spiritual_exorcist Posted September 18, 2010 Share Posted September 18, 2010 Battle Nuns can be pretty effective, and if you really manage them well through the use of Martyr and Parry I think you can probably get some serious bang for your buck out of them. But I dislike the idea of battle nuns in all games, so I never use them. I keep meaning to pick up some monks or similar models to proxy as Nuns. Quote Link to comment Share on other sites More sharing options...
Brushmaster Posted September 20, 2010 Share Posted September 20, 2010 Battle Nuns can be pretty effective, and if you really manage them well through the use of Martyr and Parry I think you can probably get some serious bang for your buck out of them. But I dislike the idea of battle nuns in all games, so I never use them. I keep meaning to pick up some monks or similar models to proxy as Nuns. Yeh ,yeh you sexist . Quote Link to comment Share on other sites More sharing options...
Kengar Posted December 10, 2010 Share Posted December 10, 2010 OK, my copy of 2nd ed. hasn't arrived, but this is what I came up with using (mostly) models I own and the online army builder: Crusaders - 749 points Troop 1 Templar Unforgiven x 3 Templar Ironspine x 3 Ironraven, Templar Halbarad, Priest of Aurellius Standard Musician Book of Tactics Troop 2 Templar Knight x 3 Magic Weapon Sir Conlan, Lightbringer Templar Ironspine x 2 Musician Armor of Courage Standard Troop 3 Celestial Lion Troop 4 Ivy Crown Light Lancer x 2 Herne, Light Lancer Musician Standard Troop 5 Luck Stone I'd need to get the lancers & Herne. Quote Link to comment Share on other sites More sharing options...
rgtriplec Posted December 11, 2010 Share Posted December 11, 2010 The thing I see is that you have a lot of equipment to try and fill out a 750 list. In all honesty, equipment points generally aren't as effective as soldier points. Three Lancers were added in place of the music and standards. For 1000 I'd add 3 archers to troop 1, and add a fifth troop of Gar, Wardogs x 6 and the Hound of Judgement. Troop 1 Ironraven, Templar Halbarad, Priest of Aurellius Book of Tactics Templar Unforgiven x 3 Templar Ironspine x 2 Troop 2 Sir Conlan, Lightbringer + Magic Weapon Templar Knight x 3 Templar Ironspine x 3 Armor of Courage Troop 3 Celestial Lion Troop 4 Herne, Light Lancer Ivy Crown Light Lancer x 2 + 3 Luck Stone Quote Link to comment Share on other sites More sharing options...
Kengar Posted December 11, 2010 Share Posted December 11, 2010 Thanks for the advice! Quote Link to comment Share on other sites More sharing options...
Kengar Posted December 28, 2010 Share Posted December 28, 2010 I bought an Acacia and I have a 4 pack of the old Anhurian bowmen to use as IC archers. So my Crusaders will picking up some ranged support. EDIT: I mean Men at Arms Archers (6030) Quote Link to comment Share on other sites More sharing options...
Tmandeath Posted March 22, 2011 Share Posted March 22, 2011 I am a new player and I need to know if this is a good 1000 point list. Im trying to utilize the cleave ability of the Unforgiven with the +1 from the battle Totem to increase the overall percentage of cleave going off. Will this type of list work well in the tournament Environment Crusaders - 896 points + Battle Totem Troop 1 Duke Gerard Halbarad, Priest of Aurellius Valandil, Archmage Marcus Gideon, Undead Hunter Templar Unforgiven x 10 Holy Armor Luck Stone Troop 2 Sir Conlan, Lightbringer Templar Unforgiven x 4 Magic Weapon Armor of Courage Book of Tactics Troop 3 Celestial Lion Troop 4 Battle Totem Quote Link to comment Share on other sites More sharing options...
Tmandeath Posted March 22, 2011 Share Posted March 22, 2011 Sorry i post the same thing twice Some how? Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted March 22, 2011 Share Posted March 22, 2011 Overall, yes, that would make for a successful list. But, I think it is also a rather 1 trick pony list that is not very flexible. If your opponent or your tourney scenario fit exactly what you have then you will do good, but if they dont, then you will struggle with this kind of list. My suggestion would probably be to change a couple of the unforgiven from troop 1 into ironspines so that you can take advantage of Gerard's Warlord Ability better. or instead of ironspines take something that has more swings in case you face off against a more horde-ish type opponent. And then completely change troop 2 into something else to handle different situations, like maybe Herne with some light lancers. And think about sacrificing a model for adding a musician to troop 1 as well. If you are going into a tourney, move 5 will hurt you in any scenario that requires you to be the first to get somewhere. Quote Link to comment Share on other sites More sharing options...
Tmandeath Posted March 22, 2011 Share Posted March 22, 2011 Alright thinks for the advice! I was thinking about changing troop 2 since it really serves no purpose other then have more bodys and the BOT. Ill probably cut some unforgiven from troop 1 and change Troop 2 to IC archers with Acacia, so i can use that Ranger/6 for some addition speed. Some maybe like this: Crusaders - 992 points Troop 1 Duke Gerard Halbarad, Priest of Aurellius Valandil, Archmage Templar Ironspine x 3 Templar Unforgiven x 7 Holy Armor Magic Weapon Luck Stone Troop 2 Acacia, Ivy Crown Ranger Ivy Crown Archer x 6 Magic Ranged Weapon Book of Tactics Troop 3 Celestial Lion Troop 4 Battle Totem Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted April 4, 2011 Share Posted April 4, 2011 See, unfortunately, now you went the opposite direction... You built a list around having the battle totem with better melee skills and then went and put all archers in your second troop. I would suggest something along these lines: Crusaders - 995 points Troop 1 Duke Gerard - Holy Armor Halbarad, Priest of Aurellius Valandil, Archmage Isarah, Cleric of Shadarzaddi Templar Unforgiven x 7 Templar Ironspine x 3 Musician Troop 2 Herne, Light Lancer Lady Devona of the Ivy Crown Ivy Crown Light Lancer x 3 Troop 3 Celestial Lion Equip Totem of Battle Luck Stone -------------------------------- 3 troops +2 tacticians 20 models (47 DTs) Devona and Valandil are both offensive casters. Halbarad is your bless caster and healer when needed. Isarah is your IronSkin caster onto Gerard. I might have too many casters in here, but they all do justify their occupying point space. The Unforgiven will try for two man support, totem and bless for cleaving chops at mav 7. Ironspines actually stand up front during the march across to get MAV 7 pike swings (when blessed) and then let the unforgiven run thru them on the charge while they take the reach position to get a finishing blow and provide support. Horses give you first striking speed across the table. Lion starts off table and then can get summoned by any of your 5 casters as a free action. Although any of the doctrines would work, I would probably use the Righteous doctrine only cause none of your foot soldiers have Deflect and that could also make the difference between a arrow hit against a low DV caster or not. Quote Link to comment Share on other sites More sharing options...
Shakandara Posted April 4, 2011 Share Posted April 4, 2011 (edited) I'd agree that there are too many casters, especially for the rest of the list. While the casters may be worth their points, they make the totem less worth its points. This is just my personal opinion, but for a totem to be worthwhile, your soldiers need to be generating somewhere around 25-30 attacks per round to make the totem pay off. Yes, the bigger melee models will get to take advantage of the totem too, but the bulk of your attacks are going to come from the rank and file. Loading up with expensive casters, ranged models, and solos dilutes the impact of the totem in your build. Instead, consider the following: Crusaders - 999 points Troop 1 Duke Gerard w/Armor of Courage Marcus Gideon, Undead Hunter Ian, Mage Apprentice Templar Unforgiven x 6 Templar Ironspine x 4 War Dog x 2 Troop 2 Herne, Light Lancer Ivy Crown Light Lancer x 4 War Dog x 2 Troop 3 Sir Conlan, Lightbringer Templar Unforgiven x 2 Templar Ironspine x 2 War Dog x 2 Troop 4 Hound of Judgment Luck Stone, Totem of Battle In this build, you now have 24 soldier models that generate 28 attacks in a round. Marcus is an excellent secondary melee character; after he's expended his SP on bless spells for Troop 1, he can then wade into melee (DV 12 in melee because of Dodge/1) and be pretty badass (note that he has Warcaster and Divine Vigor is a 0 point spell). The Cavalry gives you some respectable speed, and the Disable on the wardogs helps limit defensive strikes, keeping your other models alive longer. The two weaknesses of the list are a lack of ranged models, and no high CP casters. The speed of the cavalry and the war dogs helps mitigate the former (as would the Righteous Doctrine), so that really only leaves the latter as a main flaw. Armies with a great number of flyers and/or burrowers could be problematic, but otherwise it is a solid general build. ~v Edited April 4, 2011 by Shakandara Quote Link to comment Share on other sites More sharing options...
Evilmonkey Posted January 7, 2012 Share Posted January 7, 2012 So I'm seriously thinking of going to the Tulsa Warlord Revival and I wanted some advice on list building. I have played very few games so any advice is appreciated. This is what I own: Duke Gerard Kristianna Sir Brannor Sir Broderick Acacia Almaran the Gold Finari Halbarad Valandil Hospitalier x 2 Ivy Crown Archer x 4 Justicar x 4 Templar Ironspine x 3 Templar Knight x 6 Hound of Judgment x 2 Guardian Beast Uriel At the time of this posting, the army builder is down. Anything I should consider ordering elite or leader-wise? Quote Link to comment Share on other sites More sharing options...
wildbill Posted January 9, 2012 Share Posted January 9, 2012 So I'm seriously thinking of going to the Tulsa Warlord Revival and I wanted some advice on list building. I have played very few games so any advice is appreciated. This is what I own: Duke Gerard Kristianna Sir Brannor Sir Broderick Acacia Almaran the Gold Finari Halbarad Valandil Hospitalier x 2 Ivy Crown Archer x 4 Justicar x 4 Templar Ironspine x 3 Templar Knight x 6 Hound of Judgment x 2 Guardian Beast Uriel At the time of this posting, the army builder is down. Anything I should consider ordering elite or leader-wise? I am not sure what I have handy for Crusaders, but I do have quite a bit. So, if you make a list and are missing a few models, I am sure I could help you out. At worst case, we just proxy. Proxying is totally allowed in my tournaments. Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted January 9, 2012 Share Posted January 9, 2012 There are lots of ways to go with what you have. Here is one possible way of going. This would be using 85% your stuff and either proxying or borrowing a few items. Both Wildbill and myself should be able to fill in any holes you have. Crusaders - 998 points Troop 1 Duke Gerard Halbarad, Priest of Aurellius - Familiar Valandil, Archmage Templar Knight x 3 Templar Ironspine x 3 War Dog x 3 Troop 2 Sir Broderick, Justicar Templar Unforgiven x 5 Troop 3 Guardian Beast of Aurellius Troop 4 Uriel, Guardian Angel --------------------------------- 4 troops + 2 tactician 20 models (50 DTs) There are several ways to use this list, but the main concept is take advatnage of Gerard's WL ability to have the knights and spines run around in pairs. Dogs can either help them or help Gerard, but take advantage of their rush attack, no need to walk them up at the beginning with their low DV. Halbarand sits in the back and takes advantage of the Divine Restoration portion of the Paladins of Light Doctrine to heal things for cheaper. Or cast divine vigors. Beast kitty is the hammer, but still have to be smart with it. Will probably be one of Halbarands main healing targets. Troop two is the harrassers, hoping to get off cleaves while tying up as many enemies as possible. Don't forget the Merciful Hands portion of the doctrine. Used at the right time can be very frustrating for your opponent. Angel is the wildcard of the build. With its ability to just fly and cast divine vigors all game long until its time to enter the fray, or it can be Halbarands shield if needed. Can Divine Might someone or depending on the enemy shaken a whole area making it easier for those Unforgiven cleavers to do their job. Simply flying him to places on the battle field that makes the enemy change their strategy can be huge. Or i think you can swap out the Angel for one of the hounds, Finari, and Almaran. Quote Link to comment Share on other sites More sharing options...
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