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Radiant gem of Hoeth
8 Silver Helms
14 Phoenix Guard
I most likely will be fighting lizardmen with a unit of skinks, a block of 16 saurus w/ spears,. skink priest, stegadon, 1-2 coldone mounted saurus heros. I will be using Lore of Beasts to slow up the heros and stegadons.
I will set the archers and bolt thrower up on a hill with the SH slightly behind and the PG on the flank. This way, when the saurus get close they will be charged in the front by the SH and the PG will flank hopefully auto-breaking them. (out number?, flank, fear causing unit).
Well first off your not allowed to post pts cost for individual items etc, so edit them and take them out (but you can leave the total cost for each unit). And what's the total pts limit of the army? 1000pts? 800?
Next the Commander, unless you will need the extra save vs missile fire the shield is useless (being as the Halberd is two-handed). Other than that he's quite good.
Now I'd drop the archers armour, it's not worth it and it bumps up the cost. And I'd make the unit 10, and this will save a few pts to spend somewhere else. In such a small game I wouldn't take the Silver Helms in such a big unit, sinking 200 odd pts in them will make them a prime target and they most likely won't last long. I would drop them to five, add a champion, Standard with War Banner and this unit should easily find it's way through units.
I would be inclinded to drop the Phoenix Guard, they're not worth their pts for what they can do. I would either swap them for Swordmasters or Spearmen, also PG are rare and you already have one rare choice and this makes the list illegal.
As for the lore of beasts, I wouldn't with one spell there's no way of making sure you'll get the spell you wish for. So I would go for High Magic, you get drain magic free and another. Drain magic should stop most the spells the Shaman can cast, and you could get Fury Of Khaine or Flames of the Phoenix both of which will be very good spells vs Lizardmen.
I hope this helped.
Seriously... Drop the archers armour and drop them to 10 (if you really need them), make the SH 2 regiments of 5, each with Champion (no banners), then get rid of the Phoenix Guard and replace these with Spearmen and a 10 strong unit of Swordmasters, if you think you need it.
Place archers/RBT on a hill, fire fire fire fire (boring way to play, IMO, but...), and when he comes close, ram him with both SH regs from behind/flanks and if you slam the spearmen into HTH and the Swordmasters in the other flank as well, then the unit you charges is raped.
I chose this force from a online army listing. I think it was the ravening hordes list. The Beast magic is effective no matter what spell you will take and I was going after an army that had little archery or all close range. I will consider dropping the armor however. When I get the rule book it will probably change.
The Beast Magic is effective, but not on a lvl 1 caster! Most spells you get you wont be able to get off, so why bother? Rather take the ring of fury and then you'd atleast have THAT.
Id seriously take High Magic myself. Drain Magic can really screw up the enemy magic, and you could also get a nice spell in addition, if you need it. Also, Drain Magic works well, since you have it on your General, who can walk about the front line, where he can actually reach the enemy wizard.
Here is the new idea:
Blade of Sea Gold
Still have some points to spare, give me some ideas. (1,000) points)
Plan: archers attempt to devistate while shadow warriors slow marches and harras, possibly wipe out other skirmishers or lone wizards, White Lions with General hide in flank in a forest and charge on the flank. my General will hopefully wipe out those in the front rank giving the WL time to hit hard with their axes. Sword masters will advance down the center or hold, giving defence to the archers.
Blade of Sea Gold
Looks ok but vs high T armies you'll have problems wounding, I think he'd be better of with Sword Of Might.
Why 15? It would be better to have a unit of 10 or 12, this will still give you lots for firepower but also will save you a few pts.
Same as above
Well first off they can't have shields, other than that they're a good choice.
Again no shields, also drop them to 10 but good.
Good unit, nice size and choice
I would drop one of the archer units for some spearmen, everything other than the Archers aren't something you want to be losing men from. So get some spearmen to soak up the charges, casulties etc.
I want lots of archery so I will change them to 3 units of 10, The 11 white lions were for the general to join them and make an even block of 4x3.
Whats the point pf asking us what to do, then going completely against what we have said. You start with 12 archers, everyone says 10 and you make it 30!
Archers - A unit capable of devastating entire units and winning games unsupported? No
A highly useful unit which in small numbers provides an effective Support for your fighting units? Yes
Spearmen will be more useful than archers, they hold up charges better and with the fight in 3 ranks have a chance of dealing damage back, a task which nearly all infantry S3 core units are bad at.
High elf Cav is really good as well as i found out recently with my new He army.
One more thing, get the army book. Ravening hordes is now an illegal list for all armies except chaos dwarfs. The army book should be the first thing you get when planning an army.
if you want so much shooting play wood elves, high elf archers are expensive and have a hard time wounding. take RBT's if you are still planning on fighting lizard men your white lions would probaly have a difficult time anyway. anyway. they would strike last against the saurus and even if you charged you probaly wouldnt break them because they are cold blooded, then with two S4 attacks each they would abuse your unit pretty badly. they could always hurt a stegadon, but they really arent neccesarry in my opinion, try it out and see what happens.