Thursday, August 18, 2011

The Sands Keep Shifting......Still

So after feedback and some discussions with Jack (which were primarily “I’ve got no idea how it will play”), I’ve come up with a revised list.

The revisions take out some of the “luxuries” that were in the first list and make it a bit leaner. I like it flexibility and the variety of options it has to counterpunch. Certainly I think it is suited to my general wargaming playstyle which is to force the enemy forward then counterattack.

Here’s the list breakdown:

Liche High Priest – Level 4 Hiero, Lore of Nehekhara, Earthing Rod, Talisman of Preservation
Liche High Priest – Level 4, Lore of Light, Dispel Scroll, Dragonbane Gem, Ruby Ring of Ruin

Tomb Herald (BSB) – Standard of Discipline

20 Skeleton Archers
20 Skeleton Archers
20 Skeleton Archers
4 Chariots – Std, Banner of the Eternal Flame

Warsphinx with Fiery Roar
Warsphinx with Fiery Roar
Tomb Scorpion
Tomb Scorpion
4 Necropolis Knights
3 Carrion

Casket of Souls
Screaming Skull Catapult


Okay, here are my thoughts on the list.

Characters

I’ve decided to limit my points spend to three characters. Really couldn’t see the benefit of Tomb King or Prince given the army setup. To me, they effectively become expensive Helms of Commandment which doesn’t suit what I want to do. The two Level Fours is a gamble – in that it is quite points intensive. However, it provides some risk-taking ability around dispel attempts that you don’t normally have. The mix of Lores is necessary to ensure breadth of spells. As to the fitout, I originally had the Cloak on my Hiero but I listened to Jack’s view that it was overpriced. I swapped for the 4+ Ward which I believe has better all round protection. The Earthing Rod is compulsory item in all my lists these days. The second LHP has the obligatory scroll and the very cheap (and useful) gem – 2+ Wd against Flaming Attacks – all for 5 points. The Lore of Light has two good magic missiles. However by taking the Ruby Ring I’m not forced to take the magic missile spells if I want to use the rest of the lore.

The BSB is there for one reason. To give greater certainty to fast reform manoeuvres. I really want my archers to reform and shoot and using Ld 9 with re-roll gives me some comfort.

Core

The three units of Archers are cheap – 120 points each – but on average give 20 hits per shooting phase regardless of the target. The chariots with the Flaming Banner act as a force multiplier giving the opportunity to decimate those opponents who rely on Regeneration. With the 4D6 impact hits they aren’t too shabby on the charge.

Special

The counterpunch in the army is concentrated in the Special choices. I know that some people dismiss the scorpions but I think they have a definite role in the army. We’ll see how that develops. The Carrion have the ability to hurt things like Harpies, Fast Cavalry and small skirmish units. I think they are a steal at their points. The Sphinxes and Knights are new units – which has some appeal – but “internet wisdom” also suggests they are very strong choices. We’ll see how they go.

Rare

The two Rares are pretty much default choices. The Casket provides Power Dice while the SSC gives the army greater reach. Skulls of the Foe seems overpriced at 30 points so wasn’t included.

So there is the army and my thought process.

I’d appreciate any comment, feedback, ridicule etc.

9 comments:

  1. 8 levels of magic + casket, 60 archers and 2 large terror causers. If this is where WFB is heading then I'll stay clear. Looks boring as to me...

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  2. That's cool James.....each to his own.

    I suspect a lot of people feel the current 40k meta-game with multiple hydras, Ghazghull + Mega-Nobs, Mephiston, multiple hive guard, Psyfleman Dreads, 5+ Venoms and three Long Fang packs also looks a little boring.

    The list is a departure from the current phad of massive blocks of infantry rumbling into combat so I personally think it might be a little less boring than you think.

    But that's the good thing about the hobby - it offers different things to different people.

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  3. Hi Pete,

    I really like how you've explained your rationale and thinking behind your army list. Can I ask a few questions:

    No standards (or command) on the archers?

    With the BSB fast reform, I assume this is to re-align the archers (in a 10 x 2 formation) against a new target rather than reform them into a deeper formation (say 5 x 4) for combat?

    What base sizes are Tomb Scorpions and Carrion these days? 40x40?

    Where will your liche priests be located?

    Thanks,
    Bryan.

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  4. A lack of Standards is definitely going to be an issue. Assuming this is a TAC list then in the Breakpoint scenario you lose the Chariots, BSB or your General and auto lose (or at least can no longer win).

    Do you really think two Level 4's are going to be worth it, its basically impossible to support more than one Level 4 without some way to get extra dice. I've run double Slann (just barely possible at 2400pts) and found that you really struggle to use them effectively because even with Rumination (admittedly only on one of them, at 2500pts you get it on both) you don't get enough dice. This is playing without any of the comp/hard cap restrictions on dice per phase which are present at every tournament which would make it even harder to make 2 Level 4's work. If nothing else you are going to double the length of your magic phase because you have twice as many spells to pick.

    There is plenty of nasty stuff in this list, but its also got plenty of vulnerable VPs. Those Archer blocks aren't exactly the safest places to put your Level 4's and BSB.

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  5. Casket gets him the extra dice. It's not as vulnerable as you'd think imho. Diamond hard list, will do super fantastic.

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  6. The second Level 4 is the big question...a Lvl 2 may work better as people suggest. Need to see how it works on table.

    Yep, archer blocks are bunkers. So I'll need to work to keep them alive. The Breakpoint scenario is hard but not necessarily a lost cause. Requires smart play....but yes increased risk.

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  7. Just realised I have not got my musos so archers cant swift reform

    Choice is to drop Scorp and buy Stds and Musos on all three Archer blocks plus 4th Carrion

    or

    Drop to Lvl 2 with Light

    I'll play around with AB.

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  8. Reworked as:

    Liche High Priest – Level 4 Hiero, Lore of Nehekhara, Earthing Rod, Talisman of Preservation
    Liche Priest – Level 2, Lore of Light, Dispel Scroll, Ruby Ring of Ruin

    Tomb Herald (BSB) – Standard of Discipline

    20 Skeleton Archers - Muso, Std
    20 Skeleton Archers - Muso, Std
    19 Skeleton Archers - Muso, Std
    4 Chariots – Std, Banner of the Eternal Flame

    Warsphinx with Fiery Roar
    Warsphinx with Fiery Roar
    Tomb Scorpion
    Tomb Scorpion
    4 Necropolis Knights
    4 Carrion

    Casket of Souls
    Screaming Skull Catapult

    So dropping to a Lvl 2 gives me the points to add Muso and Stds to all Archers and an extra Carrion. Disappointed I've had to drop the Gem but Ring becomes more important with Lvl 2

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  9. Looking good, shored up the weak-point, now get playing sir!

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