Go Back   Librarium Online > Warhammer Fantasy Battle > FB Tacticas > Fantasy Completed Tacticas


Closed Thread
 
LinkBack (34) Thread Tools Display Modes
Old June 18th, 2008, 16:16   #11 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.3.2. Eternal Kindred

The Eternal Kindred - Red-Headed Stepchildren
Contributors: Skarsgard, DavidVC04

Strengths
  • Cheap
  • Extra attack
  • 5+ Armor Save
Weaknesses
  • Severe limitations on magic items
  • Limited use
Uses & Composition
This kin is not recommended for a Highborn. It should only be considered in games where points are tight. The upgrade gives a modest armour save and the ability to fight as if armed with two close combat weapons. The trouble is that you cannot purchase any magic weapons or armour. The Merciw’s Locus is a perfect companion for this kin as it negates the strength bonus from any weapon.

Talismans:
  • The Amaranthine Brooch - excellent item as it provides a ward save against mundane attacks
  • The Stone of Crystal Mere – true ward but can be lost
  • The Fimbulwinter Shard – makes them harder to hit
  • Merciw’s Locus – opponent doesn’t get strength bonus from weapon
Enchanted Items:
  • The Moonstone of the Hidden Ways – can get the unit to where it needs to be
  • Hail of Doom Arrows – Kin doesn’t lose their bow so this item can add a little extra shooting punch from an unexpected source
  • Elynett’s Broach – Re-roll those failed psychology checks
Spites:
  • A Murder of Spites – extra punch in combat
  • Annoyance of Netlings – allows the character to protect their unit by challenging enemy characters and taking them out of the equation

Tactics

A limited character that can be used to join Eternal Guard units and give them a little more punch. Realistically only of use in smaller games. However, four strength 4 attacks are not to be sneezed at, combined with Amber Pendant you can guarantee a few attacks at the enemy before they strike. Other magic item combinations that can be of use:
  1. Eternal Noble with Amber Pendant – Enemy in contact strike last. Great against low toughness and lightly armoured troops.
  2. Eternal Noble with Merciw’s Locus and Hail of Doom Arrows – Good support character.
  3. Eternal Noble with Fimbulwinter Shard and Murder of Spites – Harder to hit and lots of attacks back.
  4. Eternal Noble with Merciw’s Locus and Annoyance of Netlings – Great for taking out characters that rely on their weapons for strength bonus.
This much maligned kin doesn’t provide bonuses that the other kin do but with some clever selection of items (you can only take 3) you can have a relatively cheap character that can provide a few surprises for your opponent.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.

Last edited by DavidVC04; November 17th, 2008 at 01:35..
DavidVC04 is offline  

Join the #1 Tabletop Gamer Forum Today - Its totally free!

Librarium Online - the forum for all your tabletop gaming needs. Librarium Online offers a wide variety of categories, all from choosing your army to building scenery for gameplay. With over 500 new members every month you can be sure that your questions will be answered. Get help from friendly experts around the world and share your work with us in the gallery or in your personal blog!

Sign Up Now!

 
Old June 18th, 2008, 16:21   #12 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.3.3. Alter Kindred

Kindred of Laith-Kourn: Alter Nobles and Highborns
Contributors: DavidVC04

Overview
Alters are easily among the most deadly of Wood Elves characters. Though the kindred isn't cheap, it's less costly than a Wardancer, Wild Rider, or Waywatcher kindred. If you exercise prudence with this character, he's sure to pay dividends. Even so, he's vulnerable, very much so. Don't forgo the basic Wood Elves tenets of sneakiness and patience.

Strengths
  • Movement equal to an Elven Steed
  • An extra attack
  • Initiative almost on par with a Dark Elf assassin
Weaknesses
  • May not take a mount
  • May not join units
  • Vulnerable to missile fire and magic
On this last bullet, knowing when and how to protect the Alter is paramount. Against armies with strong magic and shooting, he might be better off charging into combat early, or he might hide in the woods for a turn or two, which is particularly helpful if the enemy needs line of sight to cast his spells. Again, patience is a virtue. Just because he has some awesome combination, like the Bow of Loren and Arcane Bodkins, doesn't mean that he should be sticking his neck out at the first opportunity. He represents a lot of Victory Points to the opponent and a lot of killing power to you. Keep him alive, and let him payoff later in the game if that's for the best.

He's not a game-winner on his own. Just like all Wood Elves units, he works best in conjunction with other units.

Uses & Composition
As a general rule, Alters tend to have the following equipment: light armor, shield, and great weapon. This combination of equipage allows the general to take advantage of his long charge range and extra attack by yielding a rare high strength attack for a Wood Elf model. Still, the Alter maintains the option of having a 4+ save in combat if he chooses the hand weapon and shield combination. Furthermore, the character has a 5+ armor save against any wounds in the shooting or magic phase.

Combat Oriented:
Charge small or vulnerable units early with him. Unarmored Witch Elves, war machine crews, Handgunners and the like are especially vulnerable, though don't forget to get position him so that he can't be shot at as he charges. Also, you can charge him in tandem with other units to pile on the attacks. If assassinating an enemy character would benefit your overall game plan, it may even be wise to charge him into a losing combat. Chances are that with three dice for fleeing, he'll successfully flee.

Weaponry:
  • The great weapon is the first and most often taken choice. Even enemy knights have to fear this character.
  • Daith's Reaper, an oft-overlooked weapon, could do well here, too. Almost all, if not all, of the attacks should hit, and then enemies are forced to reroll successful armor saves.
  • Taking Rageth's Wildfire Blades is probably a better option than taking an additional hand weapon if the points are available. Against the right opponent, like Trolls, six flaming attacks are going to hurt.
Armor:
  • The Helm of the Hunt is always an option. A sixth attack, or seventh with an extra hand weapon, is that much more combat resolution.
  • The Oaken Armor provides a lot of survivability.
  • The Briarsheath works well if the Alter faces a great deal of shooting that uses BS.
Talismans:
  • The Amaranthine Brooch is a very strong, but limited ward save.
  • The Amber Pendant works wonders in conjunction with a great weapon.
  • The Stone of Crystal Mere is a strong ward save, that could be lost.
  • The Glamourweave is terrific against shooting and magical missiles, especially in conjunction with the Briarsheath.
  • The Fimbulwinter Shard will mean he's on 5's and 6's most of the time.
Enchanted Items:
  • The Wraithstone could work well if Terror causers are nearby.
  • The Moonstone of the Hidden Ways can be terrific on any character, though the ability to move an entire unit is lost.
  • Launch the Hail of Doom Arrow and then charge into combat against a weakened unit.
Spites:
  • A Murder of Spites can add even one crucial wound to a combat, and potentially more.
  • A Blight of Terrors can send an entire unit running with a failed terror check.
  • The ever-popular Annoyance of Netlings would allow an Alter to charge the front of a unit and quite possibly eliminate even the strongest of enemy characters, but if he's intended for flanking and rear charges, it's a waste.
Shooting Oriented:
Weaponry:
  • The Bow of Loren combined with an Alter's extra attack can mean a lot of dead enemies, especially with the Arcane Bodkins.
  • The Hunter's Talon can mean sniping War Machine crews or enemy mages at close range.
Armor:
  • Consider the Briarsheath armor as you don't intend to charge this Alter into combat unless it's in your interest.
  • The Helm of the Hunt is cheap if you do need him to pull combat duty.
Talismans
  • Again, the Amaranthine Brooch is good against mundane shooting attacks.
  • The Stone of Crystal Mere is fairly reliable save.
  • The Glamourweave is terrific, especially as already noted, with the Briarsheath.
Enchanted Items:
  • The Hail of Doom Arrow is a no-brainer.
  • The Arcane Bodkins are terrific with the Bow of Loren.
  • Starfire Arrows are strong against low leadership armies.
Spites:
  • A Muster of Malevolents can bolster the shooting phase, though the low strength shots aren't always useful.
  • A Pageant of Shrikes can make for more sniping to truly annoy your enemy.
Combination Combat & Shooting:
Perhaps the best option, this Alter can perform multiple roles. Here are some possible builds:
  • Bow of Loren, Arcane Bodkins, Amber Pendant
  • Briarsheath, Hail of Doom Arrow, Stone of Crystal Mere, Sword of Battle
  • Bow of Loren, Arcane Bodkins, Enchanted Shield, Murder of Spites
Essentially, you can be creative here. Just remember that he's vulnerable as long as the enemy can see him. Keeping out of their line of sight is imperative.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.
DavidVC04 is offline  
Old June 18th, 2008, 16:23   #13 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.3.4. Scout Kindred

Scout Kindred
Contributors: Skarsgard

Strengths
  • Benefit from special deployment rules
  • Restrictions not as severe as some other Kindred
Weakness
  • Cannot take great weapons
  • Cannot have a mount
Uses and composition
Very good Kindred for nobles. The scout rule allows you to deploy the character last and you can deploy them as an individual or as a part of a unit of Scouts. This Kindred is quite attractive as is gives most of the benefits of the Waywatcher Kin without the severe restrictions and cost of that particular Kin. The lack of a great weapon means that the role of this character is not to engage heavy armour.

Weapons
Depending on the role of the character you may wish to consider a magic weapon of some description.
  • Sword of Might. A good generic weapon that increases the characters ability to fight well armoured opponents.
  • Rageth’s Wildfire Blades. Cheap magic weapon, great for dealing with Ethereal creatures like banshees or daemons and forest spirits.
Armour
Two pieces of armour are a very good compliment to your noble. Either the Helm of the Hunt or the Briarsheath. The choice will depend on the way the character is being used. A solo character may benefit from the anti missile protection of the Briarsheath but a combat character may want the extra attack and protection offered by the Helm.

Talismans
Stone of Crystal Mere, Glamourweave and the Fimbular Shard are all excellent choices for this type of character. The Merciw’s Locus may seem like another obvious choice as the character cannot take great weapons but when you consider the role of the character and the fact that it should be picking the fights you really shouldn’t engage those types of units with this character.

Enchanted Items
Hail of Doom Arrows springs to mind straight away. The ability of the Scout to deploy and potentially see a target that normally would not be visible allows this items to be used very early on to great effect.

Spites
Annoyance of Netlings and Murder of Spites are very good choices for an assault based character. Pagaent of Shrikes is also good for one that will sit back and snipe. Due to its ability to get close to the enemy units Muster of Malevolents can be a good choice as well. One potential surprise packet is the Blight of Terrors. The ability to force panic checks from Terror on Turn 1 could cause a large headache for your opponent.

Tactics
This fairly versatile character can have several roles.
  • Sniping. Taking pot shots at enemy units or delivering the Hail of Doom Arrows.
  • Assassin. Taking out lone enemy characters, models.
  • Hunter. Hunting warmachines or small units.
  • Blocker. Marchblocking enemy units by themselves.
  • Disruptor. Sowing terror or forcing enemy units to respond to their presence.
Some of the options for Wargear for these characters are (all assumed to have Light Armour and Shield):
  • Sniper
  • Hunters Talon and Pagaent of Shrikes.
  • Hail of Doom Arrows, Briarsheath
  • Assassin
  • Helm of the Hunt and Sword of Might
  • Helm of the Hunt and Rageth’s Wildfire Blades
  • Annoyance of Netlings, Sword of Might
  • Hunter
  • Helm of the Hunt and Extra Hand Weapon
  • Murder of Spites
  • Blocker
  • Briarsheath
  • Glamourweave
  • Disruptor
  • Blight of Terrors
  • Horn of the Asrai
In addition to this the character can boost the survivability of a small Scout squad and allow it to marchblock and snipe for longer. Opponents will in general send light skirmishing units to take out your Scouts and the Noble can provide a lot of assistance in the ensuing combat.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.

Last edited by DavidVC04; June 18th, 2008 at 16:29..
DavidVC04 is offline  
Old June 18th, 2008, 16:25   #14 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.3.5. Wild Rider Kindred

The Wild Rider Kindred - Mardis Gras, Wood Elves Style
Contributors: Skarsgard, DavidVC04

Strengths
  • Fast Cavalry
  • Get limited Ward Save, true Ward Save and Magic Resistance
  • Attacks count as magical, including steeds
  • Immune to Psychology
  • Great Stag as mount
  • 5+ Armor if horse-mounted, 6+ on Stag
  • +1 Strength on charge (spear)
Weaknesses
  • Severe limitations on magic items
  • Can only join other Forest Spirit units
Uses & Composition
Due to their Kin providing them with many upgrades, the Wildriders tend not to need to buy any more equipment. They pack a significant punch and add more killing power to a unit of Wildriders. However, there are a few choice items that make this Kin even more impressive and increase the effectiveness of their unit as a whole.

Weaponry:
Wildrider characters can only take two of the magic weapons available to the Wood Elf characters:
  • Dawnspear – This allows the Wildrider to protect themselves and their unit by making them harder to hit in combat.
  • Spear of Twighlight – Killing blow can let you deal with heavy armour and enemy characters. But with the 3-4 attacks the character may get you are relying on luck.
Armor:
This is where the Wildriders get hurt. They can only take armour that counts as Light Armour, so no Helm of the Hunt or Shields.
  • Oaken Armour – probably the best armour as it combines nicely with the multiple saves the Wildrider already has.
  • Armour of the Fey - Adds a 4+ ward against magical close combat attacks, which stacks nicely with the 5+ vs. non-magical attacks.
Talismans:
  • The Amaranthine Brooch- excellent item as it provides a ward save against mundane attacks
  • The Stone of Crystal Mere – true ward but can be lost, excellent for Stag mounted characters
  • The Fimbulwinter Shard – makes them harder to hit but would suffer stupidity as would his unit
Enchanted Items:
  • The Moonstone of the Hidden Ways – can get the unit to where it needs to be
  • Hail of Doom Arrows – a sneaky one, the Wildrider Kin doesn’t lose their bow so this item can add a little extra shooting punch from an unexpected source
Spites:
  • A Murder of Spites – extra punch in combat
  • A Blight of Terrors – causing Terror can have its benefits
  • Annoyance of Netlings – allows the character to protect their unit by challenging enemy characters and taking them out of the equation
Tactics
A fairly versatile character but due to the limitations on its wargear its effectiveness can limited. Best used as a support character for a unit of Wild Riders but keep in mind it can join any Forest Spirit unit.

It is important to note that, while heavy-hitting, this character can be very fragile. Direct damage spells and missile fire can spell quick death for him and his Wild Riders (if any). A screening unit of Glade Riders can help bait charges and soak up damage. Otherwise make the most out of any terrain available.

For more on the use of Wildriders refer to their section in the tactica.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.

Last edited by DavidVC04; June 22nd, 2008 at 18:35..
DavidVC04 is offline  
Old June 18th, 2008, 16:27   #15 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.3.6. Waywatcher Kindred

The Waywatcher Kindred
Contributors: Skarsgard

Strengths
  • Benefit from special deployment rules
  • Lethal Shot
  • Extra protection from shooting
Weakness
  • Cannot take great weapons
  • Cannot have a mount
  • No armour
Uses and composition
Very good Kindred for nobles. The Forest Stalkers rule allows you to deploy the character last and you can deploy them as an individual or as a part of a unit of Waywatcher. They can deploy as normal scouts but with no minimum distance from the enemy or can deploy in plain sight up to 12” away. The Lethal Shot is a good ability but very random. Also it is negated when firing from a magic bow or firing a magic arrow.

Weapons
Depending on the role of the character you may wish to consider a magic weapon of some description.
  • Sword of Might. A good generic weapon that increases the characters ability to fight well armoured opponents.
  • Rageth’s Wildfire Blades. Cheap magic weapon, great for dealing with Ethereal creatures like banshees and forest spirits.
Talismans
Stone of Crystal Mere, Glamourweave and the Fimbular Shard are all excellent choices for this type of character. The Merciw’s Locus may seem like another obvious choice as the character cannot take great weapons but when you consider the role of the character and the fact that it should be picking the fights you really shouldn’t engage those types of units with this character.

Enchanted Items
Hail of Doom Arrows springs to mind straight away. The ability of the Waywatcher to deploy and potentially see a target that normally would not be visible allows this items to be used very early on to great effect.

Spites
Annoyance of Netlings and Murder of Spites are very good choices for an assault based character. Pagaent of Shrikes is also good for one that will sit back and snipe. Due to its ability to get close to the enemy units Muster of Malevolents can be a good choice as well. One potential surprise packet is the Blight of Terrors. The ability to force panic checks from Terror on Turn 1 could cause a large headache for your opponent.

Tactics

This fairly versatile character can have several roles.
  • Sniping. Taking pot shots at enemy units or delivering the Hail of Doom Arrows.
  • Assassin. Taking out lone enemy characters, models.
  • Hunter. Hunting warmachines or small units.
  • Blocker. Marchblocking enemy units by themselves.
  • Disruptor. Sowing terror or forcing enemy units to respond to their presence.
Some of the options for Wargear for these characters are:
  • Sniper
  • Hunters Talon and Pagaent of Shrikes.
  • Hail of Doom Arrows
  • Assassin
  • Murder of Spites and Sword of Might
  • Annoyance of Netlings, Sword of Might (Rageth’s Wildfire Blades)
  • Hunter
  • Murder of Spites
  • Blocker
  • Glamourweave
  • Disruptor
  • Blight of Terrors
  • Horn of the Asrai
In addition to this the character can boost the survivability of a small Waywatcher squad and allow it to marchblock and snipe for longer. Opponents will in general send light skirmishing units to take out your Waywatchers and the Noble can provide a lot of assistance in the ensuing combat.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.

Last edited by DavidVC04; November 17th, 2008 at 03:57..
DavidVC04 is offline  
Old June 18th, 2008, 16:40   #16 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.4.1. Orion

Orion, the King in the Woods
Contributors: Remind

Strengths
  • Forest Spirit
  • Causes Terror
  • Spirit of Kurnous
  • The Wild Hunt
  • Hounds of the Hunt
  • Orion's items - Horn of the hunt, Spear of Kurnous, Cloak of Isha, The hawks talon
  • Good amount of wounds
  • Physically strong
  • High leadership
  • Can join units despite being unbreakable

Weaknesses
  • The Wild Hunt (makes it harder for "Shooty" units to get in but still possible)
  • Spirit of Kurnous
  • No additional weapons armor items spites
  • Lord and a Hero choice
  • Must be General
  • Hounds of the Hunt (just because they cost more than base)
  • Very expensive

Uses, Tactics, and Practicality
Orion has a very limited amount of uses because he is a straight up fighter.
  1. Fighting: Orion can be very useful in a fight. Most of his items 2/4 activate on the charge. He is physically strong and he is prepared to rip someone a new one when given the chance. Once engaged you won't see many Characters issue a challenge to this power house. With this comes a liability because you are effectively throwing your general into the middle of battle and since Orion will never run it will give your enemy a chance to set up to a counter charge or possibly try and charge him from behind so be smart when charging head first into battle with this beast. But his unbreakable ability also gives him a liability make sure you charge and enemy you have a good feeling that you can knock over with ease because any marginal combat winning points the enemy gets turns into a wound on Orion which you can use the hounds as a wound scapegoat but that would be a Oh crap situation. Its up to you as well if you take the hounds I personally would every time for the extra protection but sometimes it may not be worth the points depending on your play style.
  2. Support: This is the only other use I could come up with with such a straight forward character. Orion can always support a unit in combat or back them up with the rear charge or just standing within charge range just in case combat goes back. But, as he can support he in turn should also be supported upon entering combat. And the first charge he makes all units within 18" must take a panic test so use that to your advantage whenever possible. He also causes terror so moving him about is also healthy for your army to push back or possibly to shake some units loose to be picked off. Orion is a power house but is not immortal if you pick Orion you will be doing a lot close combat so make sure all units that are in combat have a plan b and always have support units to help in combat units as much as possible.
  3. Practicality: Orion is very expensive in fact one of the most expensive in the WE army so in smaller games it is almost impossible to field him. Would be fun to put him into an army but i wouldn't do so until the army points hit about 3000. Otherwise he is pretty flexible.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.

Last edited by DavidVC04; June 18th, 2008 at 16:48..
DavidVC04 is offline  
Old June 18th, 2008, 16:46   #17 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.4.2. Drycha

Drycha
Contributors: Remind

Strengths
  • Branchwraith
  • Forest Spirit
  • 2 Spites
  • Level 2 wizard
  • Fanatical
  • Drycha's Army
  • Treesing twice per turn
  • Low cost
  • 1 Lord slot
  • Spirit Walker

Weaknesses
  • Must be Army General
  • Lore of Athel Loren Only
  • Drycha's Army (No Non-Forest Spirits)
  • Strong but shouldn't be alone
  • Cannot take Armor, Weapons, Items, or Additional Spites
  • Few Wounds

Uses and Tactics
  1. Drycha, and an army based around her, gives new meaning to running circles around enemy troops. With the Spirit Walker ability, units can move to wooded places on the battlefield instantly. This, combines with the Drycha's Army ability, allows you to outflank and flat out move circles around the enemy with ease. However, this ability is contingent upon having multiple pieces of forest terrain on the board.
  2. What Drycha lacks in all out physical bashing ability she makes up for in her wizardry. Drycha generates 2 dispel dice, and can Treesing twice per turn as bound spells (making 3 total Treesinging attempts per turn, if Treesinging is taken as a spell). This is one of the many reasons she should not be left alone - if she gets picked off by the enemy, you have lost a very important caster as well as your general. She can be good in combat but one must be mindful of her low wounds.
  3. Drycha serves as a perfect leader for a unit of Dryads. She needs to be in a unit to take full advantage of Spirit walking ability. Even though a unit of Dryads led by Drycha can be a force to be reckoned with, you will still want to use her as support. It is recommended to restrict charges from a Drycha-led unit to flank and rear to limit her exposure to challenges. Although she becomes better in combat as she starts to take wounds, this ability should be regarded as a last-ditch effort.

Practicality
While it is very possible to make a successful army based around Drycha, doing so leaves extremely limited potential for ranged attacks. Drycha’s army is pure speed and mobility. Its success is based around distracting your opponent with tough units (Treekin and Treemen) while flanking and performing shock attacks with Dryads and Wild Riders. Drycha’s army works very well at 2,000pts or less, though its one-dimensional nature begins to become a burden at 2,000+ pts.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.

Last edited by DavidVC04; June 18th, 2008 at 16:48..
DavidVC04 is offline  
Old June 18th, 2008, 16:57   #18 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.4.3. Naestra & Arahan

Naestra and Arahan- Sisters of Twilight
Contributors: Remind, Cyric the Mad

Strengths
  • Sister-Twins rule
  • Master of Wild rule
  • Bow of Arahan
  • Bow of Naestra
  • Lots of wounds spread across models
  • Special mounts - Dragon or the Eagle
  • Viable in smaller games with the eagle
  • Fly (if mount is alive)
  • Dragon mount comes with his own special set of rules Large target,Terror,Fly,Poison Breath, Scaly Skin(3+)

Weaknesses
  • Very expensive (mostly because of the dragon)
  • Special character, so no weapons items armor or spites
  • They cannot be the general
  • Dragon mount takes a hero slot
  • No armor or ward saves at all (for the sisters)
  • Both sisters are pulled in during a challenge which can tend to be problematic

Uses and Tactics
The sisters can be used in a number of ways:
  1. The sisters can draw ranged fire with little fear of long turn damage. Both sisters must be killed in the same phase. If at the end of any phase either sister is alive, both characters are returned to their starting wounds. Remember that they are fragile characters, so dishing out enough hurt to bring them both down in a single phase is not impossible. The mount does not benefit from this special rule – if the mount dies, the Sisters become skirmishers, making them vastly more vulnerable.
  2. They can clean up or help clean up small units. The unit (Sisters and Mount) is strong enough physically and ranged to where if a small unit or a fleeing unit gets away from you the sisters can be right there to help with clean up. This must be done carefully - you don't want to put yourself in a dangerous situation to be counter charged by a lot of units or put yourself in range of lots of projectiles.
  3. Going Hunting- same with small units but going after war machines and other loose characters. The same set of guidelines would apply with this as above - be smart about it. Don't put yourself in a bad place if you don't have to.
  4. Support Support Support - this applies mostly if the Sisters are mounted on the dragon. The Forest Dragon is a large creature, which means you can see over most things within reason. With this you can use your sisters to jump into a fray from behind or help a unit brace for a charge by helping dwindle its attackers down - possibly taking it out before it even gets there. As there is always a downside large creatures make it easier to hit so while helping a unit going to be charged make sure not in range of a ranged unit and stay behind the unit to be charged if possible or if on the dragon use the terror effect to your advantage. If you plan on jumping into a fray maker sure the enemy unit doesn't have a commander or character in it that will pose a threat to the sisters with no armor or ward save it ends up bad if you get hit to many times.
  5. Blocking war machines - The Sisters can be used as a march blocker early on. Using the Sisters in this way may not be easy and you will want to be extremely cautious while doing so.
  6. With the bow of Arahan and the dragon's breath you can effectively use the sisters as a highly mobile war machine. Naestra's bow will hold units in place, making them further targets for your other ranged attacks. These attacks look good on paper, but they can be extremely situational. If you choose these tactics, be extremely careful because these moves are a bit more risky than the others - one wrong move and you have just given your enemy a lot of VP's!
Being a high-cost unit that requires practice to use well, using it in an important match may be a gamble. The high cost of this unit dictates that at least part of your overall strategy be based around its inclusion. However, once mastered this unit could be one of the most deadly in your force. This unit can be used in smaller games if taken with the eagle instead of the dragon; the forest dragon mount is not recommended in games with less than 3,000pts. The Great Eagle mount could be used in 2,000pt games, but the effectiveness of the unit decreases disproportionately to the points saved. The Sisters are vastly better with a Forest Dragon mount.
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.
DavidVC04 is offline  
Old June 18th, 2008, 17:05   #19 (permalink)
Shazam!
 
DavidVC04's Avatar
Join Date: Nov 2004
Location: Wayward, Texas
Age: 36
Posts: 9,254
Blog Entries: 1
Rep Power: 135 DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.DavidVC04 Relax. You have achieved enlightenment.
Librarium Online Painting Contest Librarium Online Painting Contest VoteWar 
Total Awards: 3
Default 1.4.4. Skaw

Skaw the Falconer - Love Your Pets, But Don't Love Your Pets
Contributor: ArchonFarseerGuy
The rules for Skaw are available HERE

Strengths
  • Speed: This guy can move around the board very quickly, and can cavort difficult terrain without penalty. With his speed and mobility, he is very easy to charge with.
    Attacks: Against small units, he really comes into his own. Skaw has no less than 7 attacks, making him a frightful killing machine.
  • Ability to get into combat: With a 4+ Armour Save against shooting, and counting as a character, he will often be able to close the gap when he want to.
  • Shooting: Not game-winning, but not to be sneezed at. Three S4 shooting attacks that always hit on a 2+ could kill enough to swing that Panic test or destroy the last of those pesky Fast Cavalry.
  • Combat: Like most other WE units, Skaw cannot easily fight combat on his own. However, when he is in combat, he always strikes first.

Weaknesses
  • Vulnerability: Watch out for Artillery of any description here, which will kill Skaw easily. Also, try not to get in front of any missile units unless you're behind hard/soft cover. Likewise be careful about attacking buildings. I once lost him to a unit of 10 Chameleon Skinks in one turn because my opponent got lucky with his return attacks (they were in a building so they could have 10 of their number strike), as he has no armour except the Feather Cloak (which works solely at range).
  • Special Character: Because of his Special Character status, you need your opponent's permission to use him, which I no longer expect to get (my opponents hate him).

Tactics
Skaw is a Wood Elf character. DON'T expect him to last long to attacks and DON'T use him unsupported (with a few exceptions). He can dish out lots of damage but can't take it in return. Just remember this when using him.
  • Alter: As an Alter Noble, all tactics that apply to them apply to Skaw.
  • Warmachine Hunting: At M9 and a lot of attacks, there's almost no-one in the entire game who's better in this job than he.
  • Cat-and-mouse: He can easily avoid charges, allowing him to skp merrily around the board whilst his hawks do the damage (actually a very good tactic if you can take out an enemy unit whilst your at it).
  • Character Killing: The Whip of Skaw says it all. He will almost always beat any lone characters in combat (or shooting for that matter). Even if they charge, he should still come out better off (just don't tell your opponent that he strikes first until he's in combat). Against Tomb Kings or vampire Counts, he can be a game winner. take out the General/Heirophant/both and watch the fun!
  • Support: An obvious Wood Elf tactic, but remember that he could easily do enough wounds to not only swing the combat in your favour, but also to force them to flee.
  • Elimination: I hate facing Detachments (Empire, if you don't know), so what can I do? Enter Skaw. He should be able to take out any combat detachments in one or two turns. Those Spearmen aren't so scary once the Free Company can't flank charge. Same goes for missile detachments, just try not to take on more than 5 shots (even 5 shots may be pushing it). Facing any small units, he does extremely well (as in, 10 models or less, but please use some common sense here- don't charge 10 Knights).
__________________
*************************************************
"'Yay! Horsey doovers!' he shouted before biting into it." --Exarch Thomo.

Last edited by DavidVC04; June 18th, 2008 at 17:10..
DavidVC04 is offline  
Old June 18th, 2008, 17:12   #