spiritual_exorcist Posted January 22, 2006 Share Posted January 22, 2006 No leaders = no warcry. Unless they've invested in Ombur or Kiakara and have bought Warcry spells...which is even worse in my mind, since their CP makes their Warcry almost automatic. But you're right, get rid of the leaders, and you get rid of that pesky free Warcry Link to comment Share on other sites More sharing options...
Storminator Posted January 22, 2006 Share Posted January 22, 2006 I haven't actually seen this one, but I've thought it up. Run up with your warriors, and don't attack. Then the orcs can't kill you on defensive strikes, and have to do it on their turn. Which is another turn they aren't charging your archers. And you get another chance to shoot them. And use Hold spells with Niriodel. Again with another chance to shoot them. PS Link to comment Share on other sites More sharing options...
Tsetsen Muur Posted January 22, 2006 Share Posted January 22, 2006 I haven't actually seen this one, but I've thought it up. Run up with your warriors, and don't attack. Then the orcs can't kill you on defensive strikes, and have to do it on their turn. Which is another turn they aren't charging your archers. And you get another chance to shoot them. And use Hold spells with Niriodel. Again with another chance to shoot them. PS I believe that Golden Eagle has done the charge and all-out defend. Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted January 22, 2006 Share Posted January 22, 2006 Agreed, let your archers do the casualties, and have your warriors CDG. Link to comment Share on other sites More sharing options...
All-Terrain Monkey Posted January 22, 2006 Author Share Posted January 22, 2006 Yep, I was a proponent of not attacking with your Wars and saving them for CdG's a few pages back on this thread :). If you screen it right you can make an enemy pay for every inch they move down the table heavily, as the Vale Warriors are a great inexpensive model. Link to comment Share on other sites More sharing options...
Feanor Posted January 23, 2006 Share Posted January 23, 2006 Hey I have a list about 1000 points that has Danithal in it do you all think it would be a good Idea to trade him out for a captain to save points for more warriors and archers? thanks for any ideas Link to comment Share on other sites More sharing options...
All-Terrain Monkey Posted January 23, 2006 Author Share Posted January 23, 2006 Not if you load up Danithal with two fireballs, which makes him a great combo leader in my opinion; a GME will boost his CP to a good number and bump his MAV up. Link to comment Share on other sites More sharing options...
Feanor Posted January 23, 2006 Share Posted January 23, 2006 So.... i drop lyssete for the far more durable Danithal with fireballs (no firestorm ) and GME hmmm devilishly clever let me toss some numbers around Thanks GE and Ugluk if your reading this Im lying and if your not Im still prolly lying or am I Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted January 23, 2006 Share Posted January 23, 2006 I'm always hesitant to take Warlord models under any circumstance in which they are not required. I'm of the opinion that numbers very often win me games, so I'd rather field a Captain than Danithal, and bring along more troops. The reality is, it is a matter of personal choice, either can and will work, but each choice requires a slightly different approach. If you take the Warlord you are going to have to decide how best to protect, and how you want to employ him. If you are going the defensive route suggested int he posts above is Danithal going to take his troop on the offensive hunting down threats?, or will he remain back and help defend the archers and warriors? Link to comment Share on other sites More sharing options...
Feanor Posted January 24, 2006 Share Posted January 24, 2006 Thanks SE you really made some good points Link to comment Share on other sites More sharing options...
Outkast Samurai Posted February 7, 2006 Share Posted February 7, 2006 Here's one that defies all logic. Played a 750 pt elven force at a demo this evening against 750 points of dwarves. My force consisted of Arnise, Niriodel, 3 death seekers, and 2 longthorns. Meridh, 3 warriors, and 6 archers, and the centaur. The dwarves had Fulumbar, Ivar, 4 warriors, 4 piercers, Freya, 2 warriors, 3 halberdiers, and 3 shieldmaidens and the bear rider. Things didn't look good from the word go as my volley only managed to wound Ivar and take out a warrior despite the fact that I had 10 models under the volley radius. The dwarves proceeded to pound my forces taking out Meridh almost instantly and quickly Arnise and her troop except for Niriodel. By the time I had killed 3 of the dwarven models 3/4 of my force was gone. I knew that this one was pretty much shot. When I had finally taken out the last piercer I had Niriodel, the centaur and a warrior. The warrior was slain by defensive strikes (like most of the rest of my force.) Then the dice decided to turn. The centaur killed 2 warriors and a shieldmaiden before dying and then much to my (an especially my opponents) surprise Niriodel proceeded to run around and kill every last dwarf on the table. Even when cornered he would kill one in h2h, dodge the defensive strike and then make his Dis check and break from combat. It was one of the biggest turn around games ever as my cleric took out 2/3 of an army by himself, without ever casting a spell. Link to comment Share on other sites More sharing options...
Feanor Posted February 7, 2006 Share Posted February 7, 2006 Thats pretty amazing I love Niriodel I had a fairly similar expirience about a week ago against Ugluks orks It started off real bad for me my centaur was shot and killed almost in the first activation then I managed to kill one warrior before engaged in combat with the bulls in combat is actually when I got things to takt a turn for the better but it was to no avail as every last elf was killed yet I managed to turn a route into a respectable loss in the end I think only narg and two bull ork fighters were left So it was a good fight all around Link to comment Share on other sites More sharing options...
Brushmaster Posted February 7, 2006 Share Posted February 7, 2006 Don't you love how fickle the dice gods can be ! Wow , that's one amazing battle . Link to comment Share on other sites More sharing options...
Tsetsen Muur Posted February 16, 2006 Share Posted February 16, 2006 For comment - one 1,500 points army list: Prince Danithal (Fireball x2, DF, GME, LMA) 3 Death Seekers 2 Breakers 2 Longthorns 3 Warriors, Musician Meridh 6 Archers Meridh 6 Warriors 1 Long thorn Centaur (Improved Protection) Mossbeard (Bless X2) The plan, if you want to call it that, is simple: Centaur harasses Meridh with warriors forms a picket line and holds enemy up for -- Meridh with archers shoots from under the shade of mossbeard, who blesses them Prince Danithal hangs back to cut up anyone who gets through the picket. Assuming the warriors never get to swing, they have at least 11 attacks at least MAV 3. Prince Danithall, with GME, has a CP of 7, which is probably sufficient to attack grunts with fireballs. Any comments would be appreciated. One of the major advantages of this list is it is mostly painted. Link to comment Share on other sites More sharing options...
Darthiir Posted February 16, 2006 Share Posted February 16, 2006 For comment - one 1,500 points army list: Prince Danithal (Fireball x2, DF, GME, LMA) 3 Death Seekers 2 Breakers 2 Longthorns 3 Warriors, Musician Meridh 6 Archers Meridh 6 Warriors 1 Long thorn Centaur (Improved Protection) Mossbeard (Bless X2) The plan, if you want to call it that, is simple: Centaur harasses Meridh with warriors forms a picket line and holds enemy up for -- Meridh with archers shoots from under the shade of mossbeard, who blesses them Prince Danithal hangs back to cut up anyone who gets through the picket. Assuming the warriors never get to swing, they have at least 11 attacks at least MAV 3. Prince Danithall, with GME, has a CP of 7, which is probably sufficient to attack grunts with fireballs. Any comments would be appreciated. One of the major advantages of this list is it is mostly painted. My first question would be to ask if you know who some of your opponets would be? Will it be Nefoskar with the ability to reduce casting power or one of the many factions with cavalry who can come in and tie-up or go right around your pickets? That being said, I would drop one of the Death Seekers and both Breakers. They have a better MAV than the warriors but their low DV almost guarantees them getting killed on defensive strikes. Use the points to add more warriors and then use the two remaining Death Seekers to get in on the enemy's backside so they can't be hit with the defensive strike. Mossbeard is going to be a magnet for attacks--your opponets will see him as a big threat and probably want to take him out quick, so your archers should have plenty of targets to shoot at as they move into engage the tree. I had a similar idea and used it in a 1500pt tourney we had, won the tourney. I brought: Mossbeard x2 (each with ice shardsx2, bandage x2) Selwyn Niriodel (LME, LAU, blessx4) archers x9 meridh warriorsx4 meridh warriorsx4 I used the trees as a mobile fortress anchoring the left and right flank with archers in the middle. The warriors were speed bumps...double move and charge to stop troops coming in so the archers could pick them off. If they got to close the trees stomped all over them. Link to comment Share on other sites More sharing options...
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