Re: Kinband of Ioreth's Hollow - All Comers 2500pts
Posted: 16 May 2014, 18:20
Spellweaver, Level 4, Lore of Shadow, Elven Steed, Book of Ashur, Talisman of Endurance
Glade Captain, BSB, HoDA, Charmed Shield, Opal Amulet
Waystalker, Bow of Loren
4x 10 Glade Guard with Trueflight, Mus
2x 6 Wild Riders with shields
8 Sisters of the Thorn, Full Command, Lichebone Pennant
3 Warhawk Riders
5 Wardancers
2x Great Eagle
2x 9 Waywatchers
Total 2,499.
Setup
The Wizard goes into the Sisters of the Thorn. The unit will have a 3++ vs Magic due to the Lichebone Pennant, and the wizard will have a 4++ vs the dreaded Death snipes. I take Full Command to run the unit in 3x3 and protect the wizard in the dead center (kind of like how the Bretonnians do it). With them being Fast Cav I can easily reform them later in the game. The BSB goes into a unit of Glade Guard. The Waystalker deploys in a unit of Waywatchers.
Deployment Order
Forest
Great Eagle x2
Wardancers
Warhawk Riders
Wild Riders x2
Sisters of the Thorn
Glade Guard x4
Wizard & BSB
Waywatchers x2
Waystalker
Basic tactics
Keep the wizard bunker away from everything and ideally in a forest to get +6 to cast everything - use the Withering to weaken high Toughness monsters, Miasma and Curse of Anraheir to control movement. Use the Waystalker to kill enemy L4 as quickly as possible, then focus on supporting characters - BSB, Warrior Priests, Engineers, L2s and so forth. Glade Guard target order is chaff, Withered monsters, then other units. Warhawk Riders primary target is War Machines and infantry / cavalry characters (with the KB). Wild Riders can put flanking pressure on, or hold back until enemy units are weakened by bow fire to finish up. Waywatchers primary target is obviously heavy armor, and then switch to multishot mode to deal with large blocks. Wardancers protect the Glade Guard and come in late game to provide help with combat res.
Thoughts
This is a fairly balanced list which should be admitted under pretty much any comp system (hence no Sisters of Twilight because a lot of comp bans special characters), while still being one of the most competitive builds I can come up with. An argument can be made that it relies on magic to deal with high toughness ("hey, why not take Hagbane Tips?"), which is true to an extent. However, being able to drop 80 shots per turn with AP on any Monster, even without the Withering, is going to hurt it. And for those games where I don't roll Withering, there's Mind Razor (odds of not getting one or the other: 1 in every 1296 games). I'm not too worried about losing the Wizard, because saturating with bow fire (~80 shots per turn, plus a HoDA) can still really hurt high Toughness stuff. You can use the Eagles and Warhawk Riders to help prevent unnecessary charges from the Wild Riders (which is why I don't bother trying to keep them in a Leadership bubble or give them any of the magic banners to help with Frenzy). Also, with it being MSU and all infantry / cavalry, there are no good targets for War Machines - the bunker of Sisters is the obvious target but with a 4++, the odds are definitely in our favor of surviving the 1-2 shots we'll take before the War Machine is engaged in close combat.
Glade Captain, BSB, HoDA, Charmed Shield, Opal Amulet
Waystalker, Bow of Loren
4x 10 Glade Guard with Trueflight, Mus
2x 6 Wild Riders with shields
8 Sisters of the Thorn, Full Command, Lichebone Pennant
3 Warhawk Riders
5 Wardancers
2x Great Eagle
2x 9 Waywatchers
Total 2,499.
Setup
The Wizard goes into the Sisters of the Thorn. The unit will have a 3++ vs Magic due to the Lichebone Pennant, and the wizard will have a 4++ vs the dreaded Death snipes. I take Full Command to run the unit in 3x3 and protect the wizard in the dead center (kind of like how the Bretonnians do it). With them being Fast Cav I can easily reform them later in the game. The BSB goes into a unit of Glade Guard. The Waystalker deploys in a unit of Waywatchers.
Deployment Order
Forest
Great Eagle x2
Wardancers
Warhawk Riders
Wild Riders x2
Sisters of the Thorn
Glade Guard x4
Wizard & BSB
Waywatchers x2
Waystalker
Basic tactics
Keep the wizard bunker away from everything and ideally in a forest to get +6 to cast everything - use the Withering to weaken high Toughness monsters, Miasma and Curse of Anraheir to control movement. Use the Waystalker to kill enemy L4 as quickly as possible, then focus on supporting characters - BSB, Warrior Priests, Engineers, L2s and so forth. Glade Guard target order is chaff, Withered monsters, then other units. Warhawk Riders primary target is War Machines and infantry / cavalry characters (with the KB). Wild Riders can put flanking pressure on, or hold back until enemy units are weakened by bow fire to finish up. Waywatchers primary target is obviously heavy armor, and then switch to multishot mode to deal with large blocks. Wardancers protect the Glade Guard and come in late game to provide help with combat res.
Thoughts
This is a fairly balanced list which should be admitted under pretty much any comp system (hence no Sisters of Twilight because a lot of comp bans special characters), while still being one of the most competitive builds I can come up with. An argument can be made that it relies on magic to deal with high toughness ("hey, why not take Hagbane Tips?"), which is true to an extent. However, being able to drop 80 shots per turn with AP on any Monster, even without the Withering, is going to hurt it. And for those games where I don't roll Withering, there's Mind Razor (odds of not getting one or the other: 1 in every 1296 games). I'm not too worried about losing the Wizard, because saturating with bow fire (~80 shots per turn, plus a HoDA) can still really hurt high Toughness stuff. You can use the Eagles and Warhawk Riders to help prevent unnecessary charges from the Wild Riders (which is why I don't bother trying to keep them in a Leadership bubble or give them any of the magic banners to help with Frenzy). Also, with it being MSU and all infantry / cavalry, there are no good targets for War Machines - the bunker of Sisters is the obvious target but with a 4++, the odds are definitely in our favor of surviving the 1-2 shots we'll take before the War Machine is engaged in close combat.