Worloch wrote:Looks like a nice solid list to me. Death should be able to help snipe characters hopefully, and Shadow should help you deal with his nasties.
That's what I'm hoping - there are some critters listed in the back of the BRB under Beastmen that have a high Ld, but the Prince has been sniping things like Stegadons so thoroughly that I'm hoping I can pick off things like his BSB and maybe his General or at least any annoying wizards with the spell.
Worloch wrote:I can see your Prince is basically relying on his 4+ Ward save, which makes him a bit vulnerable to my mind, but I can see how you can't do much about that without dropping the book on the Archmage. One option would be to drop the book, pick up perhaps Silver Wand and Talisman of Preservation, and then switch your Prince to have Vambraces of Defense over Armor of Protection, and put him on a Barded Elven Steed and join him to the Dragon Princes.
Well, I went through a stage of putting the Prince in Dragon Armour, but unless I was getting his armour save down to 3+ or better, enemy champions or heroes tended to challenge and would negate the armour save anyway through high strength. I read a piece by (I think) Prolemy where he mentioned running a prince with the Talisman of Preservation for the ward save, because the armour save was largely redundant. The Prince tends to lurk in units that are still at 15+ models, so he doesn't get shot at that often by anything other than warmachines. I put him in the Armour of Protection because the ward save is the same, but it does give him that basic light armour save, for the same price. It makes me a little uncomfortable putting him into melee with units that generate a lot of low to medium strength attacks, so I try and avoid that. I've debated putting him in with the Dragon Princes for the extra movement, but he's an easier target to pick out then because of the smaller bodycount. My Dragon Princes basically exist to walk through (or hide in) terrain, hunting targets of opportunity like warmachines, or flanking in support of the infantry units - hence the banner and musician. It's also been handy to be able to drop them into a terrain feature during deployment and thereby push back infiltrators/scouts.
Worloch wrote:I'm not sure about the Ruby Ring of Ruin (I'm pretty sure that's what you meant by Ruby Ring of Flame). I'm not sure it will be worthwhile, as while it is easy to get off, it is easy to dispel as well, and as a bound item you can't boost it. It will also need PD that maybe you want to use on the higher CV Shadow spells. Maybe switch it out for the Amulet of Light, just in case you need to deal with an Ethereal unit or something.
Well... yes, and no. I've been caught twice by Lizardmen opponents who like to use Chameleon skinks in numbers. After the first time, I decided to add the ring in; it gives me a second source of flaming attacks, and it's great for dealing with scouts, fast cavalry, fliers and the like that I don't want to throw a unit at. It's cheap to cast and cheap to dispel, but if my opponents are dispelling it, then it's eroding their ability to dispel the leeches/pits, and if they don't want to bother evading it, then it's a ranged attack that doesn't miss. It's not really a game-breaker by any stretch of the imagination, but it has been useful for grabbing a few extra VP as well by throwing it at units that haven't routed off the table yet and have just a couple of bodies in.
Gorak Dragon Rider wrote:oh and I'd drop the archers completly and bump the spearmen upto 30 each, also mr sucks now you can save points by droping that.
I'm rather attached to my archers; they help deal with infiltrators and the sort of units that would've been hunting my RBTs under the last edition, and with the swift reform they can be handy for popping shots at units after the first crushing round or two of combat has pulled my units in different directions. Taking them out would leave me with just magic for any sort of ranged damage, and I've found occasions where there are things that could usefully be shot at that I wouldn't otherwise want to spend power dice on. They aren't exactly darkening the skies with arrows, but they're handy for scavenging VP and frustrating units that might otherwise be making opportunity flanking charges against my other units.
Worloch wrote:Could still drop it to shave points of course, if you're not expecting or don't care if your unit is getting peppered by magic damage. I'm assuming it is on there to put the Archmage in that unit and act as a bunker until CC, since an Archmage w/ the book is defenseless without a bunker.
My Prince and my Archmage do tend to sit in that unit for the first couple of rounds, while I try and thing out enemy magic threats. It's handy for those occasions when I'm fighitng someone who's taken Fire, Light or Heavens, and I like having a unit with Magic Resistance that I can hide characters in. It's also a cheap way of getting that MR into my list without spending points out of a character's allocation or that of a unit champion. If I'm facing a list that doesn't really have direct damage dealing spells, the archmage often hides with the Phoenix Guard.
Thank you for the suggestions on my list
Is there anything you can suggest about beastmen units or lists that I should be watching out for, or beware of?