Tips for a new player?
Posted: Thu Jan 26, 2017 1:41 am
Hi!
I'm getting into miniature wargaming after passively taking the occasional glance to warhammer for years (mostly for fluff and licence products like Dawn of War or Battlefleet Gothic: Armada) and 9th age seemed like the most interesting choice, and the Highborn elves the most interesting army within it.
I'm having a friendly match with my friend day in a couple of days (vs Warriors of the Dark Gods for 5k points) and trying to create a list, I find myself a bit stumped:
Basically, the warriors still seem to be the close-quarters deathmachine that was the Warriors of Chaos in Warhammer Fantasy, so I was thinking on investing in shootines and magic. After Some lurking here, I decided that I'll have a roadblock/anvil covering the archers (either citizen spears or sea guard, and reinforce with a frost phoenix for combat debuffs) a mobile hammer/hammerbreaker (probably Knights of Ryma) and the main damage will come from mages using Quicksilver Whips (metalshifting, plus the attribute spell lets to give an enemy unit within reach flammable right?) and archers with flaming attacks.
I planned to take:
A full unit of Queens Guard, with champion (the champion gets +1 attack, but not Multiple Shots (2) and can't take magical weapons right?) and possibly a musician. I intend to also include in it my general (High Prince(ss) with Queen's companion, Rending banner for ap1 and moonlight arrows.) and my main mage (Mage, 4 spells, Master Wizard, Asfad Scholar, Book of Meladys, Gleaing robe).
A unit of Sword Masters with a commander with Master of Cainreigh Tower for using the Quicksilver Whips spell.
An anvil of 30 Citizen Spears
A Unit of Flame Wardens to solidify the battle line
A Frost Phoenix to support the above
A hammer of Knights of Ryma. I consider beefing them up with a High Prince on a dragon and warbanner of Ryma for that extra punch
Regarding the queen's companion, I really can't think of good magic items to give her. I' try to keep the opponent's magic phase down with my own mages, and the guard is screwed anyway if the enemy can close into melee so melee items only become useful if everythng is blown to hell, and since the enemy has next to no shooting, safeguards against that don't seem really necessary either.
Either another unit of Queens guard (possibly with another companion as a commander) or Sea guard. Also possibly another mage.
This is what I had in mind. I try to get the list here tomorrow.
I'm getting into miniature wargaming after passively taking the occasional glance to warhammer for years (mostly for fluff and licence products like Dawn of War or Battlefleet Gothic: Armada) and 9th age seemed like the most interesting choice, and the Highborn elves the most interesting army within it.
I'm having a friendly match with my friend day in a couple of days (vs Warriors of the Dark Gods for 5k points) and trying to create a list, I find myself a bit stumped:
Basically, the warriors still seem to be the close-quarters deathmachine that was the Warriors of Chaos in Warhammer Fantasy, so I was thinking on investing in shootines and magic. After Some lurking here, I decided that I'll have a roadblock/anvil covering the archers (either citizen spears or sea guard, and reinforce with a frost phoenix for combat debuffs) a mobile hammer/hammerbreaker (probably Knights of Ryma) and the main damage will come from mages using Quicksilver Whips (metalshifting, plus the attribute spell lets to give an enemy unit within reach flammable right?) and archers with flaming attacks.
I planned to take:
A full unit of Queens Guard, with champion (the champion gets +1 attack, but not Multiple Shots (2) and can't take magical weapons right?) and possibly a musician. I intend to also include in it my general (High Prince(ss) with Queen's companion, Rending banner for ap1 and moonlight arrows.) and my main mage (Mage, 4 spells, Master Wizard, Asfad Scholar, Book of Meladys, Gleaing robe).
A unit of Sword Masters with a commander with Master of Cainreigh Tower for using the Quicksilver Whips spell.
An anvil of 30 Citizen Spears
A Unit of Flame Wardens to solidify the battle line
A Frost Phoenix to support the above
A hammer of Knights of Ryma. I consider beefing them up with a High Prince on a dragon and warbanner of Ryma for that extra punch
Regarding the queen's companion, I really can't think of good magic items to give her. I' try to keep the opponent's magic phase down with my own mages, and the guard is screwed anyway if the enemy can close into melee so melee items only become useful if everythng is blown to hell, and since the enemy has next to no shooting, safeguards against that don't seem really necessary either.
Either another unit of Queens guard (possibly with another companion as a commander) or Sea guard. Also possibly another mage.
This is what I had in mind. I try to get the list here tomorrow.