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Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

My take:

Malekith- 1000

Mage- L2 (High), Iron Curse Icon, Scroll- 150
Master- HA, SDC, ES, Talisman of Protection, BSB- 125

28 Darkshards- FC- 394
36 Dryads- 396
12 Glade Guard- Tru-Flight, Standard, BoEF- 200

Treeman- Strangleroots- 245
Treeman- Strangleroots- 245
Treeman- Strangleroots- 245

= 3000

Mage and BSB join the darkshards, Mage looking for Hand of Glory on the shards.
GG are their to kill chaff and also taking the first shots at any regen unit to remove it before the shards open fire.

between the Mage and Malekith i can reposition minimum 1, maximum 3 units a turn to outfox my opponent.

Thouhgts please dakka.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Why Dryads? I don't think many would argue if I were to say that they're one of the worst woodelf units now... I can't see them being any better in a combined elf list.
I think you need something to as reliably as possible start taking out war machines early as possible to give your treemen a chance.

mean green fightin machine 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

BAN wrote:
Why Dryads? I don't think many would argue if I were to say that they're one of the worst woodelf units now... I can't see them being any better in a combined elf list.
I think you need something to as reliably as possible start taking out war machines early as possible to give your treemen a chance.


I went for dryads for a couple of reasons:

1. T4, troops that reroll to hit and to wound is not something to be sniffed at when they also come with a ward save.
2. i was planning to but the wood elf army box to get hold of my treeman en masse and they come in the box.

Regarding getting to warmachines early, i fully agree with what you say, however Malekith can make a unit a turn move 20" for free. he can then cast the endtimes shadow spell which does pretty much the same but with unlimited range movement. The High mage can also attempt it with walk between worlds. So i will be aiming to utilise this to get treeman up the board very quick to use their strangleroots to achieve this prior to charging.

On top of this Malekith will be throwing miasma and pit of shades around until warmahcines are gone.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

The T4 is nice in an elf army.
But hatred only gives them a reroll to hit in the first round of combat doesn't it?
Where is the reroll to wound and the ward save coming from? I think they lost the ward in the new book?

mean green fightin machine 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

The T4 is nice in an elf army.


Yes it is.

But hatred only gives them a reroll to hit in the first round of combat doesn't it?


It does yes.

Where is the reroll to wound and the ward save coming from? I think they lost the ward in the new book?


They gain murderous prowess (reroll 1's to wound) and martial prowess (fight in an extra rank) as part of the eternity kings army, and an additional rank on top of the additional rank and reroll ALL failed wounds rolls if within 12" of Malekith. they should be pretty tough once magic buffs/hexes are applied to enemy unit.

They still have a ward save but it is now a 6+ proper ward rather than their old 5+ that is ignored by magical weapons/spells etc.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in us
Dangerous Leadbelcher




I believe Malekith is naked vs magic. Treemen are flammable. Light Councils, which may be fairly popular under End Times magic rules, can erase both with ease.

Dryads: Is mindrazor your only str buff? It seems super unreliable with End Times casting.

What advantage do treemen have over something like white lions, who take better advantage of Malekith + HotEK rules?
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Hmm fair enough, they sound pretty good with all those buffs.

mean green fightin machine 
   
Made in gb
Nimble Mounted Yeoman




Tillicoutry, albion apparently

If mage goes in dryads, he can buff their ward significantly and still give out HoG to the shards

 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

 mixer86 wrote:

They gain murderous prowess (reroll 1's to wound) and martial prowess (fight in an extra rank) as part of the eternity kings army, and an additional rank on top of the additional rank and reroll ALL failed wounds rolls if within 12" of Malekith. they should be pretty tough once magic buffs/hexes are applied to enemy unit.

They still have a ward save but it is now a 6+ proper ward rather than their old 5+ that is ignored by magical weapons/spells etc.

No, they don't, they don't have the forest stalker rule.

This message was edited 1 time. Last update was at 2014/12/16 00:07:34


DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

 Son of Landuin wrote:
If mage goes in dryads, he can buff their ward significantly and still give out HoG to the shards


Thats the plan.


Automatically Appended Next Post:
 Krellnus wrote:
 mixer86 wrote:

They gain murderous prowess (reroll 1's to wound) and martial prowess (fight in an extra rank) as part of the eternity kings army, and an additional rank on top of the additional rank and reroll ALL failed wounds rolls if within 12" of Malekith. they should be pretty tough once magic buffs/hexes are applied to enemy unit.

They still have a ward save but it is now a 6+ proper ward rather than their old 5+ that is ignored by magical weapons/spells etc.

No, they don't, they don't have the forest stalker rule.


At work at the mo so don't have my Khaine book to hand but i'm not sure on that one when it comes to HotEK.

Also haven't got the wood elf book but everything i have seen leans towards them having a 6+ ward save and immune to psych, which i believe IS the forest spirit rule.

This message was edited 1 time. Last update was at 2014/12/16 08:40:29


All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

 mixer86 wrote:
 Son of Landuin wrote:
If mage goes in dryads, he can buff their ward significantly and still give out HoG to the shards


Thats the plan.


Automatically Appended Next Post:
 Krellnus wrote:
 mixer86 wrote:

They gain murderous prowess (reroll 1's to wound) and martial prowess (fight in an extra rank) as part of the eternity kings army, and an additional rank on top of the additional rank and reroll ALL failed wounds rolls if within 12" of Malekith. they should be pretty tough once magic buffs/hexes are applied to enemy unit.

They still have a ward save but it is now a 6+ proper ward rather than their old 5+ that is ignored by magical weapons/spells etc.

No, they don't, they don't have the forest stalker rule.


At work at the mo so don't have my Khaine book to hand but i'm not sure on that one when it comes to HotEK.

Also haven't got the wood elf book but everything i have seen leans towards them having a 6+ ward save and immune to psych, which i believe IS the forest spirit rule.

HotEK says all models with Forest Stalker replace it with Forest Strider and both prowesses
Forests spirits are unchanged from being fear and forest strider with 6++ and ItP if not a mount

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in au
Longtime Dakkanaut




 mixer86 wrote:
My take:

Malekith- 1000

Mage- L2 (High), Iron Curse Icon, Scroll- 150
Master- HA, SDC, ES, Talisman of Protection, BSB- 125

28 Darkshards- FC- 394
36 Dryads- 396
12 Glade Guard- Tru-Flight, Standard, BoEF- 200

Treeman- Strangleroots- 245
Treeman- Strangleroots- 245
Treeman- Strangleroots- 245

= 3000

Mage and BSB join the darkshards, Mage looking for Hand of Glory on the shards.
GG are their to kill chaff and also taking the first shots at any regen unit to remove it before the shards open fire.

between the Mage and Malekith i can reposition minimum 1, maximum 3 units a turn to outfox my opponent.

Thouhgts please dakka.


Why Dryads? They don't have Forest STALKER and thus don't get either Martial or Murderous Prowess. Elves don't do well with an anvil, especially a list with Malekith where you are paying 1000 points for concentrated melee buffs. Exchange them for something that actually does damage like, I don't know, Witch Elves or heck even Eternal Guard. Don't overspend on your Core points.

I'm not a huge fan of Treemen, the idea behind Malekith is that you want most of your list to be extremely mobile to make full use of his Incarnate of Shadow and Loremastery of Shadow rules. You can deliver a combat death-star (Witch Elves/Black Guard/Executioners/etc) right into your opponent's face and have four flying monsters in their face as well - two Frostheart Phoenixes and one Flamespyre Phoenix. Instead, your current army list relies on getting the spells off and wasting Malekith's Incarnate of Shadow on one slow unit at a time for your list to have any mobility outside of Malekith himself.

Try and get a Dawnstone on the Master, he has a 1+ armour save for a reason. Going off an earlier point, Malekith is hugely expensive and a big part of that is the "boosted Prowess" he provides to nearby Elf units; these are strictly combat-centric and as such if you want to make the most of Malekith you probably want to get some more combat forces in the list. 2000 points is not a small amount when you have Witch Elves in Core, trust me. They are ludicrous even without a Cauldron of Blood provided you have good target saturation when Malekith is near, the entire unit fighting in four ranks (five in a horde) and re-rolling all failed to-wound rolls with Hatred (Elves)....yikes!
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

Caederes wrote:
 mixer86 wrote:
My take:

Malekith- 1000

Mage- L2 (High), Iron Curse Icon, Scroll- 150
Master- HA, SDC, ES, Talisman of Protection, BSB- 125

28 Darkshards- FC- 394
36 Dryads- 396
12 Glade Guard- Tru-Flight, Standard, BoEF- 200

Treeman- Strangleroots- 245
Treeman- Strangleroots- 245
Treeman- Strangleroots- 245

= 3000

Mage and BSB join the darkshards, Mage looking for Hand of Glory on the shards.
GG are their to kill chaff and also taking the first shots at any regen unit to remove it before the shards open fire.

between the Mage and Malekith i can reposition minimum 1, maximum 3 units a turn to outfox my opponent.

Thouhgts please dakka.


Why Dryads? They don't have Forest STALKER and thus don't get either Martial or Murderous Prowess. Elves don't do well with an anvil, especially a list with Malekith where you are paying 1000 points for concentrated melee buffs. Exchange them for something that actually does damage like, I don't know, Witch Elves or heck even Eternal Guard. Don't overspend on your Core points.

I'm not a huge fan of Treemen, the idea behind Malekith is that you want most of your list to be extremely mobile to make full use of his Incarnate of Shadow and Loremastery of Shadow rules. You can deliver a combat death-star (Witch Elves/Black Guard/Executioners/etc) right into your opponent's face and have four flying monsters in their face as well - two Frostheart Phoenixes and one Flamespyre Phoenix. Instead, your current army list relies on getting the spells off and wasting Malekith's Incarnate of Shadow on one slow unit at a time for your list to have any mobility outside of Malekith himself.

Try and get a Dawnstone on the Master, he has a 1+ armour save for a reason. Going off an earlier point, Malekith is hugely expensive and a big part of that is the "boosted Prowess" he provides to nearby Elf units; these are strictly combat-centric and as such if you want to make the most of Malekith you probably want to get some more combat forces in the list. 2000 points is not a small amount when you have Witch Elves in Core, trust me. They are ludicrous even without a Cauldron of Blood provided you have good target saturation when Malekith is near, the entire unit fighting in four ranks (five in a horde) and re-rolling all failed to-wound rolls with Hatred (Elves)....yikes!


Ok, can someone who has the wood elf codex provide a citation for the dryads rules please. If they cannot gain any of the bonus' i will drop them, but not in favour witch elves. i would rather take corsairs for 2 reasons:

1. i prefer the models
2. they pump out a similar number of attacks as witch elves, except they have a 4+ armour save in combat.

You know you make a good point, i completely forgot about pheonixes. frost variety should fit the bill.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

Wood Elves page 91 wrote:
Dryads Special rules
Fear
Forest Spirit
Hatred


End Times Khaine page 22 wrote:
Forest Spirit
A model with this special rule has the forest strider special rule and its attacks (close combat and shooting) are magical. In addition, if the model is not a mount, it has a 6+ ward save and the Immune to Psychology special rule.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

 Krellnus wrote:
Wood Elves page 91 wrote:
Dryads Special rules
Fear
Forest Spirit
Hatred


End Times Khaine page 22 wrote:
Forest Spirit
A model with this special rule has the forest strider special rule and its attacks (close combat and shooting) are magical. In addition, if the model is not a mount, it has a 6+ ward save and the Immune to Psychology special rule.


so......

they do have a ward?

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG

40K- Tau,Guard, Nids, SM, BA, GK, IK, DW

The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in au
Longtime Dakkanaut




mixer86 wrote:
Caederes wrote:
 mixer86 wrote:
My take:

Malekith- 1000

Mage- L2 (High), Iron Curse Icon, Scroll- 150
Master- HA, SDC, ES, Talisman of Protection, BSB- 125

28 Darkshards- FC- 394
36 Dryads- 396
12 Glade Guard- Tru-Flight, Standard, BoEF- 200

Treeman- Strangleroots- 245
Treeman- Strangleroots- 245
Treeman- Strangleroots- 245

= 3000

Mage and BSB join the darkshards, Mage looking for Hand of Glory on the shards.
GG are their to kill chaff and also taking the first shots at any regen unit to remove it before the shards open fire.

between the Mage and Malekith i can reposition minimum 1, maximum 3 units a turn to outfox my opponent.

Thouhgts please dakka.


Why Dryads? They don't have Forest STALKER and thus don't get either Martial or Murderous Prowess. Elves don't do well with an anvil, especially a list with Malekith where you are paying 1000 points for concentrated melee buffs. Exchange them for something that actually does damage like, I don't know, Witch Elves or heck even Eternal Guard. Don't overspend on your Core points.

I'm not a huge fan of Treemen, the idea behind Malekith is that you want most of your list to be extremely mobile to make full use of his Incarnate of Shadow and Loremastery of Shadow rules. You can deliver a combat death-star (Witch Elves/Black Guard/Executioners/etc) right into your opponent's face and have four flying monsters in their face as well - two Frostheart Phoenixes and one Flamespyre Phoenix. Instead, your current army list relies on getting the spells off and wasting Malekith's Incarnate of Shadow on one slow unit at a time for your list to have any mobility outside of Malekith himself.

Try and get a Dawnstone on the Master, he has a 1+ armour save for a reason. Going off an earlier point, Malekith is hugely expensive and a big part of that is the "boosted Prowess" he provides to nearby Elf units; these are strictly combat-centric and as such if you want to make the most of Malekith you probably want to get some more combat forces in the list. 2000 points is not a small amount when you have Witch Elves in Core, trust me. They are ludicrous even without a Cauldron of Blood provided you have good target saturation when Malekith is near, the entire unit fighting in four ranks (five in a horde) and re-rolling all failed to-wound rolls with Hatred (Elves)....yikes!


Ok, can someone who has the wood elf codex provide a citation for the dryads rules please. If they cannot gain any of the bonus' i will drop them, but not in favour witch elves. i would rather take corsairs for 2 reasons:

1. i prefer the models
2. they pump out a similar number of attacks as witch elves, except they have a 4+ armour save in combat.

You know you make a good point, i completely forgot about pheonixes. frost variety should fit the bill.


Fair enough if you prefer the models, but Witch Elves are the better combat unit. Three attacks per model means they effectively fight in an extra rank, they are Immune to Psychology due to Frenzy (sometimes a bad thing of course, but Elves have amazing chaff so rarely a major issue) and have Poisoned Attacks. They crap on Ironguts and a whole bunch of units that most other Elven Core options simply aren't designed to take on. Corsairs don't have anywhere near the reliable damage output of Witch Elves against most targets. Don't get me wrong, Corsairs are still good for their points, but they aren't really the same kind of unit as Witch Elves. A 4+ armour save on a Core Elven unit pretty much earmarks them as an anvil, but Elves tend not to do those well, hence why most prefer Witch Elves for the superior damage output (plus their greater synergy with the very strong Cauldron of Blood). Also, depending on your meta, a 4+ armour save may be next to worthless if Warriors of Chaos, Ogre Kingdoms, Undead, Dwarfs and so on are common.

The 4+ armour save applies to all phases of the game, not just combat! This is why lists that aren't so good with their chaff and magical buffs may prefer Corsairs over Witch Elves, the latter falls over dead against literally anything unless they have support, whereas Corsairs basically don't need any help whatsoever, especially now with Martial Prowess.

mixer86 wrote:
 Krellnus wrote:
Wood Elves page 91 wrote:
Dryads Special rules
Fear
Forest Spirit
Hatred


End Times Khaine page 22 wrote:
Forest Spirit
A model with this special rule has the forest strider special rule and its attacks (close combat and shooting) are magical. In addition, if the model is not a mount, it has a 6+ ward save and the Immune to Psychology special rule.


so......

they do have a ward?


Correct, but they still don't get either of Martial or Murderous Prowess, meaning they are next to worthless as a Core unit in a Host of the Eternity King. Black Ark Corsairs and Eternal Guard are twice as good as far as Core anvils are concerned. Basically the only times Toughness 4 and a 6++ are superior to Toughness 3 and a 4+ or Toughness 3 and a 5+ with Stubborn are against Strength 5 or Strength 6...but even then the far superior damage output of the other units puts them ahead and makes them far less likely to lose combats.

This message was edited 2 times. Last update was at 2014/12/16 21:45:11


 
   
 
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