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Ceynuundra Aelvari - Elven High Command (1.2)


kellinator
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Hero - Eagle mounted knights, or maybe as a 70-90 point Adept as Air Cavalry - something we haven't seen yet.

 

An Archer Warlord for Elves may not have Scrye Shot, but I could see them having #MA 1, MAV 3 and #RA 3, RAV 6 with a 32" Range. Given em a Mov 7, Dis 9, DV 10, MD 14, SA: Blazer, Critical Shot, Defensive Shot, Deflect, Marksmen, Point Blank Shot**, Ranger, Runner/2, Spy, Small, Tactician, Volley.

 

(I'd rather just give Master Archer, but don't want Scrye Shot and paying for Sure Shot for an elf is silly)

 

32" Range because yes, (s)he is the best damn archer in the game and gets that SLIGHT edge.

 

Small because this Warlord is fast and nimble and has learned to present a smaller target profile, thus making better use of available cover.

 

Deflect because the Warlord has phenomenal visuo-spatial skills and has the ability to avoid incoming missle fire with uncanny skill.

 

** New Special Ability:

Point Blank Shot: Ranged attacks within 6" grant +2 RAV Situational Modifier instead of the usual +1. Models with PBS can continue to make Offensive Ranged Attacks while in base to base contact with an Enemy Model. Ranged attacks can be made against the Enemy Model in b2b contact, which triggers Defensive Strikes as if the Model with PBS were initiating Close Combat. Ranged attacks against an Enemy Model not in b2b contact would not trigger Defensive Strikes from the Enemy Model in base to base contact (effectively treating the Ranged Attack similar to an Attack Spell). When the Model with PBS is attacked in Close Combat, it may not use it's Ranged Attack for Defensive Strikes and must rely on it's current Melee Attack Value.

 

 

It's fun just making things up ^_^

 

 

Elven Archer Warlord of Doom
Affiliation  Model   Troop	Base   Pts
Elves/Good   Warlord  4-12/2   Std  340-sh?
--------------------------------------------------
#MA  #RA  Dmg  Mov  Dis  MAV  RAV  Rng  DV  CP  MD
1	  3   0	7	 9   3	6	32  10   -  14
	   1	5	 7   2	5	32  8	-  11
	   2	4	 5   1	3	30  7	-  9
	   3	3	 3   0	1	30  5	-  6
--------------------------------------------------
[b]Special Abilities:[/b] Blazer, Critical Shot, 
Defensive Shot, Deflect, Marksmen, Point Blank Shot**,
Ranger, Runner/2, Spy, Small, Tactician, Volley.

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I'm thinking of buying into Elves as my 2nd force. I want to make one block purchase to get a 750 point army that is a) fun and b) viable (I realize those quite often go hand in hand). Here's my idea thus far:

 

Selwyn w/10 Vale Archers

Centaur

Meridh w/6 Vale Warriors

 

Comes in at around 100 dollars worth of purchases, 19 models, 3 troops, 13 shooty types.

 

From the lists I've seen here on the boards, most of you elfy types seem to shy away from maxing out the number of ranged models you bring. Is that from experience, and you've found that you need more melee types to keep the enemy at bay?

 

Also how practical do you think it would be to sac some archers and add in Niriodel to Selwyn's troop? His point cost alone takes out two archers, and I could fit in one bandage or two blesses - not too many spells there. So I'd really be sacing 3 Vale Archers and adding in another warrior, and then filling with spells. Niriodel seems to be a pretty solid model, but he pays the price for it as well. Have you elf players found him to be worth the investment when I could be having 3 Vale Archers instead, each with their own SA's and good ranged attack instead of one good cleric?

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Why not have the Elves riding deer? Then giving them the Ranger ability makes sense. Maybe give female Elves a doe and male Elves a buck. I think that would be sweet! ::):

 

Wild Bill :blues:

Because deer, while fleet of foot, do not inspire fear in one's enemies. Think about it, Bambi. . .blahh ::P: . If you going to give the elves a unit of cav then go with the unicorn (with innate Teleport) :devil: . That last part just came to me, but unicorns typical have a short range teleport ability . . .this could be interesting.

 

I'm thinking of buying into Elves as my 2nd force. I want to make one block purchase to get a 750 point army that is a) fun and b) viable (I realize those quite often go hand in hand). Here's my idea thus far:

 

Selwyn w/10 Vale Archers

Centaur

Meridh w/6 Vale Warriors

 

Comes in at around 100 dollars worth of purchases, 19 models, 3 troops, 13 shooty types.

 

From the lists I've seen here on the boards, most of you elfy types seem to shy away from maxing out the number of ranged models you bring. Is that from experience, and you've found that you need more melee types to keep the enemy at bay?

 

Also how practical do you think it would be to sac some archers and add in Niriodel to Selwyn's troop? His point cost alone takes out two archers, and I could fit in one bandage or two blesses - not too many spells there. So I'd really be sacing 3 Vale Archers and adding in another warrior, and then filling with spells. Niriodel seems to be a pretty solid model, but he pays the price for it as well. Have you elf players found him to be worth the investment when I could be having 3 Vale Archers instead, each with their own SA's and good ranged attack instead of one good cleric?

 

The reason we don't take a lot of archers in smaller point games is that the pay-off isn't always there. Against an opponent like the Overlords, Crusaders, or Reputs whose warriors have a DV of 11 (+ defect for some of them) the archer needs a 9+ to hit. Taking more warriors as a delaying action allows the archers you do have to survive a little longer and get a few more shots off. Don't rely on Marksman either, shoot and move or they will run you down.

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Sorry Qwyk, they can't do your version because it require a new character type of "Unique demi-god". :lol:

 

Why not have the Elves riding deer? Then giving them the Ranger ability makes sense. Maybe give female Elves a doe and male Elves a buck. I think that would be sweet! ::):

 

Wild Bill :blues:

I'm pretty sure I've suggested the same thing before. I think big cariboo/elk looking deer would be cool. A unicorn would be a decent alternative, but I see them as rare creatures and would like to keep them a little less common.

 

Eagles as Qwyk suggested would cool, but the elves already dominate on the ground, they don't need butt kicking aerial mounts too.

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Again in my day dreaming. . .new faction ability for an elf melee type faction.

 

Forest Walker: Allows the elves to "teleport" from forest to forest around the gaming table. :devil:

 

Sure you need to talk about should it be maxed out at 12", 24", or 36". . .but that's stuff for actual game designers. I'm just thinking of goodies.

 

Think about it, there you are all safely tucked behind the forest for cover from the elven archers when the death seekers activacte and pop out right in front/behind you. :ph34r: style.

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Would be cool if you could go from Treeman to Treeman tho.

 

PS

 

No it wouldn't. because then you'd have to fight two Mossbeards!

 

Maybe a combination of the two, similar to Crossing Death's River. Make it a spell, and give it to some Models as a SA:Innate (Spell)

 

Treewalker

 

Type: Cleric (Non-Attack)

Cost: 20

Level: 1

Range: Caster

AOE: N/A

 

Any Elven Model casting Treewalker from within Terrain with the Woods designation (Heavy or Light) can transport themselves to any point in valid, flat side, base to base contact with Mossbeard's base. Transported Models may not appear within base to base contact with an Enemy Model. If there is not sufficient space to place a Model in base to base contact with Mossbeard, the Treewalk fails. A successful Treewalk requires a CP check vs 10. The +2 modifier for Non Attack Spells cast on a Friendly Model applies. Models without a CP listed on their Data Card have an effective CP of 2 for purposes of casting Treewalk. Models which fail to Treewalk must make a Discipline check or become Shaken from the trauma.

 

 

 

Or alternately, keep it similar to Tavis's idea where you can bounce from one set of woods (say Range of 18") to another, bump the spell up to a CP 3, Cost 125, and give it an AOE of 3" Centered on the Caster and treat it as a specialized Mass Teleport. Keep the Models that fail to suffer a Discipline check since the failed attempt to shift is so wrenching.

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or. a spell that creates a light woods (similar to razor grass) level 2 or heavy woods level 3. say it is the size of a cd (whatever the diameter of a cd is).

 

and then a spell that lets you shift the woods around the table by 6". (blatantly stolen idea from other game sysytem).

 

tactic . .create the woods and move your troops into it then cast forest walk and move the whole stand of trees.

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