spiritual_exorcist Posted December 27, 2005 Share Posted December 27, 2005 I'm not sure why the Tomb Guards would be wiping the Knights out, I mean with the exception of Undead instead of Trencher (trencher being the better ability), and a higher DV (which isn't likely to come into play that often) the two models are identicle, and almost exactly the same price. So unless the dice are simply beating you (and over the course of 4-5 games that should be mitigated) I have no idea why the Crusaders are having problems. V1.2 looks like a solid and classic Core rulebook Crusader force. Remove the spells, gives you 17 points to play with, either add a Musician to one of your troops, or a Lesser Magic Weapon or Lesser Magic Armor to Broderick. Link to comment Share on other sites More sharing options...
Balthus Posted December 27, 2005 Share Posted December 27, 2005 I think I'll go for a LMW for Broderick since it keeps his MAV high on the lower Damage Tracks... *g* I somehow feel that list V1.2 will be more successful - as you said, Tomb Guards and Knights are almost identical, so having 15 Knights should provide an advantage in tough (no pun intended! ) grunts. --- Well, to beat the Knights was as follows - first base the large Troop with Anubis Guards and kill models with low DVs. Go in for the Archers with the Awakened and finish them off. Close in on the nearest enemy troop. Use ADR to keep the Knights based, preferably with Awakened. If the Awakened are still busy to deal with the small Troop of Templar Knights, move in the Tomb Guards and use your numbers to overwhelm the Knights. Link to comment Share on other sites More sharing options...
Balthus Posted December 27, 2005 Share Posted December 27, 2005 I'll try to arrange a battle report with pics for the next game on Friday... Link to comment Share on other sites More sharing options...
Kengar Posted December 27, 2005 Share Posted December 27, 2005 OK, here's my first stab at a 750 Crusader FC (Bear in mind, I haven't bought all these models yet, this is just based on data cards and what I already own) Troop A Lord Ironraven, Captain (108) +LMA Halbarad (89) +LMA, Bandage x2, Bless, Holy Light 2 Unforgiven (28 ea.) x2 2 Templar Knights (27 ea.) x2 2 Ironspines (21 ea.) x2 (1 Troop Standard) Troop A Cost: 439 Troop B Sir Conlan, Sgt. (30) +LMA, Bless, Bandage 2 Unforgiven (28 ea.) x2 2 Templar Knights (27 ea.) x2 2 Ironspines (21 ea.) x2 (1 Musician) Troop B Cost: 227 Troop C (Solo) Celestial Lion (84) Troop C Cost: 84 FC Total Cost: 750 Of the models above, I do not yet own the Knights, the Lion, or the Ironspines. Does this Fighting Company look resonable? It's more or less designed with the idea of fightin Necropolis, since that's the other faction that came in the starter box. Link to comment Share on other sites More sharing options...
Stubbdog Posted December 27, 2005 Share Posted December 27, 2005 I don't play Crusaders, so take this suggestion with a grain of salt, but, I would go to 1 ironspine per troop. Especially against Necros where they will tend to have swarming numbers. You are going to want more front line fighters instead of secondary support. 1 ironspine can support multiple fonrt liners. Problem is point values... 2 ironspines are not equal to 2 knights. Maybe consider dumping the lion for a Sir Malcolm and 2 Skirmishers, then move 1 or 2 of the extra ironspines from the first two troops to this one. The warmaster abilities of the lion are good, but to have a 3 troop of 4-5 models might be better. Tough call. Link to comment Share on other sites More sharing options...
Balthus Posted December 27, 2005 Share Posted December 27, 2005 I used the Celestial Lion in one of the few games I've played so far... well, it didn't survive Turn 2... I guess since you are battling Necropolis, a Hound of Judgement or the Guardian Beast of Aurelius would be more effective than the Lion (besides: I LOVE that sculpt!) because of their Judgement SA (auto-coup de grace on evil models). As I find myself usually in constant need of more Knights, so I'd try to squeeze some more of them into your FC. DV and MD of 11 plus Deflect SA is nothing to sneeze at, especially if you consider the low points cost of the Necros' skellies and skelly archers (24 pts and Range 24 makes me wanna cry...). Maybe you could even replace Lord Ironraven with Sir Broderick (just proxy him) or maybe Sir Brannor who's also a cleric and could carry a few Bless spells. A Lesser Magic Weapon plus Lesser Magic Armor on Sir Broderick work really well, as I've eventually found out. Holy Light is a great spell against Necros, although I dunno if it pays off in small scale games (25 points.. *sigh*) - haven't tried it yet, since I'm facing Nefsokar with their Across Death's River SA (-2 CP for your force) all the time, so I only spent the points on lesser spells (i.e. Bless). But whatever troops you'll choose, don't forget to post your results and to discuss them here! Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted December 28, 2005 Share Posted December 28, 2005 Nothing wrong with the Lion, and heis substantially cheaper than the Guardian or Hound of Judgement. My first thoughts are that your ratios are off, I like to carry at least as many Knights as I have Unforgiven+Ironspines. I'd second the suggestion to drop 1 Ironspine from each unit. Drop the LMA from Conlan, Drop the Standard, Drop the Musician = 82 points saved. Add: Swap LMA for GMA on Halbarad (15 points) Add 2 Knights (54) Add either another Bandage or a Speed Spell n Halbarad (10 points) =79 Force = 747points Link to comment Share on other sites More sharing options...
Kengar Posted December 28, 2005 Share Posted December 28, 2005 Nothing wrong with the Lion, and he is substantially cheaper than the Guardian or Hound of Judgement. That was my thought as well. NTM I love the sculpt. Thanks for the advice all. Since I haven't bought the knights or ironspines yet I'll play with the ratios a little. I do own Broderick as well (bought for an RPG before I got the starter box), but Ironraven was the captain in the box. *shrug* With two clerics in a 750 FC (Halbarad & Conlan) is it worth it to consider a mage like Valandil or Ian? Link to comment Share on other sites More sharing options...
Melbourne Mew Mew Posted December 28, 2005 Share Posted December 28, 2005 Just as an aside, while we're on the Celestial Lion, I wonder if there's gonna be a surge in pupularity/sales for that since the Narnia movie's just come out? (go on, try and tell me it wasn't inspired by Aslan) Link to comment Share on other sites More sharing options...
Balthus Posted December 28, 2005 Share Posted December 28, 2005 Just as an aside, while we're on the Celestial Lion, I wonder if there's gonna be a surge in pupularity/sales for that since the Narnia movie's just come out? (go on, try and tell me it wasn't inspired by Aslan) Well, the movie made me finally buy one... Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted December 29, 2005 Share Posted December 29, 2005 With two clerics in a 750 FC (Halbarad & Conlan) is it worth it to consider a mage like Valandil or Ian? I think it's hard to justify both a powerful mage, and a cleric like Halbarad in such a small force, even if you were going up to 1000 I would say you'd probably have to hold off Valandil. I always have far greater success using cleric than I do mages, possibly because I tend to have clerics carrying alot of spells that get cast on friendly models, and therefore gain the +2 CP bonus for friendly units. The Crusaders, from my experience, are a force that can readily get away without taking a Mage of any sort. If you wanted to go very cleric heavy you could get Sir Brannor (a 2/4 Cleric Captain), and put Halbarad with him instead of IronRaven. Link to comment Share on other sites More sharing options...
Kengar Posted December 29, 2005 Share Posted December 29, 2005 If you wanted to go very cleric heavy you could get Sir Brannor (a 2/4 Cleric Captain), and put Halbarad with him instead of IronRaven. That's a possibility, but I already own Ironraven and Broderick (plus Conlan for a Sgt.). So I hesitate to buy a third Captain model when I still need Knights, etc. ...Though for extra cleric-y goodness, Kristianna is so SMOKIN' that she might have to be my first Crusader warlord purchase, even before Duke G. EDIT: And what about Ian? Is he worth it? He's lower power than Val, but could still fling the odd Fireball or Ice Shard. Link to comment Share on other sites More sharing options...
Lynxkitten Posted December 29, 2005 Share Posted December 29, 2005 If you wanted to go very cleric heavy you could get Sir Brannor (a 2/4 Cleric Captain), and put Halbarad with him instead of IronRaven. That's a possibility, but I already own Ironraven and Broderick (plus Conlan for a Sgt.). So I hesitate to buy a third Captain model when I still need Knights, etc. ...Though for extra cleric-y goodness, Kristianna is so SMOKIN' that she might have to be my first Crusader warlord purchase, even before Duke G. EDIT: And what about Ian? Is he worth it? He's lower power than Val, but could still fling the odd Fireball or Ice Shard. He has only a 50% chance of killing standard MD 10 grunts with his spells, due to his limited CP. At 50 points per Fireball, I'd never use him myself. *Maybe* for Ice shards, but really, if you like mages go the distance and get a real one (CP 6+). You could try Ian as comic relieve and for surprise value, e.g. have him painted in fluorescent red and give him a single Ice Shards, just as a diversion. Link to comment Share on other sites More sharing options...
Storminator Posted December 29, 2005 Share Posted December 29, 2005 If you wanted to go very cleric heavy you could get Sir Brannor (a 2/4 Cleric Captain), and put Halbarad with him instead of IronRaven. That's a possibility, but I already own Ironraven and Broderick (plus Conlan for a Sgt.). So I hesitate to buy a third Captain model when I still need Knights, etc. ...Though for extra cleric-y goodness, Kristianna is so SMOKIN' that she might have to be my first Crusader warlord purchase, even before Duke G. EDIT: And what about Ian? Is he worth it? He's lower power than Val, but could still fling the odd Fireball or Ice Shard. He has only a 50% chance of killing standard MD 10 grunts with his spells, due to his limited CP. At 50 points per Fireball, I'd never use him myself. *Maybe* for Ice shards, but really, if you like mages go the distance and get a real one (CP 6+). You could try Ian as comic relieve and for surprise value, e.g. have him painted in fluorescent red and give him a single Ice Shards, just as a diversion. But he's only 26 points! Sooooo cheap! Get Ian, pack him up with a couple Scare spells, then put him in the troop with the Ivy Crown Archers. Ping the formations of baddies with Scare, then Marksmen them with the Archers. Scare has a 24" range, so it matches the archers. Tack on an Ice Shard and for 56 points you've got an effective boost to the ICA troop. Match him with Brannor's Blesses and away you go: Brannor + 2 Bless, 1 Bandage Ian + 2 Scare, 1 Ice Shards 3* Ivy Crown Archers Total troop 275 points PS Link to comment Share on other sites More sharing options...
Brushmaster Posted December 29, 2005 Share Posted December 29, 2005 For all those good little crusaders there some nice bits here posrted by Reaperbryan . You'll love 'em !!!! Link to comment Share on other sites More sharing options...
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