Welcome to Librarium Online!
This list is likely to end up against Skaven.
Spellweaver, level 4, dispel scroll, wand of wych elm
Noble, eternal, wraithstone, general
Noble, scout, helm of the hunt, hail of doom arrow
GG X 12
Scouts X 7, standard bearer, banner of the zenith
EG X 16, full command, banner of the dwindling
Dryads X 14
GR X 7
Treekin X 4
Warhawk Rideres X 3
Wardancers X 6
6 casting, 4 dispel (and scroll), 72 models
I've had good success with WE magic; hence, the spellweaver. If the SW's magic fails, it's still strong defensively with a scroll, four dispel dice, and the ability to reroll all dispel rolls (I mean, is this one of the best items for magic defense in the game or what?).
The eternal noble has the wraithstone to make that EG unit, I hope, really potent. Last week the banner of the dwindling was a great success. That banner with the wraithstone and a really good flank charge from the treekin should do in just about any opposed ranked unit. As long as the dice are good to me.
The second noble has the helm in case he gets into hth, for a desperate rear charge, or more likely a warmachine charge. And it's becoming really hard for me to play without the hail of doom arrow. His scouts have the banner of the zenith because that march range extension is huge. Especially with hordes of skaven running around. I need to slow those buggers down and thin them out with missile fire until I'm ready for combat.
I wish I had more models, that I wasn't proxying EG with GG. I'd take out the dryads against skaven. Damned warpstone missile fire will bypass their ward save. Same with the treekin. And that's why I took so many of each. If one treekin gets dropped, there will still be three (maybe 2) to wreak some havoc. And at least two are needed to negate ranks.
Glade riders I'm giving another shot. Mine keep getting killed. Maybe I'm deploying them poorly or getting to rash with them. But they sure are easy targets.
The warhawk riders will run that damned warpstone cannon off the field or jezzails or something that's causing me havoc. They did a great job last week with bolt throwers.
Wardances, well, you know what they do. They will support if possible or go on a solo murderous rampage if necessary. With a flank bonus, I've almost had them hold up and almost break softer ranked units, like marauders or witch elves. Against high armor save units or high toughness, they're toast, but they can hold their own, sometimes, against softer units.
Anyhow, that's what I'm thinking. Do you see any problems? Anything I've overlooked or might change?
Thanks in advance.
The WE magic is potent, but a Lv 4 mage on is own usually doesn't make it, the lack of spells, range, and power dice (only 6) might hinder you a bit. either a spell singer of a branchwraith wil help you greatly in supporting him I would rater a branch wraith (annoyance and cluster is a good balanced choice, or the blights of terror.
I agree with your scout, simply give him a great weapon for the job.
Eternal nobles always loo shaky to me, they can really take a beating by being assigned attacks from rank and file units, and fair not too good in challenges as well. I find them useful is low point games though.
You mght have some problems with the glade riders if you don't hide them when deploying them, take your time to properly move them up, you have 6 turns to get their points back, a turn 5-6 charge is all you need, and the fast cavalry status should help keep them out of harm's way. also 7 is a bit big, 5 is a standard or 6 for a slightly better CC punch.
don't drop dryads and treekin because skaven have magical pebbles, they'll do great screening for you, and take those jezails out ASAP, with glade riders or warhawks, in the first turns they are at long range, adding your skirmish that's 6s to it you.
If you feel you don't have enough models, trade in the treekin for more GG and dryads, can't go wrong with those. (also the wild riders have the tatoos, wich will give them a true 6+ ward against those warp lightning, and the magical resistance,t hey might do the trick, and they'll give your opponent a hard time sicne you'll now have 2 units of very fast cavalry, much harder to contain)
Thanks, Wolf Pack.
No problem, are you gonna post a update?
Grr, he brought that confounded Nurgle army instead of the Skaven I was expecting. Hard to hit and hard to wound.Originally Posted by DavidVC04
The spellweaver did okay. Didn't have a huge impact but minimized his magic phase. Don't know if the wand of wych elm paid off. Didn't need to reroll that often. And four dispel dice are still four dispel dice, even if you reroll them. I didn't have anything to stop a second spell. Treesinging worked really well. Boxed him in and split his forces.
The noble with the wraithstone got killed off early. I see your point, Wolf. He's vulnerable, but if (the great IF) he'd held on, that wraithstone would've done in the GUO.
I got nine wounds out of ten on the great unclean one but couldn't polish him off.
The second noble did what he was designed to do. Lead the scouts around and in the sixth turn lead a flank charge to support treekin and glade riders also charging. The hail of doom arrow did a couple of wounds, that's it.
GG were victims of terrain. Nobody to shoot at after turn three. The GUO was in combat with my EG, locked up in a bottle neck of the woods.
EG were pretty darned durable. They almost took out the GUO but once plaguebearers finally got there to help out, they were doomed.
Dryads are always good. They died, run down by plagueriders. I minimized the effect of the plaguerideres by getting them out of position and then abandoning them in corners for a smarter fight.
I took too long to get the treekin into battle. They were wasted most of the game but kicked the butt they're expected to kick once they got into some plague bearers.
Glade Riders did a bit of missile damage and gave a good rear charge, but couldn't wound to save their lives.
Warhawks harassed and misled the enemy. Good enough.
Wardancers are great but they had a tough time finding a good target. I finally went for the flank of his plague bearers and needed one more wound to prevent any attacks back, but alas, no such luck.
I fared pretty well for a while but the points told the tale. A solid loss for the WE. I had a hard time dealing with the high toughness and cloud of flies.
We played a second game, 1000 pts. It went terrible. I had a branchwraith and 8 dryads in one unit. I couldn't get to the flank for a support so I gambled and sent her unit charging into plaguebearers. The spelsinger charged her unit up for one more attack apiece. So that meant I had a total of 24 attacks, including a murder of spites. And what did I get? I'll tell you what: zip, nada, zero, zilch, naught. Not a single wound from all that. We broke, we ran, we were cut down. Everything else went downhill. The second dryad unit was also wiped out. The wardancers held out for a while but died. The only model left was the spellsinger and she was cowering in the woods.
You know, every game you loose and remember your mistake is a morale victory, you learn at every step of the way.
This reminds of of my game friday, my kroot mercenaries VS nids with 6 TMCs I had a great setup, but the wind wiped the otherway around really bad ( My 20 strong kroot unit lost combat to a single wound, was run down by a fex with I 1 (dice, dice!) and by the end of the game all that was left was a wounded carnifex, everything else was dead.
Also when playing a daemonic legion, play very defensively, he has strictlyzip for shooting asides for the stream of corruption.
Set your units ot take charges and counter charge, this is much easier than trying to charge in and flank in next turn, choosing yout turf is a better option.