Thursday, May 30, 2013

My new DE/Eldar list!

Man.. I wish they would redo BFG.

Alright guys, I've been thinking hard on this so let me know if you like it:

1846
18 kp
*Allied Detachment

HQ:
Succubus (Agonizer/VB) = 90
Farseer (Jetbike, Spear, Mantle) = 160*

TROOP:
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
10x Warriors (Raider, NS/SR, Blaster, SC) = 195
10x Warriors (Raider, NS/SR, Blaster, SC) = 195
3x Jetbikes = 51*

FAST ATTACK:
Crimson Hunter Exarch = 180*

HEAVY:
Ravager (NS) = 115
Ravager (NS) = 115
Ravager (NS) = 115
Wraithknight = 240*

There you go guys, a list built for 1850 play.. although I don't know how much of that I'll be doing that anytime soon (at least 2 weeks).  What you have here is something I want to try.. primarily with the Farseer.  He's Lv.3 now so he'll be taking 1 into Runes of Fate and 2 into Divination every game.  Why?  Because he prays he gets Doom or else he auto-defaults to Guide.  I then roll into Divination and look for Misfortune or Forewarning, or else he just defaults to Prescience.  This essentially gives you 2 Guides to throw on your shooting elements; Ravagers, Wraithknight, or the CHExarch if you really want something to die.

Another thing I wanted to try with the Farseer is give him the Mantle of the Laughing God.  He loses his IC status, but he gains Stealth, Shrouded and the ability to re-roll failed cover saves.  On a Jetbike, this gives him a 2++ re-rollable cover save.  Because his footprint is so small, and the Jetbike takes him to all kinds of crazy places, he can move with the rest of this crazy fast army and apply powers wherever I need him.

I think the big issue with this army so far is the heavy focus on anti-MEQ/Tank with a low focus on killing horde armies.  Personally, I think this is a meta issue (with mine being a lot of MEQ and mech-based armies still).  The 2x units of Warrior Gunboats in there delivers a lot of anti-infantry material so I'm just banking on them for now.  With careful positioning, some good play and of course some luck, I think I'll manage the situation pretty well.  Honestly, the only thing that really changed from this list compared to others I've had is the increase of Eldar presence.  The S10 AP2 shots from the Wraithknight punches through AV12 pretty easily which is something lances naturally suck at.  With 14 Dark Lances on the opening volley and 2 shots from the Wraithknight, I'm really looking to pop open some vehicles and make a big impression on how the rest of the battle will play out.

Sadly, the Succubus will just hang out with one of the Warrior units and the 3x Jetbikes will probably come from reserve to grab some points.  I'm dying to try out the Crimson Hunter Exarch because I'm curious how this "ace" will do when everyone and their mother takes a Quad-gun.  I'm just hoping I kill that thing first before my dude makes his entrance or he's going to be one sad mofo.  If I need to, the Wraithknight can also charge into something and punch it in the face.  With 4 attacks WS4 S10 I5, he's not all that terrible as a MC.

Another tweak of the list would be: Adding a Fire Prism (or Warp Hunter), getting another Gunboat over a Lanceboat (5-man Warrior Raider), and buffing up the Bikes + having the Farseer join them.

What do you guys think?

Armageddon™ invasion starts in 2014

Orks orks orks orks...

On Slitherin's website:

Armageddon™ invasion starts in 2014
Warhammer® 40,000® turn-based strategy videogame details are disclosed

Slitherine and Games Workshop® are pleased to announce Warhammer® 40,000®: Armageddon™. Having announced an exciting partnership with Games Workshop a few weeks ago, Slitherine are delighted to release further details. Slitherine have acquired the exclusive rights to Games Workshop’s “Battle for Armageddon” setting in order to create a series of amazing multiplatform, turn-based, hex-based games. Warhammer 40,000: Armageddon will make full use of Slitherine's expertise in creating compelling and challenging strategy gaming experiences. The initial game is set during the Second War of Armageddon and players will lead the Imperial forces of the Armageddon Steel Legion and Space Marines® from the Ultramarines, Blood Angels and Salamanders Chapters against Ghazghkull Thraka’s massive Ork Waaagh! invasion through over 30 scenarios, on the hostile terrain of the planet and its gigantic Hive Cities.
"It is very exciting to see a game like this come alive - I just can't wait to play it!", said Iain McNeil, Development Director of the Slitherine Group. "It's been almost 15 years since a turn-based strategy game set in the Warhammer 40,000 universe has been released and we think it is now time to deliver that experience to all fans around the world".
“The Battle for Armageddon is a classic event in the lore of the Warhammer 40,000 universe, having been detailed in games, models and novels over the past 20 years.” said Jon Gillard, Head of Licensing at Games Workshop. “Slitherine's masterful use of their classic digital wargame style applied to this seminal setting will delight fans of both.”
The game is currently in development for PC and iOS and will release in the first quarter of 2014.
Main features of the game include:
  • The game portrays the Second War for Armageddon™ in great detail, from the initial Ork landings to the final liberation of the planet;
  • It contains a large branching campaign with 30 major scenarios, plus additional 5 tutorial scenarios that explore the story in detail;
  • A complex plot, which can develop during a mission, right in the middle of battle, creating an engaging story line with unexpected twists;
  • Players lead Imperial troops of the Armageddon™ Steel Legion, with supporting assets from a number of Space Marine chapters against the ferocious Orks;
  • Fight alongside Commissar Yarrik and Commander Dante against the cunning Ork Warboss Ghazghkull Thraka;
  • Carry over battle-hardened veterans from scenario to scenario, using their experience and upgrading their equipment;
  • Detailed combat model with terrain, weather and morale effects;
  • Extensive modding options delivered through a powerful and easy-to-use game editor.
Some numbers:
  • Over 35 scenarios;
  • Over 100 unit types, with unique roles, stats and special abilities;
  • 20 different units stats;
  • A separate set of maps are designed and balanced specifically for multiplayer via Slitherine's PBEM++ system.

Tuesday, May 28, 2013

Alright, we got some Eldar rules

Looks like Scorps got better!

I'm not going to post it here and attract any attention, but some people from 4Chan has been spilling stuff all over the place.

Check it out yo:
http://pastebin.com/ywUhvAyV

And on 4Chan:
https://boards.4chan.org/tg/res/25098359#p25098359

Monday, May 27, 2013

Dark Eldar and Eldar

Pop goes the Leman Russ.

I'm going to outline my thought process how I'm going to incorporate Eldar in my Dark Eldar force.  Work's been really busy, so I doubt I'll be able to get this list on the table until another few weeks.  Thank goodness I have Vassal to try my lists out despite the fact that the meta is a lot different than what I'm used to.

Well, let's take a look at my Dark Eldar skeleton list.  It's basically a solid army list as the primary detachment, but it's missing a lot of support elements.  That's where the Eldar come in.

HQ:
Succubus (Agonizer/VB, Haywire) = 95

Just another layout that I'm using on my Succubus.  The Agonizer and VB allows me to customize my Succubus in combat vs. high toughness, crappy armor saves, or vs. MEQ without 2+ TDA.  She goes in my only unit of Wyches geared out with roughly the same thing.  The Blast Pistol has been cut in both cases to save on points.

TROOPS:
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
10x Warriors (Raider NS/SR, Blaster, SC) = 195
10x Warriors (Raider NS/SR, Blaster, SC) = 195
9x Wyches (Raider NS, Hekatrix/VB, Haywires) = 193

I've decided to play with even numbers for now simply because of the need to double up.  Right now I'm sporting two lanceboats, two gunboats and a single Wych boat to go with the Succubus.  The lanceboats gives me extra lances for cheap, as well as scoring bodies that I can throw somewhere last minute.  Fully-loaded Gunboats gives me plenty of ranged poison shooting and the Wyches are just solid units.  While I dislike what they've become in 6th Ed., for the points I can't really complain because of their flexibility.

HEAVY:
Ravager (NS) = 115
Ravager (NS) = 115
Ravager (NS) = 115

Due to the fact that my only AA source will come from an Eldar craft, I think for now I'll play around with 3x Ravagers.  My meta around here doesn't believe in flyer-spam.  While it is a realistic concern that I have when someone takes a crap ton of air, my focus shifts in destroy his ground support and scoring elements before the aircav wipes me out.  That's where having a ridiculously fast army comes into play:  It allows you to rapidly change the momentum of the game and capitalize on whatever mistake (either list building or bad play) your opponent makes.

Alright, now that that's done, what about Eldar?

I've been thinking about how I'm going to best utilize the Farseer in the last couple of days, and the only way I can see how is a Farseer on a Jetbike.  My playstyle with my DE is fully mechanized with lots of speed.  I play Lance-heavy which gives me a fair amount of bad matchups.  However, I'm convinced that as long as your play is good, you can turn tricky 80-20 scenario into a more manageable 60-40.

For now, I'm going to roughly pronounce the Farseer as ~160 points with Lv.3, looking for Guide/Doom on the roll but I'll settle for Divination as well because of Prescience.  Let's just say the troop bike tax is going to be ~66 with the Wraithknight coming in at ~300.  With about ~190 points left, let's pretend the Crimson Hunter is overpriced and there you have it.

Frankly, I don't like the fact that I only have 3 bikes as troops for my Eldar.  Even if they keep the 3+ AS, a T4 Jetbike with a single wound is going to eat loads of shit from enemy fire.  That's why they have to hide as much as possible in between terrain, negating as much fire as possible since you can only kill what you can see.  I seriously think this might hamper the Farseer's ability to play support since he has the keep pace while keeping himself alive.  Who knows?  It all depends on my opponent, the map I'm playing on, and the amount of terrain present on the map.  If Dark Eldar doesn't play with at least 25% of the table covered in terrain, buildings and LoS blockers, the match is going to be a headache anyway.

Alright, so what does the Wraithknight bring to the table?  Well, for one, I think it brings a giant bullet magnet.  T8, 6W and 3+ AS isn't really impressive if you think about it.  Rockets are going right through that AS, Lascannons certainly doesn't care, and even enough S7 shots are going to do wonders on the giant wraithbone duder.  The only realistic chance the WK has to live is from jumping cover to cover while claiming 25% of area terrain.  This might not seem realistic with a 9" tall model, but a lot of the 40K terrain around here and at other tournament-holding areas I've seen uses enough buildings to provide 25% cover.

The only way the Wraithknight is going to attract attention is if the guy can shoot.  Let's be honest now:  If his weapons suck, there's no way anyone's going to care about a giant wet noodle.  However, if he's blasting you turn after turn with S10 AP2 Blast Lance shots, then we're going to attract some real attention.  As of right now, I'm not sure what the guy is packing but I'm almost 100% sure I'm going to make him a firing solution.  Shooting is definitely the way to go this edition and with two Wraithcannons (no idea still..), I'm hoping he'll do enough damage to warrant taking one.  Regardless, I plan on buying two of these beasts simply because I like the model, and want to pretend I own a Titan.  I seriously pray Wraithcannons are just 36" 5" D-Cannons like the Warp Hunters.  That would make the opponent shit bricks of ice-cold fear.

Wednesday, May 22, 2013

How will Eldar work with Dark Eldar?

Fast Attack option yes?!

Now that we've seen some rules floating around, we can get a better idea of what we want in our armies.  First thing's first:  Who will be the primary army and who will be secondary?  I honestly think the amount of lances and poison weaponry available to the Dark Eldar will make them a better primary army.  Eldar, because they bring in a lot of specialized and powerful support options, will be a better secondary.

With that said, I plan on rocking a Dark Eldar primary and Eldar secondary force.  Let me know what you guys will be running and why!

Who will lead this primary army?  Probably a cheap Succubus because I've been running with one for quite some time now.  I will probably be looking at cheaper lanceboat options because I want to run a Wraithknight in my army.  The model is quite nice, it's basically a mini-Titan and I'm hoping the rules are great.  So what does this mean really?  Well.. that means most of the anti-tank work will be left for my Heavy Support Ravagers and the Wraithknight.  This kind of rags on the need for Wyches and instead, more lances will be added for support.

My train of thought right now is:  Drop the Wyches, or just limit them to 1 for CC and tank.  Close combat has taken a bit of a hit in this new shoot-tastic edition and I want to be able to maximize my shooting.  Shooting in general works better with Psychic powers, and now with a Farseer to work alongside my Dark Eldar, I want to be able to utilize his abilities as much as possible.  According to the rumors, Eldar powers will no longer specially state Eldar units.

So what does this look like in the end of the day?
Wyches are out.
Cheaper Lanceboats to make up for troop choices.
We're looking at a lot of 130 point 5-warrior, Blaster, Raiders, and maybe other stuff.
Let's take 2 full gunboats for now because I want to be able to utilize their firepower in combination with Doom, Guide or Prescience or whatever.

Let's work with this as the skeleton:

HQ:
Succubus (Agonizer/BP, Haywire) = 105

TROOPS:
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
5x Warriors (Raider NS, Blaster) = 130
10x Warriors (Raider NS/SR, Blaster, SC) = 195
9x Wyches (Raider NS, Hekatrix/VB, Haywires) = 195

HEAVY:
Ravager (NS) = 115
Ravager (NS) = 115
Ravager (NS) = 115

Depending on how powerful the Wraithknight is at making up for my AP or AT needs, we're looking at roughly 770 points to play with in a 2k point game.

That should be enough to buy a Farseer on a bike + some scoring Eldar Jetbikes as troops, and a Wraithknight at least.  Depending on the points of all of this, I'll be able to take one of those new Eldar Crimson Hunters for AA duties in Fast Attack.

What about you guys?  What you plan on doing with your Dark Eldar/Eldar force?

PS - Baron, Wraithguard, new Conceal.  Tempting.. yes?

Some Eldar rules rumors!

Eldar Wraithknight!

Here are some of the rules floating around the web:


via Dakka Dakka 5-21-2013
- From what I saw all the non Wraith infantry have the run/shoot shoot/run ability (the rule was called Battle something). Avengers definitely do (from the report) and Rangers definitely do (from tiny printed profile in the WD) as well. Not sure if its just for Shuriken weapons (Rangers do have Pistols I guess).

- It looks likes all Eldar have the 'Ancient Foe' special rule, no idea what this does but I suspect its something like Hatred Daemons of Slaneesh (don't think it was Necron related as the report was against Crons) since all Eldar appear to have it (including the Wraith units).

- There are 14 Eldar specific psychic powers from 2 different charts, Runes of Battle and Runes of Fate. However it looks like several of the powers are 2 in 1, i.e they have a buff mode and a debuff mode, so there are actually HEAPS of powers. I.e the Primaris for Battle is Conceal/Reveal (as a single card/roll etc), Conceal gives you Shrouded and Reveal removes Shrouded from an enemy. The 1 on the Battle Chart was Destructor/Renew(?), Destructor being the same as before with Soul Blaze added and Renew allowing you to restore a wound to a friendy model within range (18" I think). Primaris for Runes of Fate was Guide, which is now 24" range but is otherwise the exact same as before. Very surprising to see this as aside from the range it is far worse than the Divination Primaris (although I guess you could take both and effectively Guide two units). The 1 on the Fate Chart was a terrible Focuses Witchfire power. Fortune and Doom are still options (the Farseer in the report had them) and appear to have the same effects.

- The Avatar has Fleet. Also one of the psychic powers increases your movement speed/charge range somehow


- The Wraithknight is insanely huge, it is literally twice the height of a Wraithlord, and the sword option it can take is basically the size of a Wraithlord as well. It can take up to 2 Suncannons, which are S6 AP2 Heavy 3 Small Blast or up to 2 Wraithlances(?) which are presumably the heavy anti tank option. Sword replaces one of the big guns I think (they are arm mounted like the Titans). This is in addition to the two shoulder mounted heavy weapons (I saw Scatters and Starcannons, so presumably the normal range of heavy weapons are available)

- Wraithguard and Wraithblades look good, think scaled down Wraithlords. They looked a bit bigger than the old ones, but I think it was partly just the added range of motion in the poses on 40mm bases (similar to the old 25mm base Terminators vs the newer 40mm base ones, they are bigger but the better poses help as well). Wraithguard can now get either Wraithcannons (which from the fluff descriptions seemed to still be single shot and very powerful) or D Scythes which were described as a multi shot weapon but it could still Pen vehicles on a 6. Wraithblades are only 1A base (sadly) but looked like they could go either 2 CCW(no idea on stats of their weapons, but they appeared to have sword/axe options) or 1 CCW + Shield gen arm.

- Wraithguard are definitely S5 T6, Lord is almost certainly not T6 (a full unit of Destroyers shot one in the report and did nothing, which suggests T8 or some other equivalent buff). No idea on the stats for the Knight.

- It looks like Aspect Warriors have the same base profile, include Exarches with Ld9

- Reapers have Slow and Purposeful

- Rangers have WS4. They also have a character (not sure if he is upgrade or HQ) who has a 120" range Sniper Rifle.

- One of the fliers has 2 Heavy D Scythes on the wings and a psychic based main gun. The other has 2 Bright Lances and a Pulse Laser.

- Saw stats for what looked like special weapons for characters, might have been for Special Characters as well since the 120" range sniper was in there. One weapon was +2S, AP- Melee, Rending, Fleshbane, Instant Death. Another was +1S AP3, Soul Blaze, and if you killed anything with Soul Blaze then every unit within 6" of that unit would become effected by Soul Blaze as well. There was also a one use only piece of wargear, which you could use when the character died. On a 2+ you place a S4 AP3 template over the character, hitting both friend and foe, but if you cause at least 1 wound then the character stands back up with 1 wound. Last one I saw was an item which gave the user Fearless, Shrouded, Stealth and re-roll cover saves but they lose the IC rule, which gives people a way to make a Solitare (the name was something to do with the Laughing God).

- Wraightknight is said to have wounds, so it's probably a MC.


via Heresy Online 5-20-2013
There is also an upgrade pack in Finecast to make an Autarch on a jetbike.As far as the actual Codex goes:-You can make Run moves in addition to shooting Shuriken weapons.

-Shuriken weapons have a rule which makes them ignore armor on a to-wound roll of a 6– similar to rending, but it's not actually the Rending rule.

-The Wraithknight starts at about 250 points and caps around 350, and towers over even the Tau Riptide. It's 9” tall. The Wraithknight has the ability for its weapons to become twin-linked if it hits with a scatter laser it comes equipped with, even against airborne targets. It can shoot S9 and 10 small blasts, and has a total of four weapons on it– you have a choice of several, including a huge wraithblade and a lance weapon.

- Wraithguard are cheaper both points-wise and financially speaking, and are now S5 and T6, and have the option to be equipped with Wraithblades as per the current Codex's in place of their guns, making them a dangerous close combat unit.

- Including a Spiritseer as a HQ choice allows you to bring Wraithguard as Troops.

- Expect Guardians to supplant Dire Avengers as the staple Troops choice– they're very points efficient and with the buff to shuriken weapons, they should expect to be in a lot of competitive armies.

-The Fire Prism has been nerfed a bit– basically, they want to drive people back towards Aspect Warrior and Wraith-heavy armies, rather than the mechanized Eldar army literally everyone and their brother played with the exact same list. Can't really say to what extent, but the purchasing advice was to “Not load up on them.”

-The Avatar is “Definitely better.”

-The Iyanden supplement is not a splash release, and will be normally available. Iyanden is strictly a fluff book, and contains no game rules. The rules to play a themed Iyanden army are found completely in Codex: Eldar. This is a move to appease people who want more fluff in books as well as people who would rather just have more game content with the fluff optional. This is an experiment in seeing how this works– if it does well, expect Games Workshop to continue with the release of “chapter-specific” fluff supplements for their Codex releases.

Sunday, May 19, 2013

Rumors: Eldar pictures emerge!

Book cover!

And here they are...
Thanks to the BoLS lounge!

Wraithknight

There's also a Iyanden supplement coming.. which is really cool because that means they might do supplements for other armies as well.  Black Templars onto Space Marines?

Saturday, May 11, 2013

High Elves: Another Perspective

Put 'em up, shut 'em down.

What perspective might this be?  From the other side of the table of course!  Played a few games recently against High Elves with my VC and I must say:  Don't take monster mash lists.

Here's the list I've been running:

2498
13 deploys

LORDS:
Lv.4 Vampire Lord = 553
Lore of Vampires
Quickblood, Red Fury, Beguile
Heavy Armor, Shield, Barded Nightmare
ToPreservation, Ogre Blade, OTS

HEROES:
Lv.2 Vampire = 228
Lore of Death
Aura of Dark Majesty
Heavy Armor, Lance, Barded Nightmare
Enchanted Shield, Scroll, PoFools

CORE:
40x Zombies (Standard) = 125
37x Ghouls (Ghast) = 380
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
12x Black Knights (FC, BoSwiftness) = 357
5x Hexwraith = 150
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Terrorgheist = 225
Terrorgheist = 225

Having played very little with my VC in the new edition, I'm enjoy my VC quite a bit despite the rust build up.  One of the strangest things I've found with the new HE book is that people tend to gravitate towards the new and shiny.  Of course Frosthearts are great, but I don't think people should be running lists with minimal magic protection, a bunch of Frosthearts, and that silly Anointed running a Frostheart as well.  That's just way too much points investment with very little gain.  I honestly don't feel that Frosthearts at meant to be used as killy units.  They don't do jack shit in combat res compared to a lot of the other meanies out there, and their damage potential to points ratio is outright pitiful.

A lot of people don't realize that Frosthearts are not designed to be killy units.  They're a really strong support element for the High Elf army, and that's the key thing.  They're meant to be played with other elements in the book that takes advantage of the bonuses they provide.  Frosthearts are defensive, denial units, designed to be used in support with the rest of the army.  Alone, they're just bad for the points.  When you compare them to something like a Hellpit, Hydra or Chimera, they just fall flat in terms of expectations.

What else have I found out?  Monster mash lists run into really bad match-ups vs. a list like mine.  I out deploy their list every time; cavstars and Silver Helms just get baited around all day with good chaff, and the Anointed on Frostheart is just trash for his points.  For a lord hovering around the ~500 mark, the guy puts out no damage.  Three S6 attacks is hardly anything to write home about, especially when the bird has a max of 5 attacks on a good day and will frequently hover around 4.  Once the "damage" is dealt, you add up the points and notice that you killed nowhere close to the amount you paid for with the lord.

I'm jumping around a bit so I'll highlight the key weaknesses of the monster-mash list.

  • The VC list I have above has 13 drops.  The typical monster-mash list I've seen runs with Dragon Prince buses, Anointed on Frostheart, Lv.2 Mage, 2x Frosthearts, and Silver Helms/Reavers for core.  Let me tell you something right now:  The current style of HE Monster-mash will get out-deployed, out-manuevered, and outplayed if you're a capable general.  I just re-direct all day, force my own combat scenarios and force the HE army to fight my rock solid units.  My VC Lord obliterates Phoenixes, caring not for your ASL and -1S because I just power spells through your weakling Lv.2.  Your other birds just eats tarpit after tarpit and I'll just scream to death any other unit not carrying BotWD.  A couple of days ago, I just looked at a bunch of Silver Helms and they disappeared from the battlefield.
  • That's another thing:  Magic superiority.  God honestly, I don't know if monster-mash can survive with cannons and strong magic on the battlefield.  As if cannons aren't enough, a Lv.2 just can't compete with a Lv.4 in terms of casting potential.  I have better dice management, more spells to through and you're not going to stop all my spells regardless of how hard you try.  I understand that no other faction can throw out damage and cast spells like VC, but I find a solo Lv.2 to be outmatched completely in very circumstance in this match-up.
  • Overall damage:  You don't have a lot of units that can hit hard and break lines.  A big unit of Dragon Princes will always see a bunch of re-directs, undead fodder, tarpits, followed by a flank-charge or rear-charge from my Lord's bus + Terrorgheists.  Once you accurately scale the amount of damage Dragon Princes can do, you realize that their subsequent rounds in combat are meaningless.  This is why you need to run characters in Dragon Princes and not run around flying in giant stupid birds.  A Frostheart's damage potential cannot and will not bail you out of combat once your DP bus has run its course.  The best way I can describe HE cavalry is this:  They're meant to be precision-based combat res generators.  They hit hard as hell in the first round of combat, but they're wet noodles in the subsequent rounds.
  • I walk away this week with 3 wins and a draw vs. HE monster-mash.  I don't know why people insist on playing these kind of lists because it's just not good.  Frostheart's don't do enough damage, cavalry lists might seem like fun until they realize any unit not carrying the BotWD will just get blended/screamed to death, and these lists suck hard vs. Steadfast/Undead tarpits because they don't generate enough damage themselves.  Sure, they negate a lot of damage, but if they don't get themselves out of there they're completely worthless, and easy to gank/kill.

TLDR:  Don't run monster-mash with HE.  Stick to the basics; mixed army, combined arms, and a balanced approach.

Thursday, May 9, 2013

I have a guide on Ulthuan.net

This guy looks cool, let's go with that.

I've been getting a lot of Emails asking if I have a consolidated knowledge pool floating around somewhere.

The answer is yes! and it's located on Ulthuan.net.  Clicky.  On this site, you will find many other army blogs because the generals that play them all play quite differently for the most part.  I'm just one of those generals.

Also keep in mind that a lot of Ulthuan.net plays under ETC restrictions whereas I play uncomped or with very little comp.  Be aware of this at all times when browsing because it'll change the way your lists are constructed significantly.

One more thing -- Is there any more High Elf stuff you want to see from me in particular?  Thanks!

Here's my latest army list.  I'm really excited to give the new Sisters a go!
2496
10 drops

LORDS:
Lv.4 Archmage, Shadow = 285
Book of Hoeth, Golden Crown

HEROES:
BSB Noble = 149
GW, Armor of Caledor

Lv.2 Mage, Heavens = 150
Scroll, Ironcurse

CORE:
30x Spearmen, FC, SoDiscipline = 315
15x Archers, Mus = 160
14x Archers, Mus = 150

SPECIAL:
25x Phoenix Guard, FC, BoEF = 415
24x White Lions, FC, BotWD = 392

RARE:
10x Sisters of Avelorn = 140
Frostheart Phoenix = 240
Great Eagle = 50
Great Eagle = 50

Wednesday, May 8, 2013

Shadow vs. High Magic

Shadow is best.

After my disappointing trial of High Magic over the last 4 games, I'm seriously thinking of switching back to Shadow.  Here is why:

Miasma - Better than Hand of Glory: Why? Because vs. your WS5 on WS3 units, the spell automatically means they hit you on 5s. With Hand of Glory, you're looking for WS7, which needs a +2 to WS. A third of the time, the spell won't even do anything defensively. Vs. WS4, it's even more apparent. Their WS4 vs. your WS8 changes nothing; your WS5 vs. their WS2 means something.  vs. WS5 like Chaos Warriors, a Miasma for 3 means you're hitting on 3s and them on 5s.

Enfeeble - ALWAYS good and stacks with Phoenix. We have nothing like this to compare in the High Magic lore. Wounding you on 5s and even 6s means the world of difference; keeping your armor save even in most cases. You can cast this into combat.

Withering - White Loins are S6 vs. everything, normally wounding on 2s. However, vs. beefier targets which our army already has an inherent weakness to, reduced Toughness means more wounds gets through and often times that's enough. Every combat unit benefits from lowered Toughness and every shooting unit does too.  Again, you can cast this in combat.

All three of these benefits the Elven race more than any other lore. All 3 of which can be cast in combat and all 3 of these will be useful in all phases of the game. Not so much with High Magic.  We're not even counting the usefulness of the must-stop Mindrazor on ASF Elves at this point.

Let's get off the WS3 S3 troops for a second and think about the wider picture. What I used above was just an example of how much more effective Miasma is compared to Hand of Glory.
  • vs. WS5 Warriors, Miasma wins hands down. You can bring them down to WS2, allowing you to hit on 3s, them on 5s. Hand of Glory doesn't even have that option.
  • vs. the WoC/Ogres matchup, Enfeeble will allow you to stay in the fight and minimize damage. It stacks with Phoenix; which is an integral part of our warmachine now.
  • vs. any fatties, Chimeras, or T5 chariots, or other monsters, you need Withering to do the damage and force wounds that you otherwise wouldn't be able to accomplish.
  • vs. any of the bigger guys who are by design, more difficult to deal with our army, Shadow fills in the gaps like it always does since the 8th Ed. book was released. High Magic does not offer this at all.

New test case:
You're in combat with Chaos Warriors. What are you going to do? Hand of Glory over Miasma? Withering over, wait.. that's it. The rest of the lore has magic missiles, direct damage and a heal spell on one model that might not even been wounded or is in the combat. What are you going to do now? Move something with Walk Between Worlds? Combat is what determines the outcome of GAMES, and takes the WIN.

Again, all of these are combat friendly, used in every phase of the game. Shit, you can compliment your S4 Maidens shooting even more if have Withering in the army.  And best of all, all of these are raises and eyebrow in the dispel phase rather than them just staring at your 6-dice Hand of Glory because you have nothing else to cast.  Shadow is useful in combat and don't eat up a lot of dice, allowing you to min-max your magic phase as long as you have Book of Hoeth.  We just don't have that many PD to throw now.  Book of Hoeth makes Pit and Skillrazor easier to cast as well, and we all know how much our opponents fear ASF + Mindrazor.

If you look at a Lv.4 with Book with Shadow, here are some numbers..

Miasma - You can 1-dice this most of the time, or push for 10+ needing a 6 on 2-dice to cast at 89% chance.
Enfeebling - At 10+, you need 2 dice for 89% chance to push.
Withering - At 13+, you need 3 dice for 89.5% chance to push.
Pit of Shades - At 14+, you have 3 dice at 82.47% or 4 dice for 96.69%
the big boy Mindrazor, at 18+, sees 4 dice at 76.22%, or 5 dice for 93.80%

When you compare this specifically to High Magic, the ONLY spell you should be comparing to is Hand of Glory, because it is the only spell that can change the outcome of the current fight (or rather, the fight that you immediately want to change). What would you rather have? 4 spells that can change the outcome of a battle and be able to at least cast them, or hold onto 3 of your DD/MM spells while you only cast Hand of Glory because you can't do anything else. Not to mention the result of casting is relatively the same result value as you would Miasma. People saying Shadow is more expensive than High Magic is a fact, but if you compare the numbers of how much it takes them to cast to their impact on the battlefield, you'll see each spell has significantly better value in a game based around close combat.

If you want Drain Magic, just take a support caster: Lv.1-2, take your pick and default to Drain if you don't pull Hand of Glory. You can also cover your ethereal bases by defaulting to Soul Quench.  That eliminates the last part of the argument to take High Magic over Shadow.  For next game I plan on taking Shadow/Heavens just to play around.

Lv.4 with Book, Shadow
Lv.1-2 with Scroll, Heavens

That's my layout from now on.  Period.

HE BR #4 vs. VC

I buy them frozen.

Played another game vs. Lucas' VC and this one was a killer game.  Tons of action, a lot of laughs and some horrible dice.

Here's my list..
2500
10 drops

LORDS:
Lv.4 Archmage, High Magic = 285
Book of Hoeth, Golden Crown

HEROES:
BSB Noble = 149
GW, Armor of Caledor

Lv.1 Mage, High Magic = 110
Scroll

CORE:
30x Spearmen, FC, SoDiscipline = 315
15x Archers, Mus = 160
14x Archers, Mus = 150

SPECIAL:
27x White Lions, FC, BotWD = 431
25x Phoenix Guard, FC, BoEF = 405
5x Dragon Princes, Mus = 155

RARE:
Frostheart Phoenix = 240
Great Eagle = 50
Great Eagle = 50

His list..
~2500
~14 drops?
Ghoul King, Red Fury, Quickblood, Peripat, Dragonbane Gem
Lv.4 Master Necro, Scroll
Wight King BSB, Nightshroud, GW, Heavy Armor
Mortis Engine
Terrorgheist
Huge unit of Ghouls that had his BSB and Wight King
Bug unit of Zombies that had his Necro
8x Crypt Horrors or something like that
5x Hexwraiths
4x Vargheists
4x units of chaff dogs
2x units of chaff bats

My beautiful, unpainted models that I've had for 12 years.

My notes:
  • Hey, what do you know!  I have pictures this time.. kinda.  Once the action started rolling, I stopped taking pictures and kept on the battle.  I will say that this is probably the last time I'm going to take High Magic.  That lore has been pissing me off like crazy.  I'll tell you guys why:  3x Direct Damage spells and 1 condition spell in the form of Drain Magic.  In a game where I roll all 3 DD and I had to swap my last spell for Drain Magic, I don't know what to tell you.
  • First round of magic, I threw 5 dice at Fiery Convocation, IF, lose the spell and a wizard level, and light the Ghoul bunker on fire.  Inside is his Wight King and Ghoul King, but I flat out burn down half of the unit.  On his next turn, he doesn't dispel it and it further burns down half the unit.  He's literally down to 10 Ghouls in that unit.  I deploy the best I can to meet his chaff and I manage to shoot down a bit of the dogs but not all of them.  I move very little on my turn, letting magic do all the work.  He saves dice for his Peripat.
  • Next round he makes bold moves and checks various locations with his chaff.  However, he makes the gamble in moving his Terrorgheist far up and gambles 5 dice on Van Hels while I scroll his Wind of Death.  However, I manage to dispel it and now his Terrorgheist is a little closer than he anticipated.
  • I punish the mistake with a charge from my Spears and my Frozen Turkey.  I cause 3 wounds from the Spears, 2 from the bird (thanks to S7 from Winds), and I lose 7 of my Spearmen.  Combat res gets recorded and the thing pops into dust.  I move my Eagles around for max annoyance as well as charging and winning combat vs. a Dire Wolf unit.  Feelsgoodman.jpeg.  My magic phase also saw a miscast (again) on from my AM vs. his Lv.4 Necro with the new Vaul's Unmaking.  I find out he has a scroll wtf! and I destroy it.  They tricksies us.
The charge that killed the Terrorgheist.
  • Next round his Vargheists charge my Spears.  I hold like real men.  Sadly, I lose combat by one and break like a bunch of stinking cowards because my BSB is half an inch away.  With Standard of Discipline, I break on a roll of 11.  They're caught, run down and I lose 315 points of victorious Spears.  Not feeling so good now.  Magic sees nothing happen from his casting but more of his Ghouls burn down.  I shit you not he's literally down to 4 ghouls now including his champ.  He reforms his Crypt Horrors to receive my Phoenix Guard's eager and surely charge.
  • I do exactly that and charge his Crypt Horrors with my Phoenix Guard.  Look at my numbers, here's my Phoenix and watch me clear more chaff.  I SR to meet his Vargheist with my Archer units and shoot at them for no effect.  I feel good about my chances until I roll for magic.  Double 1s; awesome.  My Frozen Turkey is now thawing.  Don't worry guys, I make 2 channels but now I can't cast jack shit because High Magic has 3 DD spells.  Fine, I'll throw Hand of Glory, my only god damn spell with 4 dice.  Guess what?  I miscast again and 3 of my PG eat shit before combat even starts.  Feedback hits my Lv.1 and Lv.4 taking a wound each.  When combat does start, my Phoenix Guard roll a ton of hits but end up doing crap for damage.  The Phoenix also rolls like crap and it's not looking good.  His fat Horror things hit me back and auto-wounds my Phoenix with 5 attacks.  I'm sweating beads and I roll some dice.  I take 3 wounds on the bird.  Caw!  The rest of the attacks and stomps goes into my PG but 3+ ward and WS8 tells them no.  I barely win combat and he pulls another fatty.
  • So, that kinda sucked big time, let's see what happens on his turn.  He places some more chaff around because he has a million more deploys than I do and reforms his Vargheists a bit.  They're march blocked, they fail and they only go 10".  His magic phase turns into crap as he miscasts Winds of Undeath onto himself  but they barely kill anything.  He raises some Ghouls with his left over dice before the fires rage again.  This time, only the Ghast remains.  Really?  Shooting from his Mortis Engine sees him scream into the bird and kills it.  I rage, but what can I do?  In combat, I barely win over the Crypt Horrors despite that not going as well as I hoped.  With my bird gone, I'm not feeling too confident.
  • Next round sees a bunch of charges by me just to kill some chaff.  I clear it up with my Dragon Princes and I charge my Archers into the Vargheists' flank.  This is where things got a little hairy because the way I overran my White Lions put them far ahead where my opponent and I argued about the Ghoul King's unit getting a flank charge or not.  After arguing like huge nerds, I said fuck it, let him have it.  This kindness turns out to be a mistake later on.  Sometime during this, I combo-charge my Eagles into some Wolves and kill them, but yeah, my Eagles run around killing undead dogs.  Magic saw nothing amazing happen and my opponent stores 2 more dice.  Combat sees my Phoenix Guard utterly obliterate his Crypt Horrors due to some fantastic rolling and I reform to meet his zombie unit with Lv.4.  In combat, my Archers kill his Vargheists and I reform towards the action.
  • Since I let the Ghoul King's unit get the flank charge on my White Lions, shit goes sour really quick.  A big magic phase saw him reach 12 die, dispelling the Convocation and getting off IoN twice on the Ghoul unit with nice rolls for bringing models back.  The unit regains like half its number in a single turn from being down to just the Ghast.  Hexwraiths charge the Dragon Princes and they flee because I'm out of position and I can't win vs. that just yet.  The Ghoul King single-handily tears the White Lions a new asshole and I'm unable to combat reform at the end because I took such a beating.  Stubborn stays.
Sure why not, charge my flank I says.
  • The Phoenix Guard charge into the Lv.4's unit of Zombies and murder a bunch of them.  I miscast again, the forth fucking time in this game and it's really starting to get annoying.  His Mortis Engine makes me pick the one that feedbacks my wizards and I lose my Lv.1.  My Lv.4 has 2W left as he fails to wound him.  I kill an ass ton of units there, but next round he just brings them all back.  The Ghoul King eats more White Lions and that unit breaks and runs.
  • The rest of the game is pretty strange.  I end up losing my Lv.4 to his Ghoul King once combat starts over there, but I keep both Phoenix Guard and White Lions alive to tie the game.  The Dragon Princes rallies and takes another charge from the Hexwraiths, but this time I hold and flank charge them with my Archers.  Combat res does them in and pops a unit I'm otherwise unable to hurt.  We count up points at the end and it's a draw.
I shit you not, that's all that was left.

More notes:
  • I am not feeling High Magic man.  Too many DD and conditional spells when I'd rather have 2-3 hexes or Mindrazor.  I'm really feeling that Shadow will be the lore to go to, even if I don't get the +1 to cast or the stacking ward.  I hate not being able to cast into combat and my opponent is throwing out Van Hels, re-roll wounds, raising shit left and right, seriously, enough is enough.
  • The Ghoul King, F that dude.  He single-handily just tanks on my White Lions because he knows the unit has the Banner of the World Dragon and I honestly think he knows that by now.  I personally don't think he should of gotten the flank charge, but since it's a friendly game my care factor is low.  We're friends so it's all good.  If you notice, at the end I'm running away with 1 White Lion and my BSB, saving all the points from that unit.  Probably just as stupid if not more than his one surviving Ghast after 99% of the Ghoul unit burned down from Fiery Convocation.
  • Miscasts suck, I don't know why.  Oh, and on the one turn that I needed the Phoenix to kick ass along side those Phoenix Guard, I roll double 1s for winds and the Phoenix ends up dying half a turn later.  Ugh, I don't know how I punished his Terrorgheist so hard just to fall victim to back luck.  Karma?  See!  That's why you need two of those damn birds.

Monday, May 6, 2013

WHFB Review: High Elves

Long live the Asur!

High Elves were my first army in WHFB and I've played them for 12 or so years now.  I will tell you right now that this is the best book they've had in the last 3 books.  As for the review itself, it will be written with Overall Design, Internal Balance and External Balance in mind.  Check out this earlier post if you don't know the meaning of these terms.

Overall Design

The game design for High Elves is a tricky one.  You have an army filled with T3 5+ dudes but you somehow need them to be "elite".  This poses a problem because the only realistic way of getting this done in a points-based system is by having them be expensive.  You can't have cheap High Elves, it just doesn't make sense.  Their entire fluff is that they're dwindling, everyone else is getting stronger and the only way they can compete is with superior units.

Now, let me come out and say that I thought army-wide ASF via Speed of Asuryan was the best thing to happen to High Elves in 7th Edition.  Please keep in mind that I'm talking about the 7th Edition High Elves book being played in 7th Edition and not 8th.  The reason why this is so is because you can outright justify an expensive army of elite units.  The rule was simple, elegant and rightfully justified the cost of the army to be high.  A lot of people looked at SoA in 8th and blindly hated it because it turned High Elf units into blenders. Well guess what?  That's not what it was originally intended to be.

The 7th Ed. book was designed in 7th Ed. where SoA was meant to be a damage buffer.  It was something that stopped incoming damage so the limited amount of High Elf models can cheat death and stay alive in close combat.  High Elves can't have the resilience of Dwarfs, or the numbers of Skaven, this is just not their way.  The elite units of Asur needed something else to mitigate damage and that was through striking first, killing the enemy before they can strike, and thus reduce that unit's damage.  The coming of 8th's Steadfast, stepping up, and the fact that a Skaven Slave can take down a White Lion meant that the book desperately needed a rewrite.  Well, that and the fact that High Elves sell pretty well.

Enter the new book.  What has changed exactly?  Mat Ward kept ASF on all the units and gave them all Martial Prowess (fight/shoot in one extra rank).  ASF now cancels with the ASL of Great Weapons so units like White Lions and Sword Masters are no longer the blenders that they were the previous book.  Because of these changes, Ward continues the ideology that the High Elves should be few in number, elite, and are a naturally defensive army.  You can see this through Shield of Saphery (High Magic's lore attribute) especially since each successful spell from High Magic increases your ward save by +1.  If you don't have one, you gain 6+ ward.  With a heavier reliance on High Magic to obtain defensive bonuses, players will need to take full advantage of their magic to negate that damage.  Works for me.

I give Overall Design a 4.5/5.  The main philosophies of the High Elves have all been translated smoothly onto the table:  Small in number, superior in skill, reliant on magic, and naturally defensive.  I even read the fluff and checked it for Draigo nonsense.  NP, all clear.

Internal Balance

In the previous book, High Elves had 3 Core choices:  Archers, Spearmen and Lothern Sea Guard.  Now in the new book, High Elves get Ellyrion Reavers and Silver Helms as well.  This suddenly opens tons of player options and so far, no list I've seen looks the same.  There is no obvious choice to make in Core and this is something every player loves.  Books should be made where the options are viable and every choice a difficult one.  There should be no auto-includes.

As we advance through the book and check out some of the old units, you will see plenty of old favorites.  Many of the units haven't changed at all, and for the units that got worse, their points cost was decreased.  For the units that either got better or haven't changed in usefulness, their points didn't move.  Finally, for the units that suffered previously, their points were lowered while their stats were improved.  All of these were done with only minor adjustment in points, no large leaps or uncalled for moves.  Teclis has been brought down in power but saw his points decreased slightly, and Book of Hoeth now has new functionality for a more affordable price.  Even units like the Sword Master gained the ability to Deflect Shots with his sword because you know, it's fluffy.  For the first time in a long time, I haven't seen game balance this good in terms of unit layout and pricing.

When we look at the new units, we have to evaluate how they fit in comparison to other choices in the book.  There is quite a bit of uproar on many gaming forums right now because no one can agree upon a single list.  Every new unit in the book seems to be balanced out nicely in points vs. their abilities.  The Anointed is a more expensive Prince with good unit buffing stats, but he's not as good in melee and lacks the Ld.10 a Prince can offer.  The Loremaster is a Lv.2 who knows all 8 signatures with the stats of a Noble, but he can't ride a barded steed or cast as well as Lv.4.  There is literally no obvious choice and that's something very rare when it comes to an army book.  Even the mighty Frostheart Phoenix who can give units -S and ASL have to compete with the havoc it's fiery brother can cause, especially when an Anointed can take him as a mount and erupt come back on a 5+ instead of 6!

Internally, this is the best book I've seen in 8th Ed. by far.  Not only will people have a different list, but they'll have a different list layout as well.  Different core, different special choices, and even different rare.  The only thing stopping me from giving this a perfect score is the fact that some magic items are "off": 4.5/5.

External Balance

Overall, I'd say this book is good and will probably fall into the middle-high tier with 8th Ed. books in mind.  There's a ton of options to make viable and competitive builds, but there are some definite hits and misses.  For one, the Banner of the World Dragon has the community in an uproar.  While not overpowered in the sense that it's just too good in all match-ups, it's a poorly designed item.  The BotWD can be taken on almost every Special choice because of its price, and it gives the entire unit a 2+ ward vs. magical spells, attacks and weapons.  Against someone like Daemons of Chaos who all have magical attacks, this one item basically shuts down their entire army.  Sure, spells like Dwellers Below still gets around it, but the fact that it's utterly imbalanced vs. some armies and useless vs. others makes it the one hit and miss in the book.

High Elves, in short, will go back to their roots with this new book in terms of external balance.  I can personally see 4 main archetypes rise up from the ashes sort of speak and these are it:  Monster mash with a Prince on Star Dragon, multiple Phoenixes and maybe even a Noble on Griffon.  Magic heavy lists running an Archmage or Alarielle, with special infantry blocks and Phoenixes as support.  Cavalry-centric lists with Silver Helms, Ellyrion Reavers, Dragon Princes led by a Prince on barded steed.  Lastly, we might see shooty heavy lists with Archers, RBTs, Sea Guard, Lothern Sky Cutters, and some other units.  Sure, we might see some cheese builds arise such as Alarielle in a unit of White Lions with the Banner of the World Dragon spamming High Magic, but realistically, you'll probably just get kicked in the throat.

Other than that, I'd say the book's designed well to compete vs. the rest of the 8th Ed. books.  That's basically what I'm looking at these days as the golden age of balance.  You can't really compare the book to something like Dark Elves where you triple their magic items at a quarter of the cost.  That's just a byproduct of an era of gaming no one wants to remember.  3.5/5 from me - with the Banner of the World Dragon docking a whole point.  What were you thinking Mat?

Conclusion

The best book of 8th Ed. so far in terms of the solidity of design, great internal balance and decent external balance.  Questionably Mat Ward's best work ever.. which makes me question the outcome of the last Daemons book even more.  Have it at folks!

Sunday, May 5, 2013

BR #3 New HE vs. VC

Pretty sure this not Alarielle.

Played a game vs. my buddy Lucas today and his VC.  It was pretty bloody and pretty fun, and our lists were both middle of the line in terms of strength.  Until proven otherwise, from what I've played so far, HE feels very middle of the road in army strength.  Nothing too crazy has jumped out at me yet, well, aside from Banner of the World Dragon.

My list was this..
2498
10 drops

LORDS
Lv.4 Archmage, High Magic = 285
Book of Hoeth, Crown

HEROES
BSB Noble, Dragon Prince = 161
Enchanted Shield, Dawnstone, PoFool

Lv.1 Mage, High Magic = 110
Scroll

CORE
30x Spearmen (FC, SoDiscipline) = 315
15x Archers, Mus = 160
14x Archers, Mus = 150

SPECIAL
27x White Lions (FC, BotWD) = 431
9x Dragon Princes (FC, CShield, BoEFlame) = 306

RARE
Frostheart Phoenix = 240
Frostheart Phoenix = 240
Great Eagle = 50
Great Eagle = 50

His list consisted of..
A big unit of Ghouls with a Ghoul King and Lv.4 Master Necro with Peripat
3x units of Dire Wolves chaff
A big unit of Grave Guard, Wight King BSB and Banner of Barrows
One Terrorgheist and Mortis Engine
A unit of Vargheists, I think 4-5 strong

My notes:
  • OK first of all, I was overwhelmed by his magic.  The Peripat is insanely good and the Mortis Engine's +2 to cast was bonkers most of the time.  Most of the magic phases saw a good number of dice, but his ability to store 2 and use 2 in any of his casting and dispel phases was great.  Definitely overpowered my Lv.4 even with the Book of Hoeth.  VC guys take note:  This combo is super strong.
  • My Archers do a good job at killing chaff.  He makes the mistake of Vanguarding and moving too far up and gets 2 of his 3 dog units eaten alive by my Archers.  By letting Soul Quench go through, the dogs were dead rotten meat.  His Terrorgheist flew up but was unable to allocate a decent target aside from my Archer unit.  He screams at it and kills a few and that's OK with me.  Because I have a more mobile army, I relocated most of my units on the far right and basically left my Spearmen to hold my left flank.  With this one maneuver, I moved to kill with the full weight of my White Lions, Dragon Princes and both Phoenixes in a wide, sweeping arc of combo-charging death.
  • Once again, the Frostheart Phoenixes prove to be awesome.  Despite a minor mistake that left my Dragon Princes way out of position, I still managed to double charge his Grave Guard unit with my both my Frostheart Phoenixes.  I guess the Princes of Caledor let their arrogance get to them and in doing so, were a turn late to save my White Lions from his Ghoul King.  Together, they inflicted heavy, heavy casualties onto the unit.  Throughout the magic phase, I did not roll a negative modifier for Attuned to Magic once, and most of the time I was rolling with 4+ Ward and +1A.  Two of my Phoenixes chewed through 30 or so Grave Guard in 2 rounds of combat.  S6 stomps are ridiculous and the -S modifier continues to impress me.
  • Banner of the World Dragon stopped the crap out of Curse of Years.  He was rolling ridiculously hot and I think I lost 2 White Lions total in 2 rounds (I failed to dispel it) of it being on.  The Dragon Princes were a bit unlucky, on the turn that I failed to dispel it again, 3 of them went down.  I have to keep remembering to take stacking High Magic ward saves and the Dragon Armor's natural 6+ ward save.  Lucas was kind enough to remind me a couple of times.
  • I miscasted a crap ton this game, I think 3 times.  All of the wounds generated from these were saved by the Banner of the World Dragon due to the miscast being magical attacks.  Sadly, the only thing worth noting is that I had Fiery Convocation dispelled on a crucial turn due to him having so many DD from Peripat.  The rest of my magic was unimpressive except for Hand of Glory making my White Lions' unit WS7 vs. WS3 Ghouls.  This negated a ton of damage.
  • Well, his Ghoul King got into combat with my White Lion's unit and to my surprise, revealed absolutely zero magic weapons and continued to eat through 8 Lions per turn.  It was horrifying, but thankfully Stubborn kept them in the fight.  The unit eventually got whipped out, but not before my Dragon Princes and Phoenixes charge into the flanks and pop the unit due to combat res.

Things to try next time:
  • I really want to try bringing only one Frostheart Phoenix just to see how it feels.  Although 2x is the sweet spot, I think one will be decent since my meta doesn't have a ton of cannons so far.  I'm just afraid that if the Frostheart dies, I'll be missing a vital support tool for my army.
  • Putting an Ironcurse Icon onto my Lv.1 supporting Mage carrying High Magic has a chance to improve his unit's ward save to 5+ vs. Warmachines.
  • I think I'll drop the Dragon Princes into MSU units for 5-6x with Mus and that's it.  The bigger unit was definitely fun to play with, but I'm not so sure how excited I am to take them again.  I will miss that BSB though, the protection of 1+ re-rollable combined with Dragon Armor is great.  Potion of Foolhardiness is also a must-have I think in that circumstance.  Perhaps a Star Lance, Enchanted Shield + PoFools for more damage.  That remains to be seen.
  • I want to give Phoenix Guard a try, but it's just so damn expensive that I have to drop the Phoenix or replace the White Lions.  What kind of banner should I put on the PG?  As of now, I'm thinking of just putting the Banner of Eternal Flame on them and call it a day.  Put the Archmage in there and have him spam High Magic to bring the unit up to a 3+ ward.  Sounds good, will try definitely.

Going back a little:
In the first game I had with my Star Dragon, I think I definitely want to keep the Star Dragon focused on killing bigger units.  This might sound kinda low-tier, but I think I'll be sporting the Star Lance on him for a couple of games.  Sword of Might is good when combined with OTS on the Star Dragon, but that's meant for more killing rank and file.  Besides, the thought of 10 S7 attacks coming their way when they'll hopefully be at -S and ASL is just shit your pants worthy.

The real question:
Alarielle - Is she worth it compared to a Lv.4 AM with Book of Hoeth?  Here's what I'm going to do with her:  Put her in a unit of White Lions and take 1 spell from High Magic (defaults to Drain Magic), 3 from Light.  BSB tots Banner of Avelorn for +4 to cast from Lore of Light.  The White Lions have Banner of the World Dragon.  She gives the White Lions 5+ ward vs. non-magical attacks and I always have Drain Magic so I have a chance to pump up that ward.  Otherwise, I have a 2+ ward vs. all magical attacks, weapons and spells.  The unit will also have a Lv.1 supporting Light mage in case I get Banishment.

Saturday, May 4, 2013

I played 2 games with High Elves today!

Banner banned already?!

The first game was against this really nice guy who took a like-wise monster-mash list, and the second game was a against a friendly Ogres player.  To my surprise when I walked in the store today, my order arrived Friday night and I was able to get the Phoenixes together.  I went with double Frostheart Phoenix although I'm thinking about getting a third Flamespyre now.

As always, my BRs will consist of notes and confirmations rather than a play by play report.  I decided to go this route with these so you guys can take more tactical/strategic knowledge from these.

So my first game was..
2500 points, Pitched

I had..
Prince on Star Dragon
2x Frostheart Phoenix
30x LSG FC, 2x 11x Archers w/ Mus
A big unit of Dragon Princes w/ BotWD
BSB Noble with Dragon Princes
and a Lv.2 Mage running High Magic

My opponent had..
Engine of the Gods
Ancient Steggy
2x units of big Saurus Warriors
A Old Blood on Carnasaur
2x units of Salamanders
A unit of Skinks and some lizardy flyers

Notes from Game #1
  • The Attuned to Magic special rule really helps our Phoenixes' a great deal.  I kept rolling +1 attack on my Frozen Turkeys and their damage output went up considerably.  Never did I roll a 1 or 2, and only once did I roll the +1 Initiative.  On the turn that I did get 4+ Ward, I didn't need it because I was already ahead in points and unit advantage.
  • The Banner of World Dragon did not see much play in this game due to very little magic being thrown out.  Sure, the Old Blood on Carnasaur had a magic weapon, but the Dragon Princes never saw him in battle.  They were too busy killing a ton of Saurus Warriors on a direct charge from the front.
  • The Frostheart Phoenix is worth every point, to a point where I think they might be too good.  I know if there were cannons running around on the battlefield we would be having another type of discussion, but their abilities are so damn good!  I combo-charged my Prince on Star Dragon into the EotG and went to town with it.  It's a shame I managed to fluff all my attacks on the first go, but the fact that my Star Dragon can swing before his Steggy was impressive.  In fact, he's the only one that did any damage despite my Prince having a Star Lance with ASF re-rolls.
  • Blizzard Aura is absolutely amazing.  You will see that in this first game and in the next game, the Frostheart Phoenix does serious work.  Once he's in combat with a unit, their fighting effectiveness goes to shit.  Saurus Warriors that need 4s and 4s to wound your Elves, Stegadons need 5s to wound your Phoenix, and forget about the Star Dragon.  Pseudo-T8 makes him nearly untouchable with his high WS and T factored in.  One of my Frosthearts even took a flank charge from the Old Blood on Carny, did 3 wounds to the dino and only saw 1 back.  With S7, he needed 4s to wound, I passed 2 5+ Ward saves and he only did 1 wound which got healed back by Apothesis next round.  Overall, I think the Frostheart Phoenix met my expectations and then some.  The Attuned to Magic helped me in most cases and the Blizzard Aura was amazing.
  • I will probably be taking 2x Great Eagles in every list still.  I mean, why not?  They're great re-directors and give me extra cheap drops that I can use to better position my heavy hitters.  I'm not entirely sure on the LSG, but I'm pretty happy with my Dragon Princes doing work on his Saurus.  I will need to see more tries with such a beefy bus before I make any more judgement.
  • I talked to a couple of guys who are running tournies and leagues in my area and it's confirmed:  Banner of the World Dragon will be banned.  In a sense, I agree because it allows for some really stupid imbalances (Daemons), but I don't think the banner itself is overpowered.  It's mainly the fact that Daemons can't touch it that's causing it to be banned, nothing else.
  • My Prince on Star Dragon build was: Prince, Star Dragon, Heavy Armor, Great Weapon, Enchanted Shield, Star Lance, and 4+ Ward.  It comes out to 622, but I'm not sure if it's completely needed to take a Star Dragon.  I guess at the end of the day, it really depends on your meta.  If a lot of WS3 troops running around, and S5, then I would probably look at the Star Dragon.  Otherwise, the cheaper Moon Dragon might be a solid option.

Game #2 was..
2000 points, Pitched

I had..
Lv.4 Archmage, Book of Hoeth, Crown, High Magic
Lv.2 Mage, Scroll, High Magic
BSB, Armor of Caledor, GW
24x White Lions, FC, BotWD
30x Spearmen FC, SoDisc, 2x units of 10x Archers w/ Mus
2x Frostheart Phoenixes

He had..
Tyrant, Fencer's Blades, Greedy Fist
Lv.2 Butcher in a unit of 5x Leadbelchers
A big unit of Ironguts
A decent unit of Bulls
2x Mournfang
Ironblaster

Notes from Game #2
  • A smaller game for sure, and the first thing I noticed was how much I can fit in such a small game!  I took all the things I wanted to pretty much because I was so impressed by the Frosthearts from the previous game.  The thing to take away from this is how much we can fit with in a 2K game and still play moderately competitive.  I'm sure the Frosthearts take all the glory though.
  • Much like the first game, I did not see one poor roll with my Attuned to Magic.  Multiple times I was seeing +1 Attack, +1S and 4+ Ward.  Two times I got the 4+ Ward and my opponent just said nevermind and attacked something else.  That works for me!
  • This is the first game I got to try out High Magic in all its glory.  Sure, I didn't have the Loremaster, but after this game, I'm not sure if I really need one.  Here's why:  My Archmage was extremely greedy with the spells he wanted to cast.  I rolled into Fiery Convocation but I decided to swap it out for Drain Magic, along with Soul Apotheosis, Hand of Glory, Tempest and Arcane Unforging.
  • First thing's first, I'm not sure how much I like Arcane Unforging being a direct damage spell.  I charged into combat with my White Lions early and I barely casted this thing.  Being direct damage severely limits this spells use IMO.  The 24" is solid and I can see this being used on enemy BSBs a lot, but not being able to use it in combat makes it a lot weaker than I originally anticipated.
  • Hand of Glory is freaking amazing vs. WS3 units when you're WS5+ on your Elites and good stuff.  I got this spell off a good amount of times because I squeezed out so many casts and rolled a 3 on the D3.  WS7+ gives you a damage buffer against all enemies trying to hit you and that's fantastic.  To make things even more exciting, the fact I got to throw out so many spells stacked up a good amount of Ward saves on my White Lion's unit.  With the +5 to cast from my AM and Book of Hoeth, I managed to throw out a good amount of spells every turn.  In 3 of my turns, I had 2 5+ wards and a 4+ ward on my unit of White Lions.  That's a ton of reduced damage in combination with WS8 vs. WS3 troops.
  • Again, the Blizzard Aura does serious work.  The Phoenixes are huge because of their threat range and their ability to support any combat the way only a flyer can.  My White Lions managed to pull out a 9" charge on his Tyrant's Irongut unit and my opponent just took it.  Once the Phoenixes came in as support he knew he was a goner.  Yes, both Phoenixes, Hand of Glory on the White Lions, -1S ASL on his unit, and +1 attack on both birds.  Man, it was so good.
  • With the Lv.4, almost all of the spells from the High Magic lore is playable with 2 dice, especially if you have the Book of Hoeth.  I even managed to stop a high-roll on one of hi spells by turning one of my dispel dice of 1 into a 6.  Bam, IF dispelled, sorry.  I'm a little unsure about Soul Quench, Tempest, Arcane Unforging AND Fiery Convocation being all direct damage-ish spells, but I definitely need more games to confirm my findings.  I just think I'll severely limit my magic phase if I can't cast these spells into close combat.  Less casts equates to less wards being stacked up too.

Additional Notes:
  • Now that I've seen the Lv.4 AM in action with the Book, I'm not so sure on the Loremaster.  Spell flexibility is one thing, but like a lot of people have said before; I didn't have the dice to throw them.  Realistically, you're only throwing spells with your AM.  High Magic is great because of the low costs, the +5 to cast and stackable wards, but I'm unsure about a full half of the spells being DD.
  • I will be adjusting some of my lists to not incorporate the Loremaster in the same list as my AM.  I will hopefully fill that void with either an Anointed, or a Prince to go with my Dragon Princes.  After the AM's performance, I'm not sure if I even need the Lv.2.  I might take a Lv.1 with High Magic just for another a another Drain Magic.  From what I've seen of the spell, I think it's amazing.
  • Everything about the Frostheart Phoenix is true.  The guy is an utter beast and is arguably the best support unit in the High Elf army.  I absolutely cannot see me playing without this guy and I know I'll be taking 1-2 from now on in every game.  However, I'm going to try out the Flamespyre Phoenix in my next game vs. Vampire Counts (maybe, want to build it first).  Don't worry, the competitive crowd isn't in yet and we're just trying out new stuff.  I am super excited though!
  • Surprise surprise, it looks like BotWD will be banned in major tournaments in my area.

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