2500 pt WE army
Posted: 23 Aug 2015, 20:28
This is a combat orientated list with No Wild Riders, No Sisters o/t Thorn, and No Waywatchers.
I believe I'm at exactly 2499 points. Obviously this isn't a competitive list. I think it simply would be fun and a bit of a surprise.
I was thinking of choosing High Magic for Walk Between Worlds. With an 18" march move and Walk Between the Worlds, I could have the cavalry unit in the opponent's backfield on turn one but I don't like making a list that depends on a spell that I might not get or might not be able to cast.
I went with Lore of Death primarily for the strength boost in Power of Darkness and I went with Life primarily for the Lore Attribute.
The eagles and Warkhawk Riders should be able to run interference so that the cav unit can get into the backfield by my turn two.
Glade Lord: general, Great Stag, light armor, Enchanted Shield, Giant Blade, Talisman of Endurance, Potion of Foolhardiness, Asrai Longbow, Starfire shafts; 3+, 5++
Glade Captain: BSB, Great Stag, light armor, shield, Dragonhelm, Hail of Doom Arrow, Asrai Spear, Asrai Longbow, Moonfire shafts; 3+, (2++ vs fire)
Glade Captain: Great Stag, light armor, shield, Helm o/t Hunt, Dragonbane Gem, Potion of Strength, Asrai Spear, Shield. Asrai Longbow, Moonflight shot; 3+, (2++ vs fire)
Glade Captain: Great Stag, light armor, shield, Trickster's Helm, Asrai Spear, Asrai Longbow, Moonfire shot; 3+
Deathweaver: Unicorn; level 4, Book of Ashur, Relic Sword; Opal Amulet; 6+ (4++);
Spellsinger: Unicorn, Life, Level 2, Dispel Scroll, Ruby Ring of Rhuin; 6+
four units of 10 x GG w/musician; all Trueflight Arrows
one unit of 6 x Deepwood Scouts, Trueflight Arrows
one unit of 3 x Warhawk Riders
GE
GE
Your thoughts, please.
I believe I'm at exactly 2499 points. Obviously this isn't a competitive list. I think it simply would be fun and a bit of a surprise.
I was thinking of choosing High Magic for Walk Between Worlds. With an 18" march move and Walk Between the Worlds, I could have the cavalry unit in the opponent's backfield on turn one but I don't like making a list that depends on a spell that I might not get or might not be able to cast.
I went with Lore of Death primarily for the strength boost in Power of Darkness and I went with Life primarily for the Lore Attribute.
The eagles and Warkhawk Riders should be able to run interference so that the cav unit can get into the backfield by my turn two.
Glade Lord: general, Great Stag, light armor, Enchanted Shield, Giant Blade, Talisman of Endurance, Potion of Foolhardiness, Asrai Longbow, Starfire shafts; 3+, 5++
Glade Captain: BSB, Great Stag, light armor, shield, Dragonhelm, Hail of Doom Arrow, Asrai Spear, Asrai Longbow, Moonfire shafts; 3+, (2++ vs fire)
Glade Captain: Great Stag, light armor, shield, Helm o/t Hunt, Dragonbane Gem, Potion of Strength, Asrai Spear, Shield. Asrai Longbow, Moonflight shot; 3+, (2++ vs fire)
Glade Captain: Great Stag, light armor, shield, Trickster's Helm, Asrai Spear, Asrai Longbow, Moonfire shot; 3+
Deathweaver: Unicorn; level 4, Book of Ashur, Relic Sword; Opal Amulet; 6+ (4++);
Spellsinger: Unicorn, Life, Level 2, Dispel Scroll, Ruby Ring of Rhuin; 6+
four units of 10 x GG w/musician; all Trueflight Arrows
one unit of 6 x Deepwood Scouts, Trueflight Arrows
one unit of 3 x Warhawk Riders
GE
GE
Your thoughts, please.