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Posted: Tue Mar 04, 2008 3:32 am
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Posted: Sun Apr 27, 2008 10:59 pm
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So a bunch of my friends are starting small 500 point Fantasy armies, and I'm considering starting one of my own. I'm looking at playing Wood Elves with nothing but Forest Spirits. I've never played Fantasy, so I'm wondering before I start buying; is this viable?
List I'm looking at: Heroes: 1 Branchwraith - L1 wizard
Core: 8 Dryads 8 Dryads 8 Dryads 8 Dryads
Total: 499 points
It's not really fast, but it's alot of skirmishers, so I can try and get around to flanks, and the Branchwraith will let me shift around some forests to help provide cover, or give me a different spell if I feel like it (i.e, there's no worrying about dispel). The other big advantage is price; this is three boxes of Dryads, and a blister if I feel like buying a Branchwraith instead of just converting one of the spare Dryads I'll have. If the models themselves aren't a problem, would it be better for me to buy a spite or two instead of the wizard upgrade?
The Alternate List Heros: 1 Branchwraith
Core: 8 Dryads 8 Dryads 8 Dryads
Special: 5 Wild Riders w/standard
Total: 501 points
I know, speed and flanking are important, and Wild Riders are Forest Spirits. But I'm hesitant to buy them when they're so expensive. Plus, the main reason why I want to play the Forest Spirits is that I like the idea of the trees coming alive and attacking. And while Wild Riders have the Forest Spirit special rule, they really aren't very tree-like.
EDIT: So apparently, L1 wizards will do exactly piss-all. So I've decided to swap those 50 points in the first list for the spites Cluster of Radiants and another 25 point spite, but I'm not sure which one. Pageant of Shikes? Annoyance of Netlings? Murder of Spites?
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Posted: Tue May 20, 2008 2:39 pm
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Posted: Sat May 24, 2008 8:40 pm
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Zenos osgorma From the 8years iv been playing, i personaly wouldn't field a full army of skirmishers unless they are fast and have quite a bit of power. Dryads do have a lot of combat power but it will take them a turn or two to get into combat and vs a foes army they will most likely have some sort of shooting.
Yeah, I figured as much. This is my reworked list, and the army I'm going with:
Heroes: Spellsinger - L2 Upgrade, Glamourweave Kindred, Elven Mount, Calaingor's Stave
Core: 8 Dryads 8 Dryads 8 Dryads
Comes to 474 points, leaving me enough spare points to either slap another 25 point Magic item or Spite onto the hero, or put unit champions in two of the Dryad units.
Figure I can cram most of the Dryads into a forest with the mage, and treesurf around the battlefield on multiple one-die castings of Treesinging. If the forest is big enough, then I would be completely immune to fire until I got close and exited the forest.
Zenos osgorma from experiance i say take two units of Dryads and 1 or 2 if possiable units of glade guard. Well, as I mentioned, I'm trying to field all Spirits, so the Glade Guard is out.
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Posted: Wed Jul 09, 2008 11:32 pm
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Posted: Fri Jul 11, 2008 1:43 am
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Oryn Zenos osgorma From the 8years iv been playing, i personaly wouldn't field a full army of skirmishers unless they are fast and have quite a bit of power. Dryads do have a lot of combat power but it will take them a turn or two to get into combat and vs a foes army they will most likely have some sort of shooting. Yeah, I figured as much. This is my reworked list, and the army I'm going with: Heroes:Spellsinger - L2 Upgrade, Glamourweave Kindred, Elven Mount, Calaingor's Stave Core: 8 Dryads 8 Dryads 8 Dryads Comes to 474 points, leaving me enough spare points to either slap another 25 point Magic item or Spite onto the hero, or put unit champions in two of the Dryad units. Figure I can cram most of the Dryads into a forest with the mage, and treesurf around the battlefield on multiple one-die castings of Treesinging. If the forest is big enough, then I would be completely immune to fire until I got close and exited the forest. Zenos osgorma from experiance i say take two units of Dryads and 1 or 2 if possiable units of glade guard. Well, as I mentioned, I'm trying to field all Spirits, so the Glade Guard is out.
I know this is an old one, but still...
I'm a very regular Asrai player and I play quite a lot of games at 500pts because they don't take too long. I wouldn't personally rely on WE magic in 500pts - it plays a supporting role and unless you have lots of it you'll struggle to get your spells through. Bare minimum for WE magic IMO is 2xL2 Spellsinger plus a Treeman, and that's pretty light all things said and done. Not to mention, all-skirmisher armies aren't really viable these days outside of a Beasts army - grab yourself some Wild Riders if you want to keep to Forest Spirit units.
My 500pts WE army looks like:
Branchie - 65pts 10 GG w. Command - 144pts 8xDryads - 96pts 3x Tree Kin - 195pts
Total 500pts
This gives me not only more variety, but also the necessary materials to pull off some basic strategies. It also conveniently follows the Border Patrol selection rules.
This list has seen a lot of action recently during the WOE campaign on WH Realm, and it's generally reasonably effective. My biggest gripe is the lack of staying power exhibited by the Tree Kin, but good shooting phases from the GG can often remedy that.
Inenor Since no one's posted i thought i'd share my new list and get some conversation type activity started up. icon_biggrin.gif i made a new list and it's improved my game by alot. And that's saying something. icon_gonk.gif Saurus Oldblod: -Light Armor -Enchanted Sheild -Glyph Necklace -Sword of the hornet -Bane Head -Quetzl,Sotek,Itzl -Carnosaur Skink Cheif: -Light Armor -Blowpipe -Maiming sheild -Sword of Might -Sotek -Scout Skink Skirmishers: -Blowpipe -3 units of 10 -2 units as scouts -1 unit of regular Saurus Warriors: -Full Command -2 units of 20 -Quetzl Saurus Cavalry: -1 unit of 10 -full command Salamander: -1 unit of 3 Stegadon: -1 stegadon all togeather its 2248 points
My knowledge of Lizzies comes only from playing against them.
The composition of the Core section seems fine - blocks of 20 Saurus are very hard to shift, so two should be fine (I forget which one Quetzl is - I want to say +1 save? or +1 Dispel Dice? - where on earth is my book...), and the Skinks play a nice supporting role though I wouldn't expect them to do much.
10 Saurus Cavalry seems excessive - especially for the points you pay, I'd go for something like 7 or 8 and spend the leftovers elsewhere - you cannot base your battle plan on a unit like that because they're a little too awkward. Being on hte slower end of the cavalry scale, they can still be outmaneuvered or even ignored completely by a fast enemy, and a slow enemy isn't likely to care about an effectively small unit like that taken one-on-one - a slightly smaller unit would actually be more threatening if it allowed you to spend more pints elsewhere!
Salamanders are nice, tough to kill and very worrying for lighter armies e.g. Elves - keep as is.
Stegadon is pretty much a given in most Lizzie armies I guess, but they're not actually that impressive IMO...
As fro the characters, I'm used to seing more of them on the field, but that goes to player's tastes I suppose. Carnosaur is ok, monsters are a powerful tool in any army but don't get too reliant on it!
Skink chief? Any particular reason considering Skinks are just a throwaway unit in this army? I'd either spend the points elsewhere on units (you can probably get another unit of Skinks for that many points) or go for a Scar Vet to bolster one of your Warrior units.
Not a bad looking list though. Depending upon what the Spawning of Quetzl does, I might be worried about magic defence - though if it's +1 DD then it wouldn't be a problem.
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Posted: Fri Jul 11, 2008 11:36 am
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Posted: Sun Jul 13, 2008 10:33 am
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Posted: Sun Jul 13, 2008 11:59 am
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Posted: Tue Jul 15, 2008 8:18 am
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Posted: Tue Jul 15, 2008 10:57 am
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Posted: Fri Aug 01, 2008 4:15 pm
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Epherion I know this is an old one, but still... I'm a very regular Asrai player and I play quite a lot of games at 500pts because they don't take too long. I wouldn't personally rely on WE magic in 500pts - it plays a supporting role and unless you have lots of it you'll struggle to get your spells through. Bare minimum for WE magic IMO is 2xL2 Spellsinger plus a Treeman, and that's pretty light all things said and done. Not to mention, all-skirmisher armies aren't really viable these days outside of a Beasts army - grab yourself some Wild Riders if you want to keep to Forest Spirit units. My 500pts WE army looks like: Branchie - 65pts 10 GG w. Command - 144pts 8xDryads - 96pts 3x Tree Kin - 195pts Total 500pts This gives me not only more variety, but also the necessary materials to pull off some basic strategies. It also conveniently follows the Border Patrol selection rules. This list has seen a lot of action recently during the WOE campaign on WH Realm, and it's generally reasonably effective. My biggest gripe is the lack of staying power exhibited by the Tree Kin, but good shooting phases from the GG can often remedy that.
Yeah, I've given up on magic till I get to at least 1000, preferably 1500. Current list that I'm fielding is
Branchwraith - Cluster of Radiants 8 Dryads 8 Dryads 3 Treekin Total - 477 points
Leaves me free to pick a spite for the Branchie depending on how I feel, generally either Murder of Spites or Pageant of Shrikes. If my opponent is really going to be a d**k about not letting me go 2 points over, then I'll just up one of the Treekin to an Elder and be 3 points under. Of course, I'd like to pull the Branchwraith and Treekin for a Wild Rider Noble and a unit of Wild Riders, but I don't have the models at the moment.
A lack of staying power in Treekin? In the couple games I've played thus far, Treekin were really good, hardly being hurt at all in the first game, and while practically melting under fire magic, the remaining model didn't take a wound for the rest of the second game. Is it just that in larger games, there's more stuff that can hurt them, while their size stays more or less the same?
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Posted: Tue Oct 21, 2008 9:24 pm
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Well, preparing for assorted GDs, 'Ard Boyz 2250 practice (My tourney list is solid for 'Ard Boyz), and GTs, I've been giving the Dwarf book another glance-over. Unfortunately, this is yet another Thorek List, but I refuse to play a full gun-line.
(Also note this is preparing for VC magic and Daemon/Mortal magic) So without further ado, my newest 2250 list:
Lords: Thorek 505
Heroes: Runesmith (chills with machinery) GW, SH, Spell Breaking (x2) Ro Stone 131
Runesmith (Front Liner) GW, SH, MRo Kragg, (x2) Ro Snorri, Ro Stone 151
Thane BSB, Shield 92
Core: 16 Warriors (BSB goes here) Shields, SB 154
12 Long Beards 154
16 Thunderers 224
Special:
15 Iron Breakers (front line RS goes here) SB 205
11 Miners 121
Cannon Engineer 105
2 Bolt Throwers Engineers 120
Rare: Organ Gun 140
Organ Gun/Flame cannon/Gyrocopter (haven't decided yet D: ) 140
~I've play tested with this list and it seems pretty solid so far. It does very well to slow and even stop magic, while sending the Iron Breakers, Warriors, and Long Beards into combat while the heavy artillery list just blows things away. Miners can wizard/machine/flank hunt (I love those little guys so much!). I like having 9 DD to really put a hold on Invocation and just let the static combat res win me some undead kills, and it helps protect against them nasty daemons. But if I overextend myself, I left 2 "scrolls" just in case.
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Posted: Tue Jan 20, 2009 8:20 pm
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