1250pt tourney list - Warhammer 40K Fantasy
 

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  1. #1
    Member eltonsu999's Avatar
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    1250pt tourney list

    I am trying to start a better list than I did last tourney. This list contains:

    Alter Noble-Great Weapon, Light Armour, Shield, Helm of the Hunt, HODA =158
    Spell Singer- Dispel scroll x2 = 140
    10 Glade Guards- N/A =120
    10 Glade Guards- N/A =120
    8 Dryads- N/A = 96
    8 Dryads- N/A = 96
    5 Glade Riders- Musician = 129
    7 Wardancers- Musician, Bladesinger = 147
    5 Wild Riders- Full command, Warbanner = 191
    Eagle- N/A = 50
    Total = 1247

    I was wondering if I should remove the wild riders and the nobles shield for 3 treekins.
    Any comments and advices would be greatly accepted.


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  3. #2
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    Looks like a good solid list. I would definatly keep wild riders over treekin, especially at this point level. Treekin don't become that valuable until larger games. I would reccomend that you try to get the wild riders up to 6 strong. The best way to do this would be to get rid of the wild riders champion, they dont need it, and then get rid of one or both of the command on the wardancers. If you keep the list as it is, it should be a nice cometeative tourny list.

  4. #3
    Member eltonsu999's Avatar
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    Thanks, I won't be taking the treekins then. About the 6 man squad of wildriders, last time I used them in a game like that, it was almost impossible to avoid being shot at and as a magic target. I would presume that a 5 man squad would be better. I would take the 6 man squad only in higher point games where my treekins would be the target. Wild riders on a charge only has one attack each so I like to get an additional attack. As for the wardancers, the extra attack had always never let me down with killing blows as the dance. (For some reason when I use the extra dice, I get two more 6's to wound than without...lol)

  5. #4
    Senior Member gnoblargobbler's Avatar
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    I really like the look of that list (probably because I use a very similar one!). I actually prefer units of 6 WR a lot, as it really does help. Make sure you use terrain wisely with your WD, one round of shooting on them can be devastating! Also, I'd forget about the treekin until higher point levels- they've never really worked for me.
    Hope I've helped!
    thegreat1

  6. #5
    Senior Member sirkently's Avatar
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    I agree with the original reply. Get the wild riders up to six. At the beginning of the game, make sure to screen them from shooting with dryads and/or terrain. I have always found six to be the best number.

    Good luck,
    SirKently
    I am right 94% of the time, why worry about the other 3%.

  7. #6
    Member eltonsu999's Avatar
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    Thanks. Just wondering, if I added an extra wildrider, what would i remove else where? I was thinking of taking the warbanner but that would the extra 1 combat res. Is there any better choice?

  8. #7
    Senior Member sirkently's Avatar
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    494 (x8)

    I would drop the champ in the wild rider unit, and the musician from the wardancers.

    SirKently
    I am right 94% of the time, why worry about the other 3%.

  9. #8
    Member HighPlainDrifter's Avatar
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    Quote Originally Posted by sirkently View Post
    I would drop the champ in the wild rider unit, and the musician from the wardancers.

    SirKently
    I'd drop the wardancer champ instead of one of those personally.

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