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Aelfric

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Everything posted by Aelfric

  1. I have to admit that this is a big stumbling block.
  2. That's the reason why the Battalion has become more important. It gives you that first round of ambush that the old ability gave you. Once they're down, though, it becomes a bit of a slogfest, with only one unit to zip around. We have to pick the right priorities and hope to do enough damage to blunt their offence enough. Make them spread their units out then concentrate on one or two units. Waywatchers are almost impossible to screen against along the back edge and with other units coming from the sides, they are less likely to charge them - nobody likes going backwards. If the enemy have missile troops, take them out first. It's Guerilla tactics all the way. Easy to say, but hard to do but it's part of what makes them fun. I tend to just park my EG on an objective and leave them there; they're hard enough to shift on their own. At 140 points for twenty, has anyone run multiple units of EG. I only have 20 painted, but have been considering whether several 20-strong units would work for board control and redundancy. Maybe multiple units of 10? After all, even 10 units of 10 only comes to 700 points. It would be hard for any enemy to chew through that.
  3. I agree that it is a good defensive plan for wanderers, augmented by the Shawl to help get those spells off. Downside is it really only covers one objective and so many of the scenarios have far more than that. If an opponent just ignores that objective, those units are not going to see much action. A good strategy, though, if there are only 2 or 3 objectives. If they are part of the Battalion, you really only need to put the EG down separately, which still leaves you on two drops to get first turn.
  4. If only we had a Forget-me-knot that lasted longer than one combat phase.
  5. Well, with Beastmen beginning to appear out of the woodwork, those city-dwellers will need decent forest-folk to keep them safe.
  6. you're right- my mistake. Brain obviously wasn't in gear.
  7. How about IDK - 6 defensive eels(as one unit or 2x 3) and a soulscryer 380 points. Or swap the eels for Thralls, though they are less durable. If you don't need to appear on a board edge, then 6 offensive eels are 320 points.
  8. Sooner or later it's going to be themselves.
  9. Completely understand building to your preferred style and agree that Wanderers are better at missile than melee. If you're going missile heavy, then SotW are the way to go now they are cheaper. Hope it goes well for the next battle - would be interested to hear how you get on. If you did replace SotT with Wild Riders, would that be to add more SotW and do away with GG altogether? You would have 360 pts, which is 20 Sisters.
  10. Well, you don't have to drop the battalion in one go. If you can tell how many drops your opponent has, you only have to keep back enough to win first turn choice. So you can drop some units on objectives or strategic places and keep the rest back to drop later. Depending on the situation, it might even be better to give them first turn - although probably not if they can summon immediately. I presume you have gone for a heavy shooting list to combat Seraphon in particular. Have you considered 10 WWR and the Nomad Prince with the Forget-me-knot. The Forget-me-knot would negate the Slann's ability to pass wounds to other units. You would have to clear a path with your missile troops first. You also have 2 command points for re-rolling charges. Sorry, meant this second bit for @adreal
  11. I am assuming you used the same list as for your practice game. if so, what did you use the 60pts left over for - was it an extra command point or some endless spells? Also what artefacts did you go for in the end? I would love a Wanderers spell lore too - maybe one day. With the 86 ( or thereabouts) realm relics, I think we have loads to choose from - but I still take Forget-me-knot and Viridescent Shawl. The good realm relics all seem geared for big wound melee beatsticks and we don't have any. It would be nice to have a few missile weapon relics in the mix, but it seems that GW are shying away from anything that enhances missile fire at the moment. At least they gave us missile appropriate traits - I'm favouring Masterful Hunter at the moment.
  12. Are you using allies because those are the only models available or is it a thematic choice? I've used 10 Thralls plus a Soulscryer as part of a Mixed Order army as a reinforcement squad to come in mid-game and that works well. You would have to drop the Phoenix Guard to do it, though. With the 40 pts saved and the 20 from the Shackles, you could make both the Wayfinder and Waystrider into Waywatchers which are much better, as @adreal said.
  13. Would it not be better then to target the Slann first. Squeeze a third Waywatcher in and gang up. With their range and small footprint you should be able to drop them all within range straight away.
  14. I asked about the Battalion because you have 5 infantry units listed and the Battalion requires 4, no more no less, from the list of options - unless I'm reading it wrong. It's slightly frustrating as I would prefer 2 units of 10 EG, but I'm glad we have a Battalion at all. The charge re-rolls were on the first turn when I could drop the units and heroes together, otherwise I agree it's too difficult to arrange in later turns from a teleporting point of view. I have moved away from using Stalker with the change to Realm Wanderers and am trying out Masterful Hunter and using the teleport to move Waywatchers around without them losing their +1 to hit. If you are going to have Endless spells, then the SotT may still be useful as you can cast 2 in the same turn. I still like the Forget-me-knot. We lack any large beastie to go toe-to-toe with the larger Heroes, of which there seem to be more and more, so this is one way of being able to stand up to them. I put it on the Nomad Prince and keep him with the WWR. That's the reason I want the command points for the first turn charges. I'll happily trade them for most of the Big heroes in turn one - 220 points isn't so bad.
  15. I have a similar list to yours. I've played it once and won, though against a Nurgle army that wasn't particularly optimised. The differences being I have one unit of 20 GG and one of 20 SotW, plus a 20 strong unit of EG instead of 10. the remaining 40pts went on a Pendulum ( it never hurt anything but did act as a bit of a road detour sign). Although I didn't one-drop, it's nice to know I have the option ( say against KO for example ). Alternatively, you could take the flying swords for some offensive spell damage, or drop the shackles and have an extra command point. I used both command points in the first turn re-rolling Charges ( successfully thank goodness ), but it would have been nice to have a third up my sleeve to counter battleshock in my opponent's turn. Just out of curiosity, which unit isn't in the battalion? I'm assuming SotW as they're listed last. Also, what trait and items are you using? If I wasn't painting Deepkin at the moment, I'd probably be painting another 20 SotW, though how I'd squeeze them in to the battalion I'm not too sure. I can - it's what to take out besides the GG and Pendulum without losing a Waywatcher.
  16. Waywatchers are much better and still worth their points despite the 20 pt increase. I take 3 in the battalion and it's fairly easy to kitbash a couple for variety. With the change only allowing one unit to use realm wanderers each turn, they are perfect for this as they don't lose their +1 to hit in the shooting phase and can fit in most places being a single model and are hard for your opponent to screen them out when they first arrive on the board. Make one your General (SotW become battleline) with Masterful Hunter and you'll be hitting on 2s, even heroes with the -1 "look out sir", and generating extra hits on a 4+ each time - well on a 5+ against LOS which is standard anyway. Let's just say I like them.
  17. Me too and my 20 Eternal Guard are welcome to join in as objective holders - same price as 10 Namarti Thralls.
  18. The problem I have with Allariele is that, as the Everqueen, she merged with Isha, Aelven Goddess of Nature, during the End Times which ensured she would survive as the Incarnate of Life in the new reality. But she rejected her Aelven heritage and her people without explanation. The old Wood Elves worshipped Isha in the Old World and she cared for them, but in her new form she has abandoned the descendants of her followers. (Allariele doesn't even have the Aelf keyword) One of the silver linings to having little official lore is that we are less constrained when creating our own. The lore I created for my Wanderers gives great importance to the restoring and strengthening of the Ley-lines (to tie in with what little lore we have). Unfortunately, this can only be achieved on land and those Ley-lines under the sea were always annoyingly out of reach. However, since the arrival of the Deepkin out of obscurity, the possibility of caring for these Ley-lines can now be realised. By working with the Idoneth, perhaps they can help us in our appointed task and perhaps, with our knowledge of the flora and fauna of the land which they lack, we may be able to help them find a better solution to their Soul-sickness. To that end my tribe are at the beginning of developing a relationship with a small Idoneth enclave for our mutual Aelven benefit and to the benefit of the Realms as a whole. Of course the numbers of wandering tribes are many and not all will agree with this view. I agree with you completely that creating a backstory and lore is so important and really helps bring your forces to life ( no pun intended ).
  19. Warscrolls take precedence over core rules, as stated on page 238 of the core book. As far as I'm aware battalions are warscrolls, so I would say that in this instance you can shoot out of combat against a unit more than 3" away.
  20. The (short) description of the Wanderers in the Grand Alliance:Order book, talks of a rift between the Sylvaneth and Wanderers and that Allariele regards the Wanderers as divorced from Nature. This is not because of what was regarded by Her as the betrayal when the Wanderers deserted Ghyran, but a separate issue. That feels to me like a rejection.
  21. To me, Wanderers and Idoneth have much in common, one wanders the land, the other the sea - both are deeply connected to the natural world. Wanderers were rejected by Alarielle and The Idoneth were rejected by Teclis, both for reasons beyond their ability to control. Both live on the margins of ordered society, not really understood by others within Order - even other Aelven societies. There are more similarities between these two factions than you might think.
  22. Thanks for that, good to know. Still a good use of 380 points, though. Just leaves 120 pts to play with - probably add 10 EG and swap the Waystrider for a third Waywatcher. 3 Waywatchers are far more productive than 30 GG for the same price and more survivable, esp as they can all be -2 to enemy missiles.
  23. Now we can take Idoneth as allies, a Soulscryer plus either 20 Thralls or 6 Eels would make a good ally contingent - 360 pts either way. If I add this to the 1500 battalion list, that would leave 140 points to bulk up the EG to 30 or WWR to 20 ( or several other variables ). This would be a three drop army and none of it starts on the table - unless you're playing "Total Commitment". The Idoneth can come down at the end of any of your movement phases for a later game 6" charge re-rollable. (It's a pity we can't ally in Khinerai)
  24. The last tournament at the shop was a while ago and I don't have the time to play that often. They use Vanguard rules for 1500 point tournaments, but I had forgotten and for some reason had it in my head that over 1000 points you use the the battlehost limits. I will try the list out at some point, and look forward to hearing how you get on with using the battalion at 1500 pts. I was sure somebody was going to bring Morathi and was looking forward to the opportunity to put the Forget-me-knot on her and kill her in one turn.
  25. Unfortunately, it's back to the drawing board. Found out today that we have to use Vanguard rules which has a max of 4 leaders. Will probably trot out my Dragonhost Battalion under mixed Order instead, with added Wanderers. Will have to try it another time.
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