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PostPosted: Mon Jun 28, 2010 8:03 pm 
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Right, so I've been trying to build a 1000 point army to use from the starting army battalion box and a single Mage model. I also have Caradryan's model which I was going to include as a noble. Here's what I have so far for options:

List 1:

Unit Name Cost

Archmage 240.0
Valour of Ages, Speed of Asuryan, ; General; Magic Level 3; Lore
of Life; +1 to dispel roll
Jewel of the Dusk +1 power dice in each magic phase, may only be used by the [15.0]
bearer.

Lothern Seaguard x 15 233.0
Valour of Ages, Speed of Asuryan, ; Spear; Normal Bow; Light
Armour; Shield; Standard; Musician
Captain [10.0]

Archers x12 137.0
Valour of Ages, Speed of Asuryan, ; Longbow; Musician

Dragon Princes x7 290.0
Valour of Ages, Speed of Asuryan, ; Barding; Lance; Dragon
Armour; Shield; Standard; Musician
Drakemaster x1 [20.0]
Heavy Armour; Shield


Repeater Bolt Thrower 100.0
48", St6 D3 Wo, no armour save, -1S/rank OR 6 shots @ St4 -2Sv,
no rank penetration; Single unit = Bolt Thrower & 2 Crew
Crew [0.0]
Valour of Ages, Speed of Asuryan, ; Light Armour


Total Army Cost: 1000.0

Lots and lots of ranged power, an Archmage in 1k, and the Dragon Princes are the hammer unit. Life Magic with 3 spells virtually guarantees I get the Throne and a few other goodies.

List 2:

1000 Pts - High Elves Army

Unit Name Cost

Mage 110.0
Valour of Ages, Speed of Asuryan; General; Magic Level 1; Lore
of High Magic; +1 to dispel roll
Silver Wand Adds one to the number of spells that the bearer may know. [10.0]

Noble 139.0
Valour of Ages, Speed of Asuryan, ; Halberd; Battle Standard
Armour of Caledor Dragon Armour; 2+ Armour Save which can not be improved; [25.0]

SpearElves x14 160.0
Valour of Ages, Speed of Asuryan, ; Spear; Light Armour; Shield;
Standard; Musician
Captain [10.0]

Archers x16 181.0
Valour of Ages, Speed of Asuryan, ; Longbow; Musician

Dragon Princes x7 315.0
Valour of Ages, Speed of Asuryan, ; Barding; Lance; Dragon
Armour; Shield; Standard; Musician
Drakemaster [45.0]
Heavy Armour; Shield
Helm of Fortune 6+Sv; Re-roll failed Armour Saves [25.0]
Elf Steed [0.0]

Repeater Bolt Thrower 100.0
48", St6 D3 Wo, no armour save, -1S/rank OR 6 shots @ St4 -2Sv,
no rank penetration; Single unit = Bolt Thrower & 2 Crew
Crew [0.0]
Valour of Ages, Speed of Asuryan, ; Light Armour


Total Army Cost: 1005.0

In this one I tried to make room for a Battle Standard, and while I got it in, it was at the expense of the Mage, who is now just a level 1. I gave him High Magic to partially counteract this, as it's spells will have the easiest to hit casting values, and worst case scenario I can just neuter my opponent's magic by using Drain. Still have a Dragon Princes as the hammer, now with a 1+ rerollable for the Drakemaster, and a bit of range, but Seaguard became spears for points.


List 3

1000 Pts - High Elves Army

Unit Name Cost

Archmage 240.0
Valour of Ages, Speed of Asuryan, ; General; Magic Level 3; +1
to dispel roll, Lore of Life
Jewel of the Dusk +1 power dice in each magic phase, may only be used by the [15.0]
bearer.

SpearElves x 15 169.0
Valour of Ages, Speed of Asuryan, ; Spear; Light Armour; Shield;
Standard; Musician
Captain 1 [10.0]

Archers x 16 181.0
Valour of Ages, Speed of Asuryan, ; Longbow; Musician

Dragon Princes x 7 315.0
Valour of Ages, Speed of Asuryan, ; Barding; Lance; Dragon
Armour; Shield; Standard; Musician
Drakemaster [45.0]
Heavy Armour; Shield
Helm of Fortune 6+Sv; Re-roll failed Armour Saves [25.0]


Repeater Bolt Thrower 100.0
48", St6 D3 Wo, no armour save, -1S/rank OR 6 shots @ St4 -2Sv,
no rank penetration; Single unit = Bolt Thrower & 2 Crew
Crew 2 [0.0]
Valour of Ages, Speed of Asuryan, ; Light Armour


Total Army Cost: 1005.0

This list is sort of a combo of the above two. Sea Guard are spears, Archmage is back, Drakemaster has his helm, and I get a full set of archers. This puts the most individual models on the table.




So, those are my three lists. Thoughts, opinions?


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PostPosted: Mon Jun 28, 2010 8:39 pm 
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I like list one. My suggestion would be to drop one dragon prince and the champ from that unit to give them the banner of sorcery. Those extra dice will be killer at this level.

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PostPosted: Mon Jun 28, 2010 8:43 pm 
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Hmm. Is the Banner really worth that much? I already have an average of 8 dice with the Jewel, and I'll only have 3 spells to cast, and as one will be Throne of Vines, it'll likely only be 2 /turn. 4 dice at each spell should be plenty.


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PostPosted: Mon Jun 28, 2010 8:54 pm 
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Eldareth wrote:
Hmm. Is the Banner really worth that much? I already have an average of 8 dice with the Jewel, and I'll only have 3 spells to cast, and as one will be Throne of Vines, it'll likely only be 2 /turn. 4 dice at each spell should be plenty.


I believe you should have 4 spells because every lore has a "free" spell. So you'll get your 3 levels plus the freebie. Also, I think that the last 3 spells in that lore have the "more power" option. The extra dice could come in real handy for the opportunity to cast those.

On the flip side, after 6 dragon princes, I believe that you start to see diminishing returns on the point investment. The champ doesn't really net you much for the extra points spent. Plus 7 model wide cav isn't going to be getting the most out of all their attacks when they hammer into flanks. Most likely you'll have models not in base to base at that wide (unless they go into a horde unit's front--which wouldn't be advisable).

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PostPosted: Mon Jun 28, 2010 9:05 pm 
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To my knowledge, the "freebie" isn't free. You just get to swap a normal spell for it, and have it be known by more than one mage. Though I could be wrong...

Drain Magic should still be free though, for High Magic, unless the FAQ changes things.


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PostPosted: Mon Jun 28, 2010 9:08 pm 
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You don't get a free spell, you can swap anything for that spell, and if you roll a spell twice you can pick from any spell in the Lore.

Drain magic is still free because it specifically says so in the army book.

Also, only the last 2 spells in Life have "More Power" options, the rest are just buffed automatically by having Throne of Vines active. And the two that are are just increased range.


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PostPosted: Tue Jun 29, 2010 3:27 am 
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Eldareth wrote:
You don't get a free spell, you can swap anything for that spell, and if you roll a spell twice you can pick from any spell in the Lore.

Drain magic is still free because it specifically says so in the army book.

Also, only the last 2 spells in Life have "More Power" options, the rest are just buffed automatically by having Throne of Vines active. And the two that are are just increased range.


Ok. I was just assuming the "0 Spell" was like drain magic. Haven't read any of the book yet. Color me ---> :oops:

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PostPosted: Tue Jun 29, 2010 8:02 pm 
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So, the consensus seems to be list 1? I must admit, I'm liking the Sea Guard a lot on paper. My next purchase is going to be either Phoenix Guard or Swordmasters, what would you guys recommend?


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PostPosted: Tue Jun 29, 2010 8:15 pm 
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Eldareth wrote:
So, the consensus seems to be list 1? I must admit, I'm liking the Sea Guard a lot on paper. My next purchase is going to be either Phoenix Guard or Swordmasters, what would you guys recommend?


It seems that what the board is moving towards Phoenix Guard with the 2nd ranks getting into the action and the higher initiative re-rolls. Plus the 4+ ward basically means the opponent has to cause twice as many wounds to kill them off so they can take the hits back fairly well. Seems like a popular choice for them will be the armor piercing banner, but I'm also liking the shadow spell that makes their leadership their strength.

I think swordmasters will always have a role, but they may not be as strong as they were in 7th.

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