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ok so after some play testing between two different lists i have found that the following list works pretty well against my buddy who plays an orc heavy orc and gob list. i really like having all kinds of march block units to help channel his units into great firing zones.
Noble - Alter kindred, Hail of Doom Arrow, Briarsheath, Great weapon, Sheild
Spellsinger Lvl 1 - Dispell Scroll x2
Glade Guard x10, musician
Glade Guard x10, musician
Glade Riders x5, musician
Wardancer x7, musician
996 total pts cost
However it seems that my empire friend and i shall be playing next. basicaly he has 2 lvl2 mages and a firing line with some swordsman, cannon, and the dreaded hellfire cannon. basicaly after seeing him play with this list a few times he always sets his army up in a basic fire line and sends out his only fast cav unit to march block. Any advice how to attack this kind of a defensive army with my current list .... so far im thinking about taking my great eagle and charging either his warmachines or general ... it would be nice to tie up a warmachine however getting rid of a mage would soften the blow on the magic phase, also shooting his shooters and taking my assault units and hitting his detachement of crossbowman (det for swordsman unit) and then eventualy sweeping across his gunline. thats basicaly how i plan on dealing with him .... any advice is greatly welcome as i have never faught a static gunline before. also one more thing i thought about doing was perhaps swapping out my spellsinger for another shooty noble, not sure if its a good idea or not or if i should stick with the magic defense via dispell scrolls
It's a pretty solid list. I'd do like you're thinking. Head for the shooters with your eagle, riders, and alter. I'd even dump the HoDA arrow on a unit of shooters, especially if they're outside the general's range. You might get lucky with a panic test.
Shoot the shooters, like you say. Against armies like Empire I only feint at their blocks when my real targets are the detachments, shooters, war machines and cavalry. You can eliminate those small units fairly easy, snag a minor or solid victory, and leave his blocks scractching their heads.
Also, think really hard about how you can throw him off with deployment. Make him spread his units out. Deploy on both flanks. Drop units like dryads early, also your fast units early because they can redeploy so easily.
thanks for the advice im sure it will help lots ..... however i have a bit of an off topic question as well now ...... i notice that lots of people (including myself) go with the great weapon with the alter noble which means we attack last in close combat ...... as i have never tried anything but that should i try to cut a few points and go with a sword of might and extra close combat weapon so that you attack first (in most cases) with only 1 less strength or do you think points would be better spent elsewhere. again i have never tried it but the thought had just occured to me.
I agree will all that david said, and your list looks solid. As to taking your alter without a great weapon, they do make excellent combatants with regular swords as well. But in your list, it is currently your only str 6 attack, so I wouldn't change that. I would sometimes take my second character without a great weapon, but not the first. At least if you aren't running a treeman.
I am right 94% of the time, why worry about the other 3%.
I intend to break units on the charge and not have to worry about a second round. If he's on his own and not acting with dryads, then he's likely fighting some weedy crossbowmen or fast cav unit and can survive going last if he's stuck in a second round of combat.
At 2000+ I slap the amber pendant on him and then it's always fun to announce that you'll swing first, even when he has ASF. Lately, I've been running two alters, a noble like above and a highborn with great weapon, BoL, AB, and Amber Pendant. Those two stick together and really dish out some damage.
Well, the amber pendant says that models in btb contact with the bearer, your alter in this case, always strike last. So on the charge you go first because you charged. If he has ASF you still go first because of the pendant.
If you're stuck in a second round of combat, you'll go first again, thanks to the pendant. And so on through subsequent rounds.
But this is only good on a highborn, and he only has a 5+ armor save the way I run him. So he either stays out of LoS or he has to get into combat early to avoid magic and shooting.
The one you quoted would go first on the charge as usual and last thereafter. Only the amber pendant would let him go first in later rounds, if he had it.
If you're playing a super shooty empire army you might want the briarsheath instead of the helm of the hunt.
right on that helps a lot .... once again thank you for all your help i will let you know how things go once we play.