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Ok here is the problem. I am signed up for a doubles tourney and I'm allowed 1500 points for my half. Now most people wouldn't have a problem but what do we do when we can't take a lord? We can't a Shooty BOL, AB- combo , or a anti caster WOWE plus other stuff. So whats a pointy ear, tree hugger to do? A flying spellsinger?, alter-assassin?, spellsinger glm-kin on unicorn?
Lord's arn't a big deal really when you think about it. Mostly, they are to counter other people's lord choices.
For 1500, I'd typically run scroll caddy, wraith caddy, and standard alter build. But this is a doubles thing, so it also depends on what army you are with and what they plan to bring for characters. Almost any other army has better magic than we do, so if they bring the cady, i'd swich that out for a CC hero.
In 1500 i like to run 3 cheap characters. It gives me combat and magic defense. Its a level 1 spellsinger with 2 dispell scrools. A lv1 branichwraith with a cluster of radients. And the standard alter kindred nobel. (HoDA, HotH, GW, S, LA). And that gves me 5 dipell dice, 2 dispell scrools, and a hail of doom aarow, and the branich wraith and the alter kindred have decent combat. Hope this helps =)
My partner is a dwarf player. My thoughts on the combined army were - guns and arrows prob 2 units of each. eagle and fast cav. to march block . Cannons and 2 dwraf and 1 eternal for charge recievers. As for a hero a noble on bird with the banner that makes it 12" march blocker.
the idea is slow them right down and balst'em....
Still leaves a lot of points for other stuff.
The dwarf-woodelf combo should be nasty. The dwarves can have great static resolution with good tough troops. The wood elves will be able to flankcharge and make the combats decidedly one-sided.
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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.
......."Its a level 1 spellsinger with 2 dispell scrools. A lv1 branichwraith with a cluster of radients. And the standard alter kindred nobel. (HoDA, HotH, GW, S, LA)."
Well i get the "Hail of doom arrow", and the " Helm of the hunt", ...whats the rest?
and how would i use him?
I guessjpdj gets the credit for the character builds since he put it in common terminology =P
GW is great weapon
S is Shield
LA is light armour. common abriviations for common items.
This is the standard Alter build, as most Wood elves players can agree is the most effecient and well rounded character. He typically blasts something for one turn, and uses his 18" movement to add support to where it is needed. If any characters leave units, he should be hunting them down, or searching out war machines. His charge packs a punch, and is so mobile you should be able to put him where you need him. Another use is to keep him near the treeman, using the big guy as cover and combo charging with him. If a challange goes up he can accept it, and leave the treeman to whack anything else. the combined hitting power of the 2 can potentially ruin someone's day.
Dwarves is a good ally choice, and definatly changes your options and allows you to build a little more specialized. Personally, I would want to ditch magic all together, and rely on their Anti-magic to free up my own character choices for more killy heros. It is hard to say how the lists should be balanced though, each has shooting and combat troops, each with advantages and disadvantages. I'd probably opt for the dwarf to go heavy on the shooting and take 2 solid core CC units with high static res (3 ranks banner), with the WE side bringing marchblocking, harrasing, and special CC troops (wardancers and Treekin come to mind).
I would consider for your rare slot either the treeman or waywatchers. This is possibly the only time I question a treeman, as he is an anchor that can be replaced by a fat unit of dwarves. With waywatchers, you have added marchblocking and re-direction, since they are pricey enough to attract a unit. Combine that with glade riders and possibly warhawk riders, and your oponent will be lucky to get into charge range of your troops after the all the gunpowder smoke clears.
There are alot of possibilities, and unfortunatly, i don't actually know dwarves very well at all, and what is availible at this point level. Please let me know how your development goes and what his troops are capible of
Thank you skarsgard and for the compliment. And thankyou tatto for pointing the abrevestions.
And mabye you should take out the magic defenders and add more killing stuff. Because dwarfes have a really good magic defense as well.
I say, do you really need that much magic defense? No lord characters means lower # of power dice, less # of spells, less chance of getting effective spells. I say dump the branchwraith (too frail in combat anyway) and buy more troops.
Awesome guys, thanks for the input i have shown my partner...um dwarf player...yea .. thepost and i think we can come up with a pretty competitive list.
Now this is going to sound like a an moron but i am getting into WFB but have played 40k for years. things are diferent in this game. Lots of post talk about re-directing charges and march blocking.
I used my great eagle to fly out 1st turn, 2nd turn i fly right behind the center of there army.
Now this march blocking but is this right?
how do you re-direct charges all my attempts have not been effective?
and is the bird hero with the 12" march blocking banner a bad idea? i thought that way i get a bird and a rare slot?
Last edited by lithium_ghost; February 27th, 2009 at 20:00.