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![[Post New]](/s/i/i.gif) 2014/05/04 19:09:48
Subject: 2400 Wood Elf Kurnoustar!
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Ultramarine Chaplain with Hate to Spare
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Another thought on something a little out of the ordinary from the new book. This is an all Scouts or fast cav list that should leave the enemy chasing shadows but contains ways to get VPs through the Wild rider hammer unit and lvl4 death plus a health dose of doom bolt. The big issue is with other gun lines and mobile firing armies. The Wild Riders will evaporate to ranged fire. Here goes:
Glade Lord: elven steed, arcane bodkins, Spirit Sword, Enchanted Shield 260
Spell Weaver: lvl4, Death: elven steed 240
Spell Singer: lvl2, Dark: Dispell Scroll, elven steed 150
Spell Singer: Dark: elven steed 90
Spell Singer: Dark: elven steed 90
Glade Captain: BsB: elven steed, arcane bodkins, Armour of Silvered Steel 160
Waystalker: Bow of Loren 110
Glade Riders: std, true flight 120
Glade Riders: std, true flight 120
Glade Riders: true flight, std 120
Glade Riders: hagbane 110
Glade Riders: hagbane 110
Glade Riders: hagbane 110
10 Wild Riders of Kurnous: shields, FC 310
Great Eagle: 50
Great Eagle: 50
5 Waywatchers 100
5 Waywatchers 100
What do you think?
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![[Post New]](/s/i/i.gif) 2014/05/04 19:20:39
Subject: 2400 Wood Elf Kurnoustar!
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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Lore of Light will probably serve this list a lot more. WS10 and -1 to hit are really good. Combine that with LoDeath on 2 level 2s and with good management of your power dice you can get Pha's on your wild riders pretty easily.
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![[Post New]](/s/i/i.gif) 2014/05/04 19:51:15
Subject: 2400 Wood Elf Kurnoustar!
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Ultramarine Chaplain with Hate to Spare
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Why would Ws10 be useful? Pha's protection sure against other shooty armies but I don't see much else I'd want from light? Use my Lvl4 just for 1 spell? Granted a spell that has great utility against my worst match up but 1 spell never the less. I'd rather Life on him as it has multiple spells that help that match up. If I did that I'd swap to 2 Death wizards as support. Something like this:
Glade Lord: elven steed, Spirit Sword, Talisman of Protection 265
Spell Weaver: lvl4, Life: elven steed 240
Spell Singer: lvl2, Death: Dispell Scroll, elven steed 150
Spell Singer: lvl2, Death: elven steed, 125
Glade Captain: BsB: elven steed, arcane bodkins, Obsidian Lodestone 160
Waystalker: Bow of Loren 110
Glade Riders: std, true flight 120
Glade Riders: std, true flight 120
Glade Riders: true flight, std 120
Glade Riders: hagbane 110
Glade Riders: hagbane 110
Glade Riders: hagbane 110
10 Wild Riders of Kurnous: shields, FC 310
Great Eagle: 50
Great Eagle: 50
8 Waywatchers 160
5 Waywatchers 100
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![[Post New]](/s/i/i.gif) 2014/05/04 19:53:54
Subject: 2400 Wood Elf Kurnoustar!
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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WS10 I10 guarantees you get to hit on 3s and rerolls. It also means that against most stuff, you get hit on 4s. And Light gives you TWO magic missiles. And Pha's. And autorallying. Which helps your doubleflees so much.
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![[Post New]](/s/i/i.gif) 2014/05/04 20:10:10
Subject: 2400 Wood Elf Kurnoustar!
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Ultramarine Chaplain with Hate to Spare
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I know what Ws10 does I just don't really see the need for it. I don't like Banishment without multiple wizards and burning gaze is poor. Just don't see light being much use to the list beyond Pha's.
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![[Post New]](/s/i/i.gif) 2014/05/04 20:20:12
Subject: 2400 Wood Elf Kurnoustar!
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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FlingitNow wrote:I know what Ws10 does I just don't really see the need for it. I don't like Banishment without multiple wizards and burning gaze is poor. Just don't see light being much use to the list beyond Pha's.
Is basic Soul Quench good? Yes. And it's exactly the same as banishment. The I10 thing is to guarantee you rerolls. The -1 to hit is to keep you safe. The auto rally is to help your double flees. The net is to keep you safe from magic. Banishment is to....Banish. And shems is to strip regen for Banishment.
There.
Also look at Shadow. Dropping BS is a good way to protect the unit from shooting.
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![[Post New]](/s/i/i.gif) 2014/05/04 20:22:54
Subject: 2400 Wood Elf Kurnoustar!
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Terrifying Treeman
The Fallen Realm of Umbar
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I have to say this list is a very interesting concept, at first I thought, eh, T3 4+/6++ isn't much, but then I realised that as M9 fast cav and 3 Ws5 S5 AP attacks on the charge, you can outfight anything that can catch you and can outrun anything that can outfight you.
I think level 2 deaths will serve you will, but if you are worried about gunlines then perhaps heavens will serve you better with iceshard blizzard (and wind blast if you are fortunate) or even shadow for melkoth's, but is it worth losing character sniping? I'm not sure.
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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.
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![[Post New]](/s/i/i.gif) 2014/05/04 21:14:29
Subject: 2400 Wood Elf Kurnoustar!
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Maddening Mutant Boss of Chaos
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Your LvL 1 and 2 wizzies cant take Dark magic.
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![[Post New]](/s/i/i.gif) 2014/05/07 03:14:20
Subject: Re:2400 Wood Elf Kurnoustar!
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Speed Drybrushing
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Generally musicians are better than std on fast cav
Ambusher units have to start off the table so most of your army will not appear til turn two at best and all your characters will have to either run solo or join the wild riders
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![[Post New]](/s/i/i.gif) 2014/05/07 08:10:07
Subject: 2400 Wood Elf Kurnoustar!
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Ultramarine Chaplain with Hate to Spare
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Yeah I noticed those two things and they've killed the list
Standards were taken for Fortitude I know musicians are the better option for fast cav.
Looks like I'll have to go flat competitive rather than trying something different. If only ambushers was a choice.
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![[Post New]](/s/i/i.gif) 2014/05/07 15:18:09
Subject: 2400 Wood Elf Kurnoustar!
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Killer Klaivex
Oceanside, CA
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The real problem I see is it's 53 T3 models as all your core, specials and rares.
That is exceptionally squishy.
On the other hand, everything scouts, vanguards or ambushes.
I wonder if it's possible to avoid most shooting and combat range for a turn or two until the ambushers start to show up.
That would force all the characters into the wild riders initially, and you'd have to spend a turn splitting them off.
Maybe give the lord MR3 instead. That would give the wild riders a much needed 3+ ward vs magic.
I am actually curious to see how such an ambush list plays out. It's so difficult to theory hammer the mobility of 6 units possibly coming in from behind.
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![[Post New]](/s/i/i.gif) 2014/05/08 00:54:54
Subject: Re:2400 Wood Elf Kurnoustar!
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Longtime Dakkanaut
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Looks similar to my 3000pt. list  I like the idea of an avoidance list, fits the Wood Elves to a T!
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2014/05/08 12:50:54
Subject: 2400 Wood Elf Kurnoustar!
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Inspiring Icon Bearer
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The other thing about light is net. War Machines auto fail the test. No casket, no hellblaster, no organ gun. 3 things that can rip through the msu playstyle.
Shem's Is over looked, boosted is pretty strong. the s6 flaming hits are great for beating on HPA's and regenning ogres. and wound most war machines on 5's
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3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012
href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
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![[Post New]](/s/i/i.gif) 2014/05/08 15:05:19
Subject: 2400 Wood Elf Kurnoustar!
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Killer Klaivex
Oceanside, CA
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Acardia wrote:The other thing about light is net. War Machines auto fail the test. No casket, no hellblaster, no organ gun. 3 things that can rip through the msu playstyle.
Shem's Is over looked, boosted is pretty strong. the s6 flaming hits are great for beating on HPA's and regenning ogres. and wound most war machines on 5's
15+ for D6 S6 hits is pretty steep. Yeah, you'll do a D6 hits on regen ogres, but at the end of the magic phase, they get the regenerate back. You want to strip regen in the shooting phase, or just wither, pit of shades, pedulum or mindrazor on them.
-Matt
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