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  1. #1
    Son of LO Manu_Forti's Avatar
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    2000pt balanced

    Hi,

    I made up this list for use on LorenzWHFB. Im getting sick of all the stupidity tests my DE have been failing, so I wanted a more reliable army to have on ocassion.

    Its a fairly balanced take all comers list, with decent strength in all 3 phases. Let me know what you think.

    HEROES
    Commander – 109
    -Armour of the Gods
    -Halberd, Pure of Heart

    Commander, BSB – 196
    -Heavy armour,
    -Elven Steed, Ithilmar barding
    -Battle Banner

    Mage, level 2 – 180 (uses death magic - Dark hand of death & Wind of Death)
    -Seer, Powerstone

    Mage, level 2 – 180 (probably uses High magic)
    -Jewel of the Dusk
    -Ring of Fury

    CORE
    23 Spearmen – 283 (+Mage)
    -Full command

    10 Archers – 120 (+Mage)

    6 Silver Helms – 184
    -Musician, Standard, Warbanner
    -Heavy armour, Shields

    SPECIAL
    17 Sword masters – 301 (+ Commander)
    -Full command
    -Banner of Sorcery

    5 Dragon Princes – 215 (+BS
    -Full command
    -Banner of Ellryion
    -Champion has Helm of Fortune

    RARE
    2 RBTs
    1 Great Eagle

    = 2018

    7 Power dice + D3 + 1 bound spell
    4 Dispel dice + Drain magic

    Im not sure what to drop to get rid of the extra 18 points. Maybe some command ?

    The mages item set ups are the only real area of doubt for me. The idea at present is to have 3 strong magic missiles to dish out damage, while also having Drain magic to compensate for not having scrolls or a high number of Dispel dice (the +1 helps a little but not much)

    I'd love to have a pair of chariots in the list, but just dont have the room. Perhaps I could drop the bolt throwers for them, & rely on the magic missiles for my ranged damage? Would also be 30 points cheaper.

    General idea is to use the list agressively. I have 2 fairly strong infantry blocks to attack units head on, and have a unit of cavalry as flank support for each of them. With the Dragon Princes being capable of attacking head on if no flanking is required.
    Backed up by some shooting & magic. Eagle for march blocking / charge baiting & attacking war machines.
    Dragon prince champion will issue challenged to keep BSB a bit safer, having a 1+ re-roll save himself.

    Thoughts?

    Question: Are the High Elf Honours (Seer, etc) included in the magic item point allowance? or in addition to it?

    Cheers

    Last edited by Manu_Forti; September 13th, 2007 at 04:02.
    Dark Elves - Game #28 vs High Elves: Draw
    W L D
    21 5 5

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  3. #2
    Blood & Souls for Khaine! flameseeker574's Avatar
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    wow high elves, anyways the list looks good,and although you dont have chariots its still a balanced list and i dont think you will need them that much.You already have 2 soild units of heavy cavalry so they will probaly suffice. As for the extra 8 points, i would drop the music on the dragon princes as they will already be testing on ld 9 which should keep them safe.

  4. #3
    Senior Member Allonairre's Avatar
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    Quote Originally Posted by Manu_Forti View Post
    Hi,

    Mage, level 2 – 180 (uses death magic - Dark hand of death & Wind of Death)
    -Seer, Powerstone

    Mage, level 2 – 180 (probably uses High magic)
    -Jewel of the Dusk
    -Ring of Fury
    You know that there are other lists that you can use not just death, Fire magic has the same two spells but they hurt flamable things more.

    I think that it can be a waste to use seer to get magic missile spells particularly the death spells as there are some much more useful spells for high elves around.

    Wolf hunts or unseen lurker to get your eagles or dragon princes into combat with warmachines turn 1. Flames of the Phoenix for that big unit of demons. Rainlord for any black powder army. Crown of Taidron because you never really liked your high elves surviving hang on scratch that its a bad idea.

    The best thing about high mages is their flexibility and their ability to augment your own units. That is just an opinion though and there is something nice about blasting the crap out of an opponent.

    Other than that there is nothing wrong with the setup but don't depend on it too much as you will no doubt here 2 mages may not be able to cast that much in the first few turns.

    Quote Originally Posted by Manu_Forti View Post
    Question: Are the High Elf Honours (Seer, etc) included in the magic item point allowance? or in addition to it?

    Cheers
    Answer: You have done it right as far as I have always played, honours are included in the 50 points for magic items.

    I have a question of my own not really related but
    Spirit of the forge states that 2d6 models in the target unit will be affected (randomise hits like shooting)

    Does this does this mean that a unit of 6 models can only be hit 6 times, it kind of makes sense with the description of the spell why bother boiling the armour twice and because they bothered to specify models rather than simply hits like normal.

    Thanks in advance

  5. #4
    Benevolent Dictator CaptainSarathai's Avatar
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    This is the usual mixture for HE. Infantry and Cav in equal measure. So when it comes to composition, I noticed that you made a few minor error (in my opinion only).

    Firstly: why are you using a battlestandard bearer? They really have no great effect, especially with the sheer amount of cavalry that you have, and the elite core of infantry. You'd be better to give your Sword Masters a Blademaster with the Bessed Tome. That will give any close-by units a +1 leadership.

    The commander with the haldberd is rather interesting and original, but armor of Heroes isn't as useful as it appears. This hero should be the one with the horse, and a lance, and something tastier from the magic department. Our commanders really aren't very good fighters, but if they are made for Close Combat, they are better on horseback, for the charge bonus, and the extra armor.

    Drop the ring of fury on that mage, give it to the DP instead of the Helm. He'll get more use out of the ring since he can get closer to the enemy. The mage would do good with seer or channeller. Also, you should drop the powerstone. The normal setup for HE mages is either Seer Channeller, Silver Wand, or Scrolls. Instead of standing the mage with the archers, put him on a horse so he can use that short-ranged magic more quickly. Just remember to duck out of the unit the turn before you charge.

    If you want to drop some more points, you really don't need those ten archers. With two RBTs, you pretty much have shooting pinned down. With the points, you could add another eagle, or try to weasel in another 6 Silver Helms.

    If you have any leftover points, it would help if you made that unit of spears 24 models strong. And add in another DP, so that they have a frontage of six.

    All in all, the list is very good for someone who's new to HE, and it shows that you've read up on your tactics and strategies. My suggestions are just the little things that get taken for granted.

  6. #5
    Son of LO Manu_Forti's Avatar
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    Firstly: why are you using a battlestandard bearer? They really have no great effect,
    Well, he's mostly there for the battle banner, which makes the DP's able to charge things head on and win, rather than flanking. Also re-rolling break tests & +1 CR is nothing to sniff at for less than 30 points.

    The commander with the haldberd is rather interesting and original, but armor of Heroes isn't as useful as it appears.
    Its actually the Albion item, armour of the gods. 3+ save & +1S. not bad for a character who wields a 2 handed weapon at S6 striking in initiative order (good thing for elves), while still having a good save. Normally a character on foot would need a shield to get a decent save.

    It essential does the same as the setup of giving him Swordmaster honor & great weapon, but a better save.

    Drop the ring of fury on that mage, give it to the DP instead of the Helm. He'll get more use out of the ring since he can get closer to the enemy.
    Eh, I think the ring costs more points than the Drakemaster is allowed to have.

    The mage would do good with seer or channeller. Also, you should drop the powerstone. The normal setup for HE mages is either Seer Channeller, Silver Wand, or Scrolls. Instead of standing the mage with the archers, put him on a horse so he can use that short-ranged magic more quickly. Just remember to duck out of the unit the turn before you charge.
    Ive tried this, but it becomes a big problem if the enemy has any shooting. = dead mage, and with intrigue at court, possibly dead general.

    If you want to drop some more points, you really don't need those ten archers. With two RBTs, you pretty much have shooting pinned down. With the points, you could add another eagle, or try to weasel in another 6 Silver Helms.
    I know they arent 'needed' and wont do a ton of damage, they are mostly a home for one of the mages. I find putting wizards in units of CC troops to be risky.
    But I'll consider this.

    If you have any leftover points, it would help if you made that unit of spears 24 models strong.
    Make it strong? how? it has full ranks, full command and a frontage of 6. Are you suggesting to take more than 24? it becomes expensive.

    Add in another DP so they have a frontage of 6
    They have a front of 6 if you include the character

    All in all, the list is very good for someone who's new to HE, and it shows that you've read up on your tactics and strategies. My suggestions are just the little things that get taken for granted.
    I think that it can be a waste to use seer to get magic missile spells particularly the death spells as there are some much more useful spells for high elves around.

    Wolf hunts or unseen lurker to get your eagles or dragon princes into combat with warmachines turn 1. Flames of the Phoenix for that big unit of demons. Rainlord for any black powder army. Crown of Taidron because you never really liked your high elves surviving hang on scratch that its a bad idea.

    The best thing about high mages is their flexibility and their ability to augment your own units. That is just an opinion though and there is something nice about blasting the crap out of an opponent.
    This is a very good point. Im used to only using Shadow, death & dark, so I dont know much about the other lores. I'll have to study up on them, so that I can choose the right lores/spells for the right situation.

    Thanks for the comments

    Cheers
    Last edited by Manu_Forti; September 13th, 2007 at 23:21.
    Dark Elves - Game #28 vs High Elves: Draw
    W L D
    21 5 5

  7. #6
    Son of LO
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