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In a head to head game, where you can be 100% defensive and stand off ish this list is intriguing. I think I might change a few things, but it has merit.

 

But, in a scenario or tourney where you have to go forward and cannot sit and be defensive this list would not perform very well I dont think. Not to say it would be totally useless, just that as you pointed out, everything is there hoping to stay out of melee other than Danithal's troop.

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True, but you only have the hold the scenario objectives at the end of the game. You can let your opponent take them initially, whittle them away and right before time is called swoop in. There's enough melee punch in there that it might still work.

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Make sure you put the word IF in there Qwyk. Most of the take and hold scenarios I have played were on a turn by turn basis, not the nd of game. But, you are correct in that type of scenario. Course, in that type of scenario the enemy would stick one person on it, and bring the rest across the board, maybe keeping another one or two within movement of the objective in case.

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I think a high costed archer would be superb in a "get the objective at the last moment" style game. Their style is placing them away from the objective, but they can still influence how many enemies are alive near the objective. In the end of the game they can double move up to the objective and their high cost throws plenty of weight in your direction.

 

I've used King Thorgram (pre-changes) this way, and it's earned me the center victory condition more than once. In the 1.2 point system, you had to have quite a few soldiers standing near an objective to be worth as much as King Thorgram! Roughly 8, to be exact. And I usually had 95 points of gear on him, so it was more like 12!

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In a head to head game, where you can be 100% defensive and stand off ish this list is intriguing. I think I might change a few things, but it has merit.

 

But, in a scenario or tourney where you have to go forward and cannot sit and be defensive this list would not perform very well I dont think. Not to say it would be totally useless, just that as you pointed out, everything is there hoping to stay out of melee other than Danithal's troop.

 

That is why I used the Rangers instead of the Vale Archers - Archers ARE 100% useless in melee while Rangers are fairly competent. My ideal game uses the Rangers and Magic to whittle down the tougher troops while I get into position to hammer them with Danithal and the Deathseekers (but for 2 points - 1) I'm still debating Deathseekers vs Royal Guard and 2) no battle plan survives contact with the enemy ;) ).

 

For the cross the board scenario, I would just book it and use the Deathseekers/Danithal to hold up any speedbumps or become a speed bump themselves.

 

For hold scenarios....yeah, it will be very difficult. I'll have to work on it in terms of tactics, because this army just suits my current playstyle to a T. Again it will moslty come down to 2 things - 1) being able to whittle down the opposition with range and the occasional magic and 2) being able to shoot into Double D melee (Danithal and Deathseekers) because of Fearless.

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Heres a 1,000 pointer I came up with this morning.

 

Larnach Familiar arcane storm, lightning blast, counter spell, bolt, 222

5 warriors 150

2 Archers 120

 

Ilmarin GMA 107

4 Royal guards 200

2 Rangers 112

 

Galdoneth 89

 

1000 pointsTotal

 

What do you think a good all comers list?

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Heres a 1,000 pointer I came up with this morning.

 

Larnach Familiar arcane storm, lightning blast, counter spell, bolt, 222

5 warriors 150

2 Archers 120

 

Ilmarin GMA 107

4 Royal guards 200

2 Rangers 112

 

Galdoneth 89

 

1000 pointsTotal

 

What do you think a good all comers list?

 

 

My question is: how do you plan to use it? What are your initial thoughts on tactics and strategy? That always helps me give more feedback. Like if your plan is to take Larnach's squad and run straight towards the opponent's melee specialists, I would say this isn't a good list - I don't think you will do that, but that is why I ask.

 

That being said, initial thoughts: Are you planning on using Larnach's squad to mostly sit and shoot? If you are, you might consider dropping him down to a minimum size squad and adding more to the second squad - that way you could be a bit more maneuverable with the fire support and beef up your melee troop (speaking of, I like the composition of your melee troop).

 

Also a general question: What are your thoughts about Royal Guard vs Deathseekers? I like the RG's better defense and more stable damage tracks, but I really, REALLY like the DS's extra attacks and Fearless - with Fearless, it's almost like having the old Faction SA of shooting into melee - DS's don't get shaken tokens, so you can still shoot into melee as much as you want! I started out using RG's when they came out, but as I play (which is rare these days) I'm leaning back towards DS's.

 

Questions? Comments? Rude Remarks?

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I tried my first standard elves list at the reaper tourney this weekend and I added vale archers to my army. I used

 

Silver dragon, lightning blast x2, counter spell

3x vale archers

dryad with cure 3, bless x2 and holy symbol

ranger with standard

 

Ilmarin, tactician book

3x Saytr warriors

2x hunting cats

1x ranger with standard

1x vale archer

 

great eagle

 

treeman

 

I was very pleased with the way the vale archers could wound or finish off targets. The dragon is awesome. I try to keep it airborne and use the lightning blasts early to weaken as much as I can before engaging. The eagle takes targets of opportunity, helping the dragon or treeman as needed. Ilmarin's troop will leave the archer and ranger to shoot and manuver to hit a flank, ideally not until turn 3-4. The treeman tries to keep things off the archers and just hold the center spot. although he will try to manuver until turn 3-4 if possible.

 

The whole army operates on the "run away and zig'em" approach to try to break up the opponent troops, before moving in fast on turn 3-4 or even better turn 5 to start finishing things off.

 

I als tried saytr warriors for the first time, I am still of mixed opinion on them. They hit hard but die almost right away. Especially if the target has warmaster. The cats really don't help that much. disable is nice but it has yet to really make any difference. As "soft" as most elves are even when down 1 attack most elites and a lot of grunts can still pound them.

 

I want to try more centaurs but want real centaur warrior models. I converted one but don't think I will convert a second.

 

For 2000 points I may actually bring a few warriors into the list, and more wizards. I like magic and big beasties.

 

Merlon

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My question is: how do you plan to use it? What are your initial thoughts on tactics and strategy? That always helps me give more feedback. Like if your plan is to take Larnach's squad and run straight towards the opponent's melee specialists, I would say this isn't a good list - I don't think you will do that, but that is why I ask.

 

That being said, initial thoughts: Are you planning on using Larnach's squad to mostly sit and shoot? If you are, you might consider dropping him down to a minimum size squad and adding more to the second squad - that way you could be a bit more maneuverable with the fire support and beef up your melee troop (speaking of, I like the composition of your melee troop).

 

Also a general question: What are your thoughts about Royal Guard vs Deathseekers? I like the RG's better defense and more stable damage tracks, but I really, REALLY like the DS's extra attacks and Fearless - with Fearless, it's almost like having the old Faction SA of shooting into melee - DS's don't get shaken tokens, so you can still shoot into melee as much as you want! I started out using RG's when they came out, but as I play (which is rare these days) I'm leaning back towards DS's.

 

Questions? Comments? Rude Remarks?

Time to liven up this thread again.

General Idea is that ilmarin and the RG take the front while Larnach and his fellows hang back just a little to engage second with magic and melee. Galdoneth does what he says snipes.

 

I love both RG and DS but I tend to favor the RG's for thier staying power whenever possible I bring both. I love to fire into combat but I usually have something to shoot up in the back anyways.

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The 3 packs are dead. They have been discontinued for the better part of the year. You can find several threads about the discontinuation of that packaging format on several parts of the board.

 

I'm certain a 9-pack (or however they are packaged - not all of the army packs contain 9 models) of the guardsmen will follow once there is an alternate sculpt or two available, as has been the MO for every other new release since the termination of the 3-packs.

 

~v

Edited by Shakandara
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Personally I love the pose, kinda a crouching getting ready to strike thing... But, I do agree that I hope the second pose will have a completely different feel to it to give a different dynamic to the model.

 

I love them both. To me the RG looks like he is hulking down and taunting the enemy, calling someone out.

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