Sinden Posted October 5, 2009 Share Posted October 5, 2009 Too bad there isn't a spell like this one: Daylight Tome: Open Cost: 7 Rng: 18" AOE: 5" Effect: All Vampires turn into crispy bits of ash. But first they cry a little. thats something ive always wondered, is every necro fight with vamps at night? or are these vamps immune to sunlight? -Sin Quote Link to comment Share on other sites More sharing options...
Greenie Posted October 5, 2009 Share Posted October 5, 2009 Ehh...lots 'o sunblock. Why oh why do I always mix up first strike and Swift Attack??? Quote Link to comment Share on other sites More sharing options...
Sinden Posted October 6, 2009 Share Posted October 6, 2009 i always get demoralize and vicious mixed up. Quote Link to comment Share on other sites More sharing options...
ViciousPanzer Posted October 6, 2009 Share Posted October 6, 2009 Fluffwise I believe that the Necropolis creates massive storm formations that emanate outwards and they fight in the shade as it were. Joshua Quote Link to comment Share on other sites More sharing options...
wildbill Posted October 6, 2009 Share Posted October 6, 2009 (edited) Maybe your arrows blot out the sun. Edited October 6, 2009 by wildbill Quote Link to comment Share on other sites More sharing options...
Chrome Posted October 6, 2009 Share Posted October 6, 2009 I never realized that I could use Fury along with Swift Attack. That may have helped a little bit. But honestly I was hoping for something a bit more than "roll for tens", which is what I was already doing to no effect. I was hoping there was a spell combo or some data card that I'd overlooked. Quote Link to comment Share on other sites More sharing options...
Sinden Posted October 6, 2009 Share Posted October 6, 2009 I never realized that I could use Fury along with Swift Attack. That may have helped a little bit. But honestly I was hoping for something a bit more than "roll for tens", which is what I was already doing to no effect. I was hoping there was a spell combo or some data card that I'd overlooked. when all of your army has low mav/rav there isn't much you can do, you might want to reconstruct your army if you want a better chance to hit him. Quote Link to comment Share on other sites More sharing options...
Vil-hatarn Posted October 6, 2009 Share Posted October 6, 2009 Well, in terms of spell combos, there is the standard mirror imaged Caerwynn--four RAV 5/6 shots has something of a chance of hitting him...but even that's not so effective. Other than "mob and pray for 10s" you're prettymuch stuck breaking out Danithal, Argyrian, the Treeman, or maybe Centaurs. Quote Link to comment Share on other sites More sharing options...
jdripley Posted October 6, 2009 Share Posted October 6, 2009 Chrome, I just looked over your list and tried to come up with some thoughts for you. Here's what I came up with: As far as your primary offense models, you've got Lysette and Caerwynn. That's pretty good - Lysette attacks at CP 8 and Caerwynn at RAV 5 with Sharpshooter and Weaponmaster. The problem I see with the list is that those models need to be in the same troop and they're not. Often the key to taking down something really scary is to give it a solid one, two punch in a single activation. That denies your opponent the ability to heal or react in any way. As your list stands, you need to activate Lysette's troop, bomb him with a big chunk of ice, then hope your opponent can't get any models to screen him, heal him, or what-not, until you have a chance to activate Caerwynn and shoot him up. You could put both of them in Daereth's troop since he's got two elite slots, but that breaks up your melee power center. Your only other option to get both models in the same troop is to take a Warlord (and if you take Larnach you don't technically need Lysette, but I'd take her anyways because magic is always a good thing). I think you have a compelling answer to Vampires in troop 2. If you can shoot the vampires up a bit on the way in, perhaps pepper them with some magical attacks from Lysette, then you can rush in the Deathseekers, Martyr and you'll have some very good attack values going against those tough vampires. I'd also suggest putting your ranged magic weapon on Caerwynn. I think you'll get more mileage out of two attacks at 6 and two at 4 than you will out of 4 attacks at 5. If hitting high DV is your issue, then the sixes will come in handy. I suppose that's a debatable point, but it's where I'd put my money. Finally, I'd put some thought into the purpose of troop 1. You've got some heavy melee (well, heavy for elves at any rate) in there, and you've got some very light melee (swordsmen - by the way you need more to fill the soldier requirement, but I think you had noted that previously). You can expect the leader and elite to do alright against many opponents, but those swordsmen are just going to fold. I feel that a model like that would be more useful in a larger troop where it can combine its SA's and attacks with some other models for a higher overall effect. I guess I just don't see the swordsmen as being able to make too much of an offensive contribution, and they aren't going to be able to hold the line for your archers with DV 9. You've already got your shock troopers in troop 2, so you don't really need that role filled, and two models with DV 11/10 do not constitute a defensive troop. Granted you're running up against the point limit, but I'd consider scratching troop 1 (folding 1 and 3 together, keeping Daereth and losing Selwynn), dropping Aviriel and the Swordsmen, and running a pile of Longthorns. Your average DV doesn't really drop, Longthorns attack at MAV 4 which is better than the Swordsmen and not really any worse than Aviriel, AND they all have Pike which means you can toss them out in front of your archers and if your opponent wants to clear them out they're eating defensive strikes. If all they do is run up and engage without attacking, then take a Standard with the troop, and play cat and mouse - you charge but don't attack, fine, I withdraw to form a new defensive line - every turn you don't blow through my melee screen and get to my archers is another turn that I'm sticking you in the face with arrows and letting Lysette blow up your world. This is getting really long, but..... I can't help myself. Here's a list that I put together. I used the list you posted, made some of the changes that I suggested above. Here goes: Elves - 748 points Troop 1 Daereth, Royal Guardsman --Armor of Courage Caerwynn --Magic Ranged Weapon Lysette Vale Long Thorn x 6 --Standard Troop 2 Arnise, Deathseeker Irith, Deathseeker Death Seeker x 4 Troop 3 Varashia Vale Archer x 4 Troop 4 Silvermaine, Unicorn Army Equipment --Albatross Amulet Troop 1 offers several approaches to taking down something big and nasty - you can hit it with magic, then hit it with ranged, and finally charge in the melee. Daereth has Armor of Courage so he can charge with action one, free action to Inspire, and your Longthorns are now attacking at MAV 6 (4 +1 for Inspire +1 for support.. you did get 3 models on the bad guy right?). That's pretty good! Well that was a super long post, hopefully some if it is useful. Quote Link to comment Share on other sites More sharing options...
merlonc Posted October 7, 2009 Share Posted October 7, 2009 I don't know how you feel about Magic and Warlords but my choice at 750 would be like this: Troop 1 Larnach the Grey Lysette Caerwynn Magic Ranged Weapon Death Seeker x 2 Vale Long Thorn x 4 Luck Stone Troop 2 Raynor, Royal Blademaster Vale Swordsman x 2 Royal Blademaster x 2 Troop 3 Arnise, Deathseeker Death Seeker x 4 Armor of Courage Troop 4 Silvermaine, Unicorn Troop 1 is ranged and missle support as well as a potentially hard hitting mele unit. Longthorns on defense, Death seekers on attack. My favorite against something like Judas would be a round of Mirror's, focusing Caerwyns from behind the melee screen. Thats 4 RAV 6, 2 RAV 7 shots. When he engages Caerwyn focus shots and the mages mirror Death Seekers. The images charge with one or both of the real death seekers. the Images Martyr themselves, the real ones swift. Remaining longthorns support from reach.. Repeat until out of Death Seekers or Judas is dead. Also MD 15 is not that impressive if Larnatch and Lysette focus and cast Mind Blast/Ice Storm back with the luck stone to help out. One or both should hit. Planned right this troop can deliver 4 MAV 7, 6 MAV 5 attacks preceded by two RAV 7 attacks. Troop 2 and 3 screen and deal with any other melee threats. The unicorn waits to deliver coup de gra as needed. Mighty + first strike is good for removing tough hero's that have been wounded already. Against hordes the barrage spell on Caerwyn is nice too. Quote Link to comment Share on other sites More sharing options...
Chrome Posted October 7, 2009 Share Posted October 7, 2009 Thanks for the suggestions guys. That's the kind of stuff I was looking for. And don't worry about being long winded. First, 2 things to know about me and my army. 1) I only play WL about once a year, so all of the help w/what specific SAs do and the new tricks that you can pull is greatly appreciated. 2) This army was pretty much built to work w/the figures that I have or could reasonably proxy. Most of my figs were bought back when WL first came out, so they're pretty much limited to the original leaders, Vale Archers/Long Thorns/Warriors, and a few proxies I got for Death Seekers. That said, I'm ordering Larnach and a dragon later this week. As far as your primary offense models, you've got Lysette and Caerwynn. That's pretty good - Lysette attacks at CP 8 and Caerwynn at RAV 5 with Sharpshooter and Weaponmaster. The problem I see with the list is that those models need to be in the same troop and they're not. Lysette (and the magic ranged weapon) were w/Selwyn so that Lysette could cast Barrage and Selwyn could use Rapid Shot. That gives her 3, AOE attacks at 4 RAV. Perfect for blowing up mobs, which I usually see a lot of when I play. The rest of the archers can then pick their own targets of opportunity instead of shooting into the mob, or they can pick off the stragglers on the edge who are out of the AOE. Finally, I'd put some thought into the purpose of troop 1 Technically I only listed them first; they were actually the last troop I added to the army. Thus the 2 wussy swordsmen. In the original incarnation of this army Caerwynn and Selwyn were both in the archer troop and Lysette was in this one. The melee guys were basically just there to protect Lysette. When I found out about Barrage, I swapped Caerwynn and Lysette, so Caerwynn now serves as more of a sniper, which actually worked pretty good for me in that tournament. I'd pick out a monster or solo, Caerwynn would shoot it twice, then the rest of the section would charge in and finish it off. Quote Link to comment Share on other sites More sharing options...
kendrick72 Posted October 9, 2009 Share Posted October 9, 2009 I,m looking to put together a 500 point starting force and, since I'm new to wargaming(and forums!) I could use some help. I"m tied to danithal, but am easy on all others. Can I get help(please)? Quote Link to comment Share on other sites More sharing options...
Sinden Posted October 9, 2009 Share Posted October 9, 2009 I,m looking to put together a 500 point starting force and, since I'm new to wargaming(and forums!) I could use some help. I"m tied to danithal, but am easy on all others. Can I get help(please)? Sure, do you think you would like an army that's mostly archers or more of a melee army? Either way i would take archers if your playing elf's. Army: (499 points) Troop 1 1 Prince Danithal (147) 5 Vale Swordsman (13) 4 Hunting Cat (21) Troop 2 1 Selwyn (U) (68) 4 Vale Archer (33) Troop 3 1 Luck Stone (3) Here is a decent list to start out with. You have your melee in troop one and your ranged in troop 2. I would keep your melee back and shoot at them for a round or 2 then once there "softened up" by arrows you can move your melee in to attack them and keep them from reaching your archers. I would also keep your archers all about 3 in apart to avoid getting hit with AOE(area of effect) spells. Like a fire ball thats going to cover an area of the board and hurt anything in it. Im sure there are better lists but this should be a good one to start with. Also what area are you playing in? -Sin Quote Link to comment Share on other sites More sharing options...
kendrick72 Posted October 9, 2009 Share Posted October 9, 2009 Thanks! Yes, I would definately take archers. they are my favorite to paint. My compadre is building a single troop consisting of Varaug, Omber, a goblin mage, 4 archers and 3 bull orc fighters. I like the idea of having 2 troops since Danithal doesn't have tactician. So, thanks again for the feedback!!! Quote Link to comment Share on other sites More sharing options...
Sinden Posted October 10, 2009 Share Posted October 10, 2009 np, Glad to help! Im not really an elf player though so once you get a hang of the game you might want to come back and get some more feed back from someone that knows the models better. Also check out this tread, its a how to on finding players in your area. http://www.reapermini.com/forum/index.php?showtopic=17615 -Sin Quote Link to comment Share on other sites More sharing options...
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