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Made in us
Mutilatin' Mad Dok





Archers Troop-75
Archers Troop-75

Spear Phalanx Horde-200

Shield Wall Horde-165

Foot Guard Regiment-135
Foot Guard Regiment-135

Knights Regiment-195
Knights Regiment-195

Balista-60
Balista-60
Ballista-60

General on Horse-120

Mounted Standard Bearer-65

Wizard w/ Lightning Bolt and Fenulian Amulet-75

Allies
Earth Elemental Regiment-130
Earth Elemental Regiment-130

Greater Earth Elemental w/ Chant of Hate-185

Total-1985

This is a basic list i plan on making for when i go to a Clash of Kings. Nature provides some (what i consider) much needed bulk to this army

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in us
Grisly Ghost Ark Driver






Have you considered taking an Allied FoN Druid to cast Surge on the Elementals? You want to get them in melee as fast as possible. Alternately, change at least one unit of them to Air Elementals and go for a flank (Fly, Spd 10").

Works in Progress: Many. Progress, Ha!
My Games Played 
   
Made in fr
Regular Dakkanaut




It's an interesting list, I would like to play with or against it.

I will have to agree that a druid would be a nice addition, providing great support for the elementals:
- inspiring so they last longer
- heal is optimal on def6+ unit
- surge, and not in the idea of simply advancing faster, but because surge allow for many tricks, like getting an effective 360° charge arc (if an ennemy try to position on your flank, first pivot toward it during the movement phase, and use surge to charge it during the shooting phase)

The 3 ballistas are a nice addition to get some long range shooting, however if your plan is to focus them on one priority target, the fact that they are static and need direct line of sight might make it hard to do depending on the situation. If however you accept that sometimes you will simply fire them at different targets because of cover/line of sight it is acceptable.
Rememnber that height 4 units (so most monsters) get no cover at all from height 1 units (so most normal infantry), so monsters are usually easier to focus despite what I just wrote.

If you want however an easier time to focus on priority targets, replacing one or two ballisat with siege artillery unit(s) might be useful, provided that you can find the points of course.

About your foot guard, are they with shield or great weapons ?
Usually I like using this kind of units with shield to serve as a solid anvil, but you already have two hordes of infantry plus the elementals, so maybe the foot guard should be more useful in this specific case with great weapons to serve as a reserve unit ? But it depends on how you plan to use them of course.

If you have some leftover points in the end, I would give some artefact to the general and army standard to five them something to do when they are not in combat.

Cheap and popular are the war bow and the flying hammer, the one ranged attack that they give won't do much damage, but later in the game this potential one point can be used to force nerve check on already heavily damaged units without needing to invest other units, or one or two points done early can also be what will make an unit rout later.

If you have more points, then the army standard (who you don't want in melee usually) can be upgraded into a pseudo wizard with artefacts like the boomstick or the healing charm (I rather like the healing charm on an army standard to represent a warrior priest)

If you plan to use your general agressively, then instead of a ranged attack some cheap 5 or 10 points melee artefact is another option, but I will note that you are rather light in inspiring source (even with the better range), so this might not be a great idea.

Usually a 2000 points army will often have around 4 inspiring sources, enough to separate the army in several detachments/groups of units each with its own inspiring hero, and here you only have two (3 if you take a druid for the elementals)

If your plan is to deploy each regiment of knight in a different flank, then you will have the general and the army standard available to accompagny them, but this will leave the main battle line completly un inspired.

A second army standard on foot and a druit would probably give you full cover in most situation (remember than allies need their own inspiring source and allied heroes cannot inspire units from the main army).
   
Made in us
Mutilatin' Mad Dok





jtrowell wrote:
It's an interesting list, I would like to play with or against it.

I will have to agree that a druid would be a nice addition, providing great support for the elementals:
- inspiring so they last longer
- heal is optimal on def6+ unit
- surge, and not in the idea of simply advancing faster, but because surge allow for many tricks, like getting an effective 360° charge arc (if an ennemy try to position on your flank, first pivot toward it during the movement phase, and use surge to charge it during the shooting phase)

The 3 ballistas are a nice addition to get some long range shooting, however if your plan is to focus them on one priority target, the fact that they are static and need direct line of sight might make it hard to do depending on the situation. If however you accept that sometimes you will simply fire them at different targets because of cover/line of sight it is acceptable.
Rememnber that height 4 units (so most monsters) get no cover at all from height 1 units (so most normal infantry), so monsters are usually easier to focus despite what I just wrote.

If you want however an easier time to focus on priority targets, replacing one or two ballisat with siege artillery unit(s) might be useful, provided that you can find the points of course.

About your foot guard, are they with shield or great weapons ?
Usually I like using this kind of units with shield to serve as a solid anvil, but you already have two hordes of infantry plus the elementals, so maybe the foot guard should be more useful in this specific case with great weapons to serve as a reserve unit ? But it depends on how you plan to use them of course.

If you have some leftover points in the end, I would give some artefact to the general and army standard to five them something to do when they are not in combat.

Cheap and popular are the war bow and the flying hammer, the one ranged attack that they give won't do much damage, but later in the game this potential one point can be used to force nerve check on already heavily damaged units without needing to invest other units, or one or two points done early can also be what will make an unit rout later.

If you have more points, then the army standard (who you don't want in melee usually) can be upgraded into a pseudo wizard with artefacts like the boomstick or the healing charm (I rather like the healing charm on an army standard to represent a warrior priest)

If you plan to use your general agressively, then instead of a ranged attack some cheap 5 or 10 points melee artefact is another option, but I will note that you are rather light in inspiring source (even with the better range), so this might not be a great idea.

Usually a 2000 points army will often have around 4 inspiring sources, enough to separate the army in several detachments/groups of units each with its own inspiring hero, and here you only have two (3 if you take a druid for the elementals)

If your plan is to deploy each regiment of knight in a different flank, then you will have the general and the army standard available to accompagny them, but this will leave the main battle line completly un inspired.

A second army standard on foot and a druit would probably give you full cover in most situation (remember than allies need their own inspiring source and allied heroes cannot inspire units from the main army).


I wanted a Druid, but i dont have the points for one unless i drop the Greater Elemental, which i may.

The Foot Guard are all Sword and Board as i p0refer high defence units.

The Ballista are for artillery support, so they will hammer whatever i need them too.

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in ca
Fresh-Faced New User




I could be wrong but I don't think you can give Monsters Magic Items ie. the Greater Earth Elemental.

I also think the druid with surge is a must, I'd consider replacing the regular wizard with a Druid and then giving the boomstick to the ASB if you still want some lighting. Is a Druid, GEE, and EE Horde under 500 points? The surge will really help you threaten flyers that jump your lines.

You are a bit light on chaff, but if you are prepared to throw the archers in the way in certain scenarios that can probably be mitigated. You do have lots of drops though so you should be able to win deployment.
   
Made in us
Mutilatin' Mad Dok





sultansean wrote:
I could be wrong but I don't think you can give Monsters Magic Items ie. the Greater Earth Elemental.

I also think the druid with surge is a must, I'd consider replacing the regular wizard with a Druid and then giving the boomstick to the ASB if you still want some lighting. Is a Druid, GEE, and EE Horde under 500 points? The surge will really help you threaten flyers that jump your lines.

You are a bit light on chaff, but if you are prepared to throw the archers in the way in certain scenarios that can probably be mitigated. You do have lots of drops though so you should be able to win deployment.



You are correct, i derped there.

Yes, they are 465, which leaves enough points for the Grimoire of Unspeakable Darkness on the Druid

Ya, i usually play Chaff light, cuz im crazy like that.

Updated List

Archers Troop-75
Archers Troop-75

Spear Phalanx Horde-200

Shield Wall Horde-165

Foot Guard Regiment-135
Foot Guard Regiment-135

Knights Regiment-195
Knights Regiment-195

Balista-60
Balista-60
Ballista-60

Mounted Standard Bearer/w Kavinar's Flying Hammer-70
Mounted Standard Bearer/w Kabas War Bow-70

Sub Total-1495

Allies
Earth Elemental Horde-200

Greater Earth Elemental-165

Druid /w Surge and Grimoire of Unspeakable Darkness-135

Sub Total-500
Total-1995

So i had to drop my Wiz and downgrade my general to a Mounted Standard Bearer in order to fit in the Druid. Thinking of dropping a Ballista in order to fit in a 3rd Standard Bearer.

Warboss of da Blood Vipers!! We'z gonna crush ya good!!
ArchMagos Prime of Xenarite Exploratory Fleet Omega VIII
Sisters of the Remorseless Dawn- 4000pts
My Ork Errata: http://www.dakkadakka.com/dakkaforum/posts/list/664333.page
My Ork-Curion: http://www.dakkadakka.com/dakkaforum/posts/list/0/680784.page#8470738 
   
Made in fr
Regular Dakkanaut




Two hordes of infantry plus the elemental plus the foot guard make for a very large front, is your plan to deploy them in multiple wave with some of them behing the others ?

If possible try to deploy this army on a standard table (even if only using cardboard cutouts to represent each unit footprint), you might find that deploying this army can be a pain if you don't have a clear plan of how you want them.
   
 
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