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Flameseeker + Anthraxium
Noble (General) -123
Sea Dragon Cloak
Seal of Ghrond(+1 DD)
6 Dark Riders-151 (Noble here)
10 Xbow men-115
Cold One Chariot-97
Black Orc Big Boss- 89pts
19 Orc Boyz-158
Additional hand weapon
20 Orc Boyz-165
Additional hand weapon
Orc Boar Chariot- 80pts
Total points: 978 points
Power Dice: 2
Dispel Dice: 3
SEED list (First Turn)
Scar Vet: 122pts
Sword of the Hornet
14 Saurus: 180pts (Scar Vet here)
Javalin and Shield
Lvl 1 Wizard. Spell roll: 5
10 Glade Guard
3 Warhawk Riders
Total points: 997
Power dice: 3
Dispel dice: 3
Last edited by Phoenix; October 30th, 2007 at 02:38.
Dark elf Orcs for me. i would usually say that skink and WE lists would win against both of them. Esp since i have seen soo many orcs run to WE bows. BUT the hawks are a point sink that does essentially nothing in this list against ORcs and DE
they are great against taking out of siege weaponry and march blocking. and in this they will not have an effect
i know i should wait for tactics, but i can;t see the seed list winning even with decent tactics
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
My Vote goes to Dark Elves and Orcs as well, I think they both outnumber and can outmanuever the seed list. I also dont see the warhawks making a huge impact on the battle the way more dryads or something else could.
"I am the architect of fate!"
so far so good, the basic battle plan is that the orcs go up the middle, supported by the chariots and depending if there is a hill or not the dark elf crossbowmen will either shoot from the hill or act as a detachment of shorts to the orcs. The dark riders are the primer unit as they are fast(m9) and have their crossbows to killstuf with and with the noble in the unit they have(on the charge) 5 WS4 s4 attacks, 3 WS6 S6 attacks and 6 WS3 S3 attacks.
Well, based on the unlimited times I've seen Orcs break infantry unit on the charge, I'm giving my vote to the Orcs and Elves. The general and the Dark Riders will form a powerful unit-'o-doom and WILL swing any protracted combats (a flank charge, for example).
Furthermore, if the 2 Chariots can stay together, they will prove a headache, as will the Orcs, and with the Dark Riders in support, I'd hate to have the SEED lists tbh.
Well since I created the seed lists, I will create the tactics for them, so here we go:
I will split this down into the phases of a battle, telling you what my army intends to do to stop the DE and Orcs:
Well I have the fastest unit on the board, and although some have said that they are useless, I think the Warhawk riders still have their part to play in this battle. I can always Hit and Run the Chariots. This will eliminate their impact hits, as well as allowing me to pick the fight.
The Salamanders will be used on the flank, moving up to take out any enemy that gets within range of their breath weapons. The Dryads and the Saurus will give me a pretty impressive centre from which to mount my attacks, and the skink screen will help protect me from any shooting that is directed at me.
Pretty much a non event. I will choose to take tree singing, and attempt to move the woods in the way as much as possible, but it is unlikely to get through.
I have more of this than my opponent does, and some of it at a greater range. I will use my glade guard to target his repeater crossbowmen at between 25-30" where possible, which leaves him little chance to shoot my bowmen, but plenty for me to shoot his crossbowmen. Of course my skinks javalins ignore the toughness of an opponent if they hit on a 6, so the higher toughness of the orcs isn't as problematic. This is also helped if they fall within range of my glade guards str 4 shots at close range. Then there is the Salamanders. A maximum of 20 str 3 hits can really ruin a units day!! Granted they can misfire, but there is an average amount of 10 str 3 hits per throw. (Easily enough to demolish any of the elven units, and at least scratch the orcs)
Well, although the bulk of the CC the orcs have are carrying 2 hand weapons, I would still fancy my chances in direct CC, and here is why. My Dryads cause fear have a 5+ wards save and are toughness 4, and my saurus are toughness 4 and have a 4+ save against the average Orc (after the first turn). His Toughness 4 will help against my strength 4, but with no armour saves, he is going to suffer.
Lets take a started combat, orcs vs saurus (leaders in both units, no challanges, no charge)
My Saurus leader goes first due to his magical sword:
4 Attacks, hitting on 3+
2-3 Hits, wounding on 3's
1-2 Wounds with no saves = 1-2 dead
Black Orc nextUsing shield and Choppa)
3 Attacks, hitting on 3's
2 Hits, wounding on 3's
1-2 Wound with a 6+ armour save = 1-2 Dead (probably)
5-7 Attacks (depending on the amount killed by the saurus leader), hitting on 4's
3-4 Hits, wounding on 4's
2-3 Wounds, saved on a 5+
5-7 Attacks (Depending on kills from Orcs)hitting on 4's
3-4 Hits, wounding on 4's
2-3 Wounds no armour saves
So on a combat we would have the following:
So 6-8 combat res points
So 7-9 Combat res points
So Saurus lose by 1 on average, but with a cold blooded leadership, they don't run often. This is of course a worst case scenario for the saurus too, as the orcs have str 4 in the first round. The longer the saurus stick around, the better it gets for them.
Of course there are flankers to be considered, and psychology, in the case of the Cold one chariot, dryads and salamanders, but I think my troops will hold their own, even if they are charged. (Dryads have better movement, so I expect them to charge.) In the case they charge, all but the champ will be killed in the Orcs, and the orcs may kill 1 dryad.
I hope this explains my tactics.
Last edited by gingerninja; October 30th, 2007 at 10:51.
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Seed lists. The other force seems too divided between fast hitting and hard hitting and slow. With careful use of the warhawks to march block, the seed list could pull apart the elves (7 cav and a chariot isn't enough to break them enemy) and then finish off the orcs. If the dark elves wait for the orcs to keep up then they'll both arrive weakened and out-numbered, I believe.
No more NG spearmen, thanks! Now I need some pump-wagons!
I think this list overpowers the other list in almost all aspects. Orcs on the charge should smash anything they hit. The chariot is left unchecked will cause massive problems to weaker wood elf units. Even if the hawkriders tie it up thats one of the fastest units tied up playing tag. I also think that the Noble in the riders unit is secret weapon. If it gets a charge on almost any unit its going to do major damage.
As much as it pains me, I've got to give this one to Flameseeker + Anthraxium.
The Warhawk Riders are a nice thought, but they're a solid support unit without much to support them. They could feasibly fly ahead and march block, but Crossbows will make short work of them.
Sallies could have a fun impact on the game but in the end I think the Greenskins and Dark Elves just have too much going for them.