Bowline with Alith Anar - YouTube BatRep up now
Posted: Sat Feb 01, 2014 7:25 pm
In the spirit of trying something different from my WL/PG list, and in a (temporary) move away from my recent foray into a flying circus list, I'm going to try a bowline. I don't remember seeing this on the boards since Furion's 7th ed list with 2 magic bows, but I could have missed it. About the closest I've seen is the LionStar, with 4x15 archers in core, 4x RBTs + 2 eagles in rare, and then the rest in a big lion unit with characters. Whether that means a bowline isn't competitive, isn't all-comers, isn't easy or fun to use or simply doesn't compare as favourably to other lists I'm not sure...
2,400 List outline, with particular query areas in red (I have some wiggle room on points):
Lords:
Alith *mutherchuffin* Anar (BS7 S7 QtF Bolt Thrower!)
Lv AM, with BoH...lore tbc...
Heroes:
Noble BSB Reaver Bow, PoS, enchanted shield...or Handmaidenwith same load-out
Lv2 Mage, Dispel Scroll, Ring of Fury - presence and lore tbc
Rare:
4xRBT
15xSisters...or 3x5 Sisters....or 10 Sisters + 5 Sisters
Core:
6xSH(sh)+st
6xSH(sh)+st
5xreavers(inc bow+sp)+mus
5xreavers(inc bow+sp)+mus
5xreavers(inc bow+sp)+mus
Special:
25 White Lions; full command; BotWD...or should I split this into two smaller, stubborn road block units...or even take something with more horde-killing power as my shooting should deal with monsters, cav etc...
I'm reasonably happy with the basic principle:
Alith Anar, 15 Sisters, a Reaver Bow and 4xRBT will shoot, whilst 3x5 reaver knights will disrupt the enemy's advance, 2x6 silver helms offer some combat-based board control and a big block of stubborn lions protect the shooters (or advance if appropriate).
But I have a few questions:
1) What lores should I take for my AM and Lv2?
I want a Lv4 in rather than a loremaster for the extra magical defence, but there are several lores which work well with this list, looking to enhance my shooting rather than cover other weaknesses.
High magic has +D3BS. Shadow has -D3T. Heavens has re-roll 1's in shooting (bubble!). Metal has +1 to hit (and AP, or is that combat only?) and even fire has +1 to wound. Of course, there are other spells in the lore to consider too - high offers a unit killer, a cheap MM, boosted ward saves and toys. Celestial has an anti-castle spell, high S MM, an unbeatable sig spell...and in this list I think there's even a use for Wind Blast ( ?). Fire I'm not really serious on, although it would add more volume to my ranged threat. Metal will help vs cavalry and MC lists which would advance on my shooting quickly. Shadow of course has -D3M and Mindrazor to make even my sisters scary in combat (after a stand and shoot too!) - although if I went shadow I'd be tempted to switch out a unit of helms for a unit of 15 archers to take advantage of these two features (otherwise I feel archers are a weak spot in my battle line.
2) Do I need a Lv2? If I take him I can guarantee getting the spells I want/need for my AM if I go the same lore...but if I were to go for a different lore, are there any which particularly fit this list? Also, I want him for the scroll caddy, and as default I'd also give him the ring to give him a third spell, but in this list I have points to give the ring to the AM and could ditch the scroll (or even, heresy, switch it for the BoH). If I were to get rid of the Lv2, what would you spend the extra points on? My suggestion would be more white lions, to either create 2 decent sized units or 1 large with BotWD and one smaller one on guard duties.
3) Noble BSB or Handmaiden? I want the reaver bow, and would usually give it to my foot BSB to make him into a utility character. I wouldn't really take a foot BSB without it, and in this list there'd be no point at all in having him if he didn't have it. But there is an opportunity here to take the handmaiden instead. She effectively adds 5" to the Maiden Guard's range, and gives them a really scary stand and shoot which cannot be denied. She also has an extra pip of BS, which at long range and multi-shot means (with moving not mattering), makes her shots much more reliable than the BSB's...which matters if you're wanting to burn the potion. The downside of course is that she's a bit more squishy, she has to go with the sisters (the BSB might choose sisters or lions) and the biggie - no BSB re-rolls...but there is Ld10 from Alith Anar...
4A) Unit Structure: Sisters. If I go the handmaiden route they will be in a single unit where all three ranks get to fire. I quite like this set up - to kill a monster they'd need about this level of dedicated shooting, it makes their stand and shoot a force to be reckoned with (especially with QtF) and it gives them extra mobility. However, if I split them up they have more targeting options and I can use them as speedbumps to protect the bolt throwers.
4B) Unit Structures: White Lions - one big block of 25 with BotWD or two blocks of 12-14 with Gleaming Pennant and Flame (or 12ish more if I ditch the Lv2). I like the big block because it gives me a solid combat threat with ranks to deal with anything which gets through the valley of death. Also it justifies the BotWD which protects Alith from Death and Magic Weapons wielding characters, and the AM and unit from miscasts. However, I don't feel it works well as a guard for my missile troops as it can only be in one place at once. Two smaller units would be perfectly adequate for taking out wounded monsters, chariots or cavalry which make it down the field quickly, and being stubborn (with Alith's Ld10) should act as good roadblocks. It also gives me access to flame in combat and a BSB free re-roll if I choose the handmaiden.
5A) Unit Selection: No Archers. I haven't selected any units of archers in my bowline army! I have a couple of reasons for this. The main one is that I feel that archers present a weak link which could be attacked easily. Also, their usual role of pinging off charmed shields, clearing chaff and dealing with awkward sods like manglers, fanatics and potentially things like dark elf infantry, is largely covered in this list by RBTs. That said, I feel that this list definitely needs reavers to slow the enemy advance, but the role for silver helms is less obvious here, and it would basically be a straight sub of 6 helms for 15 archers, which could be done once or twice. I would definitely do this in a shadow list, where their S3 arrows can be augmented by -D3T and their three ranks of ASF S3 combat potential can be augmented to S8 via mindrazor...shadow basically covers their weaknesses. It would also mean that they could act as pretty effective RBT guards, covering them from both the lighter and heavier stuff, and giving my white lions more freedom to act independently. But without shadow I don't know how effective they'd be, and whether they'd really be more of a liability.
5B) Unit Selection: White Lions over swordmasters or pheonix guard. My concern here is horde lists, where 1S6 attack per lion won't cut it next to 2 WS6 from swordmasters or 1S4 ASF (razor?) from PG. However, I'm concerned about swordmasters getting shot (although mitigated if I take High magic). PG are a tempting alternative, but I always feel the BotWD is wasted on them (rather go razor), but not having a unit with BotWD seems such a shame for all the extra perks...and finally, stubborn is such a safety net for my one main combat unit, especially when on guard duty for my shooters.
So - thoughts? Is a bowline viable/sensible/fun? And any ideas on the questions raised...or anything else for that matter?
2,400 List outline, with particular query areas in red (I have some wiggle room on points):
Lords:
Alith *mutherchuffin* Anar (BS7 S7 QtF Bolt Thrower!)
Lv AM, with BoH...lore tbc...
Heroes:
Noble BSB Reaver Bow, PoS, enchanted shield...or Handmaidenwith same load-out
Lv2 Mage, Dispel Scroll, Ring of Fury - presence and lore tbc
Rare:
4xRBT
15xSisters...or 3x5 Sisters....or 10 Sisters + 5 Sisters
Core:
6xSH(sh)+st
6xSH(sh)+st
5xreavers(inc bow+sp)+mus
5xreavers(inc bow+sp)+mus
5xreavers(inc bow+sp)+mus
Special:
25 White Lions; full command; BotWD...or should I split this into two smaller, stubborn road block units...or even take something with more horde-killing power as my shooting should deal with monsters, cav etc...
I'm reasonably happy with the basic principle:
Alith Anar, 15 Sisters, a Reaver Bow and 4xRBT will shoot, whilst 3x5 reaver knights will disrupt the enemy's advance, 2x6 silver helms offer some combat-based board control and a big block of stubborn lions protect the shooters (or advance if appropriate).
But I have a few questions:
1) What lores should I take for my AM and Lv2?
I want a Lv4 in rather than a loremaster for the extra magical defence, but there are several lores which work well with this list, looking to enhance my shooting rather than cover other weaknesses.
High magic has +D3BS. Shadow has -D3T. Heavens has re-roll 1's in shooting (bubble!). Metal has +1 to hit (and AP, or is that combat only?) and even fire has +1 to wound. Of course, there are other spells in the lore to consider too - high offers a unit killer, a cheap MM, boosted ward saves and toys. Celestial has an anti-castle spell, high S MM, an unbeatable sig spell...and in this list I think there's even a use for Wind Blast ( ?). Fire I'm not really serious on, although it would add more volume to my ranged threat. Metal will help vs cavalry and MC lists which would advance on my shooting quickly. Shadow of course has -D3M and Mindrazor to make even my sisters scary in combat (after a stand and shoot too!) - although if I went shadow I'd be tempted to switch out a unit of helms for a unit of 15 archers to take advantage of these two features (otherwise I feel archers are a weak spot in my battle line.
2) Do I need a Lv2? If I take him I can guarantee getting the spells I want/need for my AM if I go the same lore...but if I were to go for a different lore, are there any which particularly fit this list? Also, I want him for the scroll caddy, and as default I'd also give him the ring to give him a third spell, but in this list I have points to give the ring to the AM and could ditch the scroll (or even, heresy, switch it for the BoH). If I were to get rid of the Lv2, what would you spend the extra points on? My suggestion would be more white lions, to either create 2 decent sized units or 1 large with BotWD and one smaller one on guard duties.
3) Noble BSB or Handmaiden? I want the reaver bow, and would usually give it to my foot BSB to make him into a utility character. I wouldn't really take a foot BSB without it, and in this list there'd be no point at all in having him if he didn't have it. But there is an opportunity here to take the handmaiden instead. She effectively adds 5" to the Maiden Guard's range, and gives them a really scary stand and shoot which cannot be denied. She also has an extra pip of BS, which at long range and multi-shot means (with moving not mattering), makes her shots much more reliable than the BSB's...which matters if you're wanting to burn the potion. The downside of course is that she's a bit more squishy, she has to go with the sisters (the BSB might choose sisters or lions) and the biggie - no BSB re-rolls...but there is Ld10 from Alith Anar...
4A) Unit Structure: Sisters. If I go the handmaiden route they will be in a single unit where all three ranks get to fire. I quite like this set up - to kill a monster they'd need about this level of dedicated shooting, it makes their stand and shoot a force to be reckoned with (especially with QtF) and it gives them extra mobility. However, if I split them up they have more targeting options and I can use them as speedbumps to protect the bolt throwers.
4B) Unit Structures: White Lions - one big block of 25 with BotWD or two blocks of 12-14 with Gleaming Pennant and Flame (or 12ish more if I ditch the Lv2). I like the big block because it gives me a solid combat threat with ranks to deal with anything which gets through the valley of death. Also it justifies the BotWD which protects Alith from Death and Magic Weapons wielding characters, and the AM and unit from miscasts. However, I don't feel it works well as a guard for my missile troops as it can only be in one place at once. Two smaller units would be perfectly adequate for taking out wounded monsters, chariots or cavalry which make it down the field quickly, and being stubborn (with Alith's Ld10) should act as good roadblocks. It also gives me access to flame in combat and a BSB free re-roll if I choose the handmaiden.
5A) Unit Selection: No Archers. I haven't selected any units of archers in my bowline army! I have a couple of reasons for this. The main one is that I feel that archers present a weak link which could be attacked easily. Also, their usual role of pinging off charmed shields, clearing chaff and dealing with awkward sods like manglers, fanatics and potentially things like dark elf infantry, is largely covered in this list by RBTs. That said, I feel that this list definitely needs reavers to slow the enemy advance, but the role for silver helms is less obvious here, and it would basically be a straight sub of 6 helms for 15 archers, which could be done once or twice. I would definitely do this in a shadow list, where their S3 arrows can be augmented by -D3T and their three ranks of ASF S3 combat potential can be augmented to S8 via mindrazor...shadow basically covers their weaknesses. It would also mean that they could act as pretty effective RBT guards, covering them from both the lighter and heavier stuff, and giving my white lions more freedom to act independently. But without shadow I don't know how effective they'd be, and whether they'd really be more of a liability.
5B) Unit Selection: White Lions over swordmasters or pheonix guard. My concern here is horde lists, where 1S6 attack per lion won't cut it next to 2 WS6 from swordmasters or 1S4 ASF (razor?) from PG. However, I'm concerned about swordmasters getting shot (although mitigated if I take High magic). PG are a tempting alternative, but I always feel the BotWD is wasted on them (rather go razor), but not having a unit with BotWD seems such a shame for all the extra perks...and finally, stubborn is such a safety net for my one main combat unit, especially when on guard duty for my shooters.
So - thoughts? Is a bowline viable/sensible/fun? And any ideas on the questions raised...or anything else for that matter?