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Looking for some feedback on a 3000-point HE army against all-comers. It isn't for a tournament, so I've classified it as friendly, but generally my opponents are very skilled (at least relative to me) and put together unfriendly lists, so I wouldn't be too concerned about hurting their feelings. Left Teclis out on purpose, however.
Core -### (not putting this because otherwise you could back into Rare with some simple subtraction)
Spearmen x 40 (run 5 across, 8 deep as a tarpit)
- Standard Bearer with Gleaming Penant
Archers x 30 (run 10 x 3)
- Standard Bearer
Special (1419 pts.)
Phoenix Guard x 27 (run 7 x 4)
- Standard Bearer with Banner of Sorcery
Sword Masters x 21 (run 7 x 3)
- Full command with Banner of Eternal Flame
White Lions x 13 (run 6 x 2 with an extra)
White Lions x 13 (run 6 x 2)
White Lions x 13 (run 6 x 2)
Rare (### see above comments)
Great Eagle x 3
Heroes (344 pts.)
Noble w/ BSB (in Phoenix Guard)
- Great weapon
- Dragon armour
- Talisman of Preservation
Level 2 Mage (in Archers)
- High magic (the base spell and drain magic could be useful at a minimum--open to suggestions here, though)
- Sigil of Asuryan
Lords (335 pts.)
Level 4 Archmage, the General (in Archers)
- Lore of Life
- Annulian crystal
- Talisman of Protection
Total points: 2,998
The aim of the build is increased mobility. The Spears and PG are the primary anvils while SMs and 1 or 2 WLs act as the hammer. The remaining WL is there for flank support and hopefully getting into any war machines or other juicy targets. Great Eagles' purpose is more or less obvious, but the number may be excessive. I've had some good luck with carrying 1 or 2 and my hope is that if I can get 2 into an enemy it might do some damage or at least stick around through my CC to keep a unit gummed up.
Any thoughts are welcome.
This is one of themore well rounded 3000 pt armies that I have seen. You have done a great job maximising on special infantry.
My initial concerns were around your core, 5x8 is very deep with a lot of body bags at the back, it will allow it to serve its purpose as a tarpit well but will not be able to go toe to toe for long as it will rely on steadfast to stay in the fight. 30 Archers is also a bit odd but I have seen it used before as a bunker, scary enough to deter most flanking and hunting units.
I was thinking that you may have the SM and WL backward, but that depends on the potency of an opponents shooting phase and playstyle, 1 unit of SM is easy for your mage to protect and the 3 units of WL have a touch more protection with thier lion capes and by not being SM, if you find the WL getting hammered switch them to SM, who can tip the scales with less in a combat.
I think I would give your Noble Armour of Caledor, atm he is 5/6 on his save so easier to kill than the unit he is with, which may leave him dead sooner than you intend.
Finally I would be tempted to put the AM in the spears or SM so the the base spell can be cast to keep that unit alive and provide them with regen at least initially.
Thanks for the quick reply and the analysis.
Sorry I confused talisman of Preservation and Protection. I agree with the change you proposed.
Since you have now freed up the talisman of Preservation you could shift that to the AM, so he will have a 4++. The issue then becomes around how many wounds can your opponent do to him between your magic phases, where he can heal back his 2 wounds hopefully. The other option is to take Foliariths Robes to keep him protected from mundane attacks and therefore safe from all but demons and a few characters which is an option for a mage that may end up in combat. I think this is better with life as the regen save can be used instead of talisman of preservation to make the mage Ethereal with a 5++, this also applies to the ward in High magic potentially although that should be on the SM for most of the game (just toss a single dice at it and it should not get dispelled and get through most of the time from your L2).
To free up the Points for the items on the AM move the Skeinsliver to one of your unit champs, probably PG to carry.
The 2 units of WL is an idea, I honestly don't know whats better, 18 WL can be used as an Anvil if your opponent tries to be tricky and charges them. I think it mostly depends on your opponent as to how they react to seeing SM and WL, will everything be directed at the SM because the are scary or will they select targets more carefully and try and disrupt your battle plan by whittling the better defended WL down. You could go 18, 9, 9 or something weird like that, deploying your WL 4 wide so they take up minimal space and you can flank more easily but they have 0 ranks. Bit of a different idea anyway, but may help in a larger game. The WL aren't there for the ranks anyway.
Now I just need a game. ;-)