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Rabble Rouser

Rabble Rouser (3/8)



  1. My question is: how do you plan to use it? What are your initial thoughts on tactics and strategy? That always helps me give more feedback. Like if your plan is to take Larnach's squad and run straight towards the opponent's melee specialists, I would say this isn't a good list - I don't think you will do that, but that is why I ask. That being said, initial thoughts: Are you planning on using Larnach's squad to mostly sit and shoot? If you are, you might consider dropping him down to a minimum size squad and adding more to the second squad - that way you could be a bit more maneuverable with the fire support and beef up your melee troop (speaking of, I like the composition of your melee troop). Also a general question: What are your thoughts about Royal Guard vs Deathseekers? I like the RG's better defense and more stable damage tracks, but I really, REALLY like the DS's extra attacks and Fearless - with Fearless, it's almost like having the old Faction SA of shooting into melee - DS's don't get shaken tokens, so you can still shoot into melee as much as you want! I started out using RG's when they came out, but as I play (which is rare these days) I'm leaning back towards DS's. Questions? Comments? Rude Remarks?
  2. Is Reaper going to make a data card for Aviriel? I like the mini, so it would be pretty cool if they did. Or do they already plan on having her fill in for a particular unproduced Elf?
  3. That is why I used the Rangers instead of the Vale Archers - Archers ARE 100% useless in melee while Rangers are fairly competent. My ideal game uses the Rangers and Magic to whittle down the tougher troops while I get into position to hammer them with Danithal and the Deathseekers (but for 2 points - 1) I'm still debating Deathseekers vs Royal Guard and 2) no battle plan survives contact with the enemy ;) ). For the cross the board scenario, I would just book it and use the Deathseekers/Danithal to hold up any speedbumps or become a speed bump themselves. For hold scenarios....yeah, it will be very difficult. I'll have to work on it in terms of tactics, because this army just suits my current playstyle to a T. Again it will moslty come down to 2 things - 1) being able to whittle down the opposition with range and the occasional magic and 2) being able to shoot into Double D melee (Danithal and Deathseekers) because of Fearless.
  4. Ok, here is the army I said I would post - any thoughts and recommendations would be fantastic! Prince Danithal (GMA, Counterspell, Bolt, Lightning Bolt) Deathseekers x6 Dehanis, Druidess (Outrider, Cure 2 x 2, Hold, Holy Light) Larnach, Grey Elf Archmage (Greater Familiar, Arcane Blast x2, Lightning Bolt, Lightning Blast) Elven Ranger x3 Galdanoth, Elven Sniper Ilmarin, Wood Elf (Lesser Magic Armor) Elven Ranger x4 1501 exactly- 18 figures (low count) 6 Cards (2x spy) Basically the idea is to hit and fade as much as possible and whittle down the opponents forces. I'm not sure about Larnach's spell load, but his unit is a great distractor and gives out a lot of bee stings. The low model count hurts, but with Elf speed I'm able to pick my fights. I played an early variation on this army and against a horde of Army of Justice Crusaders. The variation had Royal Guard instead of Deathseekers and Larnach had Vale Archers instead of Rangers. I was able to use Larnach as a lure to spread his forces out thin and flank him with Danithal's and Ilmarin's troops - not effectively at all, but it was my first game with this army. It came down to a Finari and Knight who kept making their Tough rolls and my Galdanoth - I messed up, however, and they were able to charge my Galdanoth and, of course, my sniper folded like an over-used initiative card. Questions? Comments? Rude Remarks?
  5. I put together a mixed range-melee army (with a sprinkle of magic) that I was going to run at the Lewisville Vista Ridge tourney this wknd - then my wife volunteered me for something. I wasn't very pleased, but she is my wife and I want to make her happy. But I don't have any Vale Archers in it - I only put in Rangers. With the sheer number of figures that will be moving as fast as possible to get to grips with you, I've found that Vale Archers are just too fragile in close combat. In a default list using Sure Shot, the Rangers are (IMO) a better choice because they can actually hold their own in close combat and they are much better at shooting and moving IMO (a must for Elves). With Vale Archers you have to decide if it is worth it to hold your ground in the face of charging melee troops (who WILL be sent after your archers) or flee with a single shot. That choice is much easier with Rangers, plus they have a much better chance of surviving if the enemy does get into melee. Just my two cents, but I prefer Rangers. PS: I'll post the army later for ideas, but it's late and I'm tired ;)
  6. Well, with the advent of the Legendary Encounters line it will be possible to say "buy this sgt, buy a pack of x troops" (eventually) "download the rules, and play to your heart's content to get started. I really think the LE line will bring in a lot of new players (beginning with Orcs and Necropolis, of course).
  7. Ok, I know there must be a Necropolis player just waiting to give his 2 cents on the evil undead and a Darkspawn player just chomping at the bit about your new troops (and the awesome looking Rauthous model due out soon). Any takers?
  8. My preference is for Wednesdays and I don't know if I'll be able to make it on Fridays - but we'll see.
  9. I usually go on Wednesday nights (recently), but I am going to miss tonight (and I just realized next week because I will be out of town). Have fun, and I'll return after the 4th.
  10. Wouldn't the cover bonus from the woods counteract the penalty? good point - I hadn't thought about that.
  11. The main problem with this list is that Chiral is unique - no, wait, I actually just went and re-read the list, and he's not in the Woodland Protectors sublist. Doh! Well, that kind of changes my thinking on the army composition. Thanks for the input, I'll be back later. He is not only in the Woodland Protector's list, he is non-unique in the list. I'm including the list below from the most recent RC available from reapergames.com - Army List Name: Woodland Protectors Sublist Restrictions: The following Models only: Argyrian, Silver Dragon Ilmarin, Wood Elf Chiral, Centaur Sergeant Tanwylen, Satyr Silvermaine, Unicorn Dehanis, Druidess Drys, Dryad Centaur Archer Centaur Warrior Elven Ranger Faery Hunting Cat Satyr Warrior Faun Vale Warrior Giant Eagle Mossbeard the Treeman Galdanoth, Elven Sniper Models that change to Non-Unique/Grunt: Chiral, Sergeant Tanwylen, Satyr, Sergeant Silvermaine, Unicorn, Hero Centaur Archer, Grunt Centaur Warrior, Grunt Elven Ranger, Grunt Hunting Cat, Grunt Satyr Warrior, Grunt Giant Eagle, Monster Mossbeard the Treeman, Monster
  12. What you really have to consider with RAV 4 is what you are going to be shooting at. I for one really like to be able to out maneuver my opponent, but at the same time there are very few scenarios where the point is to go around everyone (there is one, but I don't know if it will be very common in tourneys). There are plenty of models that you might shoot at that you will need an 8, 9, or 10 to hit. Now this is not as detrimental with Sure Shot, but in a Woodland Protectors your next best bet is to pop woods underneath primary targets to lower their DEF by 1. I like being able to hit things without being hit back (which is why I like a 30 inch range), and the Elves schtick is all about hit and fade, but you still have to be able to hit in the first place. Plus, the single attacks mean that it might be difficult to take down many models, and if they opponent has healers it will be that much harder. The Warriors are super tough, but at the same time they face the attack maneuverability problems of cavalry. Plus there are two things you must consider - 1) 50 points is not a lot of useful spells or upgrades for Chiral (Chiral being the only non-soldier without Beast) and 2) With only two initiative cards, you will be horribly behind in terms of activations. I don't have any thoughts about how to fix #1, but with #2 you could take 2 archers from Argyrian's unit and make them Outriders. It costs you 30 points, but IMO the two extra cards and activations would be well worth it.
  13. The rules for the Woodland Protectors sublist for Elves allow for leaders to Summon Woods "within 12" of the model." Does that mean that the entire CD sized area of woods must be within 12", the center must be within 12", or any portion of the woods must be within 12"?
  14. How did the Satyrs do? I'm still deciding about if I want to run them or not.
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