akielzather wrote:
Anyaway,Cheers To the Wise friends that help us evolve out lists and improve not only the list, but how we actually play these as well.
Cheers!
Malcontent wrote:
Hey Seredain, I've got a Fantasy Campaign coming up and was wondering what a 2000 list would be like. I know that you have a version on page 5, but now that you have dropped one of the Bolt Throwers would you change the list significantly?
Hey Malcontent,
I used to hate the idea of hacking my list down to 2K but, actually, I think there are good ways to play it. The painful truth first, though: you have to lose one of your lords. In 2000 points, I don't think you can justify them both (even if you could squeeze them in). There are nice ways around this, though. If you wanted to keep the full-on cavbus (and there are good reasons too - it becomes a correspondingly more powerful unit when your opponent has 500 fewer points to dedicate to stopping it), I'd switch the BSB to a mage knight (High Magic) and bring the Lvl 4 archmage down to a Lvl 2 mage (High Magic, Scroll). Twin Drain magics and a scroll give you good magic defence, while the spell selection of 3 gives you a pretty decent shot at hitting the good spells. Shield of Saphery is there to give you some Lore of Life-style defence.
That's where I'd start. Give me a day or so and I'll have another think on a specific list...
List Edit - the Long Walk to HappinessI have in fact been thinking on specific lists for some days now. You all know by now how obsessive I can be over the little things. Well, since the Big Change, which saw my eagle count double, the Banner of Sorcery slide in and the 2nd repeater bolt thrower move to the exit door (on account, you'll remember, of my green archers being liberated from eagle duty), I still haven't quite settled down with things as they are. Here are the latest changes, along with some tactical thoughts which emerged from thinking about them.
Prince - Barded Steed, Dragon Armour, Shield, Giant Blade, Helm of Fortune, Talisman of Loec, Plucker Pendant - 286
Archmage - Level 4, Life Magic, Dispel Scroll - 280
Battle Standard Bearer - Barded Steed, Great Weapon, Heavy Armour, Shield, Dragonhelm, Dawnstone, Amulet of Light - 190
30 Spearelves - Full Command, Gleaming Pennant - 300
14 Archers - Musician, Standard - 169
14 Archers - Musician - 159
14 Swordmasters - Bladelord, Standard, Banner of Sorcery - 284
11 White Lions - Full Command, Banner of Eternal Flame - 205
8 Silver Helms - Musician, Shields - 192
5 Dragon Princes - 150
1 Tiranoc Chariot - 85
1 Repeater Bolt Thrower - 100
2 Eagles - 100
= 2500 points
The Talisman of ProtectionI flirted with it for one game because I got my archmage killed once by leaving him, like an idiot, within 24" of Mannfred von Carstein. The maths make sense: back then, if I'd had a 6+ ward, I would have had a 50/50 shot at saving the Lecalion from death (since 3 wounds exactly had been caused by one of Mannfred's Death spells). For 10 points, that chance would be have been amazing.
Generally, though, who wants to rely on a 50/50 chance to defend such a valuable model? Either be able to protect him when you put this character in mortal danger, or don't put him in mortal danger at all. A 6+ ward is never going to let me play this guy with anything but my usual level of caution, since it isn't reliable enough.
What are the alternatives? A decent bodyguard might be one. But the other, simple, solution is
Earthblood. Life archmages are the best at protecting themselves and, while he's doing it, Lecalion can also be toughening up whatever bunker he's sat in (which always ends up getting hurt because the archmage attracts lots of ranged attention). Another useful spell for me to cast, then, making dispelling harder for my opponent: especially where I'm using Lecalion to throw some regeneration over one of the elite units in the early turns. I could protect the swordmasters from arrows and still have
Flesh to Stone to cast, for example. Played properly with a carefully deployed archmage, this spell will be much more useful, all-comers, than
Awakening.More on that later...
The Plucker PendantIt's back in. I know, flyers aren't that common, but the threat of the pendant, when they do come along (and they know my list), worries them. Where they don't, my prince is a deadly honey trap. And then some flying threats are pretty common: if Prince Seredain has to get stuck in against a pegasus dreadlord, I may not be killing him, but I'll be damned if he's killing me. Another common (and tempting) enemy is the chaos lord on disc - a pretty popular way to run him but one which will greatly benefit my prince for only 5 points.
Ultimately, of course, I must accept that big flyers aren't that common in 8th. However, the metagame may change, and my all-comers army needs to be ready for when it does. More to the point, though,
if a mighty enemy hero rocks up riding a terrifying monster, Seredain needs to be able to step up. Who's going to take on the huge enemy beast if the guy on the white horse isn't willing to?
The White LionsThe Gem of Courage is out and, with the 5 points left over from the archmage's lost talisman, I can afford an extra white lion. I like the reliability of the gem but I think I prefer the extra trooper for a few reasons:
1 - It's an extra axe - with relatively few attacks coming from a unit with a 1-attack profile, this can make a difference.
2 - It's an extra wound - Even more important than the above for a unit this size. I refer you to my last battle report against the Daemons of Chaos, where I lost exactly 4 wounds from a white lion unit with 4 models left. Hard not to be annoyed by that, since I had
just reduced the unit down from 12 strong.
3 - It increases the frontage of the unit. Where the white lions want to act as a bodyguard for a character (more on that below), this helps keep the character safely out of the action once the axes have swung against favoured opponents.
4 - The gem is very useful for fear tests or the odd swift-reform - both good safety-nets - but its uses are not much greater than that. The nice idea is that the stubborn white lions can test on 3 dice for their steadfast break test but, usually, a losing battle like this will see the champion sacrificing himself (see below), and the gem too.
The Lions and the KnightsI think I like the idea I used to follow more often some games back: that the white lions and silver helms make excellent companions. The lions do their job perfectly with the prince and BSB nearby and, together, both units act as a very killy hammer and anvil (either can do either). The lions' slightly-reduced frontage compared with the swordmasters makes them an easier fit in combination with the knights, too, while the combination itself makes up for the 1-attack profile of each kind of elven trooper.
Importantly, though, the lions and mounted characters are both good at killing similar kinds of enemies and, together, they can do it much more effectively. If there's a big monster marching my way; the lions can cut it down with the help of Life spells but, with the helms acting in concert, I'll trounce such beasts in very short order. By contrast, the swordmasters are better at grinding enemy infantry than the lions to the point where they can act well further toward the centre of the line
without direct aid from my cavalry.
This won't always be the case- my army's units are about interoperability- but it does strike me that, generally speaking, the smaller, single-attack white lion-squad with its heavy armour (against shooting) and anvil-like qualities make the unit a perfect companion to the silver helms. I can feel comfortable about pushing them up with the cavalry and leave my opponent with the difficult decision of feeling forced to shoot the lions but leaving the softer swordmasters, standing back and threatening the enemy centre, unscathed.
The Archmage and his BodyguardBack to the archmage, then. As discussed,
Earthblood is very useful for a small unit of lions. The lions, meanwhile, teaming up with the silver helms and maybe the chariot, are able to steamroll very powerful enemy elites very quickly. What I'm going to try to do, in short, is to get the archmage in the mix a bit more by working him in with this 'silver lion' attack. The crucial details are that:
1 - the archmage will spend much more of the game within 12" of my other characters (and potentially the chariot), giving
Lifebloom much more to do and getting me much more 'bang' for each spell cast; as well as
2 - giving me a larger number of effective spells by making
Earthblood much more valuable.
What about protecting the archmage?
Earthblood obviously now marks itself out as an important spell to my opponent, but so does
Flesh to Stone: the duplication of defensive abilities makes dispel-decisions difficult. Dwellers remains an ever-present threat, too, which any opponent must consider when choosing whether or not to dispel Lecalion's protection. This is especially true since, if he joins the white lions and moves up with the silver helms' advance, the archmage will get within short range of Dwellers - cheaper to cast - much more quickly.
At a basic level, however, the white lions themselves provide excellent protection and, here, the new '6-man' frontage matters. Against the units my white lions excel at killing (small elite units), the enemy's frontage will typically be quite narrow after the axes have done their work, or limited to only one rank of models. So, if I wanted to run the archmage with the white lions in order to bestow
Earthblood upon them, I could do so much safer in the knowledge that enemy models will not be in contact with Lecalion in enough numbers to kill him, while the archmage's ability to protect my important elites will be greatly improved. If the white lion detachment runs alongside the knights, meanwhile, the archmage has even more impact (via
Lifebloom) and is far less likely to be hanging around in these elite-on-elite combats, since I'll be looking to win them very quickly.
In conclusion: What better way to get the most out of your archmage than to keep him close to the troops he needs to protect? And what better way to keep him safe than have your army's best killers on hand to defend him? The trick with this tactic will be knowing just when to cut Lecalion out of these scrapes and retreat him to safety. I'm quite looking foward to seeing, however, just how aggressive I can be with a defenceless archmage!
Anyway, I've got two games coming up: the rematch against Mal's lizards and another game against a war altar+ chosen+ 2 marauder hordes chaos list. Watch this space!