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Rob Neophyte

Joined : 25 Aug 2007 Posts : 206 Location : Prescott (retirement ****)
 | Subject: Spirit Host 2000pts Fri Feb 15, 2008 11:51 pm | |
| I can only do so much without the codex, but my prospective Wood elves army looks as such.( based on the army Dave helped me build)
Lord: 400pts Treeman ancient- can only be hit on 6s in challenge, ads +1 dispell dice, has magical ranged attack
Heroes: 495pts 3 Branchwraiths- all lvl 1 wizards, All get +1 dispell dice, magical attack
Core: 5 squads 10x Dryads, 2 squads 9x Dryads Rare: 285pts One Additional Treeman Total 1996
I know its hard without the points, but tear appart what you can
Last edited by on Sat Feb 16, 2008 1:12 am; edited 1 time in total |
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FrostWolf Sergeant

Joined : 09 Sep 2007 Posts : 930 Location : lost somewere in my own mind
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 12:00 am | |
| | I dont know much about wood elves, but my skaven would hate to fight this list, except you might have a problem with dispelling |
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Angry Bob Sergeant

Joined : 06 Jan 2008 Posts : 632
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 12:34 am | |
| Treemen are hard, an all woody army has it's advantages. Although as more books come out the dryad point advantage lessens.
I can see this army having an excellent punch and decent charge control. Rank-and-file units take up movement planning that you won't have to deal with.
The biggest downside is if someone has a good ranked unit plan that can take the first charges and then counter attack can cause problems. Also be aware of magical siege engines. |
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Rob Neophyte

Joined : 25 Aug 2007 Posts : 206 Location : Prescott (retirement ****)
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 1:05 am | |
| | as far as dispell dice, at 2k i have 9, not sure how good that is. Good ranked troops are a big obstical, however, i should be able to outmanouver them as may times as not. Magical seige engines= kryptonite, not a whole lot i can do. also, i am updating the top to be more acurate. |
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FrostWolf Sergeant

Joined : 09 Sep 2007 Posts : 930 Location : lost somewere in my own mind
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 1:09 am | |
| | aganist my skaven list you would run out of the dice after my greey seer alone(well ok he gets 6 power dice plus warpstonetokens so 3 or less left if you try to dispell of them) leaving my with 2 or 3 warplighting spells to reck havok on you. That is the only problem I see |
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Rob Neophyte

Joined : 25 Aug 2007 Posts : 206 Location : Prescott (retirement ****)
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 1:18 am | |
| I doubt that you get every spell off, or even that i would care about dispelling every one. You have only one horrifying spell that you can only cast 3 times a turn. Additionaly, i have not seen the numbers but that is probably a large portion of your points, meaning that you will be hard pressed to come up with alot of fighting power to match my Hoard . Also from what i can recall, your army does not handle fear well, and i have that in spades. |
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FrostWolf Sergeant

Joined : 09 Sep 2007 Posts : 930 Location : lost somewere in my own mind
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 1:24 am | |
| | I can make my whole army immune to fear by frenzying the whole thing, and 4 warp lightnighs(and a bound spell of it) and chances are Most spells you will wont to dispell if I use them(giving my a unit frenzy is a nice option for me or plageing you). but yea you are correct I would have problems with you nice little dryaids(and yes half my points are in my leaders) |
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Angry Bob Sergeant

Joined : 06 Jan 2008 Posts : 632
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 1:35 am | |
| One thing with Magic in WFB these days is people tend to stop each other's spell allot. It played so differently back in the day with the Undead book, with the last two editions just getting off the right necromany spell has been a challenge. Suck city.
It went from a game of chess to poker. |
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Angry Bob Sergeant

Joined : 06 Jan 2008 Posts : 632
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 1:36 am | |
| | PS hopefully the dreaded Ratling Gun isn't magical. If it is the time to rename it to the Dryad-mower would be at hand. |
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FrostWolf Sergeant

Joined : 09 Sep 2007 Posts : 930 Location : lost somewere in my own mind
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 1:37 am | |
| | it is magical, all the true guns are, I am baseing my thoughts of your list on what I know/seen, most of which is skaven |
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Rob Neophyte

Joined : 25 Aug 2007 Posts : 206 Location : Prescott (retirement ****)
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 2:39 am | |
| | I appriciate the thoughts, but anyone have anything constructive??? |
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FrostWolf Sergeant

Joined : 09 Sep 2007 Posts : 930 Location : lost somewere in my own mind
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 2:49 am | |
| | test it out is the only way? |
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Nathan Sergeant


Age : 17 Joined : 25 Aug 2007 Posts : 1088 Location : Mason, Ohio
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 2:55 am | |
| Wait to talk to Dave. So all Dryads are fear-causing? Might have trouble against Tomb Kings, them having so much magic and fear-causing troops as well. And Bruce, frenzying your entire army is bad, they will be forced to charge the closest enemy unit every turn, and Rob can easily outmanuvre you by counting on that. Even if you frenzy only some of your units, Rob can Fear-ify the rest that are not immune to psychology. _________________ Insanity is only measured by those around you.
Don't try to understand my methods, just fear them.
I don't know what I play for but it sure as hell aint to win! |
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FrostWolf Sergeant

Joined : 09 Sep 2007 Posts : 930 Location : lost somewere in my own mind
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 3:08 am | |
| | ahhh so? its to defend agnist a charge(for a differnt page most liekly) and yea dryads cause fear |
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Angry Bob Sergeant

Joined : 06 Jan 2008 Posts : 632
 | Subject: Re: Spirit Host 2000pts Sat Feb 16, 2008 3:54 am | |
| Deployment: Evenly space the Dryad squads across the board (but not on the edges). They move so fast and unfettered in direction that the only trick you will need to learn is which fights they can win, delay for treemen, or assit treemen.
Magic & Terrain: Use those annoying forest tricks to mess with the enemy warmachines or provide cover for advancing infantry.
Cav: Dryads no, treemen yes. Against 2+ armor saves Dryads seem to stall. At least that was how they tended to flow back at The World of Hobbies and Games. |
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