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A few questions.

 

Has anyone tried massed treemen? 3 or 4? Supported by small archer squads?

 

What do you use for saprolings? GW plastic dryads would be great but I really only get to play at the asylum and want something for reapercon.

 

Does anyone use woodland protectors instead of the normal list? What do you think?

 

Not too much in the Reaper line for saprolings if you want something that looks like one. The best would probably be the two DHL swamp shamblers. You could use dryads or mushroom men.

 

I love the furry list!!! Last year before our flgs closed I generally tried to play Bulls, Reven, Dwarfs, Elves and Woodland in a rotation. I played in three tournaments and played dwarf, bull and woodland. Now with the BSG and Dwarf sublist the rotation is larger but the games are nil. But I played the woodland protectors three times last fall. They worked well, I thought. I won all three, actually one came down to points. I had more live models, but my opponent had more if we rolled tough checks. So being a great guy he said I won, when actually I probably lost by his Bone Marine making a check.

 

Tangled roots and Summon woods works well to block bottlenecks, and line of sight as well as slowing the enemy and stopping your opponent from getting the first charge.

 

I think a totem works well with this army because it lacks the hitting power of most armies, coupled with the woods ability you get in essence a +2 modifier.

 

Granted in a tournament or scenerio you can't control terrain, but in a regular game I'd make sure at least half the terrain was to my advantage using lots of woods. In one of the games I played I cast my woods directly on a big unit of heavy cav and then charged them with centaurs. As the few that survived exited the next turn. I cast another on them and finished them with fauns, satyrs and a dryad. Had I not had the tangle woods that unit would have walked through both units. So there FAs are pretty useful if you use them right. They can make range and spells almost useless, especially if there is a lot of other terrain, because the army moves so fast through any terrain getting from point A to point B can be done without ever putting yourself in LOS.

 

I'd also take advantage of being able to have a hunting cat or two in multiple troops and that Unicorn needs to be in every troop. Granted he is a paper doll but he can hit 3 times at 9 with a totem and his cs/2. He always seemed to do much more than his 57 points worth of damage.

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So does anyone ever play with a an all archer army? I was thinking I'd try it. Taking Eowad, Caerwyn, a cleric with a few blesses with enough archers and a couple fauns to fill the troop. The other troops would be the archer sgt, 4 archers, 3 fauns. I'd give every troop a tactics book.

 

It would be three troops, with 7 cards. First and second turn just marksman as much as possible, about 40-50 shots with 20 rerolls a turn. Turn three sacrifice the fauns, run the elves if needed to position for next turn. Don't engage anything with the fauns, just block routes and bottlenecks to the archers. Turn four run and shoot some and prepare for death as all the screeners are gone and your opponent probably has you pinned in corners.

 

I think it would depend entirely what you ran up against, vs. Heavily armoured high DV high damage track factions (Dwarves & Reptus for example) you'd possibly be in a world of hurt, it might be fun to try, but I bet your opponent would find it a most annoying build so I'm not sure I would use it very often.

 

Probably pretty easy to counter, but if you were taken unaware it could be devastating. (Think about how efficiently it would mow down Skellies, Orcs, Goblins, Merc Warriors and such, makes me cringe)

 

Hi again.

Thanks for your comments again.

As said i have almost any model in elven model to my disposal.

As for now like spiritual_exorcist said. I will utilize elven swordmens insteed of them(saporlings).

 

Here is me a little better roster(hope so)

 

I would appriciate comments.

 

Troop 1 (Troop cost - 494 )

Eawod Silverrain ( Great Magical Ranged Weapon) 147+50 = 197

Caerwynn 97

3 x Vale Archer 138

2 x Vale Swordsman 62

 

 

Troop 2(Troop cost - 605 )

Larnach(Familiar , 3 x arcane blast , stun ) 101 +75 = 176

Dehanis (Familiar , Bless x 2 , hold , cure 2 x 2) 153

6 x Vale Archer 276

 

Troop 3 (Troop cost - 397 )

Arnise(G. Mag. Sword and Armor) 67 + 60 = 127

2 x Vale Longthorn 62

4 x Death Seeker 208

 

Luckstone 3

 

Pts : 1499

Cards : 4

Spies : 2

Models : 22

 

Now I Hope Dehanis got enough Ranged Models to support. Reach Support for Arnise added. Fewer equipment and spells.

 

And here is 2 version.

 

Troop 1 (Troop cost - 631)

Eawod Silverrain ( Great Magical Ranged Weapon) 147+50 = 197

Dehanis (Familiar , Bless x 2 , hold , cure 2 x 2) 153

Caerwynn 97

4 x Vale Archer 184

 

 

Troop 2(Troop cost - 438 )

Larnach(Familiar , 3 x arcane blast , stun ) 101 +75 = 176 + Book of tact = 196

4 x Vale Swordsman 124

3 x Vale Archer 138

 

Troop 3 (Troop cost - 405 )

Arnise(G. Mag. Sword and Armor) 67 + 60 = 127

2 x Vale Longthorn 62

2 x Vale Archer 92

4 x Vale Swordsman 124

 

Luckstone 3

 

Pts : 1497

Cards : 5

Spies : 2

Models : 24

 

Which one is better / What to modify again ? / What are your toughts ?

I am curius to know ;)

 

 

I'd take the second design, primarily because you have split your casters. I'd move Cearwyn out of Eawods troop into Lanarch's, and I think you could stand to drop a couple Archers and take more Vale Warriors or Thorns. One thing to remember about bless is that it really doesn't have huge an AOE and it is centered on the caster, meaning the models would have to be clustered around Dehanis to take advantage of it. But clustering around her means in order to gain LOS at least some of the models will have to move, meaning they won't all be able to use Marksman so it is difficult to say whether trying to get all your archers into the AOE is worth while, you could probably get 3 or 4 in without forcing them to move, so I'd go with that notion.

 

These are definitely better than the first one you posted.

 

I have no desire to use centaurs in my elf army, either. I have three Ral Partha centaur miniatures I could put on cavalry bases, and maybe someday I will, but for now I'll stick to elves. I would like elves riding horses as a cavalry option, though. Wish I could get Volendria to have a "change of heart" rolleyes.gif and come back to the elves (as in she can be in your elf army without making the army freelance). I suppose I could get the miniature and use the Centaur Archer card for her (not like I'll be using for any real centaurs

 

I'm not a huge fan of Centaurs, but their cards are pretty nice and there isn't anything on them that doesn't translate into excellent Elven Cavalry datacards with the exception they don't have mounted, but who cares that ability tends to be a hindrance anyway. I'd just look around for some Elven Cavalry that suites your needs and that you like the looks of and use the card.

 

Using Volendria in your Elf army isn't quite as easy as just taking her, but it can be done. According to the 25% Mercenary rule you can't have more Merc Solos than you have Merc Troops, so in order to take Volendria you must also field at least a single Merc Troop as well. So longas you kept the total value of all your Mercs under 25% of your armies cost you can filed them without losing the benefits of your faction abilities (the Merc models however don't gain the Elven FA themselves, nor can they use the Merc FA).

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Ok I am getting close to what I want - sorry for posting and posting my roosters but it needs to be ready soon.

Please comment rooster and my general fighting idea.

 

My idea - Eawod crits tough guys with caerwynn and larnach help.

Swordmans from troops 1 & 2 are smoke screen.

Troop 3 interupts light troops ,enemy warlord troop in worst case( I am playing against 3 melee warlords so they will come :P )

If there is to much of soldiers - Eawod uses his GMRW and hits marksman alongside with caerwynn ( larnach for bigger guys)

 

Here I go again :

 

Troop 1 (Troop cost - 612)

Eawod Silverrain ( Great Magical Ranged Weapon) 147+50 = 197

Dehanis (Familiar , Bless x 2 , hold , cure 2 x 2) 153

3 x Vale Archer 138

4 x Vale Swordsman 124

 

Troop 2 (Troop cost - 524)

Larnach(Great Familiar , 3 x arcane blast , stun ) 101 +90 + Book of tact = 211

Caerwynn 97

4 x Vale Swordsman 124

2 x Vale Archer 92

 

Troop 3 (Troop cost - 365)

Arnise 67 +book of tact. = 87

3 x Vale Longthorn 93

2 x Vale Archer 92

3 x Vale Swordsman 93

 

 

Pts : 1501

Cards : 6

Spies : 2

Models : 26

 

Is I had seen that GRMW is not recommended - but well Eawod - Rav 6 + GRMW rav 2 + critical rav 5 = Rav 13 which is realy nice help against both Logan and Lupine. As well as rav 8 is great agains dwarf and lupine soldiers with high dv's.

GRMW = 1 archer who will probably never hit lupine or logan.

Am i wrong ?

Thanks in advance.

Hail the elves!

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Book of tactics are considere unique items. You can only take one per army build.

 

I would tak those points and swap Ilmarin for Arnise. Ilmarin has a better MAV and the frenzy of Arnise wont come into play all that much.

 

That would leave you around 10 points that you could give Ilmarin a weapon upgrade, or boost the cure 2 to a cure 3, or something like that.

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Vale Archers have RAV 5 and Marksman/1, Logan has DV 12 or at best DV 14 with magical armour, meaning you'll shoot to hit him on 7's unarmoured which is very reasonable in my mind, or at worst 9's. Given that you have 2 attacks and can re-roll one of them that misses I'd say you have decent shots considering your opponents defenses.

 

You shouldn't be considering what the Vale archers can do against a massive character, but rather what they can do against that characters supporting cast. Consider also that archers are excellent at taking models who have received a wound or two already and removing them from play.

 

What you need to realize is that Logan with DV 14 can be hit by Eawod using critical shot on anything but a 1, so you are paying 50 points just to make that one an auto-hit (you could buy a Lesser ranged weapon instead and have the same effect).

 

If you include a Luckstone in your army and save it for Eawod's shots you can get an auto-hit for a mere 3 points (assuming Eawod is on his first track), and there is a 90% chance you wouldn't even have to use the luckstone.

 

I just can't see the value.

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Here I go again :

 

Troop 1 (Troop cost - 612)

Eawod Silverrain ( Great Magical Ranged Weapon) 147+50 = 197

Dehanis (Familiar , Bless x 2 , hold , cure 2 x 2) 153

3 x Vale Archer 138

4 x Vale Swordsman 124

 

Troop 2 (Troop cost - 524)

Larnach(Great Familiar , 3 x arcane blast , stun ) 101 +90 + Book of tact = 211

Caerwynn 97

4 x Vale Swordsman 124

2 x Vale Archer 92

 

Troop 3 (Troop cost - 365)

Ilmarin 77 (Magical wep.) 87

3 x Vale Longthorn 93

2 x Vale Archer 92

3 x Vale Swordsman 93

 

 

Pts : 1501

Cards : 5

Spies : 3

Models : 26

 

Ok that's it. Is this ok ? ( just don't say anything about GMRW)

Thanks for coments I am still w8 - ing if u can give me some advice.

 

Back to the GMRW discussion.

 

I have come up with such 3 options :

1) Stay with Great Magical Ranged Wep.

2) Change it for Lesser + g magical armor

3) resign from equipment , change 2 swordmans into warriors and add a death seeker.

which is the best ? maybe other sugestions ?

 

"""What you need to realize is that Logan with DV 14 can be hit by Eawod using critical shot on anything but a 1, so you are paying 50 points just to make that one an auto-hit (you could buy a Lesser ranged weapon instead and have the same effect)."""

 

Ok here we go :

Eawod being tested on typical Dv 11 soldiers and logan dv 14

 

With GMRW - hits Logan on(rav 13 vs dv 14) 1 and with marksman he hits soldier on 3 (rav 8 vs dv 11)

Without GMRW - hits logan on(rav 11 vs dv 14) 3 and with marksman he hits soldier on 5 (rav 6 vs 11)

Keep in mind that cover pentalies are not included.

 

And that's the major differance in my opinion. I see your point but well it dosn't convince me after all.

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Of course his chances to-hit are better, that isn't the question.

 

Consider that as you say without GMRW - hits logan on(rav 11 vs dv 14) 3 and with marksman he hits soldier on 5 (rav 6 vs 11)

 

Don't forget that Eawod has sure shot in an all Elf army, so 3's are especially good in my mind (and even more so if you've saved your luckstone for the critical shot being made)

 

And using the 50 points left over you buy the extra Vale archer as suggested

 

which gives you 2 more attacks to hit DV 11 on 6's, in additional to your 4 shots on 5's, and you have 2 possible re-rolls. This gives you a slight statistical advantage in terms of the number of points of damage you'll do against grunts each turn, and gives you the potential to do up to 6 points of damage rather than 4 maximum. You also need to keep in mind that adding another archers gives you 3 more damage tracks, and an additional firing platform that your opponent will have to try and neutralize.

 

In the end It doesn't hurt to try them out, but Eawod is already a fragile piece of work, adding to his points cost is playing with fire in my mind, all it takes is few flyers, or a well placed couple of spells and he'll quickly be mitigated.

 

Try the above list out a few times, see how it goes, and tweak things after a few playtests. We can sit an have a debate about it forever, but truthfully players have different styles, maybe the pumped up Eawod best suites yours.

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Here is a completely different style list:

 

Troop 1:

Argyrian (lightning blast, lightning bolt)

11x centaur warriors (standard)

 

Troop 2:

Selwyn (book of tactics, shadowy contacts)

Caerwynn

3x vale archers

 

Troop 3:

Meridh

4x Longthorns

------------------------------------------

3 troops, 4 cards, 2 spy, 22 models, 1498 points

 

not a lot of models, but fairly hard hitting models and at least it looks like fun. Dragon flies over and casts blast down the line, then the centaurs crash the line, and the archers shoot everyone who is left standing. Give the centaurs a standard so that the archers can shoot into b2b.

 

Use the spies to help set up for that scenario.

 

longthorns come in as a second wave to do clean up with their first strikes, or they act as speed bumps to let the archers shoot as much as possible.

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Book of tactics are considere unique items. You can only take one per army build.

 

I never noticed that, but I've never taken one.

 

What do people use for Fauns?

 

Stew, sometimes bbq.

 

The sublist has no reach, so a cheap mob style model can be helpful. They are great for supporting the dragon. Great for fodder and screening archers and flanking, they move almost as fast as a lot of cav.

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What do people use for Fauns?

 

Stew, sometimes bbq.

 

The sublist has no reach, so a cheap mob style model can be helpful. They are great for supporting the dragon. Great for fodder and screening archers and flanking, they move almost as fast as a lot of cav.

 

Let me ask differently what model do people use for fauns?

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Here is a completely different style list:

 

Troop 1:

Argyrian (lightning blast, lightning bolt)

11x centaur warriors (standard)

 

The only thing I would change would be dropping 3 Centaurs in troop 1 and adding 4 more Vale archers, 3 to troop 1 and 1 to troop 3.

 

The only reason I'd do that is because I've been attempting to include Archers with any Mage model I field, the one-two combo of a Mage + Archers can really make mince of your enemy, given Argyrians Lightning Blast doing two wounds the archers might be able to punch holes in the enemies front lines just before the Centaurs charge, and give them access to some pretty premium targets, or at least start to even the numerical odds before the centaurs get stuck into it.

 

With First Strike enemy models down 2-3 tracks may not even get to attack the Centaurs defensively before they die, or at the very least will be easy pickings.

 

The more I look at them the more I think the Centaurs are possibly the best light Cavalry in the game, they certainly make mockery of the Ivy Lancers, Deathriders, and Zephyrs, they sort of fit half way between most light and Heavy Horsemen making them pretty similar to the Khamsin Raiders.

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until reaper actually release the fauns, i will just proxy some other model i have enough of in hand. i dont tend to go buy substitute models only to use temporarily. i might buy something if i like it enough to be the permanent model, but not a temporary one.

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