So I have been thinking a lot lately about how to tear into the new elf and undead legion armies. It occured to me that the best way is still through our Old Bloods and Scar vets. However, given the new magic rules, it seems like a great list should rely even less on magic than before.
With this in mind, I thought, why not try and get a list together that utilizes our strengths and minimizes our magic. The following is what I came up with:
General: Oldblood, Coldone, AOD, Dawnstone, OTS, Ironcurse, Sharmed Shield
Oldblood, Coldone, Glittering Scales, Fencer's Blades, Talisman of Endurance, Luckstone, Potion of Speed
Oldblood, Coldone, Steghelm, Pirahna Blade, Seed of Rebirth
Lords Total: 816
Scar vet, Light Armor, Shield, Warrior Bane, Talisman of Preservation, BSB
Scar vet, Coldone, GW, Armor of Fortune, Obsidian Trinket
Skink Priest - Beasts, LVL 2, Scroll, Sceptre of Stability
Skink Priest - Heavens, Cube
Heros Total: 554
Core:
30 Saurus, HW & Shield, Full Command
10 Skink Cohort
10 Skink Cohort
10 Skink Cohort
10 Skink Skirmisher
10 Skink Skirmisher
Core Total 650
7 Coldone Riders, Full Command
7 Coldone Riders, Full Command
The idea is that the general and the mounted scar vet go in one COR unit, while the 2 non-general Old Bloods go in the other. The BSB is in the saurus unit, and the cohorts are chaff. The skirmishers are priest bunkers, and the beast priest and unit will venture just far enough to be able to wyssans and savage beast the COR units.
I anticipate my COR units will be on my flanks, and will push hard. If needed, I will be able to shoot out a character to attack an especially killy monster or character, keeping the rest of my COR unit out of combat and thus not giving free combat res away.
The main problems I see are arrows. The Wood Elves made quite a resurgence before the EOT Khaine, and now I suspect I will face multiple armies with special magic arrows.
Thoughts or other concerns I may have missed would be appreciated.
With this in mind, I thought, why not try and get a list together that utilizes our strengths and minimizes our magic. The following is what I came up with:
General: Oldblood, Coldone, AOD, Dawnstone, OTS, Ironcurse, Sharmed Shield
Oldblood, Coldone, Glittering Scales, Fencer's Blades, Talisman of Endurance, Luckstone, Potion of Speed
Oldblood, Coldone, Steghelm, Pirahna Blade, Seed of Rebirth
Lords Total: 816
Scar vet, Light Armor, Shield, Warrior Bane, Talisman of Preservation, BSB
Scar vet, Coldone, GW, Armor of Fortune, Obsidian Trinket
Skink Priest - Beasts, LVL 2, Scroll, Sceptre of Stability
Skink Priest - Heavens, Cube
Heros Total: 554
Core:
30 Saurus, HW & Shield, Full Command
10 Skink Cohort
10 Skink Cohort
10 Skink Cohort
10 Skink Skirmisher
10 Skink Skirmisher
Core Total 650
7 Coldone Riders, Full Command
7 Coldone Riders, Full Command
The idea is that the general and the mounted scar vet go in one COR unit, while the 2 non-general Old Bloods go in the other. The BSB is in the saurus unit, and the cohorts are chaff. The skirmishers are priest bunkers, and the beast priest and unit will venture just far enough to be able to wyssans and savage beast the COR units.
I anticipate my COR units will be on my flanks, and will push hard. If needed, I will be able to shoot out a character to attack an especially killy monster or character, keeping the rest of my COR unit out of combat and thus not giving free combat res away.
The main problems I see are arrows. The Wood Elves made quite a resurgence before the EOT Khaine, and now I suspect I will face multiple armies with special magic arrows.
Thoughts or other concerns I may have missed would be appreciated.