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ludwigthemad
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Post subject: Open War List - Again Posted: Wed Aug 26, 2009 9:29 am |
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| Gobbo |
Joined: Wed Feb 06, 2008 6:09 pm Posts: 58
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Warrior Priest
Barded Warhorse/Heavy Armour
Biting Blade/Van Horstmans/Enchanted Shield
Wizard
Level 2
Burning Head bound spell
Wizard
Level 2
Orb of thunder or Rod of Power (Can't decide)
7 Knights
Full Command
War Banner
7 Knights
Full Command
Steel Standard
10 Handgunners
Musician/Hochland
10 handgunners
Musician/Hochland
20 Swordsmen
Full Command
Detachment of 9 halberdiers
10 Huntsmen
5 pistoliers
Musician/Repeater Pistol
Cannon
Cannon
Steam Tank
OK here is a modified list. I think I need the Orb of thunder to counteract fliers but others may disagree
What do you think?
And can people start there own threads for their own army lists please
T
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Periculosus
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Post subject: Posted: Wed Aug 26, 2009 10:44 am |
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| Club Treasurer |
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Joined: Sun Feb 03, 2008 1:01 pm Posts: 995 Location: Sheffield
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The orb will work really well against terradons, harpies, furies etc. It may inconvienience pegasus riders (although their ground move is pretty big too). I'd go with it.
The rod makes a more versatile magic phase; providing better defence vrs 3 level 2s and better offence vrs dwarves and other magic lights. However with 5 dispel and 6 power + bounds you already have a pretty versatile magic phase.
Swings and roundabouts really.
Cheers,
Pete
_________________ WFB: Dark Elves, Empire, High Elves, Chaos Mortals, Lizardmen, Orcs&Goblins, Skaven and Vampire Counts.
40K: Marines (Blood Drinkers, Mentors) Orks, Eldar, Tau and Chaos Marines.
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ludwigthemad
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Post subject: Posted: Wed Aug 26, 2009 12:00 pm |
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| Gobbo |
Joined: Wed Feb 06, 2008 6:09 pm Posts: 58
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Pretty much my thoughts really.
What about the army composition. I am thinking that i should be able to pick of characters reasonably well with the Cannons and Hochlands.
Do you see any areas to improve
Do I really need the Huntsmen? (rarely get their points back but the march blocking can prove very useful for the rest of the army)
T
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Periculosus
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Post subject: Posted: Wed Aug 26, 2009 3:59 pm |
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| Club Treasurer |
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Joined: Sun Feb 03, 2008 1:01 pm Posts: 995 Location: Sheffield
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Scouts are always useful. They may not seem to get their points back, but the other effects on the game make them worth taking.
Character assassination is fine, add in fire magic's wall of fire, or metals' character snipe if you need to. Cast re-roll hits and failed wounds onto the Hockland champion and watch the wizards quake in fear. Also be on the lookout for characters foolish enough to not keep 5 rank and file troops with them. (Especailly knight units once your handgunners have had a go.) No 5 friends, no look out sir, all of a sudden the cannon is looking even more dangerous.
Cheers,
Pete
_________________ WFB: Dark Elves, Empire, High Elves, Chaos Mortals, Lizardmen, Orcs&Goblins, Skaven and Vampire Counts.
40K: Marines (Blood Drinkers, Mentors) Orks, Eldar, Tau and Chaos Marines.
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ludwigthemad
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Post subject: Posted: Wed Aug 26, 2009 4:16 pm |
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| Gobbo |
Joined: Wed Feb 06, 2008 6:09 pm Posts: 58
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I am thinking of 2 fire wizards for the brutality and usefulness versus skirmishers (something this army struggles with at distance otherwise)
I like reroll to wound on the wizards. It is really good with the 2d6 fireball, makes them that bit more vicious.
But yes on the hochlands is fairly standard and v useful.
So maybe i will go with this variant then. I quite like it. It has 1 block of rasonably solid troops (Unless it meets anything decent). A fair amount of manouverability and a good magic and shooting phase.
I am sure that there are many that can outdo me in certain areas but as an all round ithink it is pretty good
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ludwigthemad
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Post subject: Posted: Thu Aug 27, 2009 10:55 am |
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| Gobbo |
Joined: Wed Feb 06, 2008 6:09 pm Posts: 58
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I am also thinking that the unit of knights with the steel standard should have great weapons instead of lances. Great weapons really need to hit first so the steel standard makes sense with the extra charge range and then they are good for hitting the tougher opponents in subsequent rounds (better for a flank charge unit reather than full on methinks)
Thoughts?
T
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Periculosus
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Post subject: Posted: Thu Aug 27, 2009 2:09 pm |
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| Club Treasurer |
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Joined: Sun Feb 03, 2008 1:01 pm Posts: 995 Location: Sheffield
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I'd prefer to keep the AS 1+, to keep the flanking unit there as long as possible. However, that is personal preference.
Great weapons are good fun, although much better on ICK. The fact they only get +1 S rather than +2 means you no longer wound on 2s.
The steel standard is always fun, anything to suprise your opponent. Go with the great weapons if you have the models. (They look nice)
Cheers,
Pete
_________________ WFB: Dark Elves, Empire, High Elves, Chaos Mortals, Lizardmen, Orcs&Goblins, Skaven and Vampire Counts.
40K: Marines (Blood Drinkers, Mentors) Orks, Eldar, Tau and Chaos Marines.
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englishdemon
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Post subject: Posted: Thu Aug 27, 2009 5:31 pm |
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| Boss |
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Joined: Sun Feb 03, 2008 7:13 am Posts: 463 Location: in the middle at the top
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to be honest whenever i take the orb i never face an army with flyers, but then for the points i'd take the risk because of all the demons, terradons and dragons that are about it's always worth the gamble and can change the course of the game. and with there being no over powered lords i think you may need it more as people will try to rely on tactics.
_________________ ¡ʇuǝɹǝɟɟıp ןǝǝɟ ʇsnɾ ı sǝɯıʇǝɯos
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ludwigthemad
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Post subject: Posted: Fri Aug 28, 2009 10:44 am |
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| Gobbo |
Joined: Wed Feb 06, 2008 6:09 pm Posts: 58
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Yeah the orb could end up pointless.
but I feel that it is to useful to not take on the off chance i need it.
That will give me 6 power dice and up to 3 bound spells per turn if the opponent has any flyers and leaves him wondering where to use his dispel dice.
Hopefully it should do fairly well
But i am seriously out of practice so regular players should take me apart. That is fine tho as long as I enjoy the game.
Heres hoping for an easy draw in the first round and someone who got lucky for the second and a blind player for the third : )
T
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englishdemon
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Post subject: Posted: Fri Aug 28, 2009 11:12 am |
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| Boss |
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Joined: Sun Feb 03, 2008 7:13 am Posts: 463 Location: in the middle at the top
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if you want a game against demons sometime before i could write a list up
_________________ ¡ʇuǝɹǝɟɟıp ןǝǝɟ ʇsnɾ ı sǝɯıʇǝɯos
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ludwigthemad
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Post subject: Posted: Fri Aug 28, 2009 11:38 am |
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| Gobbo |
Joined: Wed Feb 06, 2008 6:09 pm Posts: 58
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Would love a game Ali, but getting to the club these days is a problem.
Maybe when Dylan settles a bit more it will be feasible, but there is no guarantee that that will happen in tiime.
It's not a problem to me really, just getting in the excuses early.
If I get a chance to come up the club I will post in the want a game section and if you reply first we can have the said game matey
T
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Gareth
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Post subject: Posted: Fri Aug 28, 2009 9:24 pm |
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| Savage Orc |
Joined: Sun Feb 03, 2008 10:16 am Posts: 282
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The Orb may or may not be useful and even against an army where they have flyers it can be dispeled with a scroll or once he knows you have it, a couple of dice.
The rod will ALWAYS be useful, no matter who you play.
Go with the Rod
Gareth
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