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8 Posts
Hi all,
I'd like some opinions/critique on this army list. I'm thinking of taking it to tournament eventually, but I don't own all the models for it yet. Needless to say, I don't want to go out and spend upwards of $500 on models (I already own a DE army, but I'm starting from scratch again) and have the list perform poorly.
Anyway, the idea behind the list is that the army is drawn from the city of Karond Kar, the city of the Beastmasters. (I have a thing for thematic armies). As such, I wanted it to be representative of all the cool beasties the Dark Elves can use. I think the list I've built is strong, but I'm not sure if its exactly balanced.
To truly capture the flavor of the army and include everything I want to field, it seems like I might have to min/max the list, which isn't something I want to do. Even in tournament play, I don't want to take an unbalanced army. Having been on the receiving end of a few tourney beatings, I can say with certainty that those types of armies aren't fun to play against. Anyway, here's the list. It currently comes out to around 2400 pts, so any suggestions on what to tweak and what to cut are appreciated.
Hero
Beastmaster
Lance
Armor of Darkness
Manticore
259 pts
Hero
Sorceress
lvl 2
Seal of Ghrond
Dispel Scroll
180 pts
Hero
Sorceress
lvl 2
Tome of Furion
145 pts
Core
Dark Elf warriors w/ shields
full command
185 pts
Core
Dark Elf warriors w/ shields
full command
185 pts
Core
Dark Elf warriors w/ shields
full command
185 pts
Special
Cold One Chariot x2
Spears x2
194 pts
Special
Cold One Knights x10
full command
335 pts
Special
Cold One Knights x10
full command
335 pts
Special
Harpies x10
130 pts
Rare
War Hydra
220 pts
Rare
War Hydra
220 pts
That's pretty much it. Everything is pretty mobile for the most part, and even the chariots move a respectable 7 inches a turn. The idea behind it is to charge units that are a serious threat with more that one unit, and at least one unit that causes fear. Combining the warriors and a chariot or the warriors and a hydra are enough to break most units, especially if the Cold One Knights come in on the flank.
At the moment I'm pretty pleased with it for the most part, but I'm thinking of changing a few things. I'd like to add a few magic banners, specifically the Banner of Murder to help my Cold One Knights with charge distances, or the Standard of Slaughter for some quick combat res boost on the first charge. I'm also thinking of adding two knights to each unit and fielding them in three ranks of four. What does anyone else think?
I'd like some opinions/critique on this army list. I'm thinking of taking it to tournament eventually, but I don't own all the models for it yet. Needless to say, I don't want to go out and spend upwards of $500 on models (I already own a DE army, but I'm starting from scratch again) and have the list perform poorly.
Anyway, the idea behind the list is that the army is drawn from the city of Karond Kar, the city of the Beastmasters. (I have a thing for thematic armies). As such, I wanted it to be representative of all the cool beasties the Dark Elves can use. I think the list I've built is strong, but I'm not sure if its exactly balanced.
To truly capture the flavor of the army and include everything I want to field, it seems like I might have to min/max the list, which isn't something I want to do. Even in tournament play, I don't want to take an unbalanced army. Having been on the receiving end of a few tourney beatings, I can say with certainty that those types of armies aren't fun to play against. Anyway, here's the list. It currently comes out to around 2400 pts, so any suggestions on what to tweak and what to cut are appreciated.
Hero
Beastmaster
Lance
Armor of Darkness
Manticore
259 pts
Hero
Sorceress
lvl 2
Seal of Ghrond
Dispel Scroll
180 pts
Hero
Sorceress
lvl 2
Tome of Furion
145 pts
Core
Dark Elf warriors w/ shields
full command
185 pts
Core
Dark Elf warriors w/ shields
full command
185 pts
Core
Dark Elf warriors w/ shields
full command
185 pts
Special
Cold One Chariot x2
Spears x2
194 pts
Special
Cold One Knights x10
full command
335 pts
Special
Cold One Knights x10
full command
335 pts
Special
Harpies x10
130 pts
Rare
War Hydra
220 pts
Rare
War Hydra
220 pts
That's pretty much it. Everything is pretty mobile for the most part, and even the chariots move a respectable 7 inches a turn. The idea behind it is to charge units that are a serious threat with more that one unit, and at least one unit that causes fear. Combining the warriors and a chariot or the warriors and a hydra are enough to break most units, especially if the Cold One Knights come in on the flank.
At the moment I'm pretty pleased with it for the most part, but I'm thinking of changing a few things. I'd like to add a few magic banners, specifically the Banner of Murder to help my Cold One Knights with charge distances, or the Standard of Slaughter for some quick combat res boost on the first charge. I'm also thinking of adding two knights to each unit and fielding them in three ranks of four. What does anyone else think?