Looks good. With the wardancers you should be fine against magics. My only question is the function of your Noble? and I typically don't think that the Talisman of Protection is at all worth the points, but thats just me.
I would also loose the musician in the wardancers and get the Helm of the hunt for your Noble. I think the additional armor would be better than a 6+ save
OR
Even grab another Wardancer for our smaller unit
OR
Another Scout
Unfortunately, I can't afford the helm with the magic point limit. I would have to replace the amber pendant, and I really like that. One option I was considering was dropping the talisman and a scout, and giving him the wardancer kindred. But then I would lose the great sword, which works so well with the amber pendant.
Hmm. You're right. And yeah, I agree with you entirely about the amber pendant. I love that item, I never regret taking it when i do.
And I agree with you about the wardancer kin. The great sword is just too efficient with the pendant. Beyond that, you'd have to dig up 35pts somewhere.
Would you find more use with musicians for the glade guard than you would with a 6+ ward?
Quick questions, does the negative part of the spirit sword not occur if you kill all of the models wounded by the sword? i.e. if you are fighting a unit of 25 soldiers and kill 4 of them, and they die from their wounds, do you have to do the leadership check against the rest of the unit, or does this only happen against models and heroes that do not die outright from your attack?
Also, how do you keep an alter alive if it is unable to join units? This goes back to my issues with mass repeater bolt thrower fire and such.
I was wondering about some of the magic items being discussed. What do you think about the Spirit Sword, Helm of the hunt, and Merciw's Locus? You lose the ward save, but opponents lose any strength bonus from Great Weapons, Lances or magic weapons and you still have a 4+ armor save. One more weapon skill and one more attack on the charge. Would the ward save be better even though it does nothing to protect you from magical attacks? I have little confidence in that forest spirit style ward save after just being eaten by the daemons where all attacks are magical.
What about Spirit Sword, Helm of the Hunt and Annoyance of Nettlings? Where is your best protection from the largest number of threats you are likely to encounter?
Mind you that 3+ Ward Save would be handy while trying to dodge the repeater bolt thrower multi shots.... What did you decide to go with?
One last thing. I was wondering what your experience was with the warhawk riders and how you use them best. I love the concept, but every time I look at their stat line, I just don't see how they can survive long enough to get to warmachines and such. With two wounds, no armour and toughness 3 how can they survive long enough to earn their points back? Do you hide them until later on in the battle, or do they get out there from turn one? I see you are using two units of 3 so they can't be as bad as I anticipate. How do you plan to use them?
Thanks,
Kiz
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