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![[Post New]](/s/i/i.gif) 2016/07/14 09:40:18
Subject: [1000] - Order ( FG, SE)
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Nervous Hellblaster Crewman
Netherlands
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Hi,
For the past couple weeks, i am trying to get the following together, using some
Stormcast Eternals and (mostly) Free Peoples.
Hero: Luminarch Hysh 240, Engineer 80.
Battleline: 20 Spearmen 160, 5 Judicators 140
Artillery: 1 Mortar 140, 1 helblaster 120.
Others: 5 Outriders 120.
Total: 1000
I want this to be an shooting army, with the 20 spearmen going in the middle and the
Hysh rolling in behind, the judicators and outriders will be guarding the flanks, while
the mortar and helblaster can target away on monsters and big units ( With engineer backup )
The Hysh is there to protect my squishy guys a little longer ( 6+ ward saves ) and provide the
much needed magic/dispelling.
Any tips would be great!
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![[Post New]](/s/i/i.gif) 2016/07/15 05:58:38
Subject: [1000] - Order ( FG, SE)
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Arch Magos w/ 4 Meg of RAM
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I think you have some of the points values wrong. Outriders are 140 and IIRC engineers are 1000 so it wouldn't all fit. You'll also be making either the Wizard on the Luminark or the Engineer your general which seems a shame as they do not have dedicated command abilities.
Otherwise it looks like a solid gunline with the Outriders and Luminark to move forward and try to secure the objectives. Obviously it doesn't all fit at the moment so you'll have to choose something to drop.
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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![[Post New]](/s/i/i.gif) 2016/07/15 14:37:52
Subject: [1000] - Order ( FG, SE)
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Fresh-Faced New User
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I think the human engineer is 80, it is the duardin cogsmith that is 100, so it is only over by 20 and not 40. I looked around a bit but couldnt come up with any good ideas on what to switch while still maintining the formation and feel that you want. But i am sure you can come up with something. Or just play at 1020pts. I know that i would not have any issues at all with adding an extra 20 pts to any of my 1000 lists XD
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![[Post New]](/s/i/i.gif) 2016/07/15 14:44:59
Subject: [1000] - Order ( FG, SE)
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Longtime Dakkanaut
Ute nation
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Judicators are 160, points aside though, at 1k a shooting army is hard to counter for low mobility armies, but high mobility armies (like destruction) are probably going to pose a significant problem for you.
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Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon. |
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![[Post New]](/s/i/i.gif) 2016/07/15 15:10:45
Subject: [1000] - Order ( FG, SE)
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Fresh-Faced New User
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Oh! I missed that the judicators were 160. In that case i would say to drop the outriders and add a battle mage. It might be difficult to work a center and 2 flanks with shooty 1000pts, so my tip would be to go pure gun line and use the spears to block access to your judicators and artillery in the center. Having a second mage will free up one of them to still cast damage while the other makes the spears a 4 up (or use both to make them 3 up if you arent using the rules of 1)
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![[Post New]](/s/i/i.gif) 2016/07/15 17:15:24
Subject: [1000] - Order ( FG, SE)
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Arch Magos w/ 4 Meg of RAM
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I wouldn't recommend a battlemage ever in Matched play. 100 points seems so expensive when you could have them for free riding on a Luminark or Hurricanum. Especially at 1000pts, having a tenth of you army being one 5 wound model that dishes out D3 Mortal wounds...
I'd rather have the Outriders as they are excellent at capturing objectives and can pump out some good shooting too.
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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![[Post New]](/s/i/i.gif) 2016/07/15 17:44:29
Subject: [1000] - Order ( FG, SE)
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Nervous Hellblaster Crewman
Netherlands
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Any tips on improving the destruction match? What units could be removed/ added?
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![[Post New]](/s/i/i.gif) 2016/07/15 18:08:32
Subject: [1000] - Order ( FG, SE)
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Fresh-Faced New User
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But battlemages are so much more than just d3 wounds! Which segways perfectly into the tips for destruction. Bring a Grey Battlemage and take out their war chanter first. in my experience destruction's general weakness is "to hit" rolls. So you would build on that with the grey mage. That way your spears will survive long enough for you to get some good shooting in (and you wanted it to be a shooty army)
Also, the Outriders ARE awesome, but they cost 140 pts and he only has 100...but i am sure he would be open if you had a suggestion on how he could still get them in (and i would be too because i love the theoretical game now that there are points!)
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![[Post New]](/s/i/i.gif) 2016/07/15 19:05:40
Subject: [1000] - Order ( FG, SE)
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Arch Magos w/ 4 Meg of RAM
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I would personally drop the Mortar to accommodate everything, and If I am dropping the mortar, might as well drop the engineer too.
The reasoning being the Matched play games are all about scoring objectives and a gunline is only going to get you so far if you can't capture anything to score.
So I would play something like this:
Luminark w/ Battlemage 240
Spearmen (20) 160
Judicators 160
Handgunners 100
Freeguild w/Militia 80
Hellblaster Volleygun 120
Outriders 140
You've dropped the mortar to put in 10 Handgunners amd 10 Militia. Everything in the army except the spearmen is shooty, but now you have another 20 models to contest objectives with. Keep them all within 10" of the Luminark to make them hardy and off you go.
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Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) |
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