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PostPosted: Thu Mar 08, 2018 10:38 pm 
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Joined: Thu Mar 08, 2018 10:19 pm
Posts: 2
this if for 6th edition fantasy and i was unsure where to put it
Anyway recently me and my group of friends have decided to start playing fantasy again and they choose 6th edition so i guess ill go with it

i had no experience with 6th whatsoever i played only 8th edition and the tail end of 7th so i have no idea whats good and whats bad so im going to post my list here and any and all comments are welcome.

2000 points

Lords
Archmage (heavens)
lv4
Elvensteed
starwood staff (+1 to cast)
silver wand ( knows an additional spell)
dispel scroll (ignore enemy spell)
TITLES
channeler (can use an additional power dice per casting)

Mage (High Magic)
lv 2
jewel of dusk (+1 power dice)
dispel scroll (ignore an enemy spell)
TITLES
seer (can shoose his spells)


Commander A
barded steed
dragon armor
blade of sea gold (no armor saves allowed)
enchanted shield (5+armor save) does stack

Commander B
Barded steed
Dragon armor+shield
Talisman of Saphery (magic weapons of enemy models will have no effect if they are in base contact with the bearer)
Sword of might (+1 strength)
TITLES
pure of heart

CORE
2x10 archers

5 silver helms
musician
standard
Shield+ heavy armor

Special
5 dragon princes
-full command (+1 combat res)
-warbanner
drakemaster has amulet of purifying flame (-3 to casting spells that target htis unit)

2x5 ellyrion reavers

RARE
4 bolt throwers


now for the plan

ill mostly be fighting chaos skaven and tomb kings
si i know im very model light here and to help with that i trie dto protect the princes from magic and added the reavers for good redirecting charge denial
both commanders will go with the dragon princes and i think with their stacked magic abilities they will definitely mess with my opponents.

the casters are split in purpose the archmage is just there to do damage to the enemy and maybe give a buff if i roll that spell
the mage is there to get curse of arrow attraction and to help get the most out of the bolt throwers and the archers he will probably also take fury of khaine or maybe purifying flame.

the silver helms are to clear chaff and maybe help the princes if possible

the archers help clear chaff and protect the bolt throwers and mage

the bolt throwers are here to hopefully do alot of damage and since i fight a lot of armor i feel they will be usefull killing highly armored units and enemy war machines.

the main theme of my list is to get as many points from my enemy as possible and to feed him cheap units so that i hopefully win by small margins haveing only played one game in 6th this is my first try at a list so any and all info would be very much appreciated.


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 Post subject: Re: Help me please!!
PostPosted: Fri Mar 09, 2018 9:58 pm 
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Green Istari

Joined: Sat Sep 13, 2008 11:26 am
Posts: 12126
Location: Otherworld
Welcome Grandmaster!

:)

GrandmasterAzrael wrote:
this if for 6th edition fantasy and i was unsure where to put it

It's in the right place as this forum is for pre-8th Edition too. I'll amend your title slightly to flag it up as obviously 6th. Elendor is our 6th Edition specialist, hopefully he might chip in. I played a lot of 6th but I didn't use High Elves back then.

GrandmasterAzrael wrote:
Elvensteed

I like this as otherwise he'd be a bit exposed in the Archers. He seems nicely tooled up.

GrandmasterAzrael wrote:
5 dragon princes

A slightly bigger unit might help to protect the characters.

GrandmasterAzrael wrote:
both commanders will go with the dragon princes and i think with their stacked magic abilities they will definitely mess with my opponents.

I'm not sure this is better than simply going with S6 and maybe Wards on both but it looks interesting.

GrandmasterAzrael wrote:
archmage is just there to do damage to the enemy

Heavens is awesome in 6th.

GrandmasterAzrael wrote:
the mage is there to get curse of arrow attraction and to help get the most out of the bolt throwers and the archers he will probably also take fury of khaine

Exactly, he's pretty much artillery.

I'm not sure how easy it'll be to get the massed shooting and cavalry working together but your ranged power demands respect and you've got the magic to compete with those enemies who can also ramp that up.

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PostPosted: Sat Mar 10, 2018 5:28 am 
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Joined: Thu Mar 08, 2018 10:19 pm
Posts: 2
thanks for the reply and yes my main goal is for ranged and magic damage with the cavalry there to hopefully break whats left i know the princes are a little small but not sure where i could squeeze points but as long as i have 4 cavalry in the front rank with the characters in there i dont give up my potential to disrupt flanks and im just trying to win combat res with them

again i haven't play tested this and when i do ill probably adjust the list


thank you for the reply :)


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PostPosted: Sat Mar 10, 2018 10:43 am 
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Joined: Mon Jan 31, 2005 9:22 pm
Posts: 2518
Location: Warsaw, Poland
List seems solid - cavalry is the way to go in 6th.

However 10 strong archer bunkers seem a bit too weak to protect an Archmage, especially against Skaven and TKs, who both boast great shooting. You'll need to be very aggressive with your knight, forcing the enemy to concentrate there. I'd still consider dropping at least one unit of Reavers to increase the Archer numbers.

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Elven Field Surgeon, Department of Intensive Care, Resuscitation and Necromancy


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PostPosted: Sat Mar 10, 2018 1:54 pm 
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Joined: Mon Jan 02, 2017 3:08 pm
Posts: 115
Hi!
Glad to see more people trying out 6th edition :D

I see your list is a "protect the castle & countercharge" style, am I correct? The classical MagiCav army of 6ed in its defensive version.

First of all, your Archmage's build is unfortunately not legal, since both Starwood Staff and Silver Wand are Arcane items! You can only pick one Arcane item, plus Dispel Scrolls if any.

I would suggest the following builds for the Archmage:
- Silver Wand, Ring of Fury, 3 Dispel Scrolls (10+30+60 = 100)
A bit on the heavier side of magic defense, but you know 5 spells and have a bounded 2D6 S4 missile.

- Ring of Corin, Jewel of Dusk, Dispel Scroll, Seer (35+15+20+30 = 100)
Ring of Corin is really strong since it can't run out of energy like Fury, level 4 guarantees your opponent will need 2 dice to dispel it reliably, and it's a pain in the ass for opponents who like to bring lots of magic toys. Plus with Seer you can choose your spells.

- Book of Hoeth (100) :twisted:

- Ring of Fury, Dispel Scroll, Seer, Staff of Solidity (30+20+30+20 = 100)
Ignoring your first Miscast is pretty good, but the Miscast table in 6ed in nowhere near as deadly was 8ed.

- Starwood Staff, Dispel Scroll, Ring of Corin or Ring of Fury (40+20+30/35 = 90/95)
This exchanges the reliability of choosing spells (or having 5 spells) for the +1 to cast.

I think you don't need Channeler in your Archmage since he can already cast maximum 5 dice per spell, and the maximum casting value of spells in 6ed is 12 (at least from the Lores High Elves can choose, I think Skaven's Plague is 13), which is more than enough (I never cast with more than 4 dice due to this).
Channeler is much more useful for level 1 and level 2 Mages who are limited to 2/3 dice per spell respectively.

I would really encourage you to bring at least one bounded spell, they are very good to force your opponent to spend dispel dice so you can get your other spells through, or surprise him at the end of the magic phase when he has no dispel dice left (he either Scrolls or lets it through).

For your Mage I would suggest the Seer honour, having only 2 spells chosen at random is somewhat unreliable, so you can guarantee Curse of Arrow Attraction and Khaine's Fury or Fortune is Fickle if you face heavy magic.
Finally for magic, remember you are not constrained to choose your lore when building the list in 6ed. You can declare the Lores of your mages at the start of the game. Other good Lores besides Heavens and High Magic are Life and Shadows, and sometimes Fire or Metal.
I suggest checking out the Warhammer Annual 2003 or 2004, they provided re-balanced rules for Heavens, Life and Beats lores. Heavens gets a small nerf (it was too strong in its rulebook version) and Life becomes an amazing lore, although still dependent on terrain for some spells.

For your strategy, I would consider getting at least 1 Chariot, they are 85p and they are perfect to combo charge with your cavalry, or to threaten enemy light units.
Another thing that makes me wonder is that, are you running your Dragon Princes+2Nobles in one rank, 7 wide? This is quite a large front for 6ed, most units are 4/5 models in the front, sometimes 6 but never more.
Something you can consider is getting 8 Silver Helms, which will be 10 together with the 2 Nobles, and run them in 5x2. You will have a 1 rank bonus (unless they kill 2 Helms with shooting/magic), you can compete for the Outnumber bonus since you have Unit Strength 20 (and this bonus is counter after casualties), and with the War Banner you get an extra +1.

The Dragon Princes I would keep them as a support unit of 5 with the Banner of Ellyrion, with for 15p makes them ignore difficult terrain penalties to Movement. Combined with their M9 and Ithilmar barding this is quite a good flanking unit.

I like the Talisman of Saphery idea to protect your cavalry from enemy characters :) Watch out for the good old great weapon, because many character builds in 6ed max defensive equipment since GWs are a very cheap way to get +2S (and when you are a R4/5 1+/4++ Lord you don't care that much about attacking last).

Let us know how it goes!

_________________
"They thought the Library was a dangerous place because of all the magical books, which was true enough, but what made it really one of the most dangerous places there could ever be was the simple fact that it was a library."
Terry Pratchett, Guards! Guards!


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 Post subject: Re: Help me please!!
PostPosted: Sat Mar 10, 2018 2:03 pm 
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Joined: Mon Jan 02, 2017 3:08 pm
Posts: 115
SpellArcher wrote:

Elendor is our 6th Edition specialist, hopefully he might chip in. I played a lot of 6th but I didn't use High Elves back then.

I'm not sure this is better than simply going with S6 and maybe Wards on both but it looks interesting.

Thanks SpellArcher 8) :lol:

I think having both Blade of Sea Gold and Sword of Might makes a nice balance because you can count on killing 1+ enemy cavalry on the charge due to the Blade and keeping some S5 in case your unit gets stuck due to the Sword.
The good old give one a Lance and the other a Great Weapon would also work great I think :)

A cheapish build to consider for mounted Commanders is Helm of Fortune and Blessed Tome, you get a 1+ re-rerollable AS with L10 Commander.
Quite decent protection and the sweet L10 (although having 4 characters is the worst case for Intrigue at Court, so he might not be the General).

P.S. Grandmaster, consider house-ruling with your group that Intrigue at Court does not apply, it's a pretty dumb rule #-o

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"They thought the Library was a dangerous place because of all the magical books, which was true enough, but what made it really one of the most dangerous places there could ever be was the simple fact that it was a library."
Terry Pratchett, Guards! Guards!


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