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I think the list more or less speaks for itself, but as I haven't had the opportunity to play a game with it yet, not sure how good or bad it is. Clearly it's really small, even by HE standards, but I think the power that comes from the magic and shooting phases can make up for that. If you're not interested in special characters, a level 4 Archmage with the Book of Hoeth riding a Barded Steed is a sufficient replacement, although that leaves me significantly under on points compared to this list (if you can't do the math in your head, the difference is 5x the point cost of Armor of Caledor + 1 ), which is currently exactly 2250, so you'd need to propose what I should do with the extra points.
Also would be curious as to which Lores you'd suggest I take for each wizard (in general I mean, obviously you wouldn't take Lore of Life on a board with little terrain)... at least 2 need to take High Magic, I think, but after that, not entirely sure...
Constructive criticism would be greatly appreciated!
15x Swordmasters, FC w/ Armor of Caledor for Chp.
15x Phoenix Guard, FC w/ Helm of Fortune for Chp., Banner of Sorcery for Std.
Teclis (deploys with PG)
Lvl 2 Mage w/ Sacred Incense, Dispel Scroll (deploys with SM)
Lvl 2 Mage w/ Trickster's Pendant, Dispel Scroll (joins RBT crew)
Lvl 2 Mage w/ Annulian Crystal (joins RBT crew)
Ok, there is small, but this is rediculous. Yes you have a very solid magic phase, but beyond that, this army doesn't have the numbers or the fighting skill to carry the day.
If you wanted to run this as a theme army, I would suggest that Teclis always takes the lore of life. The Howler wind spell will save your troops from everything but war machines. You have no way of stopping marching, so the others will have to be destructive spell lists.
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I'm gonna say this now, before you get replies galore, but unless you're playing in a relaxed atmosphere against perhaps your friends, no one is going to want to play against this.
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Quannum, funkin' out in every way. Since 1987.
I would'nt mind playing against it (although the number of points is quite strange.) So what theres a lot of missiles and magic, in combat It's going to be sluaghtered. The sms will die from missile fire (unless mabye you can pull off the howler wind) or will be sluaghtered by hordes of stuff. Against an army made for anti magic you are fairly screwed.
. "Stop complaining ponce and hit stuff with yer shiny new axe"
Hehe... I did forget about Howler Wind... you pay so much attention to the terrain spells in LoL that you miss the other stuff. Actually, Rain Lord would help as well, in that it can put the war machines to shooting at 50%.
However, I wonder if LoH wouldn't be better for Teclis to take.. the LoL spells are cheaper and the Level 2s can cast any of them. The three unlimited range kill spells are all harder to cast but very effective, Second Sign is obviously fantastic with RBTs likely taking a significant number of single shots, and the ward save vs shooting would help the Swordmasters vs the war machine fire. Pretty much the only bad spell on the list is Portent, and even that may be useful. The only problem with that strategy is that you might take LoL on all 3 of the level 2s and not get HW or RL, and then you're probably pretty upset. I suppose a solution to that is to have the level 2 with the Pendant take Seerstaff instead, and then the other mages can just take whatever.
With regard to Pentathus's comment, there's a reason the Swordmasters are accompanied by the wizard with Sacred Incense. I realize its not a 2+ ward save vs shooting, but you have to work with what you have. I fully recognize that if my opponent manages to get 3 solid combat units across the table without disruption, I'm going to have a problem being that I only have 2 combat units. But that being said, if they DO get that many solid troops across the table, it's probably because I had one REALLY bad turn of magic / shooting, or I screwed up and picked the wrong targets.
Swordmasters and Phoenix Guard aren't exactly awful either... and ASF should help a lot. As long as I can prevent either unit from getting multi-charged, against all but the best troops, either unit should do OK just fighting against 1 unit. In both cases I'm starting with static CR of +3 (Std + 2 ranks), and I get to attack first. Even against 10 Chaos Knights with FC, I'm not in terrible shape. He starts out static CR +2. My champion challenges his to prevent his from being able to kill 2 guys. 3 attacks at 3s to hit, 3s to wound, 4+ save for him. Averaged out I get the kill about 67% of the time, the 33% that I don't, he has 2 attacks with 4s to hit, 2s to wound, and I have a 4+ save (thank you, AoC). Averaged out, he'll get the kill 33% of the time. His horse needs a 4 to hit, and a 3 to wound and I have a 3+ save, averages out to about 22%. So overall its something like 67% HE kill, 16% Chaos kill, 17% Draw. The rest of the Swordmasters have 8 attacks at 3's to hit, 3's to wound, Knights get a 4+ save... averaged out about 1.8 kills. For the sake of argument, we'll assume I only get the one kill, 3 Knights attack back, 4s to hit, 2s to wound yields 1.25 kills, no save, 3 horses get 4s to hit, 3s to wound with a 6+ save yields another 0.83... it's fairly close here, so we'll asume the HE get 1 kill and Chaos gets 2 from normal troops, so both sides have CR of 4 before Chaos gets +1 for outnumbering. Depending on what happend with the Champion challenge, on average combat is drawn 67% of the time (I assume both sides have musicians), HE lose by 1 17%, or lose by two 16% of the time, and this is assuming the Swordmasters only get 1 kill from their average of 1.8... obviously sometimes crazy shit happens, like my Champion kills the Chaos Champion and the other Swordmasters get 8 hits, 6 wounds and the Knights crap out on their armor saves and lose their front rank before they can fight back, but that's balanced by the occasions where the Swordmasters whiff and the Knights get 5 or 6 kills. And in this case, the longer the combat goes, the bigger the advantage for the Swordmasters, as they have ASF, they don't lose any S bonus on their swords, and the Knights lose one of their static CR as soon as the Swordmasters get a kill and the Knights are no longer 5x2.
Anyways, the math comment is just an example, obviously there are things a lot tougher than 10 Chaos Knights. But if anything better than that gets across undamaged, something really bad happend and I'm probably going to lose anyway. All that being said, any actual suggestions besides scrap the list and work on something else?
Personally I don't like the list but thats just becuase of my play style. Test it and tell us if it's any good.
. "Stop complaining ponce and hit stuff with yer shiny new axe"