spiritual_exorcist Posted June 21, 2006 Share Posted June 21, 2006 18 shots/turn can easily be overrun without enough warriors to keep your opponent at bay. It is much more difficult to get to 5 Archers behind 20 warriors, than it is to get to 9 archers behind 10 or 12. And seeing as how Elven Archers can use Sure shot to shoot into melee all you have to do is hold up the enemy with your warriors and let your Archers do the work. If you don't have enough Warriors to hold the line, your archers will be mitigated in 2 or 3 turns. Link to comment Share on other sites More sharing options...
Brushmaster Posted June 21, 2006 Share Posted June 21, 2006 18 shots/turn can easily be overrun without enough warriors to keep your opponent at bay. It is much more difficult to get to 5 Archers behind 20 warriors, than it is to get to 9 archers behind 10 or 12. And seeing as how Elven Archers can use Sure shot to shoot into melee all you have to do is hold up the enemy with your warriors and let your Archers do the work. If you don't have enough Warriors to hold the line, your archers will be mitigated in 2 or 3 turns. I've used that tactic to quite good effect against Hellsgate's Reptus , not bothering to attack just held him up till I could shoot him to pieces . What was even funnier was he charged the archers with Ra-am killed one then they killed on the defensive strikes . Link to comment Share on other sites More sharing options...
lukash Posted June 22, 2006 Share Posted June 22, 2006 So really what you are saying is that my proportion of archers to warriors is off, right? Well, ol' MOssbeard chews up a ton of points that could otherwise go to lesser quality troops, but he sure does pack a punch and I don't really want to stop using him until I see what else comes out in the army books. Link to comment Share on other sites More sharing options...
Qwyksilver Posted June 22, 2006 Share Posted June 22, 2006 Keep Mossbeard, just drop a couple archers and replace them with a couple of Vale Warriors. In a 1000 point build, 4-5 is more than sufficient. If you want more Ranged attacks, use the non-Unique Meridh for cheap archery and troops and the Centaur. Selwyn, Niriodel (Bless x2, Bandage x2, Hold, Divine Favor), 4 Archers, 2 Long Thorn, 3 Warriors = 505 Meridh, 6 Warriors, 3 Long Thorn = 207 Mossbeard (Bandage x2) = 278 Total = 1000 Fielding such an expensive model as Mossbeard in 1000 point games makes it tough to combat being overrun by large numbers or quick moving troops. You'd use the Warriors and Longthorns to support and screen your Archers. Meridh's troop being the initial speedbump and Selwyn and her melee warriors as a secondary picket line. Keep Niriodel and the Archers in the rear shooting away and making use of Bless and Bandages to keep your Wariors or more importantly Mossbeard in the fight longer. Mossbeard's CP is a bit low, so using it for Casting on Friendly Models, like himself, is key. Link to comment Share on other sites More sharing options...
Humansquish Posted June 22, 2006 Share Posted June 22, 2006 Mossbeard's CP is a bit low, so using it for Casting on Friendly Models, like himself, is key. In what situation would you want to cast a bandage on an enemy model? Link to comment Share on other sites More sharing options...
Tsetsen Muur Posted June 22, 2006 Share Posted June 22, 2006 Mossbeard's CP is a bit low, so using it for Casting on Friendly Models, like himself, is key. In what situation would you want to cast a bandage on an enemy model? Mossbeard can also take Mage spells, although he would be hard pressed to make it through most MDs. No Iceshards hang from branches, it seems. Link to comment Share on other sites More sharing options...
Qwyksilver Posted June 22, 2006 Share Posted June 22, 2006 Mossbeard's CP is a bit low, so using it for Casting on Friendly Models, like himself, is key. In what situation would you want to cast a bandage on an enemy model? Mossbeard can also take Mage spells, although he would be hard pressed to make it through most MDs. No Iceshards hang from branches, it seems. I'd never heal an enemy, but with a CP 5, trying to break through an enemy MD with a Mage spell is difficult. Casting a Cleric spell on a friendly means an effective CP 7, and you only need to beat a 10. Much better odds. I wasn't speaking just of the Bandages in my example build, but of his Spellcasting in general. Link to comment Share on other sites More sharing options...
Gus Landt Posted July 19, 2006 Share Posted July 19, 2006 OK, here is a COMPLETE list of all changes from the core rulebook to the new data cards: Prince Danithal: Drop 1 point from 261 to 260 Selwyn, Vale Captain: Drop 4 points from 103 to 99 Arnise: Drop 1 point from 60 to 59 +2 DV on 1st track +1 DV on 2nd track Lyssette: Drop 4 points from 48 to 44 Niriodel: Drop 1 point from 76 to 75 Death Seekers: Gain 1 point from 33 to 34 Vale Long Thorns: Gain 1 point from 19 to 20 +1 DV Vale Breakers: Gain 1 point from 22 to 23 +1 DV Centaur: Gain 3 points from 58 to 61 Gain 'Cavalry' special ability Becomes Unique (loses Unique in an all Elven faction) Mossbeard the Treeman: Gain 3 points from 258 to 261 Link to comment Share on other sites More sharing options...
Tsetsen Muur Posted July 19, 2006 Share Posted July 19, 2006 OK, here is a COMPLETE list of all changes from the core rulebook to the new data cards: Prince Danithal: Drop 1 point from 261 to 260 Selwyn, Vale Captain: Drop 4 points from 103 to 99 Arnise: Drop 1 point from 60 to 59 +2 DV on 1st track +1 DV on 2nd track Lyssette: Drop 4 points from 48 to 44 Niriodel: Drop 1 point from 76 to 75 Death Seekers: Gain 1 point from 33 to 34 Vale Long Thorns: Gain 1 point from 19 to 20 +1 DV Vale Breakers: Gain 1 point from 22 to 23 +1 DV Centaur: Gain 3 points from 58 to 61 Gain 'Cavalry' special ability Becomes Unique (loses Unique in an all Elven faction) Mossbeard the Treeman: Gain 3 points from 258 to 261 Of all the factions, if this is not to harsh a statement, I think the elves had the best outcome. I really feel for the Reptus and 'Spawn. The extra point for +1 DV for the long thorns and breakers seems to be a no brainer to me - the breakers just became viable for more reasons than fluff. I'm very happy for Arnise's changes. The model just became much more viable, IMHO, and I look forward to fielding a unit of Warriors and Death seekers being led by a Death Seeker. Now, if we could only get alt. sculpts for the 'seekers. The +/- 3 points that many of the models took are a "meh" to me. It just means I my Excel Spreadsheets must be updated. Link to comment Share on other sites More sharing options...
Stubbdog Posted July 19, 2006 Share Posted July 19, 2006 yes, elven archers just got much more powerful. Now that their targets with decent DV values has just been reduced by about 50%. Link to comment Share on other sites More sharing options...
Brushmaster Posted July 19, 2006 Share Posted July 19, 2006 OK, here is a COMPLETE list of all changes from the core rulebook to the new data cards: Prince Danithal: Drop 1 point from 261 to 260 Selwyn, Vale Captain: Drop 4 points from 103 to 99 Arnise: Drop 1 point from 60 to 59 +2 DV on 1st track +1 DV on 2nd track Lyssette: Drop 4 points from 48 to 44 Niriodel: Drop 1 point from 76 to 75 Death Seekers: Gain 1 point from 33 to 34 Vale Long Thorns: Gain 1 point from 19 to 20 +1 DV Vale Breakers: Gain 1 point from 22 to 23 +1 DV Centaur: Gain 3 points from 58 to 61 Gain 'Cavalry' special ability Becomes Unique (loses Unique in an all Elven faction) Mossbeard the Treeman: Gain 3 points from 258 to 261 Of all the factions, if this is not to harsh a statement, I think the elves had the best outcome. I really feel for the Reptus and 'Spawn. The extra point for +1 DV for the long thorns and breakers seems to be a no brainer to me - the breakers just became viable for more reasons than fluff. I'm very happy for Arnise's changes. The model just became much more viable, IMHO, and I look forward to fielding a unit of Warriors and Death seekers being led by a Death Seeker. Now, if we could only get alt. sculpts for the 'seekers. The +/- 3 points that many of the models took are a "meh" to me. It just means I my Excel Spreadsheets must be updated. I concur on all accounts and I really think the elves needed this . Our local elf player has just figured how to use her list and now she can only get better . Link to comment Share on other sites More sharing options...
Tsetsen Muur Posted July 20, 2006 Share Posted July 20, 2006 Have Death Seekers always been MAV 2? I recall them being MAV 3. I'm still happy to have them in the Elvish Army, even if they are a little bit softer and more expensive. Link to comment Share on other sites More sharing options...
Erion Posted July 20, 2006 Share Posted July 20, 2006 Have Death Seekers always been MAV 2? I recall them being MAV 3. I'm still happy to have them in the Elvish Army, even if they are a little bit softer and more expensive. My 1st printing rulebook has them as MAV 2. I'd say that's as close to "always" as you can get. Link to comment Share on other sites More sharing options...
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