Shas'O Dorian wrote:Well this has becme pretty much a standard form letter at this point
lol.
Let's start with the standard
40k fallacies.
You can't netlist fantasy to anywhere near the extend you can in
40k. Fantasy is a game about movement & positioning. About feigns, traps & setting up for 3 turns from now. You cannot just say "give me a basic list" because there isn't one.
Let me put it this way. I have had a 120 point unit of skeletons destroy a 400 point unit of dragon princes (elite heavy cavalry) in ONE round of combat. I sacrificed a unit of 40 point zombie dogs to draw these guys out of formation. Then I charged them in the flank. This means I have a STATIC (before any attacks) combat resolution of 6. I charged for +1, in the flank for +1, with 3 extra ranks of troops for +3 and a banner for an additional +1. He had a static resolution of +1 for a banner. He had 2 elves in base contact meaning those only 2 could fight (you don't get supporting attacks to the flank or rear). He had to do 5 wounds with 4 elf attacks & 2 horse attacks just to NOT LOSE that combat against a unit less than 1/3 of his point cost. He only killed 2, I got lucky & killed one. He lost combat by 4, took a break test at -4ld and ran. I rolled high & caught up with him destroying the unit.
The moral of that story is WHAT you take doesn't matter nearly as much as HOW you use it. That is step one of fantasy, it is NOT
40k don't go in with that mindset.
That said here are some things you will need:
A General - This will automatically be the character with the highest
Ld, usually a lord. He allows any unit within 12" to use his
Ld instead of their own.
A
BSB - This will be a hero level character, the
BSB FORCES (note FORCES not ALLOWS) any friendly unit to reroll any failed
Ld test. This may also be your general but I don't recommend putting so many eggs in one basket.
A Wizard - Generally anything above 1200 you want a
lvl 3 or 4. This may also be your general but I don't recommend putting so many eggs in one basket.
Things to look into:
A Bunker: Generally a tough unit or a unit that can sit back. Essentially they stay out of harms way & act as extra shooting wounds for your mage.
An Anvil: This will usually be a combat block that is durable or hard to break. You get this into combat in order to hold you enemy in place so you can deliver....
A Hammer: This will be a harder hitting but less durable combat unit. Think knights. They come in & hit the flank of whatever i fighting your anvil. This is USUALLY enough to win you the combat pretty heavily.
Shooting: Used to soften up enemy units before combat, often these double as bunkers. Do not expect to delete units with pure shooting like in
40k unless you're spamming heavy shooting or shooting at...
Chaff: Weak cheap fast & disposable. The purpose of this unit is to screen your other units & bloack / redirect / bait charges. This is what my zombie dogs were in the above story.
Armies you mentioned:
Wood Elves: Tend to lend to a very shooty army. They can't stand toe-to-toe with anybody but due to shenanigans & heavy shooting they don't have to. Generally you will have low S & low T but it's made up for in movement tricks, fast cavalry & great shooting. A real glass cannon, they aren't exactly forgiving of mistakes but that doesn't mean they aren't good, just means they have a bit of a learning curve. Now while I don't advocate picking an army because it is "good" you shoul know that treemen are considered sub-optimal and you'll really only see 1 if any.
Tomb kings: Don't start with undead unless you are 100% SURE you want undead more than anything else. They ignore so many special rules that it will hurt you in the long run. You don't really care about combat res, steadfast or psycology.
TK tend to play shooty if they want to do well but thanks to UL legions they got a nice boost in rules & now can take
VC stuff as well. Also they don't do res very well, that's vampire counts (Well undead legions but the spell you want is in lore of vampires).But seriously unless your heart is set on undead, do it as your 2nd army. I started with
VC and it's been a pain breaking my habits. Undead is much easier to get into than out of, not saying you can't start with them but I don't recommend it unless you're sure.
Lizardmen: A fantastic starter army. They play in all phases & thanks to cold-clooded & generally good armor and T they can be very forgiving. The downfall if they have low
Init which means lore of death & lore of shadows can really hurt. But they have solid warriors (saurus) amazing mages (slann) powerful combat characters (cowboy saurus build) decent shooting (Skink clouds) and some really nice monsters. They have infantry, monstrs, cavalry & flyers so you get to see a lot. I think lizard men are a great starter army but again be aware that a purple sun (
Init test or die template) will really hurt you.
Ogres: Another good starter army. Low model count, plays in all phases. I don't know too much about ogres though, only played them once. They have above average stats pretty much across the board but remember the basic guy is 3x what anyone else pays. The downside to ogres is low initiative and low model count. Things with multiple wounds really hurt but an ogre charge is absolutely devastating, especially if you build a "gut-star" as thanks to just being ogres your characters are already awesome.
What I recommend, before you buy anything else, buy & read the rulebook & watch some battle reports on youtube. Buying models without understanding how fantasy works is just going to result in wasted money & you not having a good first experience.
As a side note thanks to the end times book III : Khaine you can now field a combined army of HE/
WE &
DE but while it is heavily believed, it is still unconfirmed if they will stay unified. I recommend getting a full army before branching out unless it is officially confirmed they will stay unified. Again while it is heavily believed & implied it is still unconfirmed. Undead legions does the same but with
TK &
VC