I'm starting to toss around ideas for my votewar army, and I've come up with three possible options so far. Feedack is appreciated. The armies are 2000pts.
Option 1: Solid Blocks - The idea behind this one is advance slowly and try to draw the enemy to me. It's a good idea, but rarely works.
HEROS: -Highborn Rhymer's Harp Great Weapon Light Armor Annoyance of Netlings
-Noble Wardancer Kindred Moonstone of the Hidden Ways
-Noble BSB
CORE:
-3x10 Glade Guard
-2x8 Dryads
-19 Eternal Guard (joined by Highborn and BSB) Full Command War Banner
SPECIAL: -8 Wardancers (joined by Noble)
RARE:
-Treeman
I'm going with the mobility list. I like eternal guard like there is no tomorrow, but I'm afraid that you are too weak on magic. The second list is made more versital with a great eagle and scouts.
I think it would be a strong list - most of the army already has MR1 and I'd have 4 dispell dice. I dunno though. Could it be that you're trying to talk me into a list you can beat? Pretty sneaky :shifty:
In a votewar I would prob vote for the 3rd one as Special Characters kick a$$!!!
Actually in a tournement or on a battlefield the 3rd army can be undone very quickly. The 2nd list is what I mainly see from WE players so be a bit different.
You, sir, are untrustworthy in these matters. I shall listen to your deception no more.
Bleyden said:
In a votewar I would prob vote for the 3rd one as Special Characters kick a$$!!!
Actually in a tournement or on a battlefield the 3rd army can be undone very quickly. The 2nd list is what I mainly see from WE players so be a bit different.
Yeah, the way I see it is the votewar is a chance to at least pretend to try something new. The end goal does not always have to be victory. My final list may end up being a modified version of the orion list. I'm also toying with including the sisters of twilight.
The 2nd list will win the most games, but Orion is buff and has his magical harpoon of the forest.
What the 3rd list needs is some Glade Riders to set up flee responses and subsequent charges for the Wild Riders. None of your units can flee a charge and that's a detriment.
Drop 3 warhawks for 5 glade riders. 5 wounds versus 6 so a loss there, and 5 shots versus 3. Plus a musician which WH's can't have.
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