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Discussion Starter · #1 ·
Alith Anar [245]

Elryion Swift highelf Noble, on great eagle, Reaver bow, Talisman of loec, Dragon armour, shield and lance. [197]

Talthalon Lvl 2 Highelf mage Silver Wand, Ring of fury, [185]

Lolanell Lvl 2 Highelf mage Seerstaff, jewel of dusk [180]

15 Lothern Seaguard, musician [200]
15 Lothern Seaguard, musician [200]

6 Shadow warriors [96]
5 Dragon Princes [150]
5 Ellyrion Reavers [102]
Tiranoc Chariot [85]

Bolt thrower [100]
Bolt thrower [100]
Bolt thrower [100]
Great Eagle [50]

Any feedback would be most welcome, i'm hoping for a fast list that can out manauvre my enemies and punish them with shooting. The main thing that worries me is keeping the mages alive, i had a theory about maybe mounting them on tiranoc chariots which would make them hard to target and give them some punch. Also i run the 2 mages at 1500 and am unsure if sticking with the same for 2000 will give me enough magical power. I usually have a banner of sorcerry in my list somewhere but it didn't seem like a good idea being as my only unit that could take it would be my dragon princes and it would make them v expensive for a 5 elf unit.
 

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Looks okay to me. I'd have tried to put a fourth bolt thrower in instead of the great eagle, since you've got plenty of other quick things that can harry flanks. Four bolt throwers firing together can decimate well...anything. Even Chosen sweat those things.
 

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I assume you're looking to march block. I have to say, it looks pretty fragile, even for an elf list. See if you can scrounge some points somewhere to bulk the lorthern up to 20 a piece. Its been my experience that this kind of a plan can be very effective, but can meltdown quicker than a soviet reactor. I think the extra seaguard would provide a little extra staying power. Also, with this list, consider a sorcerer lord over alith anar. Some of the movement related spells could really help what your trying to do i think.
 

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Discussion Starter · #4 ·
good points, was considering the lvl 4 mage but i would like to give alith anar a try. With the seaguard they are likely to flee if theres an opp they can't deal with. If i bulked them out i may be tempted to go toe to toe when i shouldn't be. If i was playing 3000 where my line would need to hold there would be 5-10 more bodies in there.
 

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Fair enough. To be honest, they shouldn't get to your lines really, and those that do should be whittled down enough that the seaguard can take them.

I think its fairly safe to assume your a vet player jigs, and can handle this sort of list reasonably enough!
 

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Discussion Starter · #6 ·
Yeah i'm a vet player but i've not really been tested in games until recently. Lost 2 games of fantasy in the last 3 years both in the last few weeks. Once was due to some mistakes we both made regarding the rules for flying creatures and characters[he had 3 characters in his unit of pegasus knights. and the second being due to being a bit relaxed about the game and allowing an illegal charge which went on to cost the game. Both games were close other than that though but i dont think i should have got to that point.

Anyway i think i need to use an army build that takes a bit more thought to get my eye back in. Hope that makes sense
 

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Starting to sound a bit like old Ragnar Burmane there dan!

I seem to remember your Orc and Goblins taking a kickin' from a certain players Dusty Dwarf army
 

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Discussion Starter · #8 ·
lol thats true they did take a beating :) damn orc and goblin
for some reason i never think of 500pt games or combat partrols as losses. Selective memory is a wonderful thing
 

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why not the full command in the seaguard??? (don't have HE army book)
 

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Probably because the Champion isn't worth it, and you can just challenge him and either deny him his attacks or horrifically overkill him. In the case of the standard... some people prefer to leave 'em at home in favor of an extra body or for fear of losing victory points because the banner gets overrun.
 

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Discussion Starter · #11 ·
yeah hit the nail there Horus, the unit is meant to fire shots being annoying and hopefuly tempting stuff to charge them. They flee, leaving the unit in the open ready for a charge from WL's, Dragon princes or chariots. If they can easily defeat an opp, especially by combining in with another unit for a charge then they will engage, but they should be avoiding any combats that a +1 bonus from the standard would help them with. That extra 100 vps for my std is alot when the unit is small and not an "anvil" unuit that can absorb a charge. 20 guys would likely get a std. A champ is actually pointless in a unit like this IMO unless theres a character going to be in the unit that may need him to take a challenge for them so they can deal it out against units. The extra attack for a guy like a swordmaster, or WL can be well worth it i'd say.
 

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Probably because the Champion isn't worth it, and you can just challenge him and either deny him his attacks or horrifically overkill him. In the case of the standard... some people prefer to leave 'em at home in favor of an extra body or for fear of losing victory points because the banner gets overrun.
fair play makes sense i suppose
 
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