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So I've been running this list lately in friendly and competitive settings at my FLGS and so far it's managed to beat all of my last half dozen opponents without a loss. I'm still relatively new to Fantasy (started about 6 months or so ago), but I'm fairly confident in the list for the most part, but of course I'm looking for some constructive criticism. I'm considering swapping the Eternal Guard bunker with more Glade Guard and dropping the Glade Captain for more Wild Riders, but I want other people's thoughts on this.
Lords:
Spellweaver:
-Asrai Longbow
-Level 4
-Lore Of Shadow
-Dispel Scroll
Total: 250 points
Heroes:
Glade Captain:
-Trueflight Arrows
-Great Weapon
-Shield
-Hail Of Doom Arrow
Total: 114 points
Spellsinger:
-Asrai Longbow
-Level 2
-Lore of Shadows
Total:120 Points
Waystalker:
-Bow of Loren
-Charm Shield
Total: 115 points
Core:
Eternal Guard (x20)
Total: 220 Points
Glade Guard (x10)
-Trueflight Arrows
Total: 150 Points
Glade Guard (x10)
-Trueflight Arrows
Total: 150 Points
Glade Riders (x5)
-Trueflight Arrows
Total: 110 Points
Glade Riders (x5)
-Trueflight Arrows
Total: 110 Points
Special:
Deepwood Scouts (x10)
-Trueflight Arrows
Total: 160 Points
Deepwood Scouts (x10)
-Trueflight Arrows
Total: 160 Points
Wild Riders (x5)
-Shields
Total: 140 Points
Rare:
Waywatchers (x5)
Total: 100 Points
Waywatchers (x5)
Total: 100 Points
Rakes in right at 1999. The Spellweaver deploys in the Eternal Guard bunker while the Spellweaver and Glade Captain run with a unit of Glade Guard. The Waystalker runs with one of the Waystalker units. The WeaverGuard unit hang out in the free woods (Venom Thicket, durr) and use stubborn, ASF, 2x Fight in Extra Ranks and Poison attacks to mince anything that gets near them. The archers all deploy in obvious patterns; behind enemy lines, should they deploy poorly, with Waywatchers puppy guarding anything with high armor (monsters, Chaos Knights, etc.) and Deepwood Scouts mincing their rank and file, special units and anything of threat whilst backpedalling like hell. Wizards debuff like no one's business and try and throw the odd kill-by-characteristic test when the dice gods allow. Usually, most opponents are fairly whittled down before they can get in to punching range (miasma slows them down nicely), just in time for the Wild Riders to destroy whatever they can charge in to. Glade Riders come in on the enemy deployment zone and do whatever they can to be obnoxious for the rest of the game.
I have very little problems with this list, for the most part, but I am thinking of dropping the E guard for more archers and the captain for another unit of Wild Riders. The captain usually doesn't justify his points and it's been 6 games since my E guard have even gotten in to combat, so they've done little to nothing to justify their points besides be a nice little bunker for the wizard to hide in. Besides, more shooting and riders never hurt haha.
Thoughts, comments, concerns? I'm looking for any kind of opinion at all.
Lords:
Spellweaver:
-Asrai Longbow
-Level 4
-Lore Of Shadow
-Dispel Scroll
Total: 250 points
Heroes:
Glade Captain:
-Trueflight Arrows
-Great Weapon
-Shield
-Hail Of Doom Arrow
Total: 114 points
Spellsinger:
-Asrai Longbow
-Level 2
-Lore of Shadows
Total:120 Points
Waystalker:
-Bow of Loren
-Charm Shield
Total: 115 points
Core:
Eternal Guard (x20)
Total: 220 Points
Glade Guard (x10)
-Trueflight Arrows
Total: 150 Points
Glade Guard (x10)
-Trueflight Arrows
Total: 150 Points
Glade Riders (x5)
-Trueflight Arrows
Total: 110 Points
Glade Riders (x5)
-Trueflight Arrows
Total: 110 Points
Special:
Deepwood Scouts (x10)
-Trueflight Arrows
Total: 160 Points
Deepwood Scouts (x10)
-Trueflight Arrows
Total: 160 Points
Wild Riders (x5)
-Shields
Total: 140 Points
Rare:
Waywatchers (x5)
Total: 100 Points
Waywatchers (x5)
Total: 100 Points
Rakes in right at 1999. The Spellweaver deploys in the Eternal Guard bunker while the Spellweaver and Glade Captain run with a unit of Glade Guard. The Waystalker runs with one of the Waystalker units. The WeaverGuard unit hang out in the free woods (Venom Thicket, durr) and use stubborn, ASF, 2x Fight in Extra Ranks and Poison attacks to mince anything that gets near them. The archers all deploy in obvious patterns; behind enemy lines, should they deploy poorly, with Waywatchers puppy guarding anything with high armor (monsters, Chaos Knights, etc.) and Deepwood Scouts mincing their rank and file, special units and anything of threat whilst backpedalling like hell. Wizards debuff like no one's business and try and throw the odd kill-by-characteristic test when the dice gods allow. Usually, most opponents are fairly whittled down before they can get in to punching range (miasma slows them down nicely), just in time for the Wild Riders to destroy whatever they can charge in to. Glade Riders come in on the enemy deployment zone and do whatever they can to be obnoxious for the rest of the game.
I have very little problems with this list, for the most part, but I am thinking of dropping the E guard for more archers and the captain for another unit of Wild Riders. The captain usually doesn't justify his points and it's been 6 games since my E guard have even gotten in to combat, so they've done little to nothing to justify their points besides be a nice little bunker for the wizard to hide in. Besides, more shooting and riders never hurt haha.
Thoughts, comments, concerns? I'm looking for any kind of opinion at all.