justicars are better, but I'm wondering if they are 20 points better for only one more DT and +1 MAV.

 

Thoughts?

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I know Justicars are better, but I'm wondering if they are 20 points better for only one more DT and +1 MAV.

 

Thoughts?

 

The justicars are not worth taking. Neither are the skirmishers. Both my justicars and skirmishers will soon be melted and traded for something else.

 

your much better off spending your points on iron spines and knights for infantry. Looks like a good list overall. Keep your light cavalry away from heavy troops, target there light infantry or archer/casters with them if u can. If you haven't played with them play a list with lion lancers, they always perform really well.

 

-Sin

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Crusaders weakness is a lack of Offensive magic and Ranged attacks. Lancers, Skirmishers and ICA with Ranger help counteract this. By giving you an inexpensive first and second wave to tie an opponent up and concentrate their fire on until your slower models can get in there. Lancers = Wave 1, Skirmishers and ICA w/ some Wardogs = Wave 2, Knights and Justicars = Final Wave.

 

we playing the same game? Crusaders have great archers and casters.

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Crusaders weakness is a lack of Offensive magic and Ranged attacks. Lancers, Skirmishers and ICA with Ranger help counteract this. By giving you an inexpensive first and second wave to tie an opponent up and concentrate their fire on until your slower models can get in there. Lancers = Wave 1, Skirmishers and ICA w/ some Wardogs = Wave 2, Knights and Justicars = Final Wave.

 

we playing the same game? Crusaders have great archers and casters.

Give us a list!

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I haven't tried this list yet, but I think it would be very good.

Troop 1

Mother Superior Kristianna

Sir Damon the Impetuous

Isarah, Cleric of Shadarzaddi

Templar Knight x 2

Ivy Crown Archer

War Dog

 

Troop 2

Sir Broderick, Justicar

Halbarad, Priest of Aurellius

Valandil, Archmage

War Dog x 4

 

Troop 3

Uriel, Guardian Angel

 

Troop 4

Guardian Beast of Aurellius

 

Take the Doctrine that makes restore spells cost 1 less.

Basically charge up with Uriel, Guardian beast, and Sir Damon.

Blast with Valandil, and defend with troops.

When Uriel, Guardian beast, or Sir Damon die, rez them with Halbarad, Isarah, or Mother Superior Kristianna, heal them and send them back in.

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That list works well Iowix, I played a similar list in the last tournament. Btw Sir Damon is a expensive but a blast when you throw holy armor and holy weapon on him. guaranteed to make your opponent roll his eyes or sigh in disgust lol

 

Army: (998 points)

Troop 1

1 Duke Gerard (165)

1 Lady Devona of the Ivy Crown (U) (53)

1 Halbarad, Priest of Aurellius (U) (82)

6 Lion's Lancer (78)

1 Standard (15)

 

 

Troop 2

1 Acacia, Ivy Crown Ranger (32)

6 Ivy Crown Archer (30)

 

 

Troop 3

1 Luck Stone (3)

 

 

 

Here is another list i have played a few times.

Duke Gerard WL ability lets all his troops get support when 2 models are attacking so I keep my lion lancers in groups of 2s. If im attacking one track models, i make sure each is attack there own but still try to get them touching a second for the support. I have also done a list where its all just troop 1. take about 8 lion lancers instead of 6 with a healer, no archers.

So for this one you use the archers to soften them up if needed and then rush in your lancers in groups of 2s, you have Halbarad casting bless to raise there MAV to 8(including support) with 3 attacks each. They all have shock so each time you attack someone you get 2 first strikes(at mav 8) and they have to make 2 shock checks. I took the banner because on every activation of troop 1 you will disengage and attack a different target, this will give you the first strikes again.

The banner also ensures you wont be shaken when your archers shoot into combat. You will have to roll 2 rolls under 3 to be shaken.

Lady Devona is a key part to this army, she has 2 main spells i use depending on the situation. The obvious one is chain lighting, 5 points of range damage is always nice, but what can be even better is whirlwind. I think this spell has the potential to be on of the strongest in the game. When your facing heavy infantry is the best time to use this spell, if its weak one track models or the base is bigger than a standard use chain lightning. Whirlwind is going to stun and move everything 1d10 in. Once you cast this you move your lancers onto the stunned models to guarantee that you don't get any defensive swings against you. I have taken out 400 points in one round doing this and the person i was playing called it right there. (that was at the end of the round and i was about to go first for round 3 to do it again)

 

Note: First strike says "When a model with this SA Charges an enemy model, it may make one attack before the defending model can react... "

since it says it "may" it means you have the choice to use your first strike. When attacking a stunned model do NOT use first strike, if you do the first strike will take the stun off and you will get attacked back if you use your other 2 swings.

 

 

So here you go Gus, a good crusaders list that has one of there strong casters and and ranged units.

 

-Sin

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Haven't played Crusaders for a while and I have a question. Does Divine Restoration under the Paladins of Light Doctrine allow casters like Sir Brannor with an SP: 3/6 to cast Touch of the gods.

Edited by bluethunder

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Haven't played Crusaders for a while and I have a question. Does Divine Restoration under the Paladins of Light Doctrine allow casters like Sir Brannor with an SP: 3/6 to cast Touch of the gods.

 

Yes, with that Faction doctrine, Touch of the Gods would cost 3 points to cast, so Brannor would be eligible to cast it, since X is the maximum number of points a caster can spend on a spell. Not what the base, unmodified cost would be.

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Hello!

 

I have been seriously considering getting into Warlord since the 2nd Edition rule book came out. I have played Warhammer for the last several years (mostly Dwarfs, Empire most recently, a little Orcs & Goblins). I originally thought about starting with the Reptus and bought the $20 starter box, since it would be something completely different from my Warhammer armie, but I have decided to go with the Crusaders instead. I really like the background (fight evil, defend the weak, holy, etc.) and minis (already have the following from the original starter box set that I won at a gaming convention Reaper dungeon crawl event a couple years ago:

 

Ironraven

Halbarad

9 Unforgiven

 

After reading the reviewing the rule book, data cards, and posts on the web site, I would like to include some combination of the following:

 

Ironraven (since I already have the model)

Halbarad (since I already have the model)

Templar Knights

Templar Ironspines

Templar Unforgiven (since I alredy have the models)

Ivy Crown Archers (for some shooting)

Celestial Lion (can be summoned by a caster)

Hound of Judgment (can be summoned by a caster)

Lion's Lancers or Light Lancers (for mobility)

 

I would appreciate some advice on minis to add to build a balanced, competitive list before I invest in any more minis. Here's my first try at a list for your feedback:

 

Army - 998 pts

 

Troop 1 - 393 pts

106: Ironraven (Capt.: 4-8/2)- Holy Weapon, Armor of Courage

82: Halbarad, Priest of Aurelius

84: Templar Knight (3)

66: Templar Ironspines (3)

40: Templar Unforgiven (2)

15: Musician

 

Troop 2 - 265 pts

49: Sir Malcolm, Lightbringer (Sgt: 4-8/1)- Armor of Courage

33: Ian, Mage Apprentice

84: Templar Knight (3)

44: Templar Ironspine (2)

40: Templar Unforgiven (2)

15: Musician

 

Troop 3 - 182 pts

32: Acacia, Ivy Crown Ranger (Sgt: 4-6/0)

150: Ivy Crown Archer (5)

 

Troop 4

82: Celestial Lion

 

Troop 5

70: Hound of Judgment

 

Troop 6

6: Luck Stone (2)

 

The musicians are to increase the mobility of the infantry troops. Two casters give me two models that can summon the Celestial Lion and Hound of Judgment. I could change the Holy Weapon to Holy Armor for Ironraven or eliminate it to add another Ironspine to Troop 2 or another Archer to Troop 3.

 

Looking forward to your thoughts!

 

Michael Jones

Dwarlord of Karak Grom

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Mike,

 

Your army list looks pretty good. You don't have the best troops, but you have plenty and they are well armored. If you drop stuff to add more soldiers, I would suggest that you go with the Ironspine. As for Cavalry. Lion's Lancers are great heavy cav. They hit hard and are tough to crack. As longs as you don't let the enemy swarm them, they will do well. The Ivy Crown Lancers are fine light cav, but you have to learn how to use them. If they get mixed up in melee, they fall fast. Once you learn to us Swift Attack and to hit the opponent when he is weak, the Ivy Crown boys can be a real asset.

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