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![[Post New]](/s/i/i.gif) 2014/05/04 21:32:00
Subject: Gallop and Twang - 2400
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Killer Klaivex
Oceanside, CA
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Avoid and pepper with arrows is the plan.
Waystalker with Bow of Loren, general.
4x10 Glade Riders, full command, Trueflight Arrows
2x10 Glade Riders, Hagbane Arrows
2x10 Glade Riders, Arcane Bodkins
2x5 Sisters of Thorn
6 Waywatchers
The idea is to have the sisters hold at 36" and curse dangerous stuff to force lots of difficult tests. The 40 hag/arcane fast cav plink away at monsters/heavy armor respectively. The 40 trueflight archers ride to stay at maximum range and put as much cover between them and the enemy to minimize return fire while ignore the effects for their own shooting. Waystalker joins waywatchers and tries to snipe low toughness characters (like hero wizards). Went with units of 10 to have some combat punch late in the game. With a front/flank charge, 15-20 spear attacks with ASF could finish off a unit.
-Matt
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![[Post New]](/s/i/i.gif) 2014/05/04 22:05:29
Subject: Gallop and Twang - 2400
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Ultramarine Chaplain with Hate to Spare
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On a 10' x 8' board you probably win every game. On a 6'x4' I'm not so sure. That's 90 Cavalry models you're trying to manoeuvre and I just can't see that working.
Maybe cut back a little for more Waywatchers and perhaps a unit or two of Wild Riders. Some more characters would probably help too. Get a Scroll caddy a BsB and some other bits and pieces.
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![[Post New]](/s/i/i.gif) 2014/05/04 22:27:04
Subject: Re:Gallop and Twang - 2400
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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You know glade riders are Ambushers now right? You migth get tabled turn one cuz of that..
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This message was edited 1 time. Last update was at 2014/05/04 22:27:25
Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2014/05/04 22:48:44
Subject: Gallop and Twang - 2400
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Ultramarine Chaplain with Hate to Spare
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Do you HAVE to use the ambushers rule?
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![[Post New]](/s/i/i.gif) 2014/05/04 22:49:55
Subject: Gallop and Twang - 2400
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Killer Klaivex
Oceanside, CA
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Nope. It's optional. Automatically Appended Next Post: Does Fantasy have a rule where the game ends if you have no models on the table, or only after that last turn has been played?
I don't remember for 8th edition; but in previous edition, I pulled a draw against a Vampire Counts after being tabled on turn 4, as the last bits of his army crumbled off before the end of 6.
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This message was edited 1 time. Last update was at 2014/05/04 22:52:10
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![[Post New]](/s/i/i.gif) 2014/05/04 22:53:39
Subject: Gallop and Twang - 2400
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Terrifying Treeman
The Fallen Realm of Umbar
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Not to my knowledge, iirc it just says end of turn 6 or a time limit agreed on by the players.
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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 22:56:20
Subject: Gallop and Twang - 2400
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Ultramarine Chaplain with Hate to Spare
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Nothing I can see means you lose just because none of your units are on the table like in 40k.
How do you plan on manoeuvring 90 Cavalry models and staying out of charge arcs etc?
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![[Post New]](/s/i/i.gif) 2014/05/04 23:00:42
Subject: Gallop and Twang - 2400
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Terrifying Treeman
The Fallen Realm of Umbar
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Well if he ambushes some and combines that with 18" move with unlimited free reforms, I could see some mean stuff happening, but with only T3 6+ for defence.
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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 23:09:24
Subject: Gallop and Twang - 2400
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Killer Klaivex
Oceanside, CA
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FlingitNow wrote:Nothing I can see means you lose just because none of your units are on the table like in 40k.
How do you plan on manoeuvring 90 Cavalry models and staying out of charge arcs etc?
90 Cav take up as much space as 180 infantry. It's not as big as it sounds. I played a list like this with dark elves, and did ok. The two problems I had were Skaven, who want wall to wall with infantry blocks preventing me from getting into the back field, and brettonians, who ran 4 units of lances and 5 flyers (lord and 2 heroes on peg, 2 units of peg knights).
The skaven game was close, thanks to breaking through on the flanks and being able turn a flank (back to back turns of awesome casting on his part with a pair of very effective plagues turned to tide).
The bret game was close as I nearly shot him off the table (killed just 2/3rds hits units). If I would have just focused on his heroes and totally ignored his characters (taking the hits), I could have got the win.
A dwarf castle would be a huge problem, but massed ambush might solve that as well.
-Matt
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![[Post New]](/s/i/i.gif) 2014/05/05 00:00:43
Subject: Gallop and Twang - 2400
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Ultramarine Chaplain with Hate to Spare
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How much Cav did you have in the DE list? 8 units of 10 Cav take up a lot if space. You say 180 infantry but it is 180 big infantry not 180 Elves, its the equivalent of 280 Elves! That is a lot of foot print on a 6'x4' table. You've basically got 180 square inches of foot print, I mean you can't actually line your army up on a table even if go 2 ranks on the 10 man squads thats 50" across allowing for 1" separation that's 60" giving you just 12" lateral manoeuvrability. I know you won't be in a flat line but you start having units behind other units and fleeing becomes more of an issue and if some one catches you over runs become a possibility.
It could work but I see this as a real challenge due to foot print. A couple of units of Wild Riders for punch could help out allowing you to break a flank or clear some space.
Also how are you getting 15-20 ASF attacks from your glade riders?
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![[Post New]](/s/i/i.gif) 2014/05/05 02:06:43
Subject: Gallop and Twang - 2400
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Maddening Mutant Boss of Chaos
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Ambushers have to ambush. They do not have the option not to ambush FYI.
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2014 Templecon/Onslaught 40k T, Best overall
2015 Templecon/Onslaught 40kGT, Best overall
2015, Nova open 40kGT Semifinalist.
2015 40k Golden Sprue Champ.
2016 Best General Portal Annual Spring 40kGT
2017 Best General, 3rd Annual Winter 40kGT Hosted by The Portal.
2018 Triumph 40k GT. Best Overall.
2018 Best General, 4th Annual Winter 40kGT Hosted by The Portal.
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![[Post New]](/s/i/i.gif) 2014/05/05 07:18:43
Subject: Gallop and Twang - 2400
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Killer Klaivex
Oceanside, CA
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FlingitNow wrote:How much Cav did you have in the DE list? 8 units of 10 Cav take up a lot if space. You say 180 infantry but it is 180 big infantry not 180 Elves, its the equivalent of 280 Elves! That is a lot of foot print on a 6'x4' table. You've basically got 180 square inches of foot print, I mean you can't actually line your army up on a table even if go 2 ranks on the 10 man squads thats 50" across allowing for 1" separation that's 60" giving you just 12" lateral manoeuvrability. I know you won't be in a flat line but you start having units behind other units and fleeing becomes more of an issue and if some one catches you over runs become a possibility.
It could work but I see this as a real challenge due to foot print. A couple of units of Wild Riders for punch could help out allowing you to break a flank or clear some space.
Also how are you getting 15-20 ASF attacks from your glade riders?
You'll notice HALF of the Glade Riders have the arrows that ignore all shooting modifiers. So I have 4 units that can skirt the flanks, and 4 more that can hide behind them.
It's 15-20 attacks with a combined charge. Front and flank, or both flanks (that sort of thing). I'm not banking on units being at full strength when I have to commit to combat, but it worked with dark riders in the last book, when they only had Hatred instead of ASF.
I get what you're saying about Wild Riders, but they don't really punch all that hard, and won't break steadfast either. The thing with going shooting; as soon as you start to swap out for additional toys, you impact your ability to actually finish off units with the shooting.
Here's the dark elf list:
Dreadlord, heavy armor, seadragon cloak, charmed shield, great weapon. Dark Peg. Bleak Amulet, crown of command. General.
2x10 Dark riders, shields, repeater crossbows, full command
5x10 dark riders, shields, repeater crossbows.
2x8 shades, great weapons
2x5 harpies
2x5 warlocks
Basically, shades and harpies disrupt, the general would grab and pin a unit (which the rest of the army could then use as cover), and the dark riders would start plinking away.
Anyhow, the whole mounted glade army is invalidated by being forced to ambush. You cannot have that much shooting it out of the game.
I'm curious if a pure combat wood elf army is possible...
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![[Post New]](/s/i/i.gif) 2014/05/05 07:30:54
Subject: Gallop and Twang - 2400
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Terrifying Treeman
The Fallen Realm of Umbar
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It probably is, but I think it will be a wildrider list that will win the day as a combat list.
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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) 2014/05/05 10:20:06
Subject: Gallop and Twang - 2400
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Ultramarine Chaplain with Hate to Spare
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I think a pure combat list is certainly possible. Would it win any Tournaments? Not so sure. But given that Wild Riders nail Skullcrushers point for point there are certainly some legs to it.
I've written such a list granted it had 6 Waywatchers and 10 Glade Riders. So had some shooting but it still was a combat army. It had Dryads though I feel you could probably build a better Eternal Guard unit?
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