Advice for beginner

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Vindicte
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Joined: Sun Aug 04, 2024 8:57 am

Advice for beginner

#1 Post by Vindicte »

Hi all,

Would you have any advice for a beginner to play HE? It seems this army needs a bit of finesse and a lot of strategy in order to win, and right now I think I lacks both.

Also, I'm currently trying to make a efficient army list to tryhard until I get the grip over it, would you have any recommandation?

Right now, I have this:

High Elf Realms - Arise, arise, riders of Caledor! Death! - [1999pts]

# ++ Main Force ++ [1999pts]
## Characters [893pts]
Archmage [375pts]: Hand Weapon, Sea Guard, Wizard Level 4, Illusion, Warbow, The White Sword, Lore Familiar
• 1x Lothern Skycutter [90pts]: 3x Sea Guard Crew, Cavalry Spear, Hand Weapon, Shortbow, Swiftfeather Roc (Wicked Claws)
Prince [518pts]: Hand Weapon, Shield, General, Pure of Heart, Star Dragon (Dragon Fire, Full Plate Armour, Wicked Claws), Full Plate Armour, Sword of Might, Dragon Helm, Seed of Rebirth, 2x Opal Amulet

## Core [505pts]
Ellyrian Reavers [90pts]:
• 5x Ellyrian Reaver [18pts]: Elven Steed (Hand Weapon), Hand Weapon, Light Armour, Cavalry Spear, Shortbow
Ellyrian Reavers [90pts]:
• 5x Ellyrian Reaver [18pts]: Elven Steed (Hand Weapon), Hand Weapon, Light Armour, Cavalry Spear, Shortbow
Silver Helms [325pts]:
• 12x Silver Helm [24pts]: Barded Elven Steed (Barding, Hand Weapon), Hand Weapon, Heavy Armour, Lance, Shield
• 1x High Helm [6pts]
• 1x Standard Bearer [31pts]: War Banner

## Special [384pts]
Dragon Princes [192pts]:
• 5x Dragon Prince [37pts]: Barded Elven Steed (Barding, Hand Weapon), Full Plate Armour, Hand Weapon, Lance, Shield
• 1x Drakemaster [7pts]
Dragon Princes [192pts]:
• 5x Dragon Prince [37pts]: Barded Elven Steed (Barding, Hand Weapon), Full Plate Armour, Hand Weapon, Lance, Shield
• 1x Drakemaster [7pts]

## Rare [217pts]
Sisters of Avelorn [217pts]:
• 12x Sister of Avelorn [15pts]: Bow of Avelorn, Hand Weapon, Light Armour
• 1x High Sister [37pts]: Ruby Ring of Ruin

What do you think of it?
I don't know if the archmage illusion is an easy setup to begin with, would battle Magic be easier and/or stronger?
The Idea of the big unit of Silver Helms is not so much to deal damage but to take charges with another unit (the dragon probably) and to hope I can force a flee reaction due to unit power after combat res. Maybe not a good idea, once again I don't know. Would it be better to switch this unit for 24 seaguards?

Maybe m'y way of thinking isn't optimal, I'll met you tell me what you think and advise ☺️
HoS
Posts: 48
Joined: Wed Nov 04, 2009 2:06 am

Re: Advice for beginner

#2 Post by HoS »

An issue with going "full try-hard" while trying to learn is that the second you bring what is perceived as a "hard" or "tournament" list people are going to want you to follow the rules of the big/mainstream tournies. That would mean you are overspending on your Prince riding a Star Dragon by 18 pts. Retool him so that he is worth no more than 25% of the nominal total points of the army list.

Prince and Illusion Archmage with the White Sword is, of course, a very potent 1-2 combo.

I am a little confused about the Sisters:

You have the rest of your army as cavalry so they are likely to be left to fend for themselves more often than not. But 12 of them with no Horn of Isha is a much less potent threat than Sisters normally are. As a bunker for a Ruby Ring of ruin it seems very expensive, seeing as you only have 1 caster. They can just play their casters towards your archmage to stay in dispel range and then use their fated on your Ruby Ring every turn. You will get some stuff through but you won't really affect their battleplan much, IMO.

Reavers, Silver Helms, Dragon Princes, mmm yummy. If you run into Orcs and Goblins running fanatics you are going to be in for a super bad time, but otherwise I love this part of the list.
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Velmates
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Re: Advice for beginner

#3 Post by Velmates »

Just a quick thought: if you want to start learning the game and possibly play with others who are just beginning, make a more beginner-friendly and fun list. Your list looks like a tournament-trimmed list that some lists, especially beginner's lists, struggle against. Resulting in frustrating games. Just my experience as I tended to go for "hard" lists as well but switched to softer ones in favor of nice evenings.
- Velmates

Check out my painting blog!
HoS
Posts: 48
Joined: Wed Nov 04, 2009 2:06 am

Re: Advice for beginner

#4 Post by HoS »

Velmates wrote: Wed Jan 08, 2025 9:04 pm Just a quick thought: if you want to start learning the game and possibly play with others who are just beginning, make a more beginner-friendly and fun list.
I second this advice, as well.
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TyrrenAzureblade
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Re: Advice for beginner

#5 Post by TyrrenAzureblade »

I'm going to dissent with the opinion that you should make a beginner-friendly list. If you want to play this game as sweaty as possible, and your goal is to get into tournaments because that's your favored way of playing, I say you jump into the deep end. The only problem you may run into is finding opponents that are going to want to play that way. But maybe you won't, depending on your local club, or gamestore. And to add to that, if you do find an equally sweaty tryhard, there is the possibility that they may not be interested in teaching a player that's new to the game. Have you any experience in Warhammer Fantasy Battles' previous editions? If you haven't, you may find your experience being like trying to tame a wild animal. It is however said that failure is the best teacher, and if you don't mind losing constantly to experienced players' optimized tourney lists, and that doesn't frustrate you into quitting, you might find yourself learning a lot really quickly. If you can find the opponent(s), the patience, and the gumption, do it.
JolofNar
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Re: Advice for beginner

#6 Post by JolofNar »

Hi
just starting out as well, have booked a slot at a tournament, and looking for advice as well. I would quite like to build a list around dragon princes, swordmasters(maybe with an archmage, lore familiar and high magic, walk between worlds for survivability) and probably archers and silver helms in core. How viable is that? I feel like the dragon princes and swordmasters eat all my points I would spend on chariots or bolt thowers.
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TyrrenAzureblade
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Re: Advice for beginner

#7 Post by TyrrenAzureblade »

JolofNar wrote: Tue Jan 14, 2025 9:50 am Hi
just starting out as well, have booked a slot at a tournament, and looking for advice as well. I would quite like to build a list around dragon princes, swordmasters(maybe with an archmage, lore familiar and high magic, walk between worlds for survivability) and probably archers and silver helms in core. How viable is that? I feel like the dragon princes and swordmasters eat all my points I would spend on chariots or bolt thowers.
There are a few questions I'd start with.

1) Are you looking for a bleeding edge competitive list, or something strong but not cutthroat, or something a bit friendlier but with some strong pieces?
2) Are you familiar with the meta in this particular scene?
3) What is the points limit? Is there any comp?
4) Which models can you currently field?
JolofNar
Posts: 6
Joined: Mon Jan 13, 2025 1:34 pm

Re: Advice for beginner

#8 Post by JolofNar »

TyrrenAzureblade wrote: Tue Jan 14, 2025 8:50 pm
JolofNar wrote: Tue Jan 14, 2025 9:50 am Hi
just starting out as well, have booked a slot at a tournament, and looking for advice as well. I would quite like to build a list around dragon princes, swordmasters(maybe with an archmage, lore familiar and high magic, walk between worlds for survivability) and probably archers and silver helms in core. How viable is that? I feel like the dragon princes and swordmasters eat all my points I would spend on chariots or bolt thowers.
There are a few questions I'd start with.

1) Are you looking for a bleeding edge competitive list, or something strong but not cutthroat, or something a bit friendlier but with some strong pieces?
2) Are you familiar with the meta in this particular scene?
3) What is the points limit? Is there any comp?
4) Which models can you currently field?
Thanks for responding.
1. Reasonably competitive, I like playing tight games. But also, I like fun and having a nice army of elves. I have pretty much got back into the hobby as an elaborate excuse to paint a whole bunch of big monster creatures.
2. Not really any idea. It’s in the same county, but not close by. I always just assume everyone is competent and murderous.
3. 2000, I’ve not seen the list for comp. May not be any, but I figure basing it on the new reported limits is reasonable (25% on a model etc)
4. I don’t have any dragons. And that’s the real tragedy.
I do have,
a couple griffons.
A Phoenix.
A sky chariot.
Probably 7 dragon princes.
20 or so swordmasters.
20-25 archers.
10+ silver helms.
A bolt thrower.
I am eyeing up a lion chariot. And desperately trying to justify it to myself.
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TyrrenAzureblade
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Re: Advice for beginner

#9 Post by TyrrenAzureblade »

Given your models and style, I'd maybe try something like this.

It was kind of hard to fill out your core, not knowing the exact amount of Silver Helms you have, and not having any Reavers, but the intent here is to give you a big block of Archers (you could split these up into maybe two units of ten to give you more drops to help with deployment, a couple of archer darts (you deploy these in a single file so they are in marching column so they can screen and redirect, they're not really for shooting). The Silver Helms are there to support your Griffon, Dragon Princes and Swordmasters with flank charges, or to run down squishy targets of opportunity, or in a pinch become chaff.

The Griffon Noble BSB is a popular choice that gives you an 18" leadership 9 bubble with rerolls to Panic, Rallying, and Break tests, as well as a 2+ armour save fighty model with Terror and a single use 2+ Ward save you'd probably want to save for a Monster Slayer attack.

An Anointed of Asuryan Archmage on Phoenix with the Nullstone is something I've seen on a Dawi After Dark video and looks like a fun support piece that helps weaken enemy casting, make enemy models Strike Last, and can make the model immune to spell effects. Alternately you can build this as an Archmage on Lion Chariot or Skycutter, usually with the Illusion lore, the White Sword, and a Lore Familiar so you can cast Spectral Doppelganger and hopefully roll some 6s to wound with Monster Slayer to kill enemy Dragonlords or other Behemoths. Unfortunately, the latest FAQ has ruled that in this situation, even though you'd cast Spectral Doppelganger at the Mage's initiative, the attacks generated from the spell would resolve at Initiative 1 (presumably with modifiers applied, but I am unclear on this), which kind of makes this combination less reliable.

Dragon Princes are just good. Impetuous might give you some trouble if you're not used to it, but you can screen them with your archer darts, or just deploy them in a place where you're aimed right at something you want to charge anyway so you don't care that the unit is Impetuous.

I'm a huge proponent of Swordmasters even if infantry is weak this edition, and since you don't really have anything else in your collection, they're kind of an auto-include here. Arrayed 7x3, or you can deploy in marching column to move them up the board with a 15" move in your first turn to get them into the fray faster, and then when you declare a charge in a subsequent turn, you can redress the ranks into Combat Order with Drilled right before you charge. I usually keep them 7x3, and just go even wider before the charge. And remember, you can redress before any move except when you Flee or Fall Back in Good Order. It gives them a lot of flexibility.

I put the Skycutter in Rare since I put the Archmage on the Phoenix, but you can switch them if you want the Skycutter Archmage. Would take some points Tetris to account for the different loadout obviously, so you may need to lose some Swordmasters to accommodate.

All that said, if the tournament organizers aren't strict about WYSIWYG, you may want to ask about proxying some of your Archers for Sisters of Avelorn, and some kind of model to proxy a Handmaiden of the Everqueen. Then it really starts getting spicy.

One big caveat to this list is you will struggle against any Bretonnian list that brings the Falcon Horn, which is just about 99% of Bretonnian lists.

++ Characters [782 pts] ++
Noble [287 pts]
(Hand weapon, Lance, Full plate armour, Shield, Battle Standard Bearer, Griffon, Seed of Rebirth, Dragon Helm, Opal Amulet, Pure of Heart)

Archmage [495 pts]
(Ceremonial halberd, Level 4 Wizard, General, Frostheart Phoenix, Silvery Wand, Null Stone, Anointed of Asuryan, Battle Magic)

++ Core Units [515 pts] ++
8 Silver Helms [210 pts]
(Hand weapons, Lances, Hand weapons (Hooves), Heavy armour, Barding, Shields, High Helm (champion), Standard bearer, Musician)

5 Elven Archers [50 pts]
(Hand weapons, Longbows)

5 Elven Archers [50 pts]
(Hand weapons, Longbows)

20 Elven Archers [205 pts]
(Hand weapons, Longbows, Musician)

++ Special Units [613 pts] ++
7 Dragon Princes [280 pts]
(Hand weapons, Lances, Full plate armour, Shields, Barding, Drakemaster, Standard bearer, Musician)

21 Swordmasters of Hoeth [333 pts]
(Swords of Hoeth, Heavy armour, Drilled, Bladelord, Standard bearer, Musician)

++ Rare Units [90 pts] ++
Lothern Skycutter [90 pts]
(Cavalry spears, Shortbows)

---
Created with "Old World Builder"

[https://old-world-builder.com]
bkevs84
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Re: Advice for beginner

#10 Post by bkevs84 »

A solid list given the models.

Just personal flair. I am a fan of a great weapon vs Lance for the bsb. More stick to hit with in rounds 2+ and the same points. Keep the shield to give a better save (2+) vs shooting and settle with a 3+ in combat.
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TyrrenAzureblade
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Re: Advice for beginner

#11 Post by TyrrenAzureblade »

bkevs84 wrote: Tue Jan 14, 2025 11:29 pm A solid list given the models.

Just personal flair. I am a fan of a great weapon vs Lance for the bsb. More stick to hit with in rounds 2+ and the same points. Keep the shield to give a better save (2+) vs shooting and settle with a 3+ in combat.
Yeah, very good call. I personally prefer the additional armour pip since I don't run the Talisman of Protection, but the Lance does leave the Noble in a slow grind in ongoing combats.
JolofNar
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Re: Advice for beginner

#12 Post by JolofNar »

TyrrenAzureblade wrote: Tue Jan 14, 2025 10:32 pm Given your models and style, I'd maybe try something like this.

It was kind of hard to fill out your core, not knowing the exact amount of Silver Helms you have, and not having any Reavers, but the intent here is to give you a big block of Archers (you could split these up into maybe two units of ten to give you more drops to help with deployment, a couple of archer darts (you deploy these in a single file so they are in marching column so they can screen and redirect, they're not really for shooting). The Silver Helms are there to support your Griffon, Dragon Princes and Swordmasters with flank charges, or to run down squishy targets of opportunity, or in a pinch become chaff.

The Griffon Noble BSB is a popular choice that gives you an 18" leadership 9 bubble with rerolls to Panic, Rallying, and Break tests, as well as a 2+ armour save fighty model with Terror and a single use 2+ Ward save you'd probably want to save for a Monster Slayer attack.

An Anointed of Asuryan Archmage on Phoenix with the Nullstone is something I've seen on a Dawi After Dark video and looks like a fun support piece that helps weaken enemy casting, make enemy models Strike Last, and can make the model immune to spell effects. Alternately you can build this as an Archmage on Lion Chariot or Skycutter, usually with the Illusion lore, the White Sword, and a Lore Familiar so you can cast Spectral Doppelganger and hopefully roll some 6s to wound with Monster Slayer to kill enemy Dragonlords or other Behemoths. Unfortunately, the latest FAQ has ruled that in this situation, even though you'd cast Spectral Doppelganger at the Mage's initiative, the attacks generated from the spell would resolve at Initiative 1 (presumably with modifiers applied, but I am unclear on this), which kind of makes this combination less reliable.

Dragon Princes are just good. Impetuous might give you some trouble if you're not used to it, but you can screen them with your archer darts, or just deploy them in a place where you're aimed right at something you want to charge anyway so you don't care that the unit is Impetuous.

I'm a huge proponent of Swordmasters even if infantry is weak this edition, and since you don't really have anything else in your collection, they're kind of an auto-include here. Arrayed 7x3, or you can deploy in marching column to move them up the board with a 15" move in your first turn to get them into the fray faster, and then when you declare a charge in a subsequent turn, you can redress the ranks into Combat Order with Drilled right before you charge. I usually keep them 7x3, and just go even wider before the charge. And remember, you can redress before any move except when you Flee or Fall Back in Good Order. It gives them a lot of flexibility.

I put the Skycutter in Rare since I put the Archmage on the Phoenix, but you can switch them if you want the Skycutter Archmage. Would take some points Tetris to account for the different loadout obviously, so you may need to lose some Swordmasters to accommodate.

All that said, if the tournament organizers aren't strict about WYSIWYG, you may want to ask about proxying some of your Archers for Sisters of Avelorn, and some kind of model to proxy a Handmaiden of the Everqueen. Then it really starts getting spicy.

One big caveat to this list is you will struggle against any Bretonnian list that brings the Falcon Horn, which is just about 99% of Bretonnian lists.

++ Characters [782 pts] ++
Noble [287 pts]
(Hand weapon, Lance, Full plate armour, Shield, Battle Standard Bearer, Griffon, Seed of Rebirth, Dragon Helm, Opal Amulet, Pure of Heart)

Archmage [495 pts]
(Ceremonial halberd, Level 4 Wizard, General, Frostheart Phoenix, Silvery Wand, Null Stone, Anointed of Asuryan, Battle Magic)

++ Core Units [515 pts] ++
8 Silver Helms [210 pts]
(Hand weapons, Lances, Hand weapons (Hooves), Heavy armour, Barding, Shields, High Helm (champion), Standard bearer, Musician)

5 Elven Archers [50 pts]
(Hand weapons, Longbows)

5 Elven Archers [50 pts]
(Hand weapons, Longbows)

20 Elven Archers [205 pts]
(Hand weapons, Longbows, Musician)

++ Special Units [613 pts] ++
7 Dragon Princes [280 pts]
(Hand weapons, Lances, Full plate armour, Shields, Barding, Drakemaster, Standard bearer, Musician)

21 Swordmasters of Hoeth [333 pts]
(Swords of Hoeth, Heavy armour, Drilled, Bladelord, Standard bearer, Musician)

++ Rare Units [90 pts] ++
Lothern Skycutter [90 pts]
(Cavalry spears, Shortbows)

---
Created with "Old World Builder"

[https://old-world-builder.com]
Ok wow, thanks for getting back to me, this list looks really cool, but raises loads of questions.
1. archer darts? this is not something i have ever considered, please explain everything about this as it seems fascinating. so we are using them as 1 model wide columns? assume that means they can volley? they march? how do you deploy them? are they to block flanking? this just opens up whole ways to play the game, i really hadn't considered.
2. griffon guy looks super cool, but no magic banner? does battle banner work here? i see he is playing for comand range, can he stand up to tougher monster builds? bret duke hero?
3.null stone, i sort of get that, but how does it impact the game? is -1 to casting bubble, worth the 75 points? or is it about the immune to magic personally effect?
4. archmage and battle magic as chosen lore, I see that a bit here. Why battle magic? is high not better? genuinely intrigued on peoples thoughts on various lores, what is good about each, I have seen cool spells in all of them, I back and forth on so many options, but haven't got a good grasp on what each is doing yet fully.
5. if i need more silver helms i probably have about 12, could grab some others to go to 16 if that helps?
6. generally are magic banners on units good? is the war banner any good for silver helms or swordmasters? would it help them to push though on combats? can you have one on every unit? or is it one per army?
7. swordmasters, would they be better with a mage in the unit, and popping walk between worlds to cross field without getting shot to death? is that effective?
8.as above, i was lookign at alternatives to the wizrd chariot, white sword doppleganger situation. could a wizard in swordmasters bus(?) with a dragon slaying sword, and a warden of saphery, pull off the same effect? he would have autokill 6s on both creatures (dragon slaying sword) , and standard guys(killing blow), as well as +2 strength -2 ap without 6s using his sword of hoeth. is that a workable situation or not quick enough/too vulnerable even with drilled?.
9. lothern skycutter. is the big bolt thrower worth it? is a lion chariot better? how does each play? just asking as it gives me an excuse to get a lion chariot.

10. just to say thanks for getting back to me, eager to try new ideas out, and just really enjoying the game and painting in general.
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Serathail
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Re: Advice for beginner

#13 Post by Serathail »

JolofNar wrote: Wed Jan 15, 2025 9:57 am
Ok wow, thanks for getting back to me, this list looks really cool, but raises loads of questions.
1. archer darts? this is not something i have ever considered, please explain everything about this as it seems fascinating. so we are using them as 1 model wide columns? assume that means they can volley? they march? how do you deploy them? are they to block flanking? this just opens up whole ways to play the game, i really hadn't considered.
2. griffon guy looks super cool, but no magic banner? does battle banner work here? i see he is playing for comand range, can he stand up to tougher monster builds? bret duke hero?
3.null stone, i sort of get that, but how does it impact the game? is -1 to casting bubble, worth the 75 points? or is it about the immune to magic personally effect?
4. archmage and battle magic as chosen lore, I see that a bit here. Why battle magic? is high not better? genuinely intrigued on peoples thoughts on various lores, what is good about each, I have seen cool spells in all of them, I back and forth on so many options, but haven't got a good grasp on what each is doing yet fully.
5. if i need more silver helms i probably have about 12, could grab some others to go to 16 if that helps?
6. generally are magic banners on units good? is the war banner any good for silver helms or swordmasters? would it help them to push though on combats? can you have one on every unit? or is it one per army?
7. swordmasters, would they be better with a mage in the unit, and popping walk between worlds to cross field without getting shot to death? is that effective?
8.as above, i was lookign at alternatives to the wizrd chariot, white sword doppleganger situation. could a wizard in swordmasters bus(?) with a dragon slaying sword, and a warden of saphery, pull off the same effect? he would have autokill 6s on both creatures (dragon slaying sword) , and standard guys(killing blow), as well as +2 strength -2 ap without 6s using his sword of hoeth. is that a workable situation or not quick enough/too vulnerable even with drilled?.
9. lothern skycutter. is the big bolt thrower worth it? is a lion chariot better? how does each play? just asking as it gives me an excuse to get a lion chariot.

10. just to say thanks for getting back to me, eager to try new ideas out, and just really enjoying the game and painting in general.
I can maybe chime in here and explain the stuff I know (it got a bit longer than intended so I hope you don't mind the essay):

1. Basically, deploy them 1 wide, 5 deep and they just volley 5 shots a turn until they are needed. When the time comes to sacrifice them for the glory of ulthuan, you get a 15", very maneuverable march (as your frontage is so narrow you pay basically nothing for a wheel) to block units, redirect charges or set up your own charges. E.g. You can march them out in front of an enemy cav who will either have to maneuver out of the way or charge, which leaves them then vulnerable to a charge by your own mobile units on your next turn. Just be wary of the average overrun & your own charge distances for this one. In theory you can even use the darts before that to provde cover to other units, forcing strong enemy shooting to either waste shots into the 5 man squad of archers, or suffer the -1 penalty to shoot at what they are protecting.
2. Battle banner and war banner are both decent choices to make him a mobile combat res machine, though it does make him a decent bit more expensive. If you run him with a lance it can be a decent investment though as it causes enemy units to fall back or break more easily, so he doesn't get stuck in prolonged combat. As for the bret duke, I somewhat doubt anything can stand up to him cost effectively, especially if falcon horn is in play. Opal Amulet should protect you from the first monster slayer and you do have a passive +2 combat res over him, which can at least help you tie him up for a while for roughly the same ammount of points. It's really as good as you're gonna get, I think. He also offers a little bit of protection against screaminng vampire counts lists with his 18" pure of heart leadership aura.
3. It's basically an 18" -1 to cast and dispell bubble which doesn't affect you quite as much due to your once per turn casting reroll. It pretty much shuts down any lower level wizards, plus now you have a T6 monster that will be immune to magic the entire game (anointed gets veteran so he rerolls that leadership check for the null stone). So enemy magic missiles? Irrelevant. Miasmic Mirage? Done for. Word of Pain making the phoenix T5? It's a word of mild discomfort now, and spectral doppelgänger turns into nothing more than a vivid imagination of the enemy mage. Unless I'm misunderstanding the rule, you even ignore effects of spells that do not target you directly, therefore ignoring any extra attacks, strength or ward saves thrown on models attacking it or being attacked by it, so it's pretty neat.
4. So battle magic gives you a couple of very strong spells:
s. Hammerhand does what it's supposed to, it isn't as strong as spectral doppelgänger but it doesn't require an expensive setup either. It's just a swiss army knife of assailment spells: Good against most things, but it won't win you combats by itself.
i. Fireball, one of the best magic missiles against, honestly pretty much anything, but especially lightly armoured enemies. You can cast it comfortably while staying out of enemy dispell range.
ii. Curse of arrow attraction, which makes your shooting slightly more consistent. It's alright.
iii. Pillar of Fire. Now this is the big one. The vortex moves through units in a direction of your choice and deals a ton of low strength but high AP hits. Vortexes jump through units now, so cast it to the side of a line of multiple units close to eachother and watch it jump through multiple ones at once. It counts as dangerous terrain when it doesn't move, so place it in front of enemy units about to charge and you ruin both their charge roll and remove models if they roll unlucky checks. It's an arguably OP spell.
iv. Arcane Urgency. Array your dragon princes into marching column, move 24". Cast arcane urgency. Move another 24". At this point you're guaranteed to be behind enemy lines. Next turn use drilled to reform and charge (I love my dragon prince railgun spell). You can also do the same with the Phoenix (if you don't activate nullstone) or the griffon. Even silverhelms can suddenly shoot 32" across the board, or you use it to keep up with your swordmasters, giving them that 20"-30" move depending on whether you are using marching column on (both) moves (with the same drilled & charge idea next turn). Or you just use it to reform or back off a unit. It gives you mobility which can force the enemy to react to you rather than vice versa.
v. Oaken Shield. Here not too amazing due to the null stone, I'd just swap it out for a signature spell if you get it, and given this phoenix will want to be in combat at one point (and the HE signature spells kinda suck) I'd probably take hammerhand.
vi. Curse of Cowardly Flight. Decent against low leadership armies. I would say arguably the weakest spell in the lore, but it can become pretty strong towards the end of a game.
High magic can be decent, but its spells are more situational, and especially on this specific mage/army some of its spells aren't very good:
s. Drain magic us really bad imo. The first thing an enemy Lv4 will do is dispell this spell on a 6 on the dice (like 75% of the times) and then go on casting unimpeded. Combine this with the fact that he already gets a chance to dispell your original casting roll and the spell will get through around 1/7-1/8 times.
i. Walk Between Worlds can be great, but now that you can no longer cast it after charging it is more of a defensive tool, and this army likes to be offensive. Reserve move is ofc still great if you have the mage sitting in a unit of sisters or LSG to reform or retreat post shooting, but the mage doesn't really need it on his own in this build.
ii. Fiery Convo nukes big blocks of infantry, which can be neat for clearing chaff, but it isn't as versatile as fireball, for anything other than regular & heavy infantry will hardly be affected by it.
iii. Tempest is imo the best spell in the high magic lore. You can use it to kill fanatics, reduce enemy charge ranges and movement, disrupt enemy formations to take away rank bonuses (especially crucial against warbands or hordes), control the impetuous (especially the enemy baiting it) of your own dragon princes somwhat by casting it near them and then dispelling it should you wish to charge.
iv. It's a okay assailment spell. I honestly haven't really used it.
v. Fury of Khaine makes your silver helms a lot more dangerous and turns your DP & Swordmasters into blenders. It only holds half a round of combat though, so you better hope they delete whatever they hit. Iirc it also affects both mounts and riders seperately, so the horses get extra attacks too.
vi. Shield of saphery also only lasts half the round, DP already have a ward, Swordmasters need the ward more when they get charged than vice versa, so it's just okay here and in general I think.
So in conclusion, high magic is honestly a neat lore, it is just less suited for this list and its spells are a lot more situational.
6. Imo, there are a few that are decent. War banner/Battle banner on units relying on the charge (= units with lances mostly) is neat, Rampaging banner on DP can make impetuous more managable. Razor Banner of Seaguard for example gives them some teeth against heavy armoured enemies. Most other banners (especially the HE ones) I don't really bother with as they give us attributes that we already excel in. Unless they are marked with an (*) you can only have a single magic item of a kind per army, including magic banners. Speaking of magic items: If you want to be fancy, you could also try the cloak of beards on a DP champion to terror bomb enemy units on the charge.
7. Honestly the best defence against getting shot to death is imo crossing that field fast. Walk between worlds sounds amazing but it's always one spellbreaking rune or dispell scroll away from being offline for a turn, and any opponent will then just unload everything they have into the vulnerable unit. And even if the swordmasters are ethereal, the rest of the army (including two large targets here) is distinctly not, so gunlines just focus on something else instead. Also, you can no longer cast it during a turn in which you charged (which you would really like to do every of your turns starting at turn 2-3) so the spell won't do much thereafter unless you get stuck in a really bad spot. So I would say it isn't so much ineffective as it is unecessary.
8. Unfortunately I'm fairly certain the Sword of Hoeth isn't technically a magic weapon (it isn't listed under magic weapons and the loremaster/waren of saphery elven honours also hint at it), it's a weapon that happens to have magical attacks. You could still use the dragon sword for monster slayer + killing blow, though you are still only striking at initiative 6 as an unarmoured mage, most monsters and especially characters on the charge (which they will most likely get against infantry) should strike well before that. It could potentially work as a deterrent though, I haven't tried anything similar myself yet.
9. They way I see it, if you play defensively it is worth it (one hit, and as a result probably kill) on a heavy cav model and the BT has paid for itself. This list probably wants to move forwards and use the skycutters mobility, so it won't shoot much and as a result the BT isn't worth it.
As for the lion chariot, they sacrifice quite a bit of mobility of the skycutter for slightly more hitting & staying power. I've had it solo a stegadon at one point, so it can definitely do well, but they feel better suited to defensive armies where the opponent comes to you and that stubborn really can come into play. Take it with a grain of salt though, I only ever ran them in ca. 3 games up until now.
bkevs84
Posts: 83
Joined: Sat Feb 10, 2024 4:08 pm

Re: Advice for beginner

#14 Post by bkevs84 »

These are some of my thoughts, though Tyrren, may have another take.

1. I using them are as a deploy drop to hopefully allow me to delay the more impactful units to get better match ups.
There is a forum post here talking about their uses.
https://www.ulthuan.net/forum/viewtopic.php?t=101253

2. With pure of heart and a large monster it gives you a 18inch LD9 bubble. Mine hangs out with the bulk of my army and charges over units and into things. It can take on bigger things. Mine has locked horns with orc warbosses on wyverns which is why I like the GW as it is a long grinding fight. It won't win, but it might be bale to hold or tarpit for long enough to deal with other stuff or have help arrive, it is no prince on a dragon, so he can't just be thrown in but with T5, a 2/3+ a single use 2++ and a 5+++ they can be resilient.
I think the lack of banner is more a unit choice. If the usage is to add CR to a combat, and is to always be in combat banners help, if he is a stop gap, multi role model, to keep LD up in a bubble or be a threat to ward off an enemy unit, to shove in a gap or press an edge when needed the banners do less as they won't be constantly in combat. If you want a banner the war banner is "better", as the battle banner can be better but the dice hate me and the default is predictable.

3 -1 to cast or dispel can have a huge impact, magic can make or break. And to plop down a this screws your magic can be annoying. With the AM at T6 it's a slog to get rid of him. Ppl who need magic may over commit to getting rid of it allowing more of your units to get up the table.

4. Pillars is mean, can control a table, with the null stone dispelling it is harder. Battle has a great mix of spells which if you are up in an enemy's face may be of more use than the high magic buff spells. High has great spells to augment your units but if you are up in the face with out all the units there it may be slightly less use.

5. All depends I think it is more just how many archers need to be there.

6. My take is 1.5 to 2 models better or 1+ CR. On core units generally yes, it applies to your core tax, on other units I only consider war, battle, and in silly off cases the arcane protection, and rampaging on DPs.

6. And 7. Stacking too many points in one place leaves too few targets, so these units get focused down. Providing too many targets can force ppl into under optimal solutions. But spreading too thin will require min maxing the combined arms, and more multi unit charges, I tend to play more this way. When it works you can table ppl, when it fails cause of a missed charge or two it crumbles substantially.
8. A mage on foot with the dragon slaying sword can be ignored by opponents. They will eat the rest of your army and you can't catch them. In a fly 10 chariot, you can and will catch them or force them away from your units.
9. For me I love sky cutters fly 10, heavy chariot which means ap-2 on the impacts. I use them to run down flanks suicide into something or combo charge units. They don't hit as hard as a lion, but are much faster and can react to stiff faster.
10. Cheers
User avatar
Morgen
Posts: 349
Joined: Sat Jan 05, 2008 8:23 pm
Location: Minnesota

Re: Advice for beginner

#15 Post by Morgen »

I think in the end of the day one of the most important thing to remember is that in general the army is quite elite (and elitist!) and you're going to pay a lot of points for models that are very easy to kill. It can be a lot of fun though. Enjoy yourself!
JolofNar
Posts: 6
Joined: Mon Jan 13, 2025 1:34 pm

Re: Advice for beginner

#16 Post by JolofNar »

hi all,
first thanks for the advice, and the explanations. Love a long essay to read and ponder, was really constructive, and the link for the darts style was super enlightening about a mechanic I had never even considered.
Played my first game online, bit of Warhall, which is really cool. only part way through. But first impression, dragon princes are bloody great. counter charged a bunch of squigs and just slaughtered them. all.
frost phoenix null stone, not sure on still, may require a lot of further understanding of and rules, but really needs to get stuck in center board and hunt wizards for its command range to effect their casting.
i have got really lucky so far with fanatics, the first one moved far ploughed into my silver helms and standard bearer, but only got 1s for hits. other 2 are riiiight in front of them. so hoping old magic man can get anothe rpillar of fire whizzing into play

also thanks for the magic review, really insightful, and again a lot to think about
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