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So I'm going to be taking part in a warbands campaign sometime in the next few weeks. It will start at 250 and end at about 800pts. I was reading the warband rules and to my shock, we WE can't have bladesingers or wardancer nobles as our commander!?!?! there goes my awesome kick butt ideas! That leaves me with either having a noble that joins eternal guard or archers...blah! so unit champ? only worth while options are dryad or eternal guard champ. (come to think of it wild riders might be a good unit too?) so here is an idea, tell me what you think:
Commander: eternal guard champ
10 eternal guard full command
5 glade guard
I don't really want the commander to be a dryad for my warband aka would be it for entire campaign if i understand rules right? I think it would make more fluff since to have your commander in EG or WR. What do y'all think?
I found out that these are 3 of the starting lists in the group. (and I don't mind dryads or glade riders but I either, according to warband rules, have to have a hero level character or a unit champ to lead my warband. to get command units you have to have the minimim number of guys for that type of unit. Since it has to be the same commander thought out the campaign, i don't really i was a dryad to be the leader of a mixed force. eh)
Black Orc Big Boss -Karguk "Skull-Breaker" Tor (85)
Heavy Armor (4) = 89
Orc Boys x 5 (25)
addl choppa (10) = 35
Orc Boys x 5 (25)
addl choppa (10) = 35
Black Orcs x 4 (42) = 52
Rare: (Addl Special Unit)
Black Orcs x 3 (39) = 39
TOTAL = 250
The Tunnel expeditioners: 10 Dwarf Warriors. 120
Heavy armor, Great weapon, Banner, Champion.
The Gunners: 5 Thunderers. 70
Dwarf Handgun, Light armor.
The Stone Breaker: Bolt trower 60
Total: 20 models 250
6x Corsairs (Standard, Musician)
5X Warriors (Repeating Crossbows) (55)
5X Executioners (55)
3X Shades (42)
ok well having a unit of EG at this small isn't as effective so what about :
4 glade guard
5 wild riders with champ and SB
the unit champ for the WD would be the commander. of course i would be able to add to areas when more points come up further in campaign. what do yall think?
I agree with David - more dryads will probably serve you better than the one wild rider. Looking at what you're up against, I'm wondering if you've got enough strength, both in hitting power and in numbers, to stay competetive with the other lists.
Right now every other warband outnumbers you. For wood elves this isn't that unusual, but in this case it's pretty significant. The only warband that doesn't outnumber you by a lot is the dwarves, and they have a bolt thrower.
I'd be tempted to go very dryad-heavy in your starting list - but then again, I'd also be tempted to go all forest spirit in this kind of campaign.
With small units like this, the normal weaknesses of a dryad-heavy force aren't nearly as bad for you - that is, most of the enemy units you're facing won't have ranks and command units and whatnot. I'd want to focus on a small core force with my initial 250, and build up from there.
What are the rules determining minimum unit sizes in the warbands setup? And just because you can't use a bladesinger or wardancer noble doesn't mean wardancers are totally out, does it?
misanthrope09: the rules for minimun unit sizes are thus: if it is a normal infantry base (is it 20 or 25 cm idk) you have to have minimun of 3 guys in a unit. for calvery bases it is 2 units and for big guys the size of ogers it is only 1 model for a min unit. However, if you want to take on any command units, you MUST have the normal army minimum. so for ex wild riders have a minimun of 5 normally so they need 5 guys before they can get their free musician, or get any other command units.
the down side is that you have to have a commander for your warband and if you don't want to dish out points for a noble, then you have to meet the minimum unit for command units. *tear
more dryads to seem to be very nice...the only thing is it seems stupid to have a lord's bowman as your commander, EG are not great at this size, so that means dryad, GR or WR. it seems weird to me for a dryad to lead an army unless it is all woods. maybe i could just throw away the archers until later, 4 guys doesn't do much anyway. that is 4 more dryads. and i could drop the SB for another one so:
5 wildriders with champ
i've never gone now archers before haha
EDIT: forgot to respond about wardancers. yes i still want to use these guys, i love them. but if i can't use them for my general's unit, i think i'll wait till i get a larger game before i add them. bc of expense
Should definitely be an interesting list.
I noticed that you explained about unit sizes in one of your earlier posts - sorry for asking you to explain it again.
thanks for the input guys! I'll tell you how it goes with updates etc. and yeah, woodies we are just out numbered *tear all the time. i'll add archers and wardancers soon!
hey guys! I just got back from the first game night of sorts. (it is set up so we play to games a week) Here is how it went:
game 1: against empire with a warrior priest. I massacured him and gained my objective (kill enemy general) I actually destroyed every single one of his units!!! i think by turn 5 too. I lost 2 wild riders and two dryads....note to self: remember that my horses have attacts too!! ahhhhh
game 2: against orks. he had 2 units of ork boys and some black orks and a hero black ork or something. my objective was table corners, well i used my superior speed to get around his whole line with my wild riders, and to avoid most combat. I ended up destroying one of the ork boy units and made the other flee off the table and ended up with 3 table corners. didn't lose a single unit :sleep: So i ended with a victory and with my objectives!
results for campaign: I get to add 85pts to army for the massacre, 65pts for the victory, and 40pts for each objective i managed to get aka 80pts. so i believe that is 230 pts i get to add to my list! any suggestions for pt spending? we are playing with the veteran unit upgrades fyi. I'm thinking some archers and maybe scouts or wardancers.