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A question about elven archers.


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Here's a question for you along these same lines, and bear in mind I am using the Reapercon iteration of the datacards:

 

Do the Reven have any weaknesses at all? Everyone but the Goblins have like DV 10 minimum, the Bull Orc Warriors are MAV 3, the Bull Orc Archers are RAV 3 range 30. Everyone has at least Tough/1, and the warcry ability is aieeeeeeeee. I know you playtested these, but I can't find a weakness in my games.

Edited by Herr Oberfroschmeister
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Here's a question for you along these same lines, and bear in mind I am using the Reapercon iteration of the datacards:

 

Do the Reven have any weaknesses at all? Everyone but the Goblins have like DV 10 minimum, the Bull Orc Warriors are MAV 3, the Bull Orc Archers are RAV 3 range 30. Everyone has at least Tough/1, and the warcry ability is aieeeeeeeee. I know you playtested these, but I can't find a weakness in my games.

Current Iterations of the Datacards have lower DV for many Reven.

Bull Orc Archers are no Longer RAV 3.

 

Warcry, combined with Tough/# is very awesome. Tough/1 - which is what most Reven grunts have - is only a 20% chance of not dying, though, not a sure thing. The data Cards provided on the BL Resourcs page should clear some of this up.

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The way we play it here in Columbus is that a seperate roll is made for each fig in the AoE. That way everyone has a chance to escape damage.

 

Bob

I've been asking Bryan some questions today, and that's how it works. The number of attacks determines the AOE for an attack. Use page 66 if you're running most factions, the chart on page 110 for an all-elf force under Faction abilites. (hope I got the pages right...).

 

Determine the RAV for your lowest-scored fig. The RAV for Vale Archers should be 3, not 1 as is printed in the book. Roll one attack for each model in the area of affect, equal to your lowest RAV plus any modifiers.

 

Roll one die for each model in the AOE to see if it hits. The opponent declares his DV for each model that's rolled for. If he has any defensive fire abilities, he uses them, then you resolve the damage.

 

Given their ranger abilities, high movement value, larger area of effect, markesman and Sure Shot abilities, longer shooting range, the elves really rock. They are hands-down the best archers in the game, IMO.

 

Of course, they ain't so hot in melee, and their defense stinks. If you can manage to close with them, you can tear them up.

 

But they get an extra +1 for targets within six inches and they move 7 inches where most models move 6, so catching them could be a trick.

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I'm usually there every other Friday night for painting club (will be there this Friday). I'd be up for a game if I had a painted army. I only have start of an army. If you look in the case, you can see my crusaders. Those eight, and two others are pretty much all I've got painted so far. Guess I need to get on the ball after Gencon...

 

What time are you going to be there Thursday? I might be able to just stop by and see what you've got if nothing else...

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I'm usually there every other Friday night for painting club (will be there this Friday). I'd be up for a game if I had a painted army. I only have start of an army. If you look in the case, you can see my crusaders. Those eight, and two others are pretty much all I've got painted so far. Guess I need to get on the ball after Gencon...

 

What time are you going to be there Thursday? I might be able to just stop by and see what you've got if nothing else...

Menqu, as long as both sides have a command model and a few grunts, you can play. And playing with stuff that isn't fully painted is fairly common.

 

This is a skirmish game, so it is intended for smaller units. I've been running demos with 8 - 10 models per person and everyone had a blast. In that group, it's a Warlord, a "special", and 6 -8 grunts, depending on the balance between them.

 

By "special", I mean Elite, Captain or Sergeant. Sort of lump them together for the purposes of a demo game. As a matter of fact, if you are just starting, I'd highly recommend using small groups with only a few abilities, and ignoring Magic and missle combat until you've learned the basics.

 

Trust me, a Crusader Warlord and six grunts can rip the tar out of just about any other faction in small skirmish. A good opponent might be Dwarves, since both are more formation fighters than anythng else. Against and equal number of Elves or Necropolis, you would rule. Those factions are particularly weak in simplified play, as they rely heavily on their special abilities and magic to be effective.

 

So play what you have and have a blast. If you are worried about damage to your not yet complete stuff, hit them with a single layer of matte sealer, which will protect them for the time being and you can paint right over it.

 

Get out there and get some!

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Well, as a painter, it's very difficult for me to bring myself to use unpainted miniatures in a game. And during playtesting, I've played quite a few games (with even unpainted non-reaper minis *gasp*). I just would really like to have a painted army before I start playing for real. I will hopefully have a 1000 point army painted (with probably most points sunk into equipment and spells), within a month or two of the book coming out.

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To each his own, Mengu. You should try preparing five or six skirmish groups in about six weeks. Trust me, my painting standards have changed a lot since I decided to demo Warlord.

 

With so much stuff needed, I'm pretty much happy if a fig will stand upright and has enough detail that you can distinguish one from another.

 

Unfortunately, I'm getting to where I'd rather play than paint, and I keep expanding the Elves (my favorite faction) faster than I can paint them. I managed to get faces on two Selwyns last night - I can't wait until they are ready for the table.

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