So, It's been a few days since I've played a game of warhammer and now that I've had time to digest the game, and a chance to look over the new high elves (which as soon as I'm able to get access to a copy of the book I will more than likely share with my fellow readers).
So, as a modified spoiler as the title suggests, the assassin test didn't go so well. It did not effectively do what they were designed to do, KILL Monstrous Creatures/Calv! The game size was 2400 points as it was to help a friend and gaming club mate decide on what army he was going to take to buckeye battles, it was also against nurgle deamons of chaos with a demon prince. I shot a total of 9 rending stars at the deamon prince before it made it into combat.. it took a total of 1... yes, you read that right, 1 wound over those 9 shots. Every time I shot the rending stars, needing 2+ to hit, 1-2 of the 3 stars would always fail to hit. The first time I shot at them the demon made his 5+ armor and 5+ ward on the two shots, the next time the demon took one wound and passed the other, and the third I didn't wound the guy at all at needing 2+ to wound. He was then charged by nurgle beasts and died only managing to kill an already wounded beast.
For 151 points, I expected him to be able to actually do the damn job that I set him out to do.. not decide to look at a birdy and not hit or wound a damn thing.. plus even on the stand and shoot it won't be the effective throwing stars that could happen as the controlling players turn (my opponent during the stand and shoot reaction) could just put the str of my shots to one above his toughness and get an extra point of armor saves.
so, that being said. I've decided to do a few tweaks to my 2500 point list. I've decided to pull out something that people on places like Druchii and Youtube think are lame as hell and should never be put into a dark elf army.. BOLT THROWERS!
Yes, you read that correctly, BOLT THROWERS are making their way into my 2500 point list. bringing my rares to a hydra and 2 of them. Why am I crazy enough to spend 200 points on 2 bolt throwers you ask?
- 48 inch range at BS 4
- str 6 NO ARMOR SAVES D3 wounds
- Ability to fire 6 str 4 -2 armor save shots at chaff and the likes
Now, Onto the changes in the list itself.
My pendant foot lord is staying. I love how he is constructed and he's a staple in the army, plus being inside a unit he has more protection against spells that could take advantage of his enormous armor save.
The level 4 is getting retooled a bit. I dropped all sort of protection from her (yes I'm crazy because she stays in a combat block of spearmen) but I gave her back the dagger of "GIMME MOAR POWER DICE" With shadow and power of darkness this could help me get a much needed edge in the magic phase.
The level 2 is staying in. Scroll caddy of awesomeness, and I've narrowed down my choice of lore for her to the "weak" lore of fire, or dark magic. For the most part I'm thinking fire is the way to go as even tho it's considered a sub par lore in the eyes of the interwebs, it gives much needed flaming flexability to deal with regen monsters, etc.
Bsb on foot, always in because I love the model and I love her being on foot inside a unit.
Spearmen block is down to 38 guys due to shaving points. I also removed the champion even tho I loved how he was used in the game.
xbowmen are still at 15 guys with standard/musc/shields although, I'm tempted to remove the shields for 15 more points to flesh out the spearmen block or to give some cheap ward save to my lvl 4. at this time tho, the shield save outweighs this as they are the bunker for my level 2.
2 units of 5 dark riders with repeater and musician are in because I love them and they are excellent chaff/redirectors. Harpies are always nice.
Shades are always nice and with all four of these units I have enough "mobile" forces to get a general idea of where my opponent is going to deploy.
the black guard now have the banner of murder instead of +1 to their movement. Since the dreadlord is going to be camped out in the unit giving them stubborn 10, having a -4 to the armor save of the dreadlords attacks, and a -2 to the attacks from the black guard could effectivly wipe out medium armored foes.
And lastly, this is a unit I'm wanting to try out. it's very expensive, but its 5 cold one knights with the banner of eternal flame. this unit clocks in at 160 points but is 5 str 6(on the charge) flaming attacks with enough mobility that I could throw into the flank of any of my units in combat and have that much needed punch/staying power with their 2+ armor save. This is the experimental part of the list now. if I find that they aren't working for me, then I'll take them out and decide what to do with 160 points. In theory tho, they can work well in the army with all my mobile and cc elements.
I hope to have a few games soon and one of these days I'll actually remember to take pictures while doing a battle...
Dr. Who Sucks!!!!!!!!
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