
Originally Posted by
mike20
Hey, this is a 3k list i put together, supposed to be all comers, but Ill mostly be playing High elves (60%), lizards (20%), and demons (20%)
The elf list is something like 2x spear blocks, pheonix guard, white lions, 8 eagles, around 2-3 dragons and some cav. (and no more than 1 RBT)
no idea what the lizards and demons will be like.
I'll try to keep in mind the armies you are likely to be playing.
Here it is.
Lords:
Arch Lector + War Altar: HA, Dragonhelm, Pidgeon Plucker Pendant -273
Is the lack of a shield a typo? Seeing as he isn't equiped with a great weaon he deserves the protection of a shield for all the multitude of things he does for you.
Wizard Lord(lvl 4) + Luminark: dragonbane - 325
Keep him on the Luminark if you are looking to include both wizardwagons. Between Light and Heavens, Light will be much more usefull with the likes of spearmen. Also the double useage of banishment will be quite effective against the demons and highelves. Magic missles can be truely punishing against highelves, particularly 2d6 strength 5 ones.
Heroes
Captain - FP, En.Sh., luckstone, BSB -96
A fine way to keep him cheap, going with the luckstone over the dawnstone. If you find the extra points however, you should upgrade it asap. The other option is to take a 4++ on him and go expensive. When he winds up fight bloodletters as he is likely to do, that ward save will come in handy against those killing blows.
Master Engineer -65
A must have when taking a hellblaster.
Core
Spears (40) : musician, banner - 370
Det - (10) halberd
Det - (10) x-bow
Spears (40) : musician, banner - 315
Det - (10) halberd
Det - (5) archer
Detachments now need to have a plan. They cost too many points to not. 10 halberdier detachments are not going to pack enough of a punch to make much of a difference. They also are going to have a hard time staying alive with only 10 wound between them against the units they are likely to be facing. Saurus, daemonettes, bloodletters, and every highelf unit all preform well enough to the flank to fight off 10 halberdiers. Inorder to get them to have an impact, you would need closer to 20 of them in the flank. If you are not willing to spend those kinds of points on detachments, and I don't blame you if you don't, go with chaff units of detachments like your archers. You will need more then one unit of chaff to get the job done anyway as all three of the armies you listed as opponents have excellent ways of killing chaff. Quantity has a qualitiy all its own.
CrossBow (10) : -90
What is their purpose here? If it's just to fill out your core tax, you would likely be better served with making your combat detachments effective with these points.
Special
DemiGryphs (4) : musician -242
4 DemiGryphs are a bit unwieldly. They are as wide as an infantry horde without the hitting power. Losing one still causes a panic check and it is going to be rough getting them into the flank of enemy units and getting all of their attacks. The also lack the staying power that a unit of 6 would have keeping them from being a main line unit. I'd suggest either droping one or bumping the unit size up to 6. Either would be good and have a clearly defined purpose in the list.
GreatSwords (30) : musician, banner - 350
T3 and a 4+ while striking last makes these guys quite fragile. While light does toughen them up some with a possible -1 to hit and WS10, they still are stuck with low saves and a low toughness. You really need more bodies in this unit if you are going to see any kind of strong opposition. A unit of 40 or so would be best.
Great Cannon -120
Rare
Helblaster -120
Hurricanum -130
Steam Tank -250
Steam Tank -250
From the cannon down, I think they are all good choices. A fair ammount of artillery that should lead to thinner ranks of infantry for your opponents. Don't over-estimate how effective your hellblaster will be against the demons, that 5++ save they have can't be modified and that will keep more of them alive then you expect unless you are careful. Best to aim it at smaller units of flankers to try to keep the demons from getting flanks or tying up your hammers and going with the combo charges.
Total: 3001
So the general idea is to buff the infantry anvil with all the wagons and have the stanks and DG as the hammer. Archers are chaff or redirectors) I am unsure whether to put the wizard lord on lumuniark, or hurricanum, but I think light might be a bit more beneficial. The only reason hes mounted is because I didnt have enough points to have him unmounted. Any thoughts or suggestions where I can cut or change
cheers