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Ceynuundra Aelvari - Elven High Command


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OOOOOOOOOo i messed up again!!! :blush: Dont you just love how stupid I am? Well thanks for the help O.S.

 

Im just gonna use meridh as a captain . And Hope that i can take down the vile Darkspawn and regain favour of our gods, for i deserve none because of my stupidity!!! Its been a while.... as you can tell.

 

So what is Divine Favor eh?? :rock:

 

LOTL

 

You're not being stupid in the least. Its obvious that it has been awhile since your forces have had to leave the leafy realm to combat evil. Darthiir got Divine Favor dead on and I've found that its worth every one of those 10 points. The only draw back to it is that you can only have 1 in your entire force so choose wisely.

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Attended Totalcon this weekend, got beaten out in the tournament by the other elf player. That, several pickup games, and advice from Darthiir, Storminator, and Qwyksilver have resulted in this army list:

 

1000 points

 

Totem of Battle

 

Meridh

4 Vale Archers

 

Selwyn, Divine Favor

Niriodel, GMA, LME, 2x Bandage, Hold

5 Vale Warriors

3 Vale Longthorns, Musician

 

Arnise, IMP

2 Deathseekers

5 Vale Warriors

 

It's a fairly quick-moving army. The Totem makes the melee troops dangerous enough to do some killing on their own, reducing the need for tons of archers. It also makes the deathseekers and leaders a bit more dangerous. Finally, if the archers do end up in CC, they might actually be able to do some return damage before dying.

General battle plan: Use blocking terrain to divide enemy's forces, then use my superior movement to pour all my troops to one side, giving me a local numerical advantage. Between the archers and possibly a few "distraction" models (just a few warriors, or maybe Niriodel, just use hold to keep a troop off of me), a good third of the enemy force should be occupied while my entire army bashes the rest of their's.

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Does a totem of battle really help elves that much? I've never used it, and tend to discount it. On one hand, I'm pretty heavy on the grunt side, and an additional bonus to MAV would help many of my miniaures. On the other, the killing power of the bow is not aided.

 

Do many people here use it? (I've written a tourney list based on having one, and I think I like what I see. Now I'm considering using this list instead of the Mossbeard list. )

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Vil,

 

I agree with Qwyk, it does look better. Meridh and 4 archers is one of my standard troops. Kind of like American Express, I never come to a battle without it. Your new list still gives you enough shots with your archers to be a threat to an opponet, as well as having the troops to support them if people get in close.

 

It was good gaming with you at totalcon, and playing against another elf player was interesting. You used the terrain that we had well, keeping your archers within the trees to increase their DV and effectively keeping my archers pinned behind the small vendor stalls. I would say that when playing against another elf, you have to make sure you pay attention to the other player's LOS corridors. When your Danithal troop moved up and I could shoot through the gaps in the buildings to hit your musician and one of your Death Seekers it hurt your fast movement options and allowed my Lysette to use her spells to really hurt that troop. You played a great game though.

 

That being said, tweak your list, see if you can get it down to 750 and bring it to the Whizstore in westborough for the April 8th tourney they are going to have.

 

Info here. Whiz Store

 

Hope to see you there.

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A totem of battle never hurts, and, for people that do not have a ton of models to go crazy with army building (ie adding in a lot more grunts) it is a good way to add up some points and still keep a troop effective. If you don't have a ton of models, you need to use equipment and spells for upgrades.

 

Given that Elven warriors are typically fodder meant to slow down advancing armies while your pocket of Archers shreds them, if those Warriors are capable of doing the killing, it means your archers can also focus their fire elsewhere. Giving Vale Warriors a +1 MAV makes them on par with your average grunt models, and makes the Deathseekers particularly potent. It also means your Archers, if based, might actually have a chance to take the model attacking them with them.

 

1000 point army = 100 point totem with +1 MAV to everyone.

Lesser Magic Weapon = 15 points w/ +1 MAV to one model. x6 = 90.

 

In his army, Vil has 10 Vale warriors. That alone is 150 points if he was to equip them all w/ LMW.

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My 750 point list and tactical analysis/ strategies

 

Captain 103 DF 10

6 warriors 114

 

Centaur 58

 

Meridh 36

6 archers 264

 

Meridh 36

4 warriors 76

 

Meridh 36

4 warriors 76

 

Total 751 Close enough I presume?

No longthorns or breakers too soft.

Centaurs are great 58 point itnitiative cards and at 24rng RAV 2 aint bad

Captain takes center with the melee sarges each holding a flank

centaur back the least pressured flank while 2 archers move together on the other

4 archers and sarge in the rear slinging arrows with haughty abandon.

 

Use your ranger move with everyone even though it may not matter the sheer number of models moving can really unnerve your opponent.

 

the centaur and two archers pick out priority targets like mages and enemy commanders while the other four shoot whatever is handy go for numbers the vale guard can mob any big critters left over and you can shoot a larger base model anytime cause it cant hide in melee

 

hope this helps

any questions?

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If you want to keep things more or less the same models wise, I would suggest maybe breaking them up differently:

 

Troop 1 = 497:

Vale Captain 103

 

5 x Vale Archers 220

 

2 x Vale Warriors 38

 

Niriodel 76

(4x Bless, 2 x Bandage, familiar) 60

 

Troop 2 = 96:

 

Vale Sergeant 36

 

2 x Vale Warriors 38

 

1 x Vale Breakers 22

 

 

Troop 3 = 96:

 

Vale Sergeant 36

 

2 x Vale Warriors 38

 

1 x Vale Breakers 22

 

Troop 4 = 58:

 

Centaur

 

Total: 747

 

This is assuming you are using the somewhat common tactic of basing with your warriors and firing into hand to hand with your archers.

 

Gives you 10 models with ranged attacks, and an extra initiative card. I would hold the Captain back and use ranged attacks and keep him close by the archers for protection so I see no need for the Greater Armor, I'd rather have more Bless spells to make the ranged attacks more effective.

 

 

What tactics are the Necropolis using against you? What are they doing to overtun you?

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Don't take any more archers; 4 is plenty for a 1000 pt game, you could probably get away with three in that list. For melee troops, the best setup is lots of warriors backed up by a few longthorns (give support, upgrade to musicians, or run around to coup-de-grace). Deathseekers are extremely useful, but since you don't want to use them, breakers are probably the next best thing. Use them when you actually need to kill something instead of just delaying while your archers shoot into combat.

 

Depending on points, you may also want to take a totem of battle; it makes the elves reasonably good in CC, and breakers with MAV 4 are scary.

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As with most things in Warlord. It all depends on who you are fighting, the terrain, and everything else about the situation...

 

The elves will, for the most part always go as far as their archers can take them. Not their warriors.

 

But, having said that, you have to remember that in order for those archers to be affective, they have to be alive (and at range). Therefore, in this particular case I would agree with Vil-H that proportionately there are too many ranged attackers and not enough meatshields to cover for them.

 

Though a point hog to say the least, that is where things like the Tree come in handy cause its big, has a bunch of tracks and Elves can use their faction SA to shoot right thru it with no penalty whereas the same is not necesarily true coming back. Hordes of warriors to act like road blocks are also good for this tactic as they are more mobile than trees and less expensive and can line up in waves.

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faction SA to shoot right thru it with no penalty

 

I assume you're talking about Mossbeard?

 

Maybe I misunderstand you, but even elves can't shoot through other models, they ignore obstructions to LOS and can shoot into melee and through extremely small gaps, but if there isn't any LOS they still can't see a given model to shoot at it.

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