2000pts versus Asur - NO magic

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2000pts versus Asur - NO magic

Postby JMMelo » 03 Oct 2007, 21:35

My regular Asur opponent spends a lot of points on wizards and magic items... I really have no way of beating him there, so I am taking a different approach...

LOTS of shooting... he usually only has one archer unit and 2 larger spearelf units, 2 5 man scout teams, eagles and RBT... I am going with:

1 Treeman Ancient @ 425 Pts
General
Muster of Malevolents [25]
Pageant of Skrikes [25]
Murder of Spites [25]
Cluster of Radiants [25]

9 Dryads @ 108 Pts

9 Dryads @ 108 Pts

8 Dryads @ 96 Pts

10 Glade Guard @ 120 Pts

10 Glade Guard @ 120 Pts

5 Glade Riders @ 120 Pts

5 Glade Riders @ 120 Pts

10 Wardancers @ 194 Pts
1 Bladesinger @ [14] Pts

5 Waywatchers @ 120 Pts

1 * Alter Noble @ 158 Pts
Alter; Great Weapon; Longbow; Light Armour; Shield
Stone of the Crystal Mere [30]
Helm of the Hunt [20]

1 * Alter Noble @ 158 Pts
Alter; 2ndWeapon; Longbow; Light Armour; Shield
Hail of Doom Arrow [30]
Sword of Might [20]

1 * Alter Noble @ 156 Pts
Alter; 2ndWeapon; Longbow; Shield
Bow of Loren [35]
Briarhearth [15]

Casting Pool: 2

Dispel Pool: 3

Models in Army: 75

oppinions?
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Re: 2000pts versus Asur - NO magic

Postby JMMelo » 03 Oct 2007, 23:02

And a question:

Can my general stand and shoot with more than 1 "shooting attack", eg: roots and the attacks from spites?
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Re: 2000pts versus Asur - NO magic

Postby Spaar » 04 Oct 2007, 16:39

To answer your question, you may "stand and shoot" with both strangleroot and Muster of Malevolents, as is stated in their rules. The Pageant of Shrikes cannot stand and shoot at all.

It's definately an interesting list. I personally would take a spellsinger scroll caddy to give my units enough time to reach the wizards alive.

Also, why not give the Hunter's Talon to one of your Alter Nobles? That way you can pick out the wizards just like you could with Pageant of Shrikes.

I think that the most fragile unit will be the way watchers. Swap them out for Wild Riders.

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Re: 2000pts versus Asur - NO magic

Postby Hyarion » 04 Oct 2007, 17:19

Strangleroots does not specify that the Treeman/Ancient in question can Stand and Shoot with them. Hopefully it will be addressed in a FAQ (if we ever get one)....
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Re: 2000pts versus Asur - NO magic

Postby JMMelo » 04 Oct 2007, 18:47

I know stragleroots does not say it can be used to S&S, but is does not say it cannot either... My group is generally OK with it, so I use it like that :)

Hunter´s talon definitly was an option, but I wasnt sure about using 2 snipers or 2 HtH alters... I figure my dryads will need more support than the shooting troops, and I dont want to put all my eggs on the treemen basket :)
Last edited by JMMelo on 04 Oct 2007, 20:32, edited 1 time in total.
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Re: 2000pts versus Asur - NO magic

Postby Tethlis » 04 Oct 2007, 19:21

I think you're going to want some form of magic protection. Multiple Alters are useful, but they'll be easy meat for magic missiles. They won't do you any good if they're taken down quickly. I think the only effective way for Asrai to completely ignore magic defense is with a Forest Spirit list. Such a list allows us to take relatively cheap, durable, numerous troops who have better survivability than our Elven units. Try this list and see what happens, but I think some dispel dice and scrolls will serve you much better.
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Re: 2000pts versus Asur - NO magic

Postby mydnight » 05 Oct 2007, 00:01

Although GW hasn't covered it, strangleroots is a specialised shooting attack, pretty much like sallie's attack and breath attacks: in general i think anything that doesn't roll to hit should not be allowed to S&S, but that's me :p
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