Just thought I would share what my new BSB looks like. After years of on/off casual ebay/trademe hunting for the limited Ed. BSB that I believe came in the battleforce box when Woodies were last updated, I finally found one for $14US that had not even been undercoated (apparently the apparent "power level" of the army affects the price!).
As a side note, who are all these people who buy cool models, don't assemble/paint them/unpackage them...leave them lying around for years then decide to sell them?
A quick clean up, paint job in the current scheme and it looks like this:
The flames in the background are because my partner took the photo and loaded it onto her computer. I then jokingly requested flames in the background...
Nothing too exciting or "different". A Quick look through the High Elf army book and I found the symbol for revenge (which is a woodie kindred), so I thought that was appropriate given the lack of big lumbering trees in my new direction. I see my army as more an expeditionary force.
So what you all think? I could possibly tart up the banner a bit more, but not too good at the free hand, so as much as a want beautiful elven swirls etc, I'm not exactly able to do it myself!
Postscript:
As requested, here is the BSB minus flames of awesome.
Hope that is a bit better!
The rock he's standing on is dheneb stone, washed with the devlan mud, then highlighted with dheneb stone. The skin is foundation flesh, elf flesh highlights, then ogren flesh wash. The red is foundation red, washed black and kinda layered with blood red (dip normal brush in watered down colour, suedo dry brush-but more layering than flicking over for just highlights). Brown is scorched brown, then vermin brown, then devaln mud wash. Green is dark angels green, then goblin green, then goblin green/rotting flesh highlights. The symbol on the flag then has skull white mixed into do a final, final highlight. Metal is chainmail with black wash. Antlers are scorched brown, dheneb stone, ogren flesh wash, then dheneb stone again. Spite is white with blue wash. Feathers are (poorly done as usual) Scorched brown, then snakebite leather with white ends. Hair is Tausept ochre base with bleached bone mixed in to highlight.
The Brush of Doom is my attempt to show case my armies and painting progress + try get into the habit of actually making battle reports.
Friday, 21 October 2011
Tuesday, 18 October 2011
Resurrecting the Woodies-the paint job
ZOMG! painting post.
I thought I would give an update of how the Woodie painting is coming along. A few months ago I had a post on repainting the Glade Guard. Looking back that was very productive time because it meant that the "core" of my army is up to date + gives me a new theme to work with.
So first thing I updated were the Waywatchers....the 2nd unit I painted (the first being Wardancers who need a rules update to justify a new paint job!). 12 are ready to go (sans bases-though that happens last!).
Here is what they look like:
Hopefully that looks ok.
SO as you can see I've continued the grey/green cloak with the red highlight....looking suitably killy.
Next up I got my first unit of 5 Wildriders updated. These guys were the 3rd thing I painted. (Note to EVERYONE OUT THERE: when someone starts the hobby there is a reason why Space Marines are the go to army-nobody cares if you butcher the paint job on them learning the tricks of the trade!)
So the same theme continued.
I painted the horses in 2 different ways. The brownie horses are Dwarf flesh with a Devlan Mud wash. Tail is Scorched Brown with Snake Bite Leather highlight.The white horses are Astronomican Grey, with Skull White dry brush. The tail was Astronomican Grey, Ogryn Flesh wash then Skull White highlight. I wanted them to look different to the horses I use for my Empire army, and I think I have achieved this.
So there we have it. Not bad for a weeks work. I got myself the OOP BSB from Ebay that I currently painting. 5 of the 5th Ed OOP Waywatchers are still on there way to be my scouts. Really looking forward to theme arriving. Now to sneak 2 more boxes of Glade Guard past the boss so I can complete my 2400 army.
I will however be taking Woodies to Vermintide III. I'll have a post closer to the event going over the list and my thoughts behind it. My High Elves are most likely also going to be getting a run onto the field at Vermintide III. My friend (who deserted the faithful for the heresy Warmachine...) will be running them. Hopefully the do really well as he is planning on being a little "unique" with his set up + it gives me an excuse to get the painting of some of it finished. Next painting post will be what they look like and my thoughts behind why I did what I did etc.
I thought I would give an update of how the Woodie painting is coming along. A few months ago I had a post on repainting the Glade Guard. Looking back that was very productive time because it meant that the "core" of my army is up to date + gives me a new theme to work with.
So first thing I updated were the Waywatchers....the 2nd unit I painted (the first being Wardancers who need a rules update to justify a new paint job!). 12 are ready to go (sans bases-though that happens last!).
Here is what they look like:
Hopefully that looks ok.
SO as you can see I've continued the grey/green cloak with the red highlight....looking suitably killy.
Next up I got my first unit of 5 Wildriders updated. These guys were the 3rd thing I painted. (Note to EVERYONE OUT THERE: when someone starts the hobby there is a reason why Space Marines are the go to army-nobody cares if you butcher the paint job on them learning the tricks of the trade!)
So the same theme continued.
I painted the horses in 2 different ways. The brownie horses are Dwarf flesh with a Devlan Mud wash. Tail is Scorched Brown with Snake Bite Leather highlight.The white horses are Astronomican Grey, with Skull White dry brush. The tail was Astronomican Grey, Ogryn Flesh wash then Skull White highlight. I wanted them to look different to the horses I use for my Empire army, and I think I have achieved this.
So there we have it. Not bad for a weeks work. I got myself the OOP BSB from Ebay that I currently painting. 5 of the 5th Ed OOP Waywatchers are still on there way to be my scouts. Really looking forward to theme arriving. Now to sneak 2 more boxes of Glade Guard past the boss so I can complete my 2400 army.
I will however be taking Woodies to Vermintide III. I'll have a post closer to the event going over the list and my thoughts behind it. My High Elves are most likely also going to be getting a run onto the field at Vermintide III. My friend (who deserted the faithful for the heresy Warmachine...) will be running them. Hopefully the do really well as he is planning on being a little "unique" with his set up + it gives me an excuse to get the painting of some of it finished. Next painting post will be what they look like and my thoughts behind why I did what I did etc.
Friday, 14 October 2011
2400 Empire vs Dark Elves: Ode to the 4+ ward/regen
A show down between the Empire (revised list from 2 posts ago) vs Dark Elves consisting of:
Lvl4: stuff shadow
Lvl2: flame and scroll
Bsb cauldron
Hero on Pegasus with the dumb ward thingie
Block of spears
Block of frenzied 2hw corsairs
10 xbows
20 Bguard
Block of witch elves
2 units of shades
Hydra
Spells were rolled for, armies deployed and the battle commenced!
TURN 1
Empire:
stuff moves up=-mainly the stank and the chaff. Peg moves to block the cannons form the hunters.
The magic phase was rather uneventful with 1 harpie killed with the ruby ring and the shades by the cannons suffering -1 BS. Shooting was more eventful. Xbows shot 3 shades, archers killed 1 xbow and the Hydra regened 2 cannon hits sigh.
Dark Elves:
The harpies jump to in front of the peg
Rest of army avoids the flagellants and the stank except for a unit of harpies that landed in front of it to delay it for a turn (re: no overrun).
The magic phase is interesting. All dispel dice are used to stop a pit on the stank. The Stank is then withered to t8 and the archers running with the flagellants find themselves with -3 to the miasma’ed stats.
The shades then return fire at the xbows and kill 2. The xbows wipe out a unit of free company and the other shades fail to do anything to the cannon phew!
TURN 2
Empire:
The stank declares charge on the harpies who fail terror test and flee. Stank then redirects into the black guard...the plan all along! The Pegasus charges the harpies.
Banishment kills 4 xbows. One cannon finally get past the regen and do 4 wounds to the hydra, the other fails to wound. In the peg combat the harpies lose and flee-peg reforms to face the shades.
The stank destroys the black guard killing 9. 1 wound is caused back in return.
Dark Elves:
1 unit of harpies rally, the other continues to flee. The Elf Peg decides to charge the flank of the flagellants. The 2 shades then flank charge the xbows.
The hydra moves through the forest, only for it to be dangerous, so refrains from marching. The left flank shades move to the flank of the empire xbows.
I let Power of darkness be cast. Flaming blades is then IF’ed on the bguard. The rest of the dice are lost and 5 spearelves die. The shades have a poor shooting phase bouncing off a cannon while the xbows kill 1 archer.
In the combat phase the 2 shades run down the xbows who fail a steadfast test. Burning blades fails to help the black guard and the Elf Pegasus wounds the flagellants who fail to reform to face.
TURN 3
Empire:
The Pegasus charges the shades.
My archers move to divert the hydra away from the flagellants inside the ldship 9/bsb bubble.
Magic is a big let down when the 2 flaming magic missiles are dispelled. The hydra then regens 2 cannon hits sigh. In combat, the empire Pegasus takes a wound failing a re-roll 1+ as. However the shades are still run. The stank kills 5 black guard-many surviving with a 5+ ward. 4 more flagellants die to the elf Pegasus.
Dark Elves:
Well, the best laid out plans can always fail as the archers flee in terror from the hydra who promptly redirects into the flagellants. The corsairs fail a frenzy charge on the waralter, 4 dying in the dangerous terrain.
The fleeing harpies on cannon side rally. Magic phase did nothing with mindrazor failing to cast on the blackguard. Shooting kills 1 free company and bounces off the waralter.
The flagellants are butchered down to 2...thankfully the waralter is looking at the flank of the hydra...
TURN 4
Empire:
Waralter runs over the hydra with impact hits and continues into the shades, last flagellants die to the elf Pegasus. 1 unit of halberds turn to protect battle line from any advancing witchelves who have been sitting back in a frenzy trap successfully restraining every turn. Lvl4 also leaves the unit for some reason I have forgotten (most likely to be looking in the right direction for pit on bsb).
Black guard almost dead (thank you 5+ ward)
The cannons then decide to bounce off the BSB (more 4+ saves grrr).
Dark Elves: (sorry forgot pics of this turn)
The Pegasus charges the lvl4 (left enough room for it to land-silly mistake). The lvl4 flees and the Pegasus stumbles forward into awkward position with halberds looking right at it. The corsairs then flank the waralter -7 dying on the charge (with KBlow blessing). The corsairs get flaming bladed and mindrazor is dispelled. Shooting kills 2 free company-they hold. In combat the shades are run over, the corsair champ declines challenge (boo hiss). In a crucial dice moment, the 1 Kblow inflicted is warded. PHEW.
TURN 5
Empire:
SO the lvl4 rally, the Pegasus moves back to protect it from the shades.
The halberds declare a charge on the elf Pegasus who flees and is run down woot!
The trap on the witch elves then gets personal as the free company move up real close.
So my next attempt to get rid of the cauldron fails when I fail to cast Pit. The Archlector IF’s soulfire and manages to kill 1 corsair...
The cannons continue their reign of terror when 1 fails to hit the cauldron and the other fails to wound...the archers on the other hand kill a single witch elf!
In this combat my 4+ ward skills fail me and the archlector dies. However thankfully the alter is unbreakable! Also the Stank finishes off the black guard.
Dark Elves:
Finally the harpies get a charge on the cannon and delete it, over running into the 2nd one.
With an exposed stank, the lvl4 decides to IF pit and suck it up with a 1 inch scatter. The shooting then adds to the misery by finishing off the free company.
TURN 6
Empire:
Pegasus charges the harpies in Combat with the cannon and defeats then-saving the cannon!
My lvl4 then gets his chance to IF the pit and promptly misses the cauldron with a 5 inch scatter.
Dark Elves:
Mindrazor scrolled meaning the alter survives yay!
RESULT
Darkelves win by 120 points. A very close game that would have been mine had my IF pit hit the cauldron-but of course by the same small margin. My cannons failed to capitalise on anything really due to fantastic ward and regen rolling. This meant I swapped my flagellants for his hydra (and I suppose his peg man who was caught in the open). Not the best swap, but the best I could do given the circumstances. I was expecting the witchelves to be used a bit more offensively-but my opponent insisted that the halberds would have won the grind. I suppose he was correct given the frenzy trap I set (but with no way to capitalise on it...).
Tuesday, 11 October 2011
Thoughts from the forest
Following up from my musings about the Empire, my thoughts have been distracted by all the flowering trees in the Hutt. This naturally brings out the Woodie in me (tree hugger that I am-blame my father and having a garden with "potential"). So I thought I would share my current beliefs on how I think I want a woodie list to look like.
First off a history:
I've had mixed success with the woodies in 8th. Vs some armies I have kicked some butt, vs others I have fallen apart. Success has ridden on how quickly the Treeman dies (or not) and if my Treekin are gatewayed/flamed to death. Shooting has played a biggish part, but mainly I have stuck to a rather boring formula of:
lvl4, bsb, bwraith with cluster, 20 GG, 10 GG, 2x 10 Dryads, 6 treekin, 2 eagles, Treeman and then spare points on more trees.
Works wonders, but is really let down by the fact that it does alright in most areas, but excels at none. Compare that to my Empire (excels bait and trap based combat with plenty of scary and owns both magic phases) and my High Elves (excels at straight up fisty cuffs and dangerous in the magic phase).
So what do woodies excel at? Shooting and avoidance. s4 move and shoot is awesome. small units that pack a punch is awesome. I have not been utilising these 2 aspects of the woodies. Instead I have been relying on the t5/s5 to win the day...and at 390 points a units that's a lot of hope (especially when for LESS points my 18 swordmasters will walk over 6 treekin without blinking).
So I have decided to focus on emphasising the shooting and the avoidance to create Elven based woodie lists.
Oh-and my 46 Eternal Guard are still yet to get removed from their box-as beautiful as they are. Here's hoping the drop in cost and/or get awesome (at least to 7th levels of awesomeness when they were deceptively amazing).
Below are 3 lists that I have worked on in succession to help demonstrate my thought process:
First list:
lvl4: scroll life 275
BSB: LA, Abane, HODA 132
20 GGuard: m, sb-flame 268
4x10 GGuard: m 504
2x10 GGuard: m, sb 276
5 wardancers 90
5 wardancers 90
4 Tkin 260
5 Waywatchers 120
2 Eagles 100
Treeman 285
2399
So this list is like "ZOMG SHOOTING" Will waltz over any army that has no calv/isnt skaven. However, 285 points are just asking to be pitted/stone throwered/gatwayed etc. It's good, but excessive and falls apart vs certain things.
Second list:
lvl4: scroll, life 275
BSB: Abane, HODA: 130
20 GG: m, sb-flame 268
4x10 GGuard: m 504
2x10 GGuard: m, sb 276
5 wardancers 90
5 wardancers 90
6 Tkin 390
6 wildriders: (m) 156
5 Waywatchers 120
2 Eagles 100
2399
SO similar theme to first list except the pit target has disappeared and in its place is a combat effective unit of treekin and some wildriders. Wildriders are a bit controversial in anyone's language in 8th because they have lost their main 7th role...sit back, chose target and pounce. I ague that they can still do this-they just have to be a bit savvy about it-and vanguard really helps here. Deploy 3 wide to reduce return attacks. Hit target, win combat and reform to wide formation to maximise special rule. Also gives a unit to charge forward at chariots etc. HOWEVER, the list is still vulnerable to storm banner and will get crowded out and block its own line of sight...shooting is excessive.
Third and latest draft:
lvl4: scroll, life 275
A.Highborn: La, 2hw, Dhelm, BoLoren, a.bodkins, SoRB 289
BSB: LA, Abane, HODA 132
19 GG: m, sb-flame 256
2x10 GGuard: M 252
2x10 GGuard: m, sb 276
5 wardancers 90
5 wardancers 90
6 Tkin 390
5 wildriders: (m) 130
5 Waywatchers 120
2 Eagles 100
2400
So dropping 21 archers, 1 wildrider to gain the machine gun alter with uber defensive kit and 6 s4 attacks. This guy has it all. Deals with the things woodies struggle with (armoured knights, stanks) and adds a nasty combat charge. 6 s4 attacks alongside the wildriders and the target unit is losing that combat! List is now almost competitive vs Skaven too. Less shooting to be affected by Storm Banner and more small combat units to get multicharges going + enough fast units to get to the greyseer quickly. Still very vulnerable to the 13th...but what isnt really? (Tune in next week for my Horde of Inner Circle Knights list). If I was tabled by anything other than panzer division Skaven I would feel like I had played a crap game/really bad luck.
But vs other armies?
OnG-can deal with chariots, manglers, doomdiver and blocks of troops are just blocks of troops
WoC-Hell cannon will be an issue, but enough s4 shooting and KB to dent the warriors for clean up.
Delves-Dark what? List is effectively shadow magic proof and will out shoot anything that gets sent near it.
Empire- Stank can be wounded now (ignore armour woot!). lightly armoured troops die just as easily as the always have to bowfire and no real artillery targets except the alter (so get to combat fast or get smart about positioning for shooting at stank)
Helves: same as the Delves. More likely to see a dragon-but KB galore and bowfire will win the day.
DoC-hmmmm lots of t3 will suffer. Alter and Wildriders might find the siren annoying, and Greater Demons will require concentrated bow fire-but not impossible to fell one.
Brets- KNIGHTS ARE ANNOYING. Shoot lots to get past the armour! Treekin and wardancers will be king here.
Lizards- well hmmmmm shoot out the skirmishers, kill the steg and hope the Slann doesnt finish you off!
Tkings- yet to play them, but plenty of shooting to get the chariots and warsphinxs
Ogres-the new kids on the block...approach with caution...hopefully can kill enough with shooting before crying
Beastmen- well...list is very shadow proof, so that's them sorted.
So hopefully my reasoning is sound and the list is effective. If I cant get my Helves painted up for the next event (looking unlikely due to all the effort etc being put in), will very much consider rocking a list like this to see how it rolls.
First off a history:
I've had mixed success with the woodies in 8th. Vs some armies I have kicked some butt, vs others I have fallen apart. Success has ridden on how quickly the Treeman dies (or not) and if my Treekin are gatewayed/flamed to death. Shooting has played a biggish part, but mainly I have stuck to a rather boring formula of:
lvl4, bsb, bwraith with cluster, 20 GG, 10 GG, 2x 10 Dryads, 6 treekin, 2 eagles, Treeman and then spare points on more trees.
Works wonders, but is really let down by the fact that it does alright in most areas, but excels at none. Compare that to my Empire (excels bait and trap based combat with plenty of scary and owns both magic phases) and my High Elves (excels at straight up fisty cuffs and dangerous in the magic phase).
So what do woodies excel at? Shooting and avoidance. s4 move and shoot is awesome. small units that pack a punch is awesome. I have not been utilising these 2 aspects of the woodies. Instead I have been relying on the t5/s5 to win the day...and at 390 points a units that's a lot of hope (especially when for LESS points my 18 swordmasters will walk over 6 treekin without blinking).
So I have decided to focus on emphasising the shooting and the avoidance to create Elven based woodie lists.
Oh-and my 46 Eternal Guard are still yet to get removed from their box-as beautiful as they are. Here's hoping the drop in cost and/or get awesome (at least to 7th levels of awesomeness when they were deceptively amazing).
Below are 3 lists that I have worked on in succession to help demonstrate my thought process:
First list:
lvl4: scroll life 275
BSB: LA, Abane, HODA 132
20 GGuard: m, sb-flame 268
4x10 GGuard: m 504
2x10 GGuard: m, sb 276
5 wardancers 90
5 wardancers 90
4 Tkin 260
5 Waywatchers 120
2 Eagles 100
Treeman 285
2399
So this list is like "ZOMG SHOOTING" Will waltz over any army that has no calv/isnt skaven. However, 285 points are just asking to be pitted/stone throwered/gatwayed etc. It's good, but excessive and falls apart vs certain things.
Second list:
lvl4: scroll, life 275
BSB: Abane, HODA: 130
20 GG: m, sb-flame 268
4x10 GGuard: m 504
2x10 GGuard: m, sb 276
5 wardancers 90
5 wardancers 90
6 Tkin 390
6 wildriders: (m) 156
5 Waywatchers 120
2 Eagles 100
2399
SO similar theme to first list except the pit target has disappeared and in its place is a combat effective unit of treekin and some wildriders. Wildriders are a bit controversial in anyone's language in 8th because they have lost their main 7th role...sit back, chose target and pounce. I ague that they can still do this-they just have to be a bit savvy about it-and vanguard really helps here. Deploy 3 wide to reduce return attacks. Hit target, win combat and reform to wide formation to maximise special rule. Also gives a unit to charge forward at chariots etc. HOWEVER, the list is still vulnerable to storm banner and will get crowded out and block its own line of sight...shooting is excessive.
Third and latest draft:
lvl4: scroll, life 275
A.Highborn: La, 2hw, Dhelm, BoLoren, a.bodkins, SoRB 289
BSB: LA, Abane, HODA 132
19 GG: m, sb-flame 256
2x10 GGuard: M 252
2x10 GGuard: m, sb 276
5 wardancers 90
5 wardancers 90
6 Tkin 390
5 wildriders: (m) 130
5 Waywatchers 120
2 Eagles 100
2400
So dropping 21 archers, 1 wildrider to gain the machine gun alter with uber defensive kit and 6 s4 attacks. This guy has it all. Deals with the things woodies struggle with (armoured knights, stanks) and adds a nasty combat charge. 6 s4 attacks alongside the wildriders and the target unit is losing that combat! List is now almost competitive vs Skaven too. Less shooting to be affected by Storm Banner and more small combat units to get multicharges going + enough fast units to get to the greyseer quickly. Still very vulnerable to the 13th...but what isnt really? (Tune in next week for my Horde of Inner Circle Knights list). If I was tabled by anything other than panzer division Skaven I would feel like I had played a crap game/really bad luck.
But vs other armies?
OnG-can deal with chariots, manglers, doomdiver and blocks of troops are just blocks of troops
WoC-Hell cannon will be an issue, but enough s4 shooting and KB to dent the warriors for clean up.
Delves-Dark what? List is effectively shadow magic proof and will out shoot anything that gets sent near it.
Empire- Stank can be wounded now (ignore armour woot!). lightly armoured troops die just as easily as the always have to bowfire and no real artillery targets except the alter (so get to combat fast or get smart about positioning for shooting at stank)
Helves: same as the Delves. More likely to see a dragon-but KB galore and bowfire will win the day.
DoC-hmmmm lots of t3 will suffer. Alter and Wildriders might find the siren annoying, and Greater Demons will require concentrated bow fire-but not impossible to fell one.
Brets- KNIGHTS ARE ANNOYING. Shoot lots to get past the armour! Treekin and wardancers will be king here.
Lizards- well hmmmmm shoot out the skirmishers, kill the steg and hope the Slann doesnt finish you off!
Tkings- yet to play them, but plenty of shooting to get the chariots and warsphinxs
Ogres-the new kids on the block...approach with caution...hopefully can kill enough with shooting before crying
Beastmen- well...list is very shadow proof, so that's them sorted.
So hopefully my reasoning is sound and the list is effective. If I cant get my Helves painted up for the next event (looking unlikely due to all the effort etc being put in), will very much consider rocking a list like this to see how it rolls.
Friday, 7 October 2011
Rethinking the Empire post Home Con
Alrighty, so Home Con has been and gone. I've spent the last few weeks kinda avoiding the hobby. Not on purpose of course...more just taking a mental break to refresh.
I had 2 games 2 weekends ago with my Helves and Empire vs WoC. These games were very much dominated by the WoC lvl4 IFing turn 1 both games (game 1- sucked into warp, game 2-became a lvl1). The Empire game was a lot closer than the High Elf game when my horde Whitelions wiped out the 2hw Korn Warriors in 1 round (the Kwar charged me), then took out the Tznch warriors the next. Whitelions are nasty and should be avoided at all costs. At this rate my 2 boxes of Phoenix Guard are going to be spending alot longer on the sprue waiting for an armybook upgrade to justify their inclusion in an army. Swordmasters are still awesome-even if just from the threat factor. Lore of shadow and High Magic on the lvl2 is an awesome combo. The threat of drain magic means I can get the hexes off easier as dice are held back. My Star Trek fanboi credentials were tarnished though when wraith of Khaine only killed 1 doggie all game...
The Empire game was rather interesting. One of my Halberd blocks took a pounding early on, so reformed to bus only to get the discman in the rear. Careful use of lore of light and challenges meant that unit survived (holding lvl4, BSB and wpriest!). But damn can a WoC hero with the breath weapon rip through units! The other unit was lost to the Tzch warriors in a prolonged grind, but I cleaned up everything else for a comfortable win.
Last weekend was the Auckland tournament with the weird comp that I did not attend. I got a game or 2 tomorrow where I test my "revised" Empire list that rifts off the lessons learned and observed at Home Con + with the Ogres now a "real" consideration.
The list I'll be trialing:
Alector:Walter, GW, AOMI, VHS 286
lvl4: shadow, seal of destruction, ruby ring, dragon bane gem 285
BSB: FPA, Opal Amulet, ch.shield, ICI, 108
W.Priest: HA, fencers "hammers" 129
Captasus: FPA, sh, Dhel, SoMight, Dstone 160
38 Halberds: FC 210
38 Halberds: FC 210
2x5 FCompany Detach 50
30 Flagellants 300
10 xbows 80
2x5 5 archers detach 80
2 Cannons 200
Stank 300
2398
So some choices are aesthetic (dual hammers W.Priest is the most bad ass model ever...other than Fabio Valten), others are obvious (2 cannons).
I've opted to gross myself out and take stanky walter for a number of reasons that were mainly motivated by dropping the 2nd unit of Flagellants.
I found that 600 points in very squishy models can be awesome!, but if someone has the ability to stay out of combat and just simply shoot them = massive points liability. This happened vs Pete's Skaven, and Jack's Empire, and I forsee it vs any Lizardman/Delf/woodie list I come across.
Bringing in the Walter gives me loremaster 6 dice monkey of cool-freeing up my lvl4 for shadow. The last wee while I've stopped using the area of affect lore of light spells (other than pha's turn 1/2). This is due to me becoming more selective in my combat decisions, and from using shadow with High elves (ie forcing me to focus on 1 combat at a time). Shadow gives me the tools to deal with the things my Empire really struggle with (ARMOUR)...with mindrazor and also Pit for the big scaries (Im looking at you Ogres!).
It also ties up points in a hard to get place.
To counter the "focus on 1 thing at a time" I've added more chaff....skirmishing chaff. this means I should always catch the manglers + a little bit more token shooting (woot!) that is not to be underestimated; my archer detachments in 7th were fantastic at killing Greater Demons...
Also early game I have 2 magic missiles/turn to throw at opponents + pit if I have it. This + the shooting = clearing out the chaff and keeping the pressure up.
WHY NO ROCKET BATTERY????????????
For the same reason I dropped the mortar. I dont want to spend points on an Engineer to baby sit it + it's more free points for stuff that gets past my lines/comes on from behind. With 2 cannons, magic missles and shadow = dont really need "another" template. It also stops me feeling bad having Stanky walter...Jack was very correct when stating that walter, stank, engineered Rocketbattery, 2 cannons is a very, very strong empire build starting point! I like to sit just behind the "max" build out of principle.
Anyway, looking forward to gaming tomorrow and also vs Pete....if you're reading this...NO TAILORING!
I had 2 games 2 weekends ago with my Helves and Empire vs WoC. These games were very much dominated by the WoC lvl4 IFing turn 1 both games (game 1- sucked into warp, game 2-became a lvl1). The Empire game was a lot closer than the High Elf game when my horde Whitelions wiped out the 2hw Korn Warriors in 1 round (the Kwar charged me), then took out the Tznch warriors the next. Whitelions are nasty and should be avoided at all costs. At this rate my 2 boxes of Phoenix Guard are going to be spending alot longer on the sprue waiting for an armybook upgrade to justify their inclusion in an army. Swordmasters are still awesome-even if just from the threat factor. Lore of shadow and High Magic on the lvl2 is an awesome combo. The threat of drain magic means I can get the hexes off easier as dice are held back. My Star Trek fanboi credentials were tarnished though when wraith of Khaine only killed 1 doggie all game...
The Empire game was rather interesting. One of my Halberd blocks took a pounding early on, so reformed to bus only to get the discman in the rear. Careful use of lore of light and challenges meant that unit survived (holding lvl4, BSB and wpriest!). But damn can a WoC hero with the breath weapon rip through units! The other unit was lost to the Tzch warriors in a prolonged grind, but I cleaned up everything else for a comfortable win.
Last weekend was the Auckland tournament with the weird comp that I did not attend. I got a game or 2 tomorrow where I test my "revised" Empire list that rifts off the lessons learned and observed at Home Con + with the Ogres now a "real" consideration.
The list I'll be trialing:
Alector:Walter, GW, AOMI, VHS 286
lvl4: shadow, seal of destruction, ruby ring, dragon bane gem 285
BSB: FPA, Opal Amulet, ch.shield, ICI, 108
W.Priest: HA, fencers "hammers" 129
Captasus: FPA, sh, Dhel, SoMight, Dstone 160
38 Halberds: FC 210
38 Halberds: FC 210
2x5 FCompany Detach 50
30 Flagellants 300
10 xbows 80
2x5 5 archers detach 80
2 Cannons 200
Stank 300
2398
So some choices are aesthetic (dual hammers W.Priest is the most bad ass model ever...other than Fabio Valten), others are obvious (2 cannons).
I've opted to gross myself out and take stanky walter for a number of reasons that were mainly motivated by dropping the 2nd unit of Flagellants.
I found that 600 points in very squishy models can be awesome!, but if someone has the ability to stay out of combat and just simply shoot them = massive points liability. This happened vs Pete's Skaven, and Jack's Empire, and I forsee it vs any Lizardman/Delf/woodie list I come across.
Bringing in the Walter gives me loremaster 6 dice monkey of cool-freeing up my lvl4 for shadow. The last wee while I've stopped using the area of affect lore of light spells (other than pha's turn 1/2). This is due to me becoming more selective in my combat decisions, and from using shadow with High elves (ie forcing me to focus on 1 combat at a time). Shadow gives me the tools to deal with the things my Empire really struggle with (ARMOUR)...with mindrazor and also Pit for the big scaries (Im looking at you Ogres!).
It also ties up points in a hard to get place.
To counter the "focus on 1 thing at a time" I've added more chaff....skirmishing chaff. this means I should always catch the manglers + a little bit more token shooting (woot!) that is not to be underestimated; my archer detachments in 7th were fantastic at killing Greater Demons...
Also early game I have 2 magic missiles/turn to throw at opponents + pit if I have it. This + the shooting = clearing out the chaff and keeping the pressure up.
WHY NO ROCKET BATTERY????????????
For the same reason I dropped the mortar. I dont want to spend points on an Engineer to baby sit it + it's more free points for stuff that gets past my lines/comes on from behind. With 2 cannons, magic missles and shadow = dont really need "another" template. It also stops me feeling bad having Stanky walter...Jack was very correct when stating that walter, stank, engineered Rocketbattery, 2 cannons is a very, very strong empire build starting point! I like to sit just behind the "max" build out of principle.
Anyway, looking forward to gaming tomorrow and also vs Pete....if you're reading this...NO TAILORING!
Sunday, 11 September 2011
Home-Con 2011 quick battle reports
Ok, so just attended Home-Con hosted by Pete Dunn. The event was a standard 10 man tournament with Pete-lite comp. I took the following list:
A.lector: Ha, sh (general)
Lvl4: Light, Rod of Power
W.Priest: Ha, 2hw
BSB: FPA, Charmed Shield, Opal Amulet, Wrymslayer Sword
Captain: Pegasus, FPA, sh, Sword of Fate, Dragon helm
2x38 Halberds: FC with 5 Free Company Detachment
10 xbows
2x30 Flagellants
2 Cannons
Stank
Other lists can be found here: http://www.thefieldsofblood.com/2011/09/homecon-lists.html
My thinking going in was “yay 4 WoC lists that love to get into combat with my combat army.”
So anyway the games:
Game 1: vs Tom Dunn DoC. Battleline 15-5 to me
Game one got off to a great start when I was half an hour late due to my car having a hissy fit at the supermarket. I was a little concerned with the GUO, but the rest of his list wasn’t too much of an issue as I was confident I had the numbers to deal with it....underneath that 5+ ward is a t3 guy who is wounded just as easily as any other t3 guy. The game really swung my way turn 1 when the GUO sucked himself into the warp in exchange for 1 flagellant. Good trade if you ask me. Other highlights included flags with timewarp rolling snake eyes for support charge...then basically getting shot to bits. My Sword of Fate sat at the back guarding my cannons. I managed to get his fiends, 1 unit of Bletters, 1 unit of furies and the GUO of course.
Game 2: vs Jack Dunn Empire. Random Deployment. 6-14 to Jack.
So the mirror match. The game started badly with turn 1 the stank getting pitted, then in my turn the lvl4 decided to join the GUO in the warp. This was my death blow...540 points down is a bit of an ask. I managed to destroy the alter turn 1, and got the A.lector turn 5 when my flagellants ripped his Halberds a new one. This flagellants ripped my other unit a new one. Shadow miasma was really good here when have identical stats! I think I fought back well from the initial loss, but a few things like only 1 wound on the stank from cannon etc meant things didn’t really work out for me. But a really fun game.
Game 3: vs Tim Norling’s WoC. Battle for the Pass. I won by 220 points so I assume 11-9
THE UBER MAURUDER HORDES! I have been looking forward to playing against this army for a long time. Basically Cannons with clear field of fire FTW. This game was a bit of a tactical thinker. Tim made a crucial mistake when he forgot you cannot pursue off the edge of the table. This enabled me to get flagellants into the front and halberds into the flank of one of the hordes. The other horde got a stank to the front and slowing ground down. I then charged one of the Free Company units into the flank (to get it out of the way to allow the other halberd flank charge). I won the combat by lots, the horde failed its re-roll ldship 9 test, to get run down by an angry redhead lass. In other news, I lost a halberd unit to a tzch warrior unit with HW/SH + BSB and combat lvl4, but I got the other unit in a grind with the other halberd unit. Best part of the game was getting a 12 dice dispel phase...yeah.
Game 4: vs Pete Dunn. Blood and Glory lose by 335 points So I assume 12-8 or 13-7
Having faced the sons, I finally face the father. Last time we met on the table my army fell apart sceptically. I played this game really carefully. I got his Abomb with my flagellants-losing 1 unit in the process. My cannons got his plague furnace, but the priest passed his opal amulet ward when the first ball of iron picked him off. I then spent the rest of the game trying to get them to fail a frenzy test and run into my trap...sadly they kept passing their restrain tests...no matter how many ranks I stripped off them. My “golden ticket” failed to pay off. The Warp lightening cannon exploded, I banished the catapult, and the points swing was losing my 2nd unit of flagellants on the last turn....I can dispel magic, cant dispel gutter runners! Lamest part was my Pegasus guy charging the engineer worth points in a building and failing to do anything! This is after failing 2 of 3 poison s3 wounds when attacking gutter runners in combat. Captasus was worst performing part of my army. A very thinking close game which could have gone either way...I’ll get you yet Pete!
Game 5 vs Sam Whitt’s WoC. Diagonal Deployment Draw 10-10
This game was a draw for 2 reasons: my super Tory deployment, and me rolling all the crap lore of light spells with no doubles. To be fair, my stank, lvl4, A.lector and W.Priest all started in reserve. Basically vs WoC to go toe to toe (esp with 2 units of knights) I need the buffs. Only combats were my xbows vs Marauder horsemen (I won that one), knights on Flagellants (Had 1 left at end of game woot!). The other flag unit took out the other fast calv, and then got stuck on a building. I screwed up their deployment. They should have been 7 wide to squeeze though and support my halberds getting pulverised by knights. Good thing I regularly play Sam, so plenty of chance for less boring a re-match. SORRY SAM FOR CASTLING.
Game 6 vs Neil Williamson’s Brets. Battleline. Win 14-6
This game was rather fun. I took bets from all in the room as to what turn my stank would be Heroically killing blow’ed. They all said turn 3...it was turn 4. I managed to delay this by parking my stank behind a marsh. It was only when the one time all tournament I went for 5 steam points and rolled a 6 that he got his knights around and into the stank (I went into panic mode and re-arranged my line to absorb the charge with the stank as "bait"). Having a lvl4 vs 2 lvl1’s really swung the game my way. Casually giving flagellants Timewarp and my halberds ws and I 10 meant I could grind against his 2+as casually. I was lucky to take out the general’s unit. After HKBing the stank, he needed a 9 on the overrun to get into my halberds. He rolled a 7, giving me a casual flank charge. Timewarp later and his general’s unit was rolled on the charge. My Captasus was once again a massive fail at killing. It managed to hold up the peg knights all game, but didn’t do any wounds. Neil played well, just getting a little unlucky with the general and not having the ability to control my magic.
RESULT.
In the end I drew for 4th place with Tom’s DoC. 3 wins, 2 loses and a draw was a good result given that of the two loses, 1 could have swung in my favour by the same amount, and the other was a turn 1 fail. No one managed to win all 6 games, and no one lost all 6 games; so a really fun, close tournament. Hopefully there will be another event soon.
My army:
I was happy with my list. The only change I would make is to drop the Sword of Fate, replacing it with the sword of might. The captain just wasn’t killy enough, and I found that I had killed the target with cannons before he could get into combat, or the target was so good that it would be fluky for me to get the kill. Sword of might makes him more “all round useful”. The spare points could give him a ward of some sort, or more xbows (who were on FIRE all weekend).
Still though, hopefully I can get the High Elves looking good before the next event as I’m keen to get them blooded.
Monday, 5 September 2011
Home-Con lists
So I promise battle reports!
The lists for Home-Con can be found here: http://www.thefieldsofblood.com/2011/09/homecon-lists.html
Basically it's a Chaos fest.
Biggest army of concern: the Demons-Hopefully I have the anti magic to control the GUO. Not too sure how I'm going to kill it-cannons + Sword of Fate I suspect. Hordes of Blood letters are not too much of an issue as I have hordes of cod pieces and fluffy hats, so basically I win on that front. Also lore of light ftw here... Games history vs Tom has been a horrible loss with Ogres vs DoC in a watch tower mission (woot!) and a very, very ,very boring draw with woodies on woodies.
Next army of concern is Neil's Brets. I've only ever played against Brets on 2 occasions in 7th with my woodies. Both times I was beaten soundly. vs Neil my history has been a tabling by super goblins in 7th and a solid victory to me vs a more "balanced" 7th OnG list. He's been a solid team mate the last two campaigns, so will be an interesting match up. I'm basically going to be relying on my superior magic to shut down his magic and get some light buffs up to stop his charges meaning anything. Also very scary that Virtue of Heroic Killing Blow auto hitting my lovely stank :( Plan there will be to throw the Stank forward into something and pray to Sigmar that it kills something before it gets splatted. Sword of Fate will be no use as in a unit and will just challenge me away (as he has to do). I'll think of something like diverting him away.
Army to watch will be Peter's High Elves (for tips and tricks for my own selfish reasons). This list is basically his 7th ed high elf list that kept beating everything that got thrown at it. Hopefully the 8th effect will be in my favour. I see the speed of his being a bit of an issue, but cannons to the FACE of the dragon and I should be ok...Also only lvl1 on the prince = I should have magic dominance. I suspect each magic phase will be "I cast shield of sapphery, and then I cast drain magic". Unit to note: them pesky White lions-they have a history of treeman killing...vs Peter my games history has been a slight win with woodies vs Dwarfs, and then 2 losses vs his high elves with woodies. Also a frustrating loss in the first campaign with fun empire (ie had knights and swordsmen unit) vs his Goblins. Basically my army blew itself up and everything went wrong so wasnt really a game.
And then the Warrior armies woot. Flagellants love warriors and ironically I want to be in CC with them to get my grind on.
So looking forward to it. Just gotta finish my 2nd unit of flagellants....
The lists for Home-Con can be found here: http://www.thefieldsofblood.com/2011/09/homecon-lists.html
Basically it's a Chaos fest.
Biggest army of concern: the Demons-Hopefully I have the anti magic to control the GUO. Not too sure how I'm going to kill it-cannons + Sword of Fate I suspect. Hordes of Blood letters are not too much of an issue as I have hordes of cod pieces and fluffy hats, so basically I win on that front. Also lore of light ftw here... Games history vs Tom has been a horrible loss with Ogres vs DoC in a watch tower mission (woot!) and a very, very ,very boring draw with woodies on woodies.
Next army of concern is Neil's Brets. I've only ever played against Brets on 2 occasions in 7th with my woodies. Both times I was beaten soundly. vs Neil my history has been a tabling by super goblins in 7th and a solid victory to me vs a more "balanced" 7th OnG list. He's been a solid team mate the last two campaigns, so will be an interesting match up. I'm basically going to be relying on my superior magic to shut down his magic and get some light buffs up to stop his charges meaning anything. Also very scary that Virtue of Heroic Killing Blow auto hitting my lovely stank :( Plan there will be to throw the Stank forward into something and pray to Sigmar that it kills something before it gets splatted. Sword of Fate will be no use as in a unit and will just challenge me away (as he has to do). I'll think of something like diverting him away.
Army to watch will be Peter's High Elves (for tips and tricks for my own selfish reasons). This list is basically his 7th ed high elf list that kept beating everything that got thrown at it. Hopefully the 8th effect will be in my favour. I see the speed of his being a bit of an issue, but cannons to the FACE of the dragon and I should be ok...Also only lvl1 on the prince = I should have magic dominance. I suspect each magic phase will be "I cast shield of sapphery, and then I cast drain magic". Unit to note: them pesky White lions-they have a history of treeman killing...vs Peter my games history has been a slight win with woodies vs Dwarfs, and then 2 losses vs his high elves with woodies. Also a frustrating loss in the first campaign with fun empire (ie had knights and swordsmen unit) vs his Goblins. Basically my army blew itself up and everything went wrong so wasnt really a game.
And then the Warrior armies woot. Flagellants love warriors and ironically I want to be in CC with them to get my grind on.
So looking forward to it. Just gotta finish my 2nd unit of flagellants....
Subscribe to:
Posts (Atom)