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  1. #1
    Member Lil_Git's Avatar
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    2500 Mixed friendly tourny list

    HIGHBORN
    Alter Kin
    Bow of Loren
    Arcane Bodkins
    Briarsheath
    Great Weapon


    NOBLE (General)
    Hail of Doom
    Eternal Kindred
    (joins small glade guard)


    BRANCHWRAITH
    Lv1
    Cluster of Radiants


    SPELLSINGER
    Dispel Scroll
    Divination Orb



    Core

    10 Glade Guard
    12 Glade Guard
    6 Glade Guard Scouts - standard - banner of the zenith
    5 Glade Riders
    8 Dryads
    8 Dryads
    8 Dryads

    Special

    7 Wardancers
    7 Wardancers
    3 Warhawks
    5 Wild Riders - standard - musician

    Rare

    10 Waywatcher
    1 Treeman

    My plan for this army is to have the 2 forests I set up set placed in the middle of each deployment zone on the 12" line and my free wood to be centre table. This will allow a fast cavalry unit to move across the table to the enemy warmachines, if they have them, with ease. if not it will allow this unit to get behind the enemy lines.

    1 unit of dryads will follow behind the wild riders and stop in centre wood. explained later

    The warhawks will try to remain hidden until warmachines are removed then they will fly along one flank so that they can flank charge enemy units.

    all missile units will focus on the key threats such as opposing fast cavalry/flyers etc.

    arcane bodkins on heavy cavalry.

    glade riders move along a flank mirroring warhawk riders.

    wardancers and dryads move to attack units that are in charge range of warhawk riders and glade riders/wild riders respectivly.

    wardancers or dryads and a flanking unit attack 1 enemy unit at a time to negate ranks and have large number of kills. when a wardancer or dryad unit gets too small it get to safety to try and keep victory points and the second unit replaces it with a 3rd unit in the centre wood for if another unit gets too small.

    Alter with GW can charge if needed or can be used to take out warmachines if no heavy cav.

    Treeman can either flank or become an anvil if needed.


    Waywatchers are versatile so will adapt use per enemy deployment. (I have seen people complain about them but they have never let me down so I will not change this unit.)

    Any ideas or tips on how I can improve this list are much appreciated TY

    Above is a general game plan but not rigid as warhawks and g.riders can easily be used to bait or lead frenzy troops into traps but against most I have found the above tactics work well. not perect but nothing is :p

    http://www.travian.co.uk/?uc=uk4_8583 - A good browser war game

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  3. #2
    Senior Member very_original's Avatar
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    Quote Originally Posted by Lil_Git View Post
    HIGHBORN
    Alter Kin
    Bow of Loren
    Arcane Bodkins
    Briarsheath
    Great Weapon
    Fine.


    NOBLE (General)
    Hail of Doom
    Eternal Kindred
    (joins small glade guard)
    Fine.

    BRANCHWRAITH
    Lv1
    Cluster of Radiants
    Fine.


    SPELLSINGER
    Dispel Scroll
    Divination Orb
    I think an extra dispel scroll would work better, but it depends on your opponent


    Core

    10 Glade Guard
    Fine.

    12 Glade Guard
    Fine.

    6 Glade Guard Scouts - standard - banner of the zenith
    I dont think the banner is worth it.

    5 Glade Riders
    Give them a musician.

    8 Dryads
    Good.

    8 Dryads
    Good.

    8 Dryads
    Good.

    Special

    7 Wardancers
    Give them command.

    7 Wardancers
    See above.

    3 Warhawks
    Good.

    5 Wild Riders - standard - musician
    Make them 6 and give them warbanner.

    Rare

    10 Waywatcher
    Way too many, it will be hard to scout them and they will work just as well if you lose some.

    1 Treeman
    Good.
    Your army is looking quite good, try it out with my ideas and then make some more changes depending on how you like to play.

  4. #3
    Member Lil_Git's Avatar
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    cheers for the input. Much appreciated.

    I was going to give a second dispel scroll instead but I thought the flexability of the orb may help as I dont know what I will be facing.

    I will make try and work something out
    http://www.travian.co.uk/?uc=uk4_8583 - A good browser war game

  5. #4
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    Yeah, lose the banner on the scouts. That's handing away VPs to the enemy.

    The WW's are far too large as already explained. I'd make sure my archers and scouts had musicians, as well as the glade riders (feigned flight). You'll want them to flee on occasion, or they'll get their tails kicked in combat on occasion. Any chance to rally could mean about 6 points spent to preserve 120 or so points.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  6. #5
    Member Lil_Git's Avatar
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    HIGHBORN
    Alter Kin
    Bow of Loren
    Arcane Bodkins
    Briarsheath
    Great Weapon


    NOBLE (General)
    Additional Hand Weapon
    Hail of Doom
    Eternal Kindred
    (joins small glade guard)


    BRANCHWRAITH
    Lv1
    Cluster of Radiants


    SPELLSINGER
    Dispel Scroll
    Divination Orb



    Core

    10 Glade Guard
    12 Glade Guard
    6 Glade Guard Scouts
    6 Glade Riders - Musician
    8 Dryads
    8 Dryads
    8 Dryads

    Special

    7 Wardancers - Bladesinger
    7 Wardancers - Bladesinger
    3 Warhawks
    5 Wild Riders - standard - musician - warbanner

    Rare

    8 Waywatcher
    1 Treeman

    I have dropped the standard from the scouts and lowered the waywatcher number. Given both wardancer units a champion and have given the glade riders 1 extra and upgraded a musician. Also given Wild Riders a warbanner

    I dont have an extra WR to put into the unit otherwise I would love to try this, may invest for future games.

    Had 4 points left over so gave the Noble an extra hand weapon. Couldnt spend it on anything else and the extra s4 attack may come in handy some game.
    http://www.travian.co.uk/?uc=uk4_8583 - A good browser war game

  7. #6
    Senior Member sirkently's Avatar
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    494 (x8)

    Quote Originally Posted by Lil_Git View Post
    HIGHBORN
    Alter Kin
    Bow of Loren
    Arcane Bodkins
    Briarsheath
    Great Weapon
    Good, with the extra 4 points you had I would give him a shield. See noble.

    NOBLE (General)
    Additional Hand Weapon
    Hail of Doom
    Eternal Kindred
    (joins small glade guard)
    Being a member of the eternal kindred he already fights with 2 hand weapons, so you don't have to pay the points to get him one.

    BRANCHWRAITH
    Lv1
    Cluster of Radiants
    Normal

    SPELLSINGER
    Dispel Scroll
    Divination Orb
    I would go with the extra scroll myself, but there is nothing wrong with this.


    Core

    10 Glade Guard
    12 Glade Guard
    6 Glade Guard Scouts
    6 Glade Riders - Musician
    8 Dryads
    8 Dryads
    8 Dryads
    Your core is good, but I would drop one glade guard to give each unit glade guard unit a musician.

    Special

    7 Wardancers - Bladesinger
    7 Wardancers - Bladesinger
    3 Warhawks
    5 Wild Riders - standard - musician - warbanner
    If you can get your opponents to let you use a glade rider to count as a wild rider that would be nice. If not then this is the best you can do. The wardancers could use musicians. It can be more beneficial to have a musician than a champ.

    Rare

    8 Waywatcher
    1 Treeman

    I think your waywatchers are still a little big. I don't go over 6 and 5 is my norm.

    I have dropped the standard from the scouts and lowered the waywatcher number. Given both wardancer units a champion and have given the glade riders 1 extra and upgraded a musician. Also given Wild Riders a warbanner

    I dont have an extra WR to put into the unit otherwise I would love to try this, may invest for future games.

    Had 4 points left over so gave the Noble an extra hand weapon. Couldnt spend it on anything else and the extra s4 attack may come in handy some game.
    Good Luck,
    SirKently

  8. #7
    Member asrai archer's Avatar
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    I would drop the WW to seven or six. I would also get a little change in the HB, I prefer Glamourwave over Briarsheath, but that's personal I guess...
    I would give the Noble the HotH and drop Eg-Kindred and let him join a unit Wardancers.
    Just like Sirkently said, drop on GG and give both of the GG units a musician, you won't regret it. I would probably also drop one GG rider an take an extra WR instead if youre oppenent doesn't allow you...SLAP him in the face:party:, just kidding. If he doesn't allow you that then get the mussi's for you're Wardancers.

    Good luck with you're battles;Y,
    Asrai Archer

  9. #8
    Member Lil_Git's Avatar
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    HIGHBORN
    Alter Kin
    Bow of Loren
    Arcane Bodkins
    Briarsheath
    Great Weapon


    NOBLE (General)
    Hail of Doom
    Eternal Kindred


    BRANCHWRAITH
    Lv1
    Cluster of Radiants


    SPELLSINGER
    Dispel Scroll
    Deepwood Sphere



    Core

    10 Glade Guard - musician - lords bowman
    11 Glade Guard - musician
    6 Glade Guard Scouts - musician - lords bowman
    5 Glade Riders - Musician
    8 Dryads
    8 Dryads
    8 Dryads

    Special

    7 Wardancers
    7 Wardancers
    3 Warhawks
    6 Wild Riders - standard - musician - warbanner

    Rare

    8 Waywatcher
    1 Treeman

    2500 exactly

    Have removed the extra hand weapon and had to make a few other changes because I was over the point limit.

    I have tried to give as many units as I can a musician. After a couple of warm up games I tried musicians in wardancers with musicians but if they run they either get run down/chased to death or have too few to be able to rally.

    I changed from the divination orb as its almost useless as my opponents arn't heavy magic and cannot use more than 3 dice to cast.

    I have used the spellsinger to lure units into a large wood and heavily damage them or move him to a wood that other units have entered. Using the size of the woods I can keep him out of LoS :p.

    I wont be lowering the waywatchers as they always do me very well and in the past 2 games they doubled their points in kills and only in 1 game were they killed.
    First turn they wiped out a pegasus knight unit which caused a unit of 12 peasant archers to flee then went on to kill over half a unit of KoTR.

    In another game they killed stegadon crew leaving it immobile in the middle of the table which saved a chunk of my army. Also they killed an oldblood riding carnosaur and this then gave the carny frenzy and then shot it down with a barrage of GG shots at short range.
    The general being dead caused alot of skinks to fail panic tests.

    Due to the fact they have proved themselves time and again I stubbornly refuse to lower them further.

    I haven't playtested 6 wild riders but as most say this is a decent size I will trust you so have included it

    Thanks all on the advice and the tourny starts this thursday so all should go well. So far in playtesting they have always walked away with the win so I hope all goes well in the tourny.

    My first opponent i s Bretts
    http://www.travian.co.uk/?uc=uk4_8583 - A good browser war game

  10. #9
    /botnobot/ DavidWC09's Avatar
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    1283 (x8)

    Brets, have fun with that.

    They can be a tough army to beat, but you can show them what it means to screw around with Athel Loren!
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

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