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PostPosted: Fri Jan 16, 2015 11:07 pm 
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Hello to all Ulthuan,
I'm Sutilar the High Elf Commander.

Itroduction

Here I begin uploading my career as general of the Lances of Hoeth. High Magic, Swordmasters, cavalry lances, bolts and arrows.
I hope to share thoughts and be adviced by great commanders like Seredain, Swordmaster of Hoeth, Spellarcher, Curu Olannon and will be happy to hear about any other High Elf commander who want to help me.

Career

I've been learning the battle's iron taste guided out by our knight and commander the great Seredain. Leading out his own army for years I knew the soldiers one by one. His advice and strategy developing chats were always around me. It inspired me to battle out with the Cavalry Princes passion, in many battlefields, in front of horrible enemies and my helm shined out blinding many of them.

It came my time to continue the military career with the orientation I feel. The first line knight's fighting life is quite hard. Our noble and skilfull soldiers met nasty engagements. Bloody hits here and there, steeds pushed against iron while the sword fights; from shout to scream.
Leading the Lances of Hoeth, I take off my helm for seeing better the strategy papiro.

High Elves 2400p
Lances of Hoeth
-High Magic, Swordmasters, cavalry lances, bolts and arrows

Cavalry Archmage Sutilar – High Magic lvl 4, barded steed, dispel scroll, talisman of preservation, ironcurse icon – 322p

Infantry Archmage Belannaer – High Magic lvl 4, book of hoeth, talisman of endurance – 305p

Battle Standard Bearer Sagasti – barded steed, dragon armour, lance, featherfoe torc, charmed shield, golden crown of atrazar – 176p

Noble Sartain – barded steed, dragon armour, lance, enchanted shield, dawnstone, potion of foolhardiness – 136p

10 Silver Helms – shields, full command – 260p

5 Ellyrian Reavers – 80p

23 Archers – full command – 260p

4 Repeater Bolt Thrower – 280p

25 Swordmasters – full command, banner of the World Dragon – 405p

5 Dragon Princes – standard, champion, flamming banner – 175p

-2399p

Tactic: shooting + counter-attack

Like the original Cavalry Prince army, Lances of Hoeth is intended to use the infantry punishing from range in early turns. Follows the cavalry approaching and controlling the board to finish the game with a glorious charge combined between heavy infantry, heavy cavalry and High Magic support.
Lances of Hoeth army lose early close combat killing power as gaining the following advantage:

Magic: 8 High Magic levels and Book of Hoeth. The oponent has to deal with a powerful spell launcher (cavalry-Archmage) while having an eye on the other one-dice launching Archmage. When -thanks to the spell variety- they can switch the role trickly.

Cavalry and versatility: after years using the Cavalry Prince army, I began to flee with heavy cavalry. I mean to deliberately take that tactic to beat the oponent; do a controlled safe movement.

A heavy cavalry unit unable to move during a turn when rallied is not a disadvantage in this army but a tactical redeployment to itself to face the next threat (maybe a different target). Oponent's failed charge allows us more ranged fire (even a rallied Cavalry-Archmage's spells).
Even never rallying the fleeing cavalry the advantage taken can be still more important -when in turn 1 my Silver Helms fled (off the table) from a charging Gorebeast nurgle chariot (center deployed) which fail-charges 3", enough to safely charge it out with 3x2 Dragon Princes in the heart of the rushing WoC army, overrun with no counter-charges to finally have in the 2nd turn six Dragon Princes moving 18" in enemy armie's rear.

The Cavalry-Archmage can turn heavy cavalry in tanks (High Magic, dragon armour, Ironcurse Icon). The tank is a threat in close combat, taking few wounds and gaining some res. points with charge and wounds.
Most of the enemy characters are unable to challenge-kill instantly the 3++ C. Archmage and are weak to the tank's res.

Heavy cavalry has the first four long turns to approach the enemy, eat chaff, incite him to charge, control the board, carry characters safely and of course wait for the best charging chance to put a serious damage.

Infantry. The killing power: while the 'special forces' look with a few luck to make a huge tactical advantage as explained above, the infantry composed by the archers, bolt throwers and swordmasters will not fail you. Trust in them to do a big damage output.

Friendly Advice: greetings to every High Elf commander that can help me with my army, you're welcome.
First of all I need advice to face character-heavy armies. What is the best of my army against character spam? What I miss? Any tactic advice, like on deployment time?

Thanks for baring with me,
Soon I'm uploading battle reports.

Sutilar

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Last edited by sutilar on Tue Jan 20, 2015 6:46 pm, edited 1 time in total.

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PostPosted: Fri Jan 16, 2015 11:41 pm 
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Hi Sutilar

I think your army gets decent control over fast characters from the RBT. You're also guaranteed to get Unforging which can help a lot with removing Ward saves etc.. I feel there is a slight lack of high strength grinding power. In Seredain's army for example he has the S7 Prince, the Ogre Blade etc, which can slog away over several combat rounds. Other armies get this power from spells that boost Strength for example.

I know you have an emphasis on evasion with the Helms but if they do get locked in combat, it might help to get Ogre Blade/Great Weapon in for sustained killing power, especially as the unit benefits from Shield of Saphery. If you don't like this idea, another option is to put Star Lance or Potion of Strength in for some one-shot killing power against those tough enemy characters.

I look forward to seeing how your Swordmasters do!

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PostPosted: Sun Jan 18, 2015 11:16 am 
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Hello Spellarcher, is great to have your experience here.

Silver Helms in long lasting close combat, as you say lack just high strenght attacks. Thanks to them they could turn a combats resolution little by little or either wound a dangerous character. Actually my both Nobles were (at first) to handle that kind of weapons -sword of might, ogre blade, great weapon...-. However that amount of points -weapon points- turned to magic and the second heavy cavalry (dragon princes).
Looking it now carefully, seems I own 2 heavy cavalry units (or only one with a MSU 5x dragon princes) with an option to a 'medium' support -noble characters, ward saves, hand of glory...-.
But not enough to trust on that support -the Cavalry Archmage can't guarantee the High Magic spam in order to ward-save the cavalry and Heroe characters are not strong-, is not a big difference. My Silver Helms and Dragon Princes are still weak to several rounds of close combat as well as a powerful character can eat them.
They are great controlling the board. Threat an infantry flank, hunt medium-sized flying targets and escort characters.

My characters need bodyguards to survive during the ranged fire like magic missiles and war-machines or handle on close combat briefly until they are rescued by the heavy infantry/cavalry. I can trust on the 10 Silver Helms or the 5 Dragon Princes to build up a 'light Bus', carrying the Cavalry Archmage up to Soul Quench range while absorbing heavy shooting. Then retreat towards the Bsb running solo behind them to rally back safely.

Spellarcher, I've heard you use to play Wood Elves. How would you fight my army? Is a long time ago since I play against Wood Elves.

Sutilar

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PostPosted: Tue Jan 20, 2015 6:43 pm 
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Hello again Ulthuan.

This week I'm reporting a three match long tournament. The very first and original army list of the Lances of Hoeth fought in 2000 points against a huge Goblin shooting army blowing up my rushing flank of heavy cavalry, a close distance deployed (12", first turn charges) Nurgle army were blood came fast and furious to finally envelop hordes of stretched undeath ranks woken up by a Vampire Count.

Lances of Hoeth 2000p -Baptism

High Elves 2000p
Lances of Hoeth


Cavalry Mage Sutilar - High Magic lvl 2, barded steed, dispel scroll, talisman of protection, ironcurse icon - 180p

Infantry Archmage Belannaer - High Magic lvl 4, book of hoeth, talisman of endurance - 305p

Battle Standard Bearer Sagasti - barded steed, dragon armour, sword of might, enchanted shield, dawnstone - 170p

8 Silver Helms - full command, shields - 214

5 Ellyrian Reavers - 80p

19 Archers - standard, musician - 210p

4 Repeater Bolt Throwers - 280p

19 Swordmasters - standard, champion - 267p

6 Dragon Princes - full command, banner of the eternal flame, star lance - 244p

Great Eagle - 50p

=2000p

Next comer: Goblins -archers, war-machines and Ghrazkull the wizard

Sutilar

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Last edited by sutilar on Tue Jan 20, 2015 7:02 pm, edited 2 times in total.

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PostPosted: Tue Jan 20, 2015 6:55 pm 
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Army Update. -2400p. The Cavalry Prince Seredain joins the Lances of Hoeth.

Last days I had a constant nightmare lasting long, about the 2400 point version of the army, posted first. Actually I have no competitive experience performing it.
The Lances of Hoeth were born in the 2000 point environment - previous post - were the Archers and 4 Bolt Throwers performed scary shooting phases. Add six levels of High Magic, optimizing it. Heavy clouds of elven missiles devastated an enemy flank from the first turn, opening a straight-way-to-war-machines for my fully cavalry composed flank.

My nightmare is to see the 2000 point army list and the 2400 point one with the exactly same shooting power! and only few more magic power. I see the oponent saying: 'is that all?' and comfortably enough to sit down and wait me to rush forward. These days I analized a better way to exploit 2400 points with the Lances of Hoeth. The Cavalry Prnce Seredain joins to exploit the shoot + counter-attack strategy of the army:

High Elves 2400p
Lances of Hoeth


Cavalry Archmage Sutilar - High Magic lvl 3, steed, dispel scroll, talisman of preservation, ironcurse icon - 275p

Caledor Cavalry Prince Seredain - barded steed, dragon armour, gian blade, enchanted shield, dawnstone - 277p

Caledor Cavalry Battle Standard Bearer Sagasti - barded steed, dragon armour, lance, charmed shield, golden crown, the other tricker's shard - 156p

10 Silver Helms - full command, shields - 260p

5 Dragon Princes - standard, champion, banner of the eternal flame - 175p

5 Ellyrion Reavers - 80p

Infantry Archmage Belannaer - High Magic lvl 4, book of hoeth, talisman of endurance - 305p

23 Archers - full command - 260p

4 Repeater Bolt Throwers - 280p

20 Swordmasters - standard, champion, banner of the world dragon - 330p

=2398p

Introduction of the difference: the new army looks like a monolith of Ulthuan. Hard to chew, and too long to escape its lances.

The new cavalry is a big threat. Try to beat my Prince! Supported by High Magic -and of course by heavy shooting -, ward saves, Hand of Glory, Apotheosis, Other Tricker's Shard and flamming banner.
A heavy cavalry unit charging out headed by Seredain while Sutilar blesses them carefully have infinite potential.

Furthermore, the army shines for the versatility. Under the banner of the World Dragon, the Cavalry Archmage unleashes all his magic power relaxed if he joins the Swordmasters infantry. And if the last ones are on the scope of deadly shooters both Archmages together can build a steel bunker there.
The Bsb is trained to run solo, magically avoiding cannon balls. He takes the quarterback position to support infantry or cavalry; helping rallying them when performed strategical retreats.
The three cavalry characters can build a rare unit. Really difficult to shoot down, sneaky enveloping enemy and hunting specific targets - big targets -.

Now the cavalry of the army forces the oponent to take care of it, shift and go out of the deployment zone's cover.
Having Arcane Unforging and Fiery Convocation, I'm always happy to wait lots of turns to exploit High Magic.

I really hope to hear comments!

Sutilar

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PostPosted: Mon Jan 26, 2015 2:47 pm 
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Forward. The Cavalry Prince -Lances of Hoeth variation

Powerful knights join the army. Now troops are just elite. The Lances of Hoeth variation becomes a tough army, and a surprisingly agressive one.

High Elves 2400p
-Lances of Hoeth

Cavalry Archmage - High Magic lvl 3, steed, dispel scroll, talisman of preservation, ironcurse icon - 275p

Infantry Archmage - High Magic lvl 4, book of hoeth, talisman of endurance - 305p

Prince - barded steed, dragon armour, giant blade, dragonhelm, shield, dawnstone - 285p

Bsb - barded steed, dragon armour, ogre blade, enchanted shield, luckstone - 170p

12 Silver Helms - full command, shields - 286p

8 Silver Helms - full command, shields - 234p

5 Ellyrion Reavers - 80p

20 Swordmasters - standard, champion, banner of the world dragon - 330p

4 Repeater Bolt Throwers - 280p

6 Sisters of Avelorn - 84p

5 Sisters of Avelorn - 70p

=2399p

Tactic

Early game shoots out forward the massive cavalry. They eat the chaff, perform strategical retreats and threat flanks. Little by little take the board control while the whole army gets into 24".
First turns loads of missiles devastate the oponent chaff and specific targets with clouds of bolts, Isha arrows and 2 soul quenches.
If the oponent rushes out forward, a deadly heavy cavalry faces it, and the 20 swordmasters are scary - at least before going down in number.

The whole army is tough, excellent against shooting heavy lists. The Sisters of Avelorn, being the soft target to kill can stand in the deployment zone, far away, just getting ranged for shooting chaff targets.

I don't have much experience against Wood Elves. How looks my army against different armies?

Sutilar

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PostPosted: Thu May 14, 2015 6:08 pm 
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Army update, The Lances of Hoeth

The Archmages of Hoeth lead the army, on steed.
Gathering the different elven forces, they are able to match each opponent using the proper tool: Ranged Fire, 2 Heavy Cavalries, Chariots, 2 Infantry blocks.

High Elves 2400p

Archmage Engarvi - Lore of Life level 4, elven steed, Dispel Scroll, Talisman of Endurance, Khaine's Ring of Fury - 320p

Archmage Belannaer - High Magic level 4, elven steed, Book of Hoeth, Obsidian Amulet, Ironcurse Icon - 330p

BattleStandardBearer Sagasti - barded elven steed, dragon armour, Sword of Might, Enchanted Shield, Dawnstone - 170p

5 Ellyrion Reavers - 80p

10 Silver Helms - full command - 260p

7 Dragon Princes - full command, Banner of Eternal Flame - 243p

Tiranoc Chariot - 70p

Tiranoc Chariot - 70p

Great Eagle - 50p

Great Eagle - 50p

15 Swordmasters - standard, champion - 215p

24 Archers - standard, musician - 260p

4 Repeater Bolt Throwers - 280p

=2398p

This last version of a Lances of Hoeth takes back the traditional army build-up. In order of opening to all comers is diverse.
War-machinery.
Big Archers block.
A second infantry block.
Chariots and chaff.
Two heavy cavalries.
The characters are mounted, leading the army backguarded. They run through the battlefield were their leadership is needed, take advantageous positions threatening opponent flanks. They get close to strike with spells where magic missiles most heart, besides the enemy heavy shooting which is blocked by the cavalry shields, Life Magic and the Shield of Saphery.

Chariots lead the assault clearing up the way of enemy harassers. Heavy cavalry redeploys patiently up to finding the right way to run on fast. They coordinate with the steady infantry to build the final combo-charge.

Turn by turn clouds of arrows and magical missiles wither an enemy flank or slay a big target, opening up a fresh strategical assault chance.

Thanks to Life Magic and Hand of Glory, a weak 15 man Swordmaster unit could perform two consecutive bloody combat rounds as Stone flesh R5 Swordmasters... Same job for the Archers, cavalry...


Do you have any comment? I would love to discuss tactic, builds... and help on questions.

Sutilar

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PostPosted: Thu May 28, 2015 4:06 pm 
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Hello commanders,

Army Update, The Lances of Hoeth

Here comes an orientation change.
In order of gaining versatility and perform traditional military strategies, the advantage of the second Archmage is lost.
Now the army has all the tools. Big Leaders, Big Cavarly, Specialised Infantry, reliable Magic and Ranged Firepower.

High Elves 2400p

Prince Seredain - barded steed, dragon armour, Giant Blade, Enchanted Shield, Dawnstone, Ironcurse Icon - 282p

Archmage Belannaer - High Magic level 4, steed, Talisman of Protection, Book of Hoeth, Khaine's Ring of Fury - 335p

BattleStandardBearer Sagasti - barded steed, heavy armour, lion cloak, Star Lance, Charmed Shield, Golden Crown of Atrazar, Potion of Foolhardiness - 168p

8 Ellyrian Reavers - musician - 138p

8 Silver Helms - shields, standard, musician - 204p

8 Dragon Princes - full command, Lichebone Pennant - 277p

Tiranoc Chariot - 70p

Tiranoc Chariot - 70p

Great Eagle - 50p

Great Eagle - 50p

15 Swordmasters - champion, musician - 215p

20 Sea Guard - shields, standard, musician - 260p

4 Repeater Bolt Throwers - 280p

=2399p


Sutilar

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PostPosted: Fri May 29, 2015 11:54 am 
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Hi Sutilar

I'd be really tempted to go Obsidian Lodestone, Scroll, Fury Ring on the Archmage. The MR3 is very useful. Losing the Book hurts but when an opponent casts Dwellers on a 27, that scroll is gold dust. With +5 to cast and five spells you can still put pressure on in the magic phase.

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PostPosted: Sun May 31, 2015 11:19 am 
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Hi SpellArcher,

I see, and agree. I wasn't properly considering oponents magic phase, when a single big spell casted on 27 can instantly destroy one of my cavalry units and the character inside. That is a big and common risk.
Now, looks more copetitive to change the Book of Hoeth for the Dispel Scroll.
However, as you said it is a big loss. I think I need experience against Dwellers Below user armies, and I need to be adviced by experienced players.
Because I see the possibility of keeping the characters out of the Life Wizards 24 UM range, at least in the early game. What thougths about it?

Thank you for commenting the army,

Sutilar

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PostPosted: Mon Jun 01, 2015 10:56 am 
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You're welcome Sutilar.

I don't think scroll is essential, Book has many strengths, I just feel that you will win more games with scroll. Dwellers is just the most extreme example. You might equally need to stop Mindrazor or Gateway say. It might even come down to a 4v2 phase where Scroll stops something like Savage Beast and Book doesn't. The MR3 is also very important when you lack World Dragon.

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PostPosted: Mon Jun 01, 2015 1:35 pm 
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Why change the archers to LSG? I think archers are a better choice all around. Is the 5+ AS really worth it? I tend to think not.


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PostPosted: Tue Jun 02, 2015 7:31 pm 
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@ SpellArcher,
Good experience source that I need.

Lances of Hoeth - Magic

The current orientation of the army has a small place for magic. The points are spent on trustable units among the traditional military forces: cavalry, chariots, infantry, shooting and leaders.

Moreover, agree on Dispel Scroll winning more games than Book of Hoeth. Specially in such this army where the 90% of the victory comes from advantages got during deployment, movement phases added to concentrate-firing unit eliminating. Results on an advantageous frontal assault destroying first and securing then a flank, or combo-charging a big target all around turn 3 or 4.
Magic is not that necessary. I could win any game after losing my only mage by turn 2 or 3.

Now I see a more trustable (at least on early game) mage wearing a Dispel Scroll. With another good thing, being cheaper. That bigger will be the traditional military force, to win the game chess style.

I see it more useful then with the Lore of Life. Since he will have less chances to make magic, the stronger spells of Life Magic are more worth. Regeneration 4+ is as good as Shield of Saphery applied on the friendly cavalry.


@ John Rainbow, hello!

The change from the Archers to LSG comes to satisfy the infantries close combat support orientation.
Now they have missions like forming ranks of 5 (they are 20 so 5x4) to pursue an exposed flank. Tackling a flank to negate rank bonus, it is a huge attack. Like the 15 Swordmasters, forming 5x3 will make the same mission.
As they need to survive at least 2 ranks of 5, avoiding casualties is necessary for the mission.
Here the LSG makes a difference. 5+ AS, and more important 20 attacks in close combat, striking first to reduce casualties. See also that they will put a better resolution.
This unit is a trustable close combat supports, while 21 archers can't be.


I really appreciate comments and discussion.

Cheers!

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PostPosted: Tue Dec 22, 2015 7:19 am 
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I agree Life is decent here Sutilar. The list has plenty of shooting to cover Life's lack of direct threat and the augments have OK range. Dwellers is the only spell where you need the Archmage pointing in a certain direction.

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PostPosted: Tue Dec 22, 2015 8:05 am 
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Greetings to every active commander!

Times change and that is human's destiny. Here comes,

9th. Age
There is a lot of discussion about the new rules. Specially for really advanced players.
However, for every normal Warhammer fan the game continues the same way.
Moreover, now the game is faster, simplified and handier. Less rules, less re-rolls, non-conflicting rules, less army-book owned rule's names, "softer" magic, "softer" "immortal units"... All that (and more I miss) makes the game easier to learn -welcome new players-, fluent to play and, if you know what I mean, more graphical.
In 8th edition we still had the fanatic who spends hours and hours alone at home building the perfectly combinated and balanced army list, such as I've been myself :) That differenciates advanced players from new players, making for the latters a really looooong way to reach the competitiveness. He arrives to the battlefield with a shining army, novel but thinking that he has winning possibilities as he is a good chess player. His opponent is the "complicated army-list" guy. Even before moving any unit there are hundred of questions about rule combinations and how they interact specially with the fielded troops.
For making the game easier for every new player, I encourage all of us to support this philosophy.

So that was the minimal required introduction of The Lances of Hoeth to 9th Age
Here you have the army update.

High Elves 2500p

Engarvi High Prince – General – Nature Magic level 1, barded horse, dragon armour, Giant Sword, Hardened Shield, Duskstone – 320p

Sagasti Battle Standard Bearer – barded horse, dragon armour, shield, Strength Sword, Daemon Helm, Obsidian Pebble – 184p

Suharri High Prince – barded horse, heavy armour, shield, Ogre Sword, Dragon Helm, Sprout of Rebirth – 280p

Sutilar Mage – horse, White Magic level 2, Tome of Lore, Charmed Iron – 155p

Belannaer Mage – White Magic, level 2, Dispel Scroll – 130p

8 Cavalry Lancers – barded horse, champion, standard, musician – 211p

8 Cavalry Reavers – bow, champion, standard, musician – 166p

12 Seaguards – heavy armour, champion, standard – 176p

12 Seaguards – heavy armour, champion, standard – 176p

12 Swordmasters – champion, standard – 176p

12 Swordmasters – champion, standard – 176p

2 Chariot Reavers – 125p

3 Sea Guard Reaper – repeating – 225p

=2500


Coming soon:

Tactic analysis
-Unit per unit analysis.

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PostPosted: Tue Dec 22, 2015 9:54 am 
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I'm not sure I completely agree with the idea that there are fewer rules in the 9th Age. It actually looks a lot more complex in a lot of places, where several rules were introduced to replace one or two. The same goes for the introduction of honours. They do roughly the same thing as a lot of old characters. But now to create a loremaster, you need to take a generic character and add some special rules. More customization, sure. But that comes with more complexity.

As for the point of the advanced player playing against a novice. I don't think this has changed at all. Some lists will always be better then others (within a single army book), simply because some units will have great synergies (together with the playstyle of the player), while others are only so-so. Any experienced player will have this advantage over a beginning player. And it would be very strange if it wasn't the case in a game with so many choices and degrees of freedom.

As for the list, it looks a lot like many 9th age lists. It should do well enough. What is the thinking behind having 2 units of 12 seaguard instead of 1 unit of 24? better in combat and you save on the command group. Merge them, remove the command group and you're halfway to making them ambush. I would personally also remove the champion and standard from the reavers and drop them to 5 since they are a harassment unit that will very likely die before doing anything meaningful in combat where you could use the champ or banner. That gives you the other half to ambush the seaguard and I think some extra points left over to add a lancer.

Rod

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PostPosted: Tue Dec 22, 2015 6:08 pm 
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Hello commanders,

Another version of the 9th Age encourages the Lances of Hoeth to dismiss the wizards! Looks like magic is not anymore that necessary or worth it, personally I was long time ago waiting for it so here comes the fully sword and shield army. Lets develop traditional medieval strategy while forgetting about inexistent magic...


High Elves 2500p

Seredain High Prince – General – barded horse, dragon armour, Giant Sword, Hardened Shield, Duskstone – 270p

Suharri High Prince – barded horse, heavy armour, shield, great weapon, Great Bow, Dragon Helm, Sprout of Rebirth, Divine Icon - 290p

Sagasti Battle Standard Bearer – barded horse, dragon armour, shield, Strength Sword, Daemon Helm, Obsidian Pebble – 184p

Sutilar Commander – barded horse, dragon armour, great weapon, Dragon Mantle, Charm Iron – 160p

8 Cavalry Lancers – barded horse, champion, standard, musician, Flamming Standard – 231p

8 Cavalry Reavers – bow, champion, standard, musician – 166p

12 Seaguards – heavy armour, champion, standard – 176p

12 Seaguards – heavy armour, champion, standard – 176p

12 Swordmasters – champion, standard – 176p

12 Swordmasters – champion, standard – 176p

14 Lionguards – skirmishers, champion, standard, Aether Icon – 270p

3 Seaguard Reapers – repeating – 225p

=2500 points.

@Rod,
Thank you for the comments, welcome!

Prince of Spires wrote:
What is the thinking behind having 2 units of 12 seaguard instead of 1 unit of 24? better in combat and you save on the command group. Merge them, remove the command group and you're halfway to making them ambush.

12 Seaguards

This small unit usually forms 5-model ranks. It approaches the opponent shooting effectively. Little by little the army envelops the opponent, when this unit can charge an exposed flank. Parrying with the shields and saving at 4+ most of the times will survive at least ten of them, the two ranks to break opponents steadfast!

Versatility culminates with the spears they own. Moreover, they can deploy on 6-model ranks for shooting purposes.

12 Swordmasters
Quite same as the above one. The flanking threat of this unit is even bigger, and also offers a dangerous frontal combat, for example on 7-model ranks.

Prince of Spires wrote:
I would personally also remove the champion and standard from the reavers and drop them to 5 since they are a harassment unit that will very likely die before doing anything meaningful in combat where you could use the champ or banner.

Light Cavalry, 8 Reavers
I think people just can't see the light cavalry like a normal unit. Take a normal sized unit. Yes, every of us have ever seen its own easily shot down. Even in that case doesn't mean they haven't done good for the victory. In historical real war light cavalry has been devastating, as they can do big damage on infantry with quite simple equipment.
Avoid the archers block and you can trust on them to survive. War machines will crush them same way as heavy cavalry, and magic is not always working.
Meanwhile the 8 Cavalry Reavers, with a characters leadership can charge-destroy heavy cavalry, heavy chariots, elite combat units, archers, harassment units and war-machines. They can perform the charge quite close to opponent units for fleeing from their counter-charge.
Here the champion, standard and musician have a lot to do.

Heavy Cavalry, 8 Lancers
Continuing with the cavalry, this one can run forward in front of gunlines. The combination of both big cavalry units and knights makes an early-game big threat.
They can carry safely big hitter characters to close combat, or perform own missions like early charges with a minimal leadership from the characters.

Seredain High Prince, the general
This knight will lead the units in attacking action for assuring the leadership tests. Early close combat is also welcome for him, allows the cavalry to take charges specially in combination with the other characters.

Suharri High Prince
Shooting and hitting warded opponents down, he leads the unit to anywhere and gives the welcome to enemy charges in a double way, shooting and hitting. The battle standard bearer is well bodyguarded.

Sagasti battle standard bearer
This is just the smaller version of Seredain, with the same purposes and less close combat power. His leadership is great in the cavalry specially when the other characters are not in place.

Sutilar Commander
Another heavy cavalry bodyguard. This characters hit hard, lead the units and protect them.
Specially this knight can join the Lionguard skirmishers, leading them while protecting them from war-machines.

14 Lionguards – skirmishers, champion, standard, Aether Icon
Here is the magical defence. That +2 to the dispelling is really helpful and this unit is difficult to shoot down. They need some knights leadership for enemy big hitters that could make a fatal charge to the Lionguard.
They will likely end a flank, marching forward to cover cavalries flank or hunt their own target.

3 Seaguard Repeating Reapers
They are useful. They put the threat for the opponent's worthy advance to catch them. They shoot the flank that the cavalry is attacking during early turns.


Nice that commanders read this blog. I love the strategy discussions, comments are welcome!

Greetings

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