Help me please!! (6th Edition)
Posted: Thu Mar 08, 2018 10:38 pm
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.
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.