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Ceynuundra Aelvari - Elven High Command (1.2)


kellinator
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Ok Jason, no more posting for you after midnight! ::P:

Take a closer look, and you'll see only 1 troop of archers. AFAIK, he doesn't get to take extra archers with him as grunts. He's powerful enough without them. ^_^

 

if you is reaper peeps now and you are having two troops of archers at only 1500 points, well that obviously tells me that Eawod gets his cake and eat it too related to having adept archers as grunts with him.
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It's been working great so far! :bday:

Against which armies?

 

Rich

 

This is the real question.

 

Don't get me wrong, I love this guy, but I would like to know how he does against most armies and. . .well. . .my nemesis the crypt legion :angry: . Double moving a gruesome familiar from the edge of your DZ puts the little bugger out past mid-table and then when the minions go they will be able to close with the archers rather quickly. . .ignoring terrain.

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Ok, I'm new to the game and I just got registered (finally), and I'm interested in playing Elves (primarily). Do all factions have at least three warlords? If so, will the third Elf warlord be a major spellcaster? I hope so, but just my thoughts.

Welcome headache62.

 

Of the factions that have multiple warlords, at two have 2 Warlrods - the Necropolis and the Reven. That these were the first two faction books may or may not have something to do with it.

 

If the elves do get a third warlord, a spellcaster seems likely. It would be possilble for us to go the way of the Crusaders, with a dual class Warlord (Gerald and Prince Danithal), a specialist Warlord (Jehanne and Eawod), and then a caster (Kristianna and Ecwodidapsaatp*).

 

* That's "Elven caster warlord of death, indigestion, dustruction, avian poop, slowness, and all things painful"

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Ok, I'm new to the game and I just got registered (finally), and I'm interested in playing Elves (primarily). Do all factions have at least three warlords? If so, will the third Elf warlord be a major spellcaster? I hope so, but just my thoughts.

Welcome headache62.

 

Of the factions that have multiple warlords, at two have 2 Warlrods - the Necropolis and the Reven. That these were the first two faction books may or may not have something to do with it.

 

If the elves do get a third warlord, a spellcaster seems likely. It would be possilble for us to go the way of the Crusaders, with a dual class Warlord (Gerald and Prince Danithal), a specialist Warlord (Jehanne and Eawod), and then a caster (Kristianna and Ecwodidapsaatp*).

 

* That's "Elven caster warlord of death, indigestion, dustruction, avian poop, slowness, and all things painful"

 

actually the Reven do have a third unofficial Warlord. In an all goblin army they don't need actual leader models, i think this is something like the "you be boss" rule. so any goblin could be a potential warlord.

 

a third Warlord for the Elves, we just got our second don't get greedy. We will probably have to wait until the Reptus and Darkspawn see their 2nd Warlords before they even think about giving us a third.

 

and TM, that acronym is just disgusting. :blink:

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I'm starting to build my army, but I really need some insight into good and less than good units. Here are my thoughts, please add any knowledge of what you...um...know.

 

Eawod - good at 1501 and above (at least he will be my choice for Warlord)

Lysette - good mage, cheap and powerful

Centaur - great solo

Vale Archers - of course

Vale Guard, Breakers, and Long Thorns - Good speedbumps

Meridh - Good Sgt.

Selwynn - Good Captain for smaller games.

 

Arnise and Deathseekers - I'm still debating these - they are expensive, but they can also land a killing blow (as long as you don't run them into a full unit of undamaged Crimson Knights like I did the other day 2 MAV 2 attacks vs Def 10 just doesn't add up like I thought it would)

 

 

Nirodel - too expensive

Caerwynn - Expensive, but is she worth it?

Ardynn - Is he worth his points? What are the best spells/equipment for him?

Giant Eagle - Not a clue, no experience

and

Mossbeard - Ditto to Giant Eagle

 

Ok, please share often and freely on what you have found - I want to learn as much as I can.

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I'm starting to build my army, but I really need some insight into good and less than good units. Here are my thoughts, please add any knowledge of what you...um...know.

 

Eawod - good at 1501 and above (at least he will be my choice for Warlord)

Lysette - good mage, cheap and powerful

Centaur - great solo

Vale Archers - of course

Vale Guard, Breakers, and Long Thorns - Good speedbumps

Meridh - Good Sgt.

Selwynn - Good Captain for smaller games.

 

Arnise and Deathseekers - I'm still debating these - they are expensive, but they can also land a killing blow (as long as you don't run them into a full unit of undamaged Crimson Knights like I did the other day 2 MAV 2 attacks vs Def 10 just doesn't add up like I thought it would)

 

 

Nirodel - too expensive

Caerwynn - Expensive, but is she worth it?

Ardynn - Is he worth his points? What are the best spells/equipment for him?

Giant Eagle - Not a clue, no experience

and

Mossbeard - Ditto to Giant Eagle

 

Ok, please share often and freely on what you have found - I want to learn as much as I can.

 

Warlords

Eawod: haven't fielded him yet, but will probably be my goto guy in the upcoming 1501 games.

Danithal: don't knock him depending on your style of play (magic vs. melee) with the right equipment he's good. besides, if you're known for fielding Eawod throwing Dani in every now and then to keep people on their toes can be interesting.

 

Elites

Lysette: the goto girl if you doing heavy magic. with GME she is guaranteed to kill most grunts and have to roll really bad to miss most leaders.

Ardynn: a good magic man in a pinch but more of a melee guy. give him a bolt for defensive magic or bump him with LME or GME and throw in an AOE spell for fun.

Niriodel: in large point games necessary to keep your leaders alive.

Caerwynn: not so much before but with Eawod it opens possibilities. put Eawod and caerwynn in one unit the rest of the archers in a different unit and now you have to possibly three AOE archery templates if you bust your archer unit into separate groups. . .only use if you playing 1501 or higher point games the two models alone will be half your army.

 

leaders

selwyn: effective captain (our only one) always bring two longthorns with her to utilize the trencher ability

meridh: a one track blah but a 10 always hits and he is good for being a range finder.

arnise: with her bump in DV (9 instead of 7) she is almost a must. she gives you some good hitting power in a unit of all death seekers or a mixed unit of seekers and vale guard. . .give her GMA though and if possible put niriodel in her troop to keep her healed up.

 

troops:

archers: the best unit we have, but don't go crazy. many an elf player has fallen victim to the bring as many archers as you can and been cut done by greater numbers. don't rely on marksman either. shoot and move, use AOE early but separate you archers as the enemy closes. . .the will use lightning bolts, fireballs, and fire storms to kill as many as possible.

 

guard: the best speed bump there is don't run to engage your enemy, hold back and let them come to you and whenever possible swarm individual models. don't take on an enemy warrior one-on-one their DV is better than yours and their defensive strike will most likely take you down. if you do charge into B2B do it to slow them down. don't attack. they have to spend an action to either attack you or make a Dis. check to go around you . . . it gives your archers more time to shoot.

 

longthorns:blah. . .good with selwynn but not much else.

 

seekers: i like to field at least 2 in a unit with arnise if not a troop of 6. sure they have a low dv, but they can make your enemy have to go after them if you are trying to sneak them around on a flank.

 

solos

centaurs: a must. depending on the opponent i field from 2 to as many as 4. the extra initiative card is key is some games when you want your archer to go either first or last.

 

giant eagle: not bad, but points better spent on 2 centaurs.

 

mossbeard: i've done a 1500 point list with 2 mossbeards that was pretty impressive. give both of them 2xbandages and 2xice shards and they can heal each other if hurt and plink people until they are in range of a charge. DV 14 plus deflect. . .just be care of swarms. . .or let them be swarmed and let lysette drop a firestorm on him. the other MB can cast the bandage and all the guys that swarmed him will be crispy critters.

 

Hope it helped.

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In early December, we had a tournament here in Tulsa where I ran an all Ranger army. One of the units I had consisted of Arnise with LMA, 4 Death Seekers, 4 Nagendra Rangers, and a musician. The other unit was Kassandra of the Blade with 4 Shadow Sisters and 4 Sisters of the Blade and a musician. Then I had the Dust Devil and the Griffon as my solos. Just under 1,000 points. ::):

 

I'm sure you are wondering why the Nagendra Rangers are there. They were my scenario objective troops. Run out and accomplish the scenario while the rest of my army whooped up on the enemy. :devil:

 

Arnise and the Death Seekers did quite well, I thought. In the second round, I had to face an Elf army that was fielding Caerwynn and Mossbeard in 1,000 points! :blink: I had two Death Seekers, Arnise, and two Shadow Sisters surround Mossbeard, and they actually thumped him down quite handily! Granted, it helped that he missed all of his rolls, but we won't go there. :poke:

 

We have an upcoming 1,250 point tournament, and I totally plan on taking that core army, while bumping up the LMA on Arnise to IP, and then adding Selwynn and 3 Vale Archers. All 4 of my archers (yes, I'm counting Selwynn) will just spread out and rain death on my opponents. Bwah-ha-ha-ha-ha!! :lol:

 

Wild Bill :blues:

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Thanks for the great advice. What about a battle totem? Is it worth the points or are there better ways to spend 150 (I'm thinking about a 1501 build)?

 

Also, what about adding Lesser Accuracy to the Centaurs? Are they even eligible for that? Is it worth it?

 

The Totem depends on how you structure your build. This is all my opinion of course, but if you are going to have your army revolve around shooting, a totem is a waste of time. It won't help shooting at all. If you are going to have your army revolve around hand-to-hand, with shooting only a token presence, then yes, a totem is well worth it!

 

I would recommend against adding anything to the Centaurs. If someone shoots at them, they have a DV 12 thanks to Cavalry. The points you would spend on the upgrades could be spent on more models elsewhere. The Centaurs has two main functions: 1) add initiative cards to the deck; and 2) act as a harassing unit on the flanks of the enemy. They have Ranger, and are fast enough you can move them up to snipe a mage or cleric, or maybe use them to take on enemy archers since their DV is 12 vs shooting. But, with only one damage track and Tough/2, I wouldn't waste any points on them for upgrades.

 

Wild Bill :blues:

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Thanks for the great advice. What about a battle totem? Is it worth the points or are there better ways to spend 150 (I'm thinking about a 1501 build)?

 

Also, what about adding Lesser Accuracy to the Centaurs? Are they even eligible for that? Is it worth it?

 

The Totem depends on how you structure your build. This is all my opinion of course, but if you are going to have your army revolve around shooting, a totem is a waste of time. It won't help shooting at all. If you are going to have your army revolve around hand-to-hand, with shooting only a token presence, then yes, a totem is well worth it!

 

I would recommend against adding anything to the Centaurs. If someone shoots at them, they have a DV 12 thanks to Cavalry. The points you would spend on the upgrades could be spent on more models elsewhere. The Centaurs has two main functions: 1) add initiative cards to the deck; and 2) act as a harassing unit on the flanks of the enemy. They have Ranger, and are fast enough you can move them up to snipe a mage or cleric, or maybe use them to take on enemy archers since their DV is 12 vs shooting. But, with only one damage track and Tough/2, I wouldn't waste any points on them for upgrades.

 

Wild Bill :blues:

 

I second this especially the centaur stuff. base DV on the centaur is 10 with the Cavalry SA it makes it 12. . . then throw the centaur into cover (light woods, heavy woods, around the corner of a building) and the DV jumps to 14. Every archer out there is going to need to roll a 10 to hit him.

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