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i wanted heavy magic good shooting and good close combat in this list but I didn't want to waste points on an archmage.
mage lvl2seer staff
mage lvl2 dispel scroll
dragonmage lvl 2 ring of fury silver wand
15 spearmen standerd
10 sword masters musician standerd
10 white lions musician standerd
15 white lions guardian standerd banner of sorcery
one big line going across. flyers go mchine hunting
what do you think?
Last edited by goliath; October 12th, 2008 at 13:33.
It is a decent list, I never leave home without at least 1 eagle.
I suggest giving full command to the White lions and leaving the Sword Masters without it, the White Lions are more likely to need the extra attacks.
You will have to try pretty hard to convince me that an archmage is a waste of points but you have managed heavy magic, good shooting and very good close combat in theory.
I have never played a list like it so I camment on its effectiveness though.
ok I edited it what do you think?
It is ok, something about it still seems strange but I can't put my finger on it.
I think losing a bolt thrower is a mistake but I can't find any other way to fit in an eagle either. Maybe just have one of the units of White Lions as 7 with only a gaurdian.
Then you can afford a bolt thrower and one eagle. Eagles do work best in pairs though.
Hmm... seems solid, but like I always say- there's more untapped potential in this list.
1st: what's the point of your spearmen? Right now, you have 23 of them, and I can't see that adding up equally into ranks of 5, without adding in two of your mages. I would consider that a BAD idea, because that makes that unit a HUGE and sadly (elves without wards) a very SQUISHY target. Two mages in one go? Sign me up to charge that unit and start issuing challenges. I think that your Lions could hold the line quite well on their own.
My suggestion to fix it? Drop your spears and put in units of 11 archers, or put the mages on mounts and field units of 10 archers instead. That gives you protection for 3 of your mages. The other mage will need to find a safe-haven of his own.
2nd: Survivability Issues- Again, I understand the choice of GreatSwords for your flankers, as their weight of attacks can swing a combat. However, you might consider swapping them for White Lions, who can survive shooting a little longer. You will find that statistically, S6 yields almost as many kills as 2 S5s. I would make the large unit into swordmasters, as their numbers will let them last longer against the incoming shooting, and mages can focus wards on them, leaving the several smaller- more resilient Lion units- to fend for themselves.
3rd: I see that you are looking to hunt warmachines, however, with a shooting/magic heavy list, you can likely deal with them on your own. Might I suggest therefore, dropping your Shadow Warriors in favor of putting their points to use elsewhere? If you find that you have enough points to make use of my suggestions, and still have the Shadows, I'd still drop them. Dropping those shadows, the Lvl2 (with the Ring), and the Lvl1 (Naked), you might be able to milk enough points to get a Dragon Mage. A Lvl2 Dragon Mage with the Silver Wand and the Ring of Fury will potentially lay out 5 Power Dice plus a Bound Spell. This will also give you another Flier for warmachine hunting.
4th: I have never quite liked Musicians, it's a personal thing, but they only break ties, and grant a +1 to Rally. If the swordmasters are flankers, just put one musician in the 'anvil' unit, and that will win the combat for everyone involved. Elves have a high enough leadership that they will rally on their own almost every time. It's a couple points that you could save and use elsewhere.
Finally: for tactics, why not charge EVERYTHING (except missiles of course)? You've no real need to gaurd your flanks if you are advancing. If you left the 10man's behind, the enemy will be drawn onto the large, attacking units and will be able to flank and destroy them. Losing those units would punch a hole in your center, creating an opportunity for a possible counter attack. If you have everything advance, you are attacking along a wide, unified front, and that 'defensive line' that you would normally have, is simply further up field.
I'm not quite sure why you would charge in the first place though, as your magic and shooting gives you quite an effective defensive stance. Remember- the sooner you get into Hand to Hand, the less turns you get to shoot things, and therefore the less effective your missile units become.
hmmm some good suggestions there captainsarathai ok I will edit it I forgot that the one with the ring of fury is level 2
I like that list. I'm guessing that at this point, both mages are hiding with the archers?
Only thing I can see is that you have 15spears now. That's a signifigant decrease in effectiveness, as they are now only going to total a +2 rank bonus if they attack unscathed, and +1 for their banner. You're relying heavily on kills. With spearmen, it's best to stick to 20.
I think that you should perhaps try the list in both guises, and see what is working and what's not. People will be in and out of this thread making suggestions, you'll fix something to appease one person, and another will tell you that it's still wrong. Remember, the important thing is to find what works for you.