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I brought this to the San Antonio Alamo Indy GT last weekend. I did alright except for a couple stupid moves like forgetting to move my WW! Only disappointment was that I got slaughtered once by some Dark Elves. (Partly my fault, partly he had a crazy mean army list etc.) Anyways, tell me what you think and what changes you might make. I'm thinking of possibly taken my EG unit down a bit for something else.
Total Points: 2249
Dispel Scrolls: 2
Dispel Dice: 5
Power Dice: 4
General: (With EG unit)
Annoyance of Netlings
Helm of the Hunt
Stone of the Crystal Mere
Hero: (With Dryad unit)
Cluster of Radiants
Level 1 Mage
Hero: (With one of the GG units)
Level 1 Mage
2 x Dispel Scrolls
Champion (Had a knack for forgetting I put a champ in here...)
Warhawk Riders: x4
The list looks good. What I would do is drop one warhawk rider, the wild rider champ, and enough eternal guard to get another unit of 7 wardancers. That would be the best I can come up with for now.
I am right 94% of the time, why worry about the other 3%.
Hmmm, I'd try an include the Hail of Doom arrows. It's a great equaliser in a low shooting army.
I think the EG setup whilst good is not that great. What is their role? Tarpit? Or win combats?
Another unit of dryads/wardancers would be nice. I've found that having only 3 Warhawk Riders makes it very easy to loose 5+ unit strength.
HoD is a great item. Would it be more useful on the Alter than say the SoCM?
EG: This unit is normally the deciding factor in my games; if I misuse it, I lose, if I use them correctly I win . I like them to be the unit that charges/takes the front of an enemy. They can hold up to the more attacks while the unit strength and ranks helps win combat. Then I can also charge into the flank with some dryads or what have you. To answer your question, they aren't really a tar pit for me. (Enemies I would want to "tar" I just try to avoid/bait off the board) They are the unit I expect to attract the charged etc. I'm also still experimenting with their use.
The HoDA makes the Alter very versatile. The SoCM is a nice item but I tend to only take it if I have a character with a monsterous mount.
The HoDA lets you, potentially, wipe out a small unit of fast cav or the like and start forcing panic checks. I pretty much take my Alter every game and sometimes you roll badly for the HoDA but even 3 strength 4 arrows can ruin a small unit.
A cheaper way of protecting your EG (as opposed to the Lord) is using a hero with the Amber Pendant. Accept challenges with the unit champion and make your enemy strike last. This saves you a lot of points. Have you considered a similar build?
Hmm I'll have to try something similar. That would free up some points another unit. It would still probably take a good number of casualties without the 5+ ward, but this could help the number of incoming attacks for most enemies. Thanks!