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Tali182

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Posts posted by Tali182

  1. A lot of what i am reading since the leaks seem to suggest that everyone thinks 20 spites is way better then 20 Dryads for 200 points.  Can someone smarter then me explain that?

    I get that in from an offense perspective 20 spites would do a lot better if they all get to attack but you would need up to 640mm (20 bases) of frontage to get them all into combat.I can not see good opponents offering up that much.  Dryads with their 2" reach means at most they need 320mm (10 bases) to get everyone in range.  Spites attack more and hit better (only in opponents turn) and wound better so i understand they do more dmg per model, but i am just skeptical that they will be getting enough bodies into combat often enough to take advantage of that.  Plus their lower defense (worse save until dryads lose 10 models) and dryads -1 to hit (with proper placement) means they are not sticking around as well and in a situation of the opponent attacking first they could lose enough models to negate the offensive edge they have.

    It just seems to me they are only better in certain situations and in any case we can get damage from better sources.  What am i missing?

    In any case have an upcoming event and i am hoping the tome is out before hand so i can use it, I am currently planning on the following list not because i think it is the best more so it is what i have and i want to use the characters.  will have 20 dryads, a treelord and hunters to choose from to summon from Alarielle depending on opponent makeup and extra dryads for BW summons.  Will be Winterleaf most likely.

    Leaders
    Alarielle the Everqueen (660)
    Drycha Hamadreth (320)
    Branchwraith (80)

    Battleline
    20 x Dryads (200)
    5 x Spite-Revenants (60)
    5 x Tree-Revenants (80)

    Units
    3 x Kurnoth Hunters (200)
    - Swords
    3 x Kurnoth Hunters (200)
    - Scythes

    Behemoths
    Treelord (200)

    Total: 2000 / 2000
     

  2. I am assuming that one of the next chaos armies to get an update will be StD/Darkoath  based on the Malign Portent Heroes.  I am hoping Skin wolves get rolled into them, but because its a FW line there is probably a better chance they will not.  But If an update leads to them re-releasing the Chaos War Mammoth I would be happy with that instead ?

    • Like 1
  3. On 8/3/2018 at 12:16 AM, amysrevenge said:

    We need something that is equivalent to Kurnoth Hunters, or Ironguts, or others of that ilk.  Small-ish footprint, fast-ish moving, hard hitter.  That's the thing that's really missing from StD right now.

    Anyone have any ideas for an ally that could be that?  A couple Khorgoraths maybe (are they even on our ally list? I've never checked)?

    I like the idea of Skin Wolves from FW 

    8" move, 4W, 5+ save bravery 5

    Teeth and Claws 1",4, 3+, 3+, -1, 2

    can run and charge, unmodified 6s to hit are 2 hits

    160 points for 3

    And they are werewolves not swearwolves! (my main reason I want to use them admittedly)99590201016_Skinwolves1.jpg

    I do use varanguard occasionally and they are ok, though they lose a bit without archaon on the table

    • Haha 2
  4. First post on here so hello!

    Been reading through this thread and lots of interesting stuff but as stated above very focused on Elves, which is fine and probably is the best use of Anvilguard, but i wanted to float my idea for something different, if not super competitive :

    Allegiance: Order

    Leaders

    • Freeguild General On Griffon (260) - General
    • Warden King (120)
    • Runelord (80)

    Battleline

    • 10 x Longbeards (120)
    • 5 x Liberators (100)
    • 5 x Liberators (100)

    Other

    • 10 x Irondrakes (200)
    • 9 x Demigryph Knights (480)
    • 10 x Judicators (320)
    •  3 x Prosecutors with Celestial Hammers (100)
    • 3 x Prosecutors with Celestial Hammers (100)

    Total: 1980 / 2000 Allies: 0 / 400 Leaders: 4/6 Battlelines: 3 (3+) Behemoths: 1/4 Artillery: 0/4 Wounds: 128

    The idea with the list is the dwarfs are the home objective holder or can move up to mid objectives by second turn (would have to run first turn.  The longbeards allow the warden king to still use his command ability  meaning +1 to wound a target that is trying to take the objective combine this with the runelord give the irondrakes 16" 3+/2+/-2/1  to shoot and longbeards 4+/2+/-1/1 in combat, plus all the normal dwarf defensive stuff. 

    Libs and judicators do their normal thing on another objective

    everything else is what moves into the enemy territory.  Demies have +3 to charge with the command ability from the general , take the lances for charging and hope to use the extra charge distance to wrap units, sending in the prosecutors with their 3 dice charge to help with doing so if necessary

    The Anvilgard ability is helpful in several ways:

    • if irondrakes are charged have a chance of forcing retreat out of 3" so they can still shoot twice
    • obviously if wrapping a unit can destroy them
    • gives demis chance of getting to charge bonuses again.

    Thoughts? Again not going for the best use of the Anvilguard more finding a use for it with models I am interested in.

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