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Well my friends, let us see what you all think of my list writing...
Let me outline the Tourney first.
The first 2 games are at 350pts, and can only include a Warcaster/lock, Warjacks/beasts, and 0-2 solos OR units (ie: 1 solo and 1 unit, 2 solos or 2 units).
The third game is at 500pts, and has to include all of the 350pt list.
The fourth (and final) game is at 750pts, and must include all of the 500pt list (although your caster can go epic, if you pay the extra points).
The first scenario is straight up caster kill.
The second scenario is essentially mosh-pit (14" diameter circle in the center of the board, from turn 3 onwards you win if your opponent has no models inside the circle at the end of your turn).
The third scenario has a large based objective deployed 4" in front of the center of each players deployment zone. The have def10, arm18, and 40 damages boxes. They cannot be damaged on turn 1, by any means. The first player to destroy their opponent's objective wins.
The fourth scenario splits no-mans land into 6 equal segments, 3 either side of the half-way line (ie: 3 16x14" rectangles on each side of the field). The first player to control two of these in his own half, and one in his opponent's half at the end of turn 3 (or later) wins.
So, the lists:
Total: 343pts (14vps)
This list is pretty tried and true, I think. It is pretty effective at grinding through troops, or assassinating. Baldur can make an assassination run on his own pretty effectively, especially if their is wooded terrain on the table. Without it, or if my opponent insists on playing waaaaaaay back, the wolds are able to mix it up with the best of them, especially with the option of casting stone skin on them (for 2 pow17 fists, then a pow13 slam).
The Sentry Stone is there to remove (or not remove, if my opponent tries to get smart) fury, and to make a forest for Baldur to teleport into. Also, Mannikins are amazing.
The Shifting Stones give me more options for moving things around unexpectedly, as well as healing the wolds if required (in addition to Baldur healing them, this is somewhat awesome). They can also move the sentry stone around, giving me the option of getting woods up to 19" away from where it currently is. This spells death to an unwary caster.
I think the list also has some nice abilities in the mosh pit game, with Baldur able to completely deny almost the entire area with his feat, and undergrowth making life very difficult for people, if needed. Add in chain slams, and suddenly we're cooking with gas.
Total: 492pts (18vps)
This list has my biggest 'tourney slant' in it.
Basically, I am hoping to win on my first activation, in turn 2.
The 10 Bloodtrackers, with Stone Skin cast on them (yes, they can still Ambuscade), will do their thing at the objective. The should do, on average rolls, 5 damage each, from up to 16" away from it. That should win it for me.
If it is obvious that this plan isn't going to work (opposing advance deployers poised to kill off the Bloodtrackers, trencher smoke, etc etc...), the list starts to operate as usual. The Bloodtrackers are equally able to do serious damage to almost anything my opponent puts within 17" of them (16", if I'm using Stone Skin), and can make for an awesome 'Alpha Strike', wiping out key models in turn one.
The Woldwyrd is basically an auto-include for me, in games of this size or greater. The animus is amazing, and the often-overlooked Witch Hunter ability has saved my ass more than a few times (my favourite is still blasting one of DMC's Greylord Ternion as he tried to Ice Cages Kromac...).
Again, a bunch more tricks added.
The Woldwatcher adds a solid 'gun' to the Bloodtrackers glass cannon, and has an animus made out of pure, undiluted win.
The Blackclad is one of my favourite models, and adds real utility to the army. People don't normally expect to see units charging completely through forests, or woldwardens going 11"...
The Ravagers are fantastic fun to use, but probably the weakest element here. Having so many points in a unit that can fail utterly (oh noes, it's cryx! no heart tokens for me!) is not awesome. On the other hand, they can be pretty solid and survivable with Stone Skin on them, and a unit of shifting stones behind them, healing them as they go...
Speaking of which, I had 22pts spare, so I added another unit of them. Shifting Stones, that is.
I'm pretty happy with them, I think they should be quite cool, and definitely good fun (which is the important thing).
The 750 list is the one I'm most concerned about, I just don't know if it will hold up to some of the nastier stuff that the epics can do.
However, I am pretty confident in the other two lists, and my opponent in the final round will have had a few games playing with the regular version first...
I guess we'll see.
I need more practice at 750, anyway!
I also need to buy/convert up another unit of Shifting Stones, and paint all my Bloodtrackers and Baldur, but I have over a month to go, so that shouldn't be too hard...!
minus_t's painting log! Now with: More Wolves and Blue Robots!
Last updated 09/01/11
"Never before has another man made me want to go out and buy vasaline"~The Paint Monkey
"All I can remeber is Hazard stripes and -T's dusty brushes. ~danjones87
Pain. So much pain. Well I'm not the best judge of tournament lists but I honestly don't know how I'd deal with this one, with any of my armies. Unless I start rolling out Seraphs and Angelii by the boatload but even then I have no real plan. I should build up a tourney list too.
Excuse the pun, but it looks solid enough. Can't think of anything wrong with it.