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Thornoo1

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Posts posted by Thornoo1


  1. Here's an alternative run using the miniatures in the two boxes but bringing in a few other cards

    Aliana of Summersong x1 [33]
    --Artifact: Packleaders Spear [8]
    --Unique: Ambush Predator [3]
    ----------Total Unit Cost: 44

    Deepwood Archers x6 [42]
    --Champion: Verdant Sorceress [3]
    --Equipment: Wind Rune [6]
    --Heavy: Support Aymhelin Scion [4]
    --Music: Rallying Starling [4]
    --Training: Hunters Guile [4]
    ----------Total Unit Cost: 63

    Deepwood Archers x2 [17]
    --Equipment: Wind Rune [6]
    --Training: Hunters Guile [4]
    ----------Total Unit Cost: 27

    Leonx Riders x2 [18]
    --Training: Hunters Guile [4]
    ----------Total Unit Cost: 22

    Leonx Riders x2 [18]
    --Training: Hunters Guile [4]
    ----------Total Unit Cost: 22

    Aymhelin Scions x1 [14]
    --Heraldry: Raven Tabards [2]
    --Unique: Fertile Soil [5]
    ----------Total Unit Cost: 21


  2. 6 minutes ago, Sulfurious said:

    I think you're going to find that to be very situational. Not only will you have games where banes are non-existant, you're going to have times where units are out of position or they have so many banes stacked up that you can't remove enough of them. 

    Also, since the special action is on the modifier, I think any attacks will go off before the banes can be removed. 

    True for sure when playing mirror matches or versus Daqan but not so much Waiqar or Uthuk which are predicated on blight and panic tokens. The range issue is certainly something to keep in mind but I feel the overgrown mechanic the  Latari have, and probably will rely upon, will see a game play style very much locked in close to nexus points on the board.  This should lead toward focal areas where there are units with interlocking spheres of influence. 

    In some ways I think the elves are going act to like like space ships using gravity to slingshot around planets.  A weird mechanic for a fantasy block infantry game but I'm looking forwards to it.  Who would have thought vector movement would come to fantasy.


  3. I've been playing around with the army builder with a view to the upcoming Latari Elves release.  What is interesting is their ability to remove banes right across their list. So far I have seen the following, some are in the starter box but I've included for completions sake:

    1. Verdant Sorceress - Special - range Blue runes remove than many banes
    2. War Crier - Special - range 1-3 remove 1 bane
    3. Rallying Starling - Special - - range 1-3 each ally may remove 1 bane
    4. Tactical Starling - on disengage do not gain a panic token

    Put together in certain units the army starts to have the ability to remain bane free. Against the Waiqar and Uthuk this could turn into a big advantage by denying those armies a key mechanism.

    With Maegan Cyndewin in the army the following example unit gets to shift upto three times  through Wind Rune, surge ability and Support Scion, gets its ranged attack off as it doesn't need to use a move action on the dial thanks to the afore mentioned shifts and also remove banes from itself or an ally.

    Deepwood Archers x6 [42]
    --Champion: War Crier [5]
    --Equipment: Wind Rune [6]
    --Heavy: Support Aymhelin Scion [4]
    --Music: Rallying Starling [4]
    --Training: Simultaneous Orders [2]
    --Sorceress: Verdant Sorceress [3]
    ----------Total Unit Cost: 66


  4. I stole this idea mercilessly from the new 40k rule book but I think the idea has been around for a while. This concept works well for a two player campaign.  You can use a map but there is no moving of armies around the lands, it's just a way to keep score, in effect the map is an abstract idea. 

    This is very much a first pass at the concept so I welcome your ideas. Also let me know if the table doesnt completely show up, might not be mobile device friendly.  I think that if I put some more thought into it I could set first player and also the objective cards based on player strategy choice. This could easily work for more than two players as well, again just use a map to keep score, no moving of armies around the lands.

    Set the campaign points, maybe 5 for a short campaign, or map sections start at 5 each for short campaign.

    1/ One player is Warlord A and the other is Warlord B

    2/ Each payer decides on a strategy for the battle and then checks the matrix. 

    3/ First player is lowest points and gets to choose the objective.

    4/ Depending on your strategy selection the deployment area is selected for you

    5/ Win then score a campaign point/take a map section off the other player.

     

     

    Warlord A

     

     

     

    Warlord B

     

     

    Advance

    Hold

    Reconnoitre

    Flank

    Reinforce

    Advance

    Head to Head

    Battle Lines

    Unprepared

     

    Red Reconnoitre

    Blue Advance

     

    Unprepared

     

    Red Flank

    Blue Advance

     

    Hammer and Anvil

     

    Red Advance

    Blue Reinforce

    Hold

    Battle Lines

    Meeting Engagement

    Oblique Formation

     

    Red Reconnoitre

    Blue Hold

     

    Hammer and Anvil

     

    Red Hold

    Blue Flank

     

    Meeting Engagement

    Reconnoitre

    Unprepared

     

    Red Advance

    Blue Reconnoitre

    Oblique Formation

     

    Red Hold

    Blue Reconnoitre

    Battle Lines

    Careful Approach

    Head to Head

    Flank

    Unprepared

     

    Red Advance

    Blue Flank

    Hammer and Anvil

     

    Red Flank

    Blue Hold

    Careful Approach

    Long Canton

    Oblique Formation

     

    Red Flank

    Blue Reinforce

    Reinforce

    Hammer and Anvil

     

    Red Reinforce

    Blue Advance

     

    Meeting Engagement

    Head to Head

    Oblique Formation

     

    Red Reinforce

    Blue Flank

     

    Stand off

     

     

     


  5. 14 minutes ago, Darthain said:

    Better order 3-4 archer expansions then, not sure it'll be quite that useful because it limits your mobility.  In a maneuver game, that makes you predictable, and therefore vulnerable.

    Fair call, but I think elves are going to have at least one build which is hit and run, 2 initial turns of outmaneuvering, maybe 3-4 turns of shootings, and the other turns moving again. I'm not sure the archer list is going to want to slug it out toe to toe.  The Elves also have a banner which enables disengage without gaining a panic token. Kind of reinforces this approach to game play and will really shine against the red human/demon faction.


  6. On 11/08/2017 at 6:12 AM, Budgernaut said:

    A lot of people have mentioned waiting for Waiqar cavalry, and I think it's a good solution, but it's still limited. Even when they're released, you won't necessarily be able to fit them in every list, so Death Knights won't always be the answer to the problem.

    There are certainly different build pathways for each army.  But it's always a solid bet to find a way to get in at least one fast moving unit.

    Something like this wont break the bank and is a genuine threat, very easy to get 2 or more mortal strikes in rounds after the charge:

    Death Knights x2 [24]
    --Artifact: Reaping Blade [4]
    --Training: Rank Discipline [4]
    ----------Total Unit Cost: 32


  7. Just now, Budgernaut said:

    As a list on paper, it looks fine. I like how you have lots of archers to keep the enemy busy while Aliana takes time building up Lethal from Ambush Predator, hopefully getting a good flanking charge on her first engagement. You also should be able to overgrow all of the terrain, if I understand the mechanic right. That'll give your archers some extra bite. It's great because it buffs their melee attack, too, and I think they'll almost inevitably get engaged in melee.

    I'm not sure how much benefit you'll get from Raven Tabards on the Deepwood Archers, since you can't charge enemies and your shift will end up at a 5, which is still relatively high. It's good on the Aymhelin Scions, though.

     

    The Raven Tabards are on the Scions and the Riders with the idea of early moves; to stay away from other mobile units, then charge before enemy activations. I've seen that if you allow the opponent's early initiative actions to dictate what you do there's a real chance of losing your ability to be effective.


    I think we're all going to be surprised how much damage elven archers are going to pump out due to Hunters Guile.

     


  8. 9 hours ago, Budgernaut said:

    My first thought is that you are using a lot of upgrades that are not in the Latari starter box. Also, you have 3 Deepwood Archers units, but you'll inly have 2 command tools if you just buy 2 Latari Elves Army Expansions.

    I have the starter box and all the Waiqar so cards are not an issue.  Didn't think about the command dial.  Here's hoping my LGS have a box of archers to upgrade to on the day ;)

    That aside, what about the effectiveness of the list?

     


  9. I am looking to start with two boxes of elves. This is my first look at an army conncept using just the miniatures in those boxes.  It's a slippery little list which tries to stay unengaged, so in some regards its like an arc dodging X-wing list.

    I'd put the Leonx riders down first beacuse its a 6 unit list and the tourney rules probably mean I need to place first with this unit count. Then I'd use Aliana's skill to move them later on. The bowelves just shoot and slide everywhere.  Then late game charges with the Aymhelin Scions, the Leonx Riders and Aliana after arc dodging to flanks.

    Any thoughts?

    199 pts
    Aymhelin Scions x2 [25]
    --Equipment: Pathwalkers Amulet [3]
    --Heraldry: Raven Tabards [2]
    ----------Total Unit Cost: 30

    Aliana of Summersong x1 [33]
    --Artifact: Malcornes Bequest [6]
    --Unique: Ambush Predator [3]
    ----------Total Unit Cost: 42

    Deepwood Archers x2 [17]
    ----------Total Unit Cost: 17

    Deepwood Archers x2 [17]
    --Equipment: Wind Rune [6]
    --Training: Hunters Guile [4]
    ----------Total Unit Cost: 27

    Deepwood Archers x4 [30]
    --Champion: Verdant Sorceress [3]
    --Equipment: Wind Rune [6]
    --Music: Rallying Starling [4]
    --Training: Hunters Guile [4]
    ----------Total Unit Cost: 47

    Leonx Riders x4 [30]
    --Heraldry: Raven Tabards [2]
    --Training: Hunters Guile [4]
    ----------Total Unit Cost: 36


  10. Much of what you say is quite common in block infantry games.  Learning the fine art of getting the charge off is a major step towards winning more often.

    But experience aside ways to mitigate this is to win the bidding war for first player and then pick objectives which force movement. In a game where getting victory points through movement will quickly force a player who castles up to rethink their tactics. 

    Secondarily, you mention you are playing Waiqar, as the cavalry has yet to drop there's a major tool missing from your army construction.  Once you have a unit or two of very fast moving units you'll find you can get beneath their guns so to speak. With a move 6 unit (4+2) some careful precharge movement and use of the range ruler the archers you mentioned wont be so effective. These fast moving units also allow you to isolate sections for the opponent's army. Otherwise known as blitzkrieg ;).

     


  11. 2 hours ago, Parakitor said:

    Oh, it's not just mirror matches. I LOVE the way the figure upgrades look, but they don't last long because of stupid Kari. I've given up on Figure upgrades for the next little bit, until I can figure out how to get rid of her early on.

    Say hello to my little friend Deathcaller. 


  12. I am starting to question Ardus' host of crows ability though.  My sample list in the initial post was more than functional without the need to boost to the next level unit size. 

    With the additional points freed up I've got two large units and 4 utility units. Having two  redirectors and two dedicated blight batteries was great. All of the heavy lifting was done by the 3x2 Carrion Lancers, yet I was able to tie down a block of spearmen with my reanimates whilst deathcalling knights.


  13. For the most part heroes, when tooled up, cost between 40-50 pts. I've been running either embedded Maro or solo Ardus.

    I played my first game tonight without a hero (about my 10th game) and I found that the additional unit was  more effective than a hero.  I know that heroes can bring cool army buffs but I find them a little squishy.  So are they a trap?

    Here's my sample list without a hero:

    Reanimate Archers x2 Combat Ingenuity
    Reanimate Archers x2 Combat Ingenuity
    Reanimates x6, Champion: Deathcaller, Heraldry: Blighted Vexillum Bearer
    Carrion Lancers x1
    Carrion Lancers x1
    Carrion Lancers x6 Equipment: Wind Rune,Training: Moment of Inspiration

    Anyone else trying lists without heroes?


  14. I was wondering how people are maximising Mortal Strikes.  I ask as I see this as one viable pathway for building Waiqar lists which specialise in hero, upgrade figure and high armour value unit killing.  These kind of builds wouldn't be great at removing large blocks of infantry as they are not tooled to remove large numbers of 1/1 trays.

    As I can tell here's what works so far:

    • Fortuna's Dice - allows selection of Mortal Strike facing
    • Carrion Crawler's surge ability
    • Front Line Carrion Crawler's surge ability
    • Ardus' special to get Carrion Crawler's surge ability
    • Death Caller - not strictly Mortal Strike but it bypasses armour

    Any other ideas?

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