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i've already posted my dual treeman list (2000 pts dual treeman) , but this is a fun list with a dragon i play solely against my friends' khorne and dwarfs. should one of those opponents ever switch to something with more magic, i'll just switch out one of the nobles for a scrollcaddy
helm of the hunt
stone of the crystal mere
sword of might
hail of doom arrow
a blight of terrors
5 glade riders
10 glade guard
6 wild riders
6 wild riders
grand total = 2000
so there it is; 5 flying units, 2 of which cause terror, and a whole lot of fast units which move almost as fast as my flyers to get to where i need to get very swiftly.
i haven't included a lot of archers since i want to get into cc as quickly as possible, but still be able to weaken the player i'm not spending my full attention on at that moment when we're playing FFA with all 3 armies, or if i just want to shoot at fleeing units :shifty:.
the list was a little different at first (e.g. it had no GG), but i had some help with it from the good people at asrai.org
It is an interesting concept but rather one dimensional.
I don't want to be negative about it but there are a lot of high leadership or ITP armies out there where your terror tests wont do anything. I have always seen them as a bonus, not the core tactic of the army.
Things that will cause you probelms.
1. Undead, ITP
2. Woodelves (shooting and a lot of ITP)
3. Dwarves (shooting and high leadership)
4. Empire gunlines
Things that you will need to do.
1. Kill mages
2. Kill warmachines and missile troops ASAP
3. Hope you roll a 6 on the monster reaction table when your highborn dies.
Its all well and good being fast but you need to have hitting power as well. Apart from the dragon and wardancers you have nothing that can deal with heavily armour units like cavalry.
The fast units work well for march blocking but you don't have enough archers to take advantage of it.
Best of luck.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
aren't the warhawk riders special? You could add them to the mix and have a super flyer army. This sounds kind of fun to play. Hopefully you'll get to go first against the dwarves, otherwise their cannons may take out your dragon or at least wound it severely (or worse, hit the high noble and kill him before you get to use him) I guess you could always stick him behind your tree placement, but a cany dwarf won't put all his warmahines together after the first game you play with him.
I agree with Skars, it seems that's going to bounce off any army with really any tough troops. Do you beat Khorne / Dwarves with that?
that's what all the fast units are for; attacking unit per unit, mostly 2 units at any given time.
WR w/ warbanner on the charge are quite lethal, but when failing to send the enemy running because i couldn't overwhelm them, they're as good as dead :cry:. i always try to get a frontal, rear, and flank charge in on the same turn
the 3+ ward save on the highborn and dragon really help its survivability.
strong units are not that big of a problem, but itp, that's a whole different story.
the one thing i don't have is an anvil. the list used to have a treeman, but was found too costly to include in an army which already has a dragon
in truth, i also see terror as a bonus, and i can always change the wraithstone and blight of terrors for some other items should i choose, but in combination, it's quite good, not perfect, but still; if there are more terror tests, at lowered ld, there's a higher chance they'll fail one.
if you have any recommendations on changes that should be made according to you, you're welcome to post them, but i'm keeping the dragon in