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Ceynuundra Aelvari - Elven High Command

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The Elves, like any low defence army in nearly any game, are really a finesse race. They are probably a difficult race for most new players to start out with and expect to do well with immediatly; but with a few games under ones belt, and a few losses to reflect on and learn from they appear to me (I've not played them, and only seen them used a few times) to be a real beast of an army. In the hands of an experienced player I would expect to have my hands full when playing against them. Don't be discouraged even if you have lost a few games, try out a variety of tactics and unit combinations, and learn from the experience of players here.

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For the sake of discussion, I present the DiD* Elven 750 Point Army. This is an army designed to be san-archer, inspired by the recent discussion regarding Cavalry.

 

* Dies in Droves

 

Selwyn

3 Breakers, Musician

3 Death Seekers

 

Meridh

5 Warriors, Musician

3 Long thorns

 

Meridh

4 Warriors

3 Long Thorns

 

Centaur

 

751 Points

 

Tactics:

Basically ISC echelon from SFB. In heavy woods set up as follows.

 

M M

S C

 

The two Warrior forces are to tie up the oposing force, and to protect the death seeker & breaker force. The breakers are there to protect the DSers. The Centaur is just out and about, lending some firepower where needed. The heavy woods protect the army from, get this, missile fire.

 

What do people think?

 

Against a cav heavy force, I find it likely that this force would do quite well. While it is true that many brave elves would die that day, enough would live to tell the tale

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Were having a tournament in Missoula this saturday its 750 points heres my list any tips

are appreciated

 

Captain

1 death seeker

3 warriors

2 long thorns

 

sarge

5 archers

 

sarge

2 warriors

1 long thorn

 

sarge

2 warriors

1 long thorn

 

centaur

 

this is a very flexible force that I quite like but any comens are very welcome

The one thing I may change is that I migh lose the centaur and Death seeker an get two more archers

what do you think

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Were having a tournament in Missoula this saturday its 750 points heres my list any tips

are appreciated

 

Captain

1 death seeker

3 warriors

2 long thorns

 

sarge

5 archers

 

sarge

2 warriors

1 long thorn

 

sarge

2 warriors

1 long thorn

 

centaur

 

this is a very flexible force that I quite like but any comens are very welcome

The one thing I may change is that I migh lose the centaur and Death seeker an get two more archers

what do you think

 

 

This looks like a nice force.

 

In low point games you really don't want to be messing with lots of equipment and spells. This group should do well. You've got a lot of activation cards, and a nice balance between ranged and melee.

 

Those 5 archers are still going to be your main force (most points of any troop), so don't fool yourself into thinking that the captain group's the important one. With Meridh and the Centaur you've got archers in 4 troops, so a plink here and there can come in handy. You still don't want to get into any fair fights with one of the melee heavy factions, but that's a given.

 

PS

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Wow were is everyone?

Out killing orcs and defending he frontier no doubt

 

Well here is a summarry of saturdays action

 

I started my list Vs. mercs

this guy was brand new so i tried to be a good sport and let him have some action

shot his solo and hero then charged in melee nothing fabulous just some godd scrappin

 

then we had the real show my newbie friend Daniel AKA Vauraug th unstopable decided to take the reven

while evilbob brought nesokar and we got anothe brand new face to field the monstrous reptus

 

Reven list

vaurug lots o gear!

3 berserkers

3 beastmen magic armor

6? bull orc warriors

 

Nefsokar

Khufu+ gear

netekerti boatload of spells

10 mummies

 

Reptus

Kong to

tkay

10 warriors

 

I was paired with the reptus so it was one new guy with one expirienced one

I told my ally that if something touches me we have done something wrong

he said he understood and away we go

 

During the battle I split fire often always trying to keep that sorceror down cause I knew those spells would hurt

I also slowed down the reven by forcing vaurug to stop and warcry every turn

 

the reptus primarily engaged the nefsokar while I poure fire into the the reven

a great moment came when I stunned all 3 berzerkers and got the next activation and of course couped de graced the lot of them

the battle went well from there xcept that netikerti got off a firestorm and killed about 5 of ours I shot and wounded kufu twice then chaged o finish the job

Vaurug charged and killed my captain in one go :down:

but I made my toughness check and with a little help from 11 arrows and everything I brought him down and the deathseeker came in for the coup de grace

 

solid victory for the elves yay

 

now granted two of them were very new but the orcs did get the first activation on 4 rounds!

a great game all around saturday it will be thousand point battles im gonna use the same list with a cleric and a few more warriors watcha think

 

thanks for any tips ideas challenges or remarks

Feanor

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Well here is a summarry of saturdays action

 

SNIP

 

Reven list

vaurug lots o gear!

3 berserkers

3 beastmen magic armor

6? bull orc warriors

 

Nefsokar

Khufu+ gear

netekerti boatload of spells

10 mummies

 

Reptus

Kong to

tkay

10 warriors

 

Nefsokar and Reptus sound like an Army box apiece, and a real lack of activation cards aka flexibility. Reven also has a lack of flexibility, coupled with a lack of armour (DV). Berserkers are neat, but too expensive for how vulnerable they are, in my book.

 

My roomie has locally almost stopped using his mummies because they are too low in DV - there's always archers around here, and if the grunts can't march across the field you might as well not bring them.

But then again, I tend to either play Necropolis (Lord Vandrian rocks and they have a wide selection of units available), Reven (bull orc archers, hunters and warriors are all excellent) or Overlords (best grunts in the game, excellent warlord aka armoured mage). And whoever plays has 3+ data cards!

 

What you might want to do is suggest your friends to use a proxy or two while they build up their army, so they have some more flexibility. Also, quite often your basic warrior grunt is among the best units in the faction, point for point. Nefsokar might want the Tombguard as well as the excellent Walking Avatar.

 

Last but not least, in small games I rarely ever use a warlord, unless I play a magic-heavy company (nothing wrong with Moandain, Kiakara, Ashkrypt or the Witch Queen). For pure melee, the warlord might be terrifying, but he has only 3 attacks or so and for the same point total you can buy 10+ warriors. Add in the assists and do the math.

 

Oh, and congratulations on the victory :)

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Thanks and yeah i do want my buddies to get a tougher setup cause what I like is a tough fight

not a dance through the daisies

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Treebeard...

 

how would you use treebeard for best effect. I have fielded him a couple of times now, trying different tactics and he usually gets swarmed and chopped into kindling.

 

My first thought would be to send him out in front and let the other army swarm him. He has warmaster and a base DV of 14, so in theory he should be pretty hard to hit. When he does get swarmed you pick-off the enemy with your archers. However, your archers must be wary of cavalry if your opponent has them.

 

A tactic Storminator and I came up with last night, and it would work in campaign play, is to bring along a Lupine Shaman (neutral and a merc so alignment is not a factor and you still retain faction abilities). Attach the Shaman to Selwyn and some archers and give him one teleport. He can see over the other models and teleport Treebeard across the field and get the enemy from behind and with his inate bless your archers are now +4 instead of +3.

 

Thoughts?

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That's exactly the idea I had in mind with my Lupine troop and the Hill Giant/Lurgh/Gurm! :devil:

:ph34r: Stealth Treebeard

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Much as I hate to advise the elves, I would plunk Treebeard down in the middle of the deployment zone and wrap the archers around him. Cavalry want to come to the archers? Come to Treebeard...

 

And use the Ent to sweep those cavalry right off the archers.

 

PS

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Much as I hate to advise the elves, I would plunk Treebeard down in the middle of the deployment zone and wrap the archers around him. Cavalry want to come to the archers? Come to Treebeard...

 

And use the Ent to sweep those cavalry right off the archers.

 

PS

 

It's a thought....

 

maybe deploy Treebeard right behind a line of archers. On their first activation they could volley (try to hit a cleric or mage). Treebeard could wait behind them until the cavalry shows up......

 

you've given me something to think about Good Storminator, what have you done with Evil Storminator. ::P:

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you've given me something to think about Good Storminator, what have you done with Evil Storminator. ::P:

 

It's what happens when the Evil Overlords start becoming Freelance Neutral/Evil forces. :poke:

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What is you use a WW 1 Tank stragity [sp], get 2 treebeards, line warriors up behind them and give the treebeards a few bandages. once your in charge range, split the trees and charge the warriors forward.

 

Of course this would be a bad tactic vs a mage with a fire storm, so avoid level 3 mages.

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