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After proposing a woodie tactica earlier today I decided to go out and buy the book. At least then I could have some frame of reference, and also it's nice to own the books of the races - and woodies was one I was yet to get.
Naturally I couldn't resist making a list, so here it is. It's my first attempt so please be gentle >.<;;
Alter Highborn - light armour, shield, spirit sword, amaranthine brooch
Alter Noble - light armour, shield, great weapon, helm of the hunt, hail of doom arrow
Spellsinger - 2 x dispel scroll
Spellsinger - dispel scroll
10 Glade Guard - musician
10 Glade Guard - musician
5 Glade Riders - musician
5 Glade Riders - musician
8 Wardancers - musician
7 Wardancers - musician
5 Wild Riders - musician, standard bearer, banner of zenith
5 Wild Riders - musician, standard bearer, banner of dwindling
2 Great Eagles
remove the musicians from your gladeguard
the banners on your WR are really not needed, since you have 3D6 persue, and 2 great eagles which can be used as march blockers, definately put champions in your WR though the extra attack(s) is always worth it
Last edited by maraschino; June 18th, 2007 at 21:08.
Why should I remove the musicians from the Glade guard?
musicians are for close combat, if you draw combat then the unit with musician get +1 to combat results, if both units have musicians then they cancel each other out therefore it still being a draw
generally speaking if your archer unit gets in close combat it will die pretty fast due to no saves, and unless u do some amazing rolling, youll have a hard time evening the enemies combat rez to force a draw, and then they will most likely have a musician.
your archers should avoid combat always!
saying that, i killed 2 kroigor last week with 10 archers in combat :w00t: praise be to the dice gods
Musicians also give +1 to rally. They're there so that they have a better chance of rallying should they panic or flee a charge. It could be the difference between a scoring and a non scoring unit at the end of the game
yes it could be the difference, but in a lot of games it will not be, so its just acummilated wasted points
when you play a few games youll see
I definetely agree with stone hambey. The musicians work great, if a mage/ warmachine hunting unit charges you, WS 4 can help you tie combat along with rank and hill bonus, and possibly numbers and the musician wins it for you, also the +1 rally is always great, this is also bir because he has no leadership bonus from a general and no bsb.. I always take it on them.
To the list, the only thing I don't like about it is the highborn. He looks like a character hunter so why not have ther annoyance of Nettlings. If you have not noticed most of the time the alter hhighborn has bow of Loren, arcane bodkins (5 bow shots that ignore saves), great weapon, la, shield, and some ward save (the brooch works). But it is your decision
2009 Tourny records (W-L-D) (20-4-4):
9/56, 1/12, 2/14, 4/14, 32/82, 1/6, 16/72
A quick glance at the list tells me that you might want to consider the Alter Kindred for one or both of your characters. Alter kindreds are fun. The spirit sword wielding character is great for hunting lone characters, preferably on some kind of monster. In order to give him the AoN you'd have to drop his ward save, which I just don't think is worth it - you'll likely have the first attack. If you don't kill him with your first round of attacks, you're generally hosed anyway.
For the wild riders, I'd consider dropping the banner of zenith and taking the war banner instead - that +1 CR can be a make-or-break point with wild riders. However, the banner of dwindling is a great little surprise for wild riders hunting enemy cav - I've used it a time or two against bretonnians and the look on my opponent's face just never gets old.
Good to see you in the WE forum, boss.
About the Alters though - since you're taking two of them, ok they're ace and with M9, I9 and +1A it makes them hard. The only thing that worries me is that since Alters can't be the General, you'll have to use a Spellsinger. Ld 8 and Generalship do not good bedfellows make. Case in point: playing against beastmen today came up against a Tzeentch Beastlord in a mahoosive Beast Herd, I killed about 12 with shooting, he panics, rolls 9. Bye bye Beastlord.
Your Noble is a common build, identical to the one I use in every single game. I'm personally not sold on the Spirit Sword on your Highborn though . It's just a bit too much of a gamble for me. Against lower leadership stuff, it's alright I suppose. It'll either work brilliantly, or it'll bite you in the butt. The only Magic Weapon I really bother with is the Bow of Loren, and occasionally the Twilight Spear or Dawnspear. Stick with Great Weapons is my advice.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
Both of them have the Alter kindred, unless you're talking about something else.Originally Posted by misanthrope09
Thanks for the advice so far guys It's a little late now and I'm about to hit the sack but I will definitely try to revise the characters tomorrow.
I do have a question about the bow of loren though. Does the extra attack granted by the Alter kindred mean a highborn would shoot 5 times with it? Or is it the number of attacks in his base profile?