This blog is designed to be my step by step walk through life as a Wood Elf player in Warhammer Fantasy (8th Edition). As we all know, Wood Elves have become one of the hardest armies to play but it is my goal to take the world by storm and show you all how to use your Army to its fullest...oh and now there is Beastmen lurking the blog! - Azeebo
Sunday, 31 July 2011
Battle Report: Beastmen Vs Beastmen Vs Skaven 1000 Points
Hey guys
Me, Connor and James have a large 3-way watchtower game...and damn is it fun. Again, loads of crazy things going on!
Battle Report: Wood Elves Vs Beastmen 1000 Points
Hey guys
A quick battle against James (who i keep calling Connor for whatever reason XD) with my wood elves. Its a pretty epic game loads of crazy things going on!
Great Bray Shamans - The Perfect Killer
Hey guys Azeebo here,
So i ranted a bit about my super killy magic death machine of a wizard in my Great Bray-Shaman review, and would like to go into more detail about WHY i personally think he is so good.
So, first off what is the build?
Great Bray- Shaman
Level 3-4 (BEASTS)
Many Limbed Fiend
Brass Cleaver
Jagged Dagger
Uncanny Senses
5++ Ward Save from BRB
So i ranted a bit about my super killy magic death machine of a wizard in my Great Bray-Shaman review, and would like to go into more detail about WHY i personally think he is so good.
So, first off what is the build?
Great Bray- Shaman
Level 3-4 (BEASTS)
Many Limbed Fiend
Brass Cleaver
Jagged Dagger
Uncanny Senses
5++ Ward Save from BRB
It is a simple but effective lord choice you can dumb down for smaller games and remains effective even when reduced. The idea is you want your shaman to play the role of Combat Lord and Support Caster, and it works very well in both regards. You get your wizard + unit into combat and using Savage Beast of Horros you get 9 attacks at strength 7-9 depending on banners and spells cast prior, You will likely pass you primal fury giving you rerolls to hit and 2+ to wound landing you roughly 7 power dice for your next turn. HOWEVER, if you are still in combat through their turn you will generate ANOTHER 7 power dice giving you 14 ADDITIONAL power dice you can choose to 'cash in' at any point in your magic phase, and it can be in any magic phase! With this many BONUS dice you have 100% free reign over the magic phase as it is impossible for your opponent to stop the sheer madness that will ensue. There are down sides, he can be killed in combat and if you are not in combat you obviously dont feel the full benefit.
Overall, i love this character and he will forever be my Shaman of choice from now on!
- Azeebo
Battle Report: Beastmen Vs Skaven 1000 points
Hey guys this is a battle report between me and my friend Connor. We are playing a 1000 point game Beastmen Vs Skaven...its pretty damn epic...i bet you cant guess the insane list he took!
- Azeebo
Beastmen Army Book Review Part 3 Great Bray-Shamans
Hey guys! This is the third part of my Beastmen Army Book Review, we take a look at Great Bray-Shamans and how i personally love to field them!
Beastmen Army Book Review Part 2 Doom Bulls
Hey guys azeebo here, and here is Part 2 of my Beastmen Army Book Review, and as the title suggests we are taking a goo 'ol look at the Doom Bull!
- Azeebo
Thursday, 28 July 2011
Beastmen Army Book Review Part 1 Beast Lords
My THIRD attempt to post this video...hope you enjoy this Beatmen Review, today we are looking at the Beast Lord!
Azeebo
Wednesday, 27 July 2011
More technical issues!
Hey guys
Just to let you know i have been experiencing MORE technical issues with the creation of my videos and its starting to get tedious. Will try and sort it out ASAP and get some more content added.
- azeebo
Just to let you know i have been experiencing MORE technical issues with the creation of my videos and its starting to get tedious. Will try and sort it out ASAP and get some more content added.
- azeebo
Friday, 22 July 2011
What Azeebo is planning: THE GREAT UPDATE
Hey guys!
I quick video with all the things i have planned for the coming weeks! ENJOY!
Thursday, 21 July 2011
New intro!
Hey guys
So i have been messing around today and have made a quick intro for each of my videos. I am not updating older videos to include it but all my new videos from now on will feature it! Hope you like it ^_^
- Azeebo
So i have been messing around today and have made a quick intro for each of my videos. I am not updating older videos to include it but all my new videos from now on will feature it! Hope you like it ^_^
- Azeebo
Wednesday, 20 July 2011
Beastmen Vlog remastering in process
Hey guys
I am not happy with the quality of my beastmen vlog series (army book review), i am going to start again and go into more detail and improve lighting and quality overall.
Hope you enjoy when it gets done!
- Azeebo
I am not happy with the quality of my beastmen vlog series (army book review), i am going to start again and go into more detail and improve lighting and quality overall.
Hope you enjoy when it gets done!
- Azeebo
Tuesday, 19 July 2011
Battle Report: Beastmen Vs High Elves 1000 Points
Hey guys
This is a small 1000 point battle between me (Beastmen) and Amy (High Elves)...it gets REALLY tense! Hope you enjoy it
Leave a comment!
- Azeebo
Wandering and Pondering - Episode 3
Hey guys
Here is episode 3 of my wander and ponder series! This time i ramble a bit with Amy!
Wandering and Pondering - Episode 2
Hey guys
Here is the 2nd episode of my Wander and Ponder Series. This time i talk about myself and give you an update on how my beastmen are progressing.
Leave a comment!
- Azeebo
Vlog 3 - Beastmen Army Book Review Part 2
Hey guys
Here is another part of my beastman army book review, this time it covers Special Choices and Rare Choices.
Enjoy the ramble and leave some comments ^_^
- Azeebo
Monday, 18 July 2011
Vlog 2 - Beastmen Army Book Review Part 1
Hey guys
Enjoy my 1st part of many of the Beastman Army Book review!
Leave comments below
- Azeebo
Wandering and Pondering - Episode 1
Hey guys
This is my first wander and ponder. Yes, it is short but this sort of thing requires people to leave comments asking me to talk about various topics (any topic) The more comments i get them more Wandering and Pondering episode will be made!
Leave comments, have a good one
- Azeebo
Sunday, 17 July 2011
Vlog
Hey guys
So this is the first in my Vlog series for beastmen. Its basically a run through of what i have bought, review of the sprues and completed models etc.
Leave comments for improvements!
Battle Report: Beastmen Vs Beastmen 1000 Points
Hey Guys, Azeebo here
This is my first ever battle report so i hope it is of good enough quality. Please leave comments on improvements etc.
Video taken on my Flip Ultra 3 HD camera.
Wanderers Glade - Beastmen are coming
Hey guys, Azeebo here
As you all know i dedicated this blog to the Wood Elves. All that has changed. The Wood Elves arch nemesis the Beastmen are joining us in our blog based shenanigans. Expect videos, tactics, battle reports and all that good stuff based around both wood elves and beastmen. It should be a right ol' laugh.
Keep a look out!
As you all know i dedicated this blog to the Wood Elves. All that has changed. The Wood Elves arch nemesis the Beastmen are joining us in our blog based shenanigans. Expect videos, tactics, battle reports and all that good stuff based around both wood elves and beastmen. It should be a right ol' laugh.
Keep a look out!
Monday, 11 July 2011
Storm of Magic Global Campaign: 1000 Point List
Hey guys, so my local club is taking part in the Global Campaign that starts this Saturday for the new Storm of Magic expansion. A few things to note, last Saturday there was a series of introductory games to learn the new rules and due to the overwhelming victories by the players who follow the Lore of Life our team gets an additional +2 to cast lore of life spells since we are Ascended. This should change from week to week. It should only be 1000 point games to maximize the number of games however i suspect larger games later in an escalation sort of setup. Without further ado, here is my list:
Lords
Spellweaver
Level 4 Wizard
Lore of Life
Heroes
Spellsinger
Level 2 Wizard
Core
10 Glade Guard
10 Glade Guard
10 Glade Guard
10 Dryads
10 Dryads
Bound Monsters and Magic
Chimera
Iron Hard Skin
Fiend Tail
Rending Fangs
This list comes pretty standard overall. Plenty of archers, plenty of Dryads and 2 wizards to maximize my chances of getting Magical Dominance as well as giving me some extra channeling, a chance of getting the better lore of Athel Loren Spells etc etc. My Bound Monster is the Chimera, not only is a fantastic model to build, paint and look at it is pretty darn good in game. Whilst i would have liked to have the S4 Breathe Weapon, points restrictions limit it unfortunately. Luckily however he comes in with 6 S6 Attacks + an additional D3 S6 Tail Attacks which get +1 to hit on the rear and +1 S6 Chomp Attacks with armour piercing and if i am hitting a large target i get +1 to hit. Finally he gets his Thunder Stomp Attacks giving him a grand total of 17 attacks maximum. Add to this Terror, 4+ Scaly Skin and fly and you have quite the beast. His only downside is his low Ld and his Initiative of 2...hopefully he will be able to get those hits in before biting the dust!
Lords
Spellweaver
Level 4 Wizard
Lore of Life
Heroes
Spellsinger
Level 2 Wizard
Core
10 Glade Guard
10 Glade Guard
10 Glade Guard
10 Dryads
10 Dryads
Bound Monsters and Magic
Chimera
Iron Hard Skin
Fiend Tail
Rending Fangs
This list comes pretty standard overall. Plenty of archers, plenty of Dryads and 2 wizards to maximize my chances of getting Magical Dominance as well as giving me some extra channeling, a chance of getting the better lore of Athel Loren Spells etc etc. My Bound Monster is the Chimera, not only is a fantastic model to build, paint and look at it is pretty darn good in game. Whilst i would have liked to have the S4 Breathe Weapon, points restrictions limit it unfortunately. Luckily however he comes in with 6 S6 Attacks + an additional D3 S6 Tail Attacks which get +1 to hit on the rear and +1 S6 Chomp Attacks with armour piercing and if i am hitting a large target i get +1 to hit. Finally he gets his Thunder Stomp Attacks giving him a grand total of 17 attacks maximum. Add to this Terror, 4+ Scaly Skin and fly and you have quite the beast. His only downside is his low Ld and his Initiative of 2...hopefully he will be able to get those hits in before biting the dust!
Battle Report: Wood Elves + Bretonia Vs Skaven 3000 Points
Hey guys Azeebo here, my last post turned out to be useless since we decided not to play storm of magic due to lack of complete confidence in the rules and decided to rope in 2 smaller armies (more skaven and a bretonia player) to boost it to a 3000 point game. Please bear in mind the 2 additional players are new to fantasy so their lists are not exactly ideal nor are they particularly skilled. It was a blast either way! Enjoy.
Army Lists (i do not know my opponents/allies exact lists):
Wood Elves
Lords
Spellweaver (Beasts)
Spellweaver (Life)
Heroes
Branchwraith
Cluster of Raidiants
Noble
Rageths Wildfire Blades
Helm of the Hunt
Potion of Strength
Light Armour
Core
3x10 Glade Guard
2x10 Dryads
Special
6 Treekin
Rare
Treeman
6 Waywatchers
Bretonia
Heroes
Paladin
Pegasus
Core
15 Knights
Full Command
Skaven
Lords
Warlord
Greyseer
Heroes
Warlock Engineer
Warlock Engineer
Warlock Engineer
Core
60 Clan Rats
Full Command
Warpfire Thrower
60 Slaves
20 Storm Vermin
Halberds
Shields
Full Command
Storm Banner
Rattling Gun
Rare
Hell Pit Abomination
Special
Doom Wheel
Warp Lightning Cannon
Deployment
Just a standard last man standing sort of affair this game. This is how we deployed:
As you can see I deployed my Glade Guard on the left flank, hoping to take advantage of the rather weak opposition and flank around mid to late game to aid the right flanks efforts. My Treekin and a unit of Dryads take up the center field hopefully getting some good damage in once the battle kicks off. My Lifeweaver is hanging around in the center of my main attack force to grant buffs and get some good Dwellers off if i get the chance. Finally my last dryads and treeman take up the right flank to take on the HPA and hopefully the big unit of clan rats. My waywatchers deployed to hopefully snipe his grey seer with a killing blow and my Noble is hanging around ready to slaughter the HPA...hopefully.
My ally set up his units basically to full in the gaps.His Pegasus Knights and Paladin prepare to engage the cannon as soon as possible whilst his Men At Arms move up to try and block any potenital flank danger for my guard and center line. His archers deploy to far back unfortunately and his knights take up position between my weaver and dryads to take on the big blocks.
The Skaven have a unit of Night Runners in front of the building flanked by a Doom Wheel (scary stuff) and some Clan Rats with a few giant rats to spruce things up a bit. The huge alter on the hill (it was massive...and looked great) held the Warp Lightning Cannon, Jezzails, the Grey Seer AND warlock engineer...certainly a commanding position...and hard to crack thanks to the abundance of rats near it. The main bulk of slaves, clan rats, storm vermin and HPA occupy the right flank...clearly this is where the action will be taking place!
Turn One
Wood Elves + Brets
A pretty uneventful turn. His army moves up to engage however he makes a critical error when moving his clan rats and rotates them to face my Noble. Clearly he over estimates the power of the noble without his potion. Magic failed across the board thanks to some poor rolling on his behalf and great rolls on my own. Shooting hurt a bit. 2 Waywatchers got zapped by lightning from the doom wheel but luckily the cannon missed the Knights by 1"! Things are looking up for us as we have lost nothing important and our armies are ready to move.
Turn Two
Wood Elves + Brets
Army Lists (i do not know my opponents/allies exact lists):
Wood Elves
Lords
Spellweaver (Beasts)
Spellweaver (Life)
Heroes
Branchwraith
Cluster of Raidiants
Noble
Rageths Wildfire Blades
Helm of the Hunt
Potion of Strength
Light Armour
Core
3x10 Glade Guard
2x10 Dryads
Special
6 Treekin
Rare
Treeman
6 Waywatchers
Bretonia
Heroes
Paladin
Pegasus
Core
15 Knights
Full Command
15 Knights
Full Command
16 Archers
Full Command
Stakes
Flaming Arrows
20 Men At Arms
Full Command
Special
4 Pegasus Knights
Skaven
Lords
Warlord
Greyseer
Heroes
Warlock Engineer
Warlock Engineer
Warlock Engineer
Core
60 Clan Rats
Full Command
Warpfire Thrower
60 Slaves
20 Storm Vermin
Halberds
Shields
Full Command
Storm Banner
Rattling Gun
Rare
Hell Pit Abomination
Special
Doom Wheel
Warp Lightning Cannon
Skaven
Heroes
Warlock Engineer
Core
20 Clan Rats
6 Giant Rats
Special Pack Master
Special
Night Runners
Deployment
Just a standard last man standing sort of affair this game. This is how we deployed:
As you can see I deployed my Glade Guard on the left flank, hoping to take advantage of the rather weak opposition and flank around mid to late game to aid the right flanks efforts. My Treekin and a unit of Dryads take up the center field hopefully getting some good damage in once the battle kicks off. My Lifeweaver is hanging around in the center of my main attack force to grant buffs and get some good Dwellers off if i get the chance. Finally my last dryads and treeman take up the right flank to take on the HPA and hopefully the big unit of clan rats. My waywatchers deployed to hopefully snipe his grey seer with a killing blow and my Noble is hanging around ready to slaughter the HPA...hopefully.
My ally set up his units basically to full in the gaps.His Pegasus Knights and Paladin prepare to engage the cannon as soon as possible whilst his Men At Arms move up to try and block any potenital flank danger for my guard and center line. His archers deploy to far back unfortunately and his knights take up position between my weaver and dryads to take on the big blocks.
The Skaven have a unit of Night Runners in front of the building flanked by a Doom Wheel (scary stuff) and some Clan Rats with a few giant rats to spruce things up a bit. The huge alter on the hill (it was massive...and looked great) held the Warp Lightning Cannon, Jezzails, the Grey Seer AND warlock engineer...certainly a commanding position...and hard to crack thanks to the abundance of rats near it. The main bulk of slaves, clan rats, storm vermin and HPA occupy the right flank...clearly this is where the action will be taking place!
Turn One
Wood Elves + Brets
We went first and of course the Brets decided to say a prayer whilst the valiant wood elves moved to engage the foes. My Noble, beaming with confidence charged his Hell Pit Abomination and with his mighty fiery attacks he slaughtered his foe before the beast could strike back and overran past the clan rats for protection. My way watchers moved into position and fired at the grey seer BUT he uses his storm banner and knocks my aim off and i fail to inflict any damage. My glade guard move up and fire at the Doom Wheel, but again with the -2 modifier from the banner I only inflict 1 wound. My center line moves through the trees unhindered whilst my Treeman tries to hide from the cannon and prepare a flank attack later in the game and my dryads prepare to go the opposite direction. Magic failed overall with my S10 Amber Spear failing to cast. I did however manage to pull off throne of vines and regeneration on my lifeweaver.
Skaven
A pretty uneventful turn. His army moves up to engage however he makes a critical error when moving his clan rats and rotates them to face my Noble. Clearly he over estimates the power of the noble without his potion. Magic failed across the board thanks to some poor rolling on his behalf and great rolls on my own. Shooting hurt a bit. 2 Waywatchers got zapped by lightning from the doom wheel but luckily the cannon missed the Knights by 1"! Things are looking up for us as we have lost nothing important and our armies are ready to move.
Turn Two
Wood Elves + Brets
As you can see by the hectic picture, things are looking bad for the skaven.The 2 units of knights crash into the massive unit of slaves whilst his Pegasus knights hit the small clan rat unit. His storm vermin get locked with my dryads and his huge unit of Clan Rats realize their dilemma being threatened on the flanks and rear by a noble, dryads and treeman...not looking good. Magic was a success for me powering through all my spells launching a amber spear at the doom wheel doing 2 wounds and casting Flesh to Stone on the Dryads in with the vermin but most importantly i cast dwellers below on the warp lightning cannon and destroy it. Shooting knocked off another 2 wounds from the doom wheel and my Treemans Strangle root took out 7 clan rats however my way watchers once again failed to kill the grey seer.. Combat was a success all around with the small unit of clan rats breaking and fleeing from the Pegasus knights and the slaves breaking and crushing the slaves with ease. The dryads, despite a Toughness of 8 fail most of their attacks, fail all of their saves (losing about 4) and fleeing from the storm vermin. The vermin reform to prepare a flank charge next turn.
Skaven
After the punishment the skaven took they counter with just as much ferocity. The storm vermin flank charge the knights and destroy them to the man with insane rolls, they proceed to reform and face the last unit of knights. The Night Runners charge the glade guard who stand and shoot killing 3 and manage to kill 5 in close combat. Despite this they lose 8 of their own and flee but manage to escape. The Doom Wheel shunted forward after a poor roll and the giant rats prepare to take a charge from the pegasus. Magic is once again stopped however some way watchers get sniped by the jezzails.
Turn Three
Wood Elves + Brets
Our armies recover from the beating we took last turn for a final push at their heart. The treeman, Dryads and Noble charge the clan rats whilst the knight hit the storm vermin head on. Finally the pegasus knights charge the giant rats. My beast mage threw the Amber Spear at the Grey Seer almost killing him as the way watchers plant the final arrow in his verminous skull. My 2man unit of glade guard rally and fired at the remaining night runners slaying them before my final 2 units take down the Jezzails and the Doom Wheel. Combat was a massacre on all fronts with the giant rats being destroyed outright, the storm vermin fleeing and being caught and the clan rats getting so badly beaten in combat by the combined might of the forest and noble they break (the warlord died) and was cut down mid flight.
VICTORY WOOD ELVES + BRETONIA
Conclusion
A fantastic game. It was a really fun game with jokes and hilarious comments throughout. It looked like their turn 2 comeback might have come to something but unfortunately the sharp lanced knights and keen eyed elves proved to much for the verminous hordes. Hopefully next week will be a Storm of Magic game...or 3..or more. They will likely be 1k-2k however larger games may occur if we get a good following. Look out for more!
Thanks for reading, leave comments and feedback as always.
- Azeebo
Sunday, 10 July 2011
Storm of Magic Battle Report Prep: Wood Elves Vs Skaven 2000 points
Hey guys, Azeebo here. Today i am going back to my local club and having a 2000 point battle against a doubles tournament list. We are using the new storm of magic rules and as a result here is my list:
Lords
Spell Weaver
Level 4
Highborn
Light Armour
Rageths Wildfire Blade
Helm of the Hunt
Potion of Strength
Stone of Rebirth
Elynets Broach
Core
10 Dryads
10 Dryads
10 Glade Guard
10 Glade Guard
10 Glade Guard
Special
6 Treekin
Rare
Treeman
6 Waywatchers
Storm of Magic:
Forest Dragon
Be on the look out for the battle report later today.
Lords
Spell Weaver
Level 4
Highborn
Light Armour
Rageths Wildfire Blade
Helm of the Hunt
Potion of Strength
Stone of Rebirth
Elynets Broach
Core
10 Dryads
10 Dryads
10 Glade Guard
10 Glade Guard
10 Glade Guard
Special
6 Treekin
Rare
Treeman
6 Waywatchers
Storm of Magic:
Forest Dragon
Be on the look out for the battle report later today.
Saturday, 9 July 2011
My view on COMMENTS
Hey guys Azeebo here. Thought i would share my views on leaving comments. Simply put: DO IT! If you want to comment on anything whether it be praise or criticism leave a comment, we will have a friendly debate and see what happens. Discussion is great! But, if you felt like you wanted something specific covered for YOU leave a comment, i will check it and will very likely post something to help you out.
Example: Amy leaves a comment requesting starter tips for wood elves and you wanted to know where to start. I would literally make a post like 'Amy - How to get started with Wood Elves '.
So, leave comments and lets get things rolling!
Example: Amy leaves a comment requesting starter tips for wood elves and you wanted to know where to start. I would literally make a post like 'Amy - How to get started with Wood Elves '.
So, leave comments and lets get things rolling!
Storm Of Magic: First Impressions
Hey guys, Azeebo here. As of posting this I do not own a copy of the storm of magic and my comprehension of the rules are not perfect however i have played 2 games of storm of magic and would like to report my findings.
Apocalypse
Many people have adopted the idea that the Storm of Magic expansion is Apocalypse for Fantasy. I for one disagree. The Storm of Magic is indeed a tool in which to bring fantasy to a larger scale however it is also very usable on a small scale. A 1000 point game using the storm of magic rule set is both exciting and fresh and most of all balanced. Unlike in its 40k 'equivilent' the special units you take are based upon the points level you are playing. You get an addition 25% in points to spend on Storm of Magic items and Bound Monsters to bolster your forces. This means at the lower end of the points spectrum you will be limited to units that are balanced with the armies that can be fielded and at larger point levels you can bring in the heavy hitting beasts that the book is chock full of.
Magic
Magic is of course the focus of the new rules, however it is not overpowered and does not replace the need for solid tactics and armies. Cataclysmic Spells are extremely powerful, but their casting is both limited and risky. You can only access these mighty spells if you are mounted upon an arcane fulcrum, furthermore you need multiple fulcrums to access the mightiest of spells as they are split into 3 level of magical domination. The fewer the fulcrums the fewer the spells. But of course, having the ability to cast the level 2-3 spells brings extreme risk as many require 25-35 to cast...this means 99% of the time you will miscast when trying to cast them and the miscast table in the storm of magic is not kind...it will either make you useless or kill you outright. Casting these spells requires timing and preparation, casting to early and you leave yourself open for a magical counter attack which you have no defense against since you wizard just blew up. But cataclysmic spells are not all that have been given to our wizards. We can access Cantrips. Cantrips are for the most part weak spells but extremely useful. You can teleport between fulcrums, summon entire units from nothing, engage in wizard duels and Unbind you enemies Bound Monsters and Units.
Bound
As mentioned in part 1, you get 25% extra points to spend of various things. Bound Monsters are one of the more fun aspects of this. Whether you decide to have a flanking force of Dragon Ogres or an Araknaroc Spider as your wizards pets you can really change up your army at any points level to cover your weaknesses or bring something you would not normally include in your army (bearing in mind it is essentially FREE). You could be packing a Treeman Ancient and a Level 4 Spell Weaver in smaller games if you so wish...bearing in mind your opponent can do the same thing! Bound Monsters are a fun element to the rules, and because of the % limitations it is actually a very balanced system.
Overall
Storm of Magic is great. It adds new flavor to the already great 8th edition rules, it is fun and most importantly BALANCED. Nothing is outrageously overpowered and everything has clearly been thought out. I could very easily see this rule set being used competitively...and i hope it does. Im not saying every game should be SoM but it is a fantastic way to mix things up a bit and have a load of fun without feeling cheated!
Leave comments on what you think
Apocalypse
Many people have adopted the idea that the Storm of Magic expansion is Apocalypse for Fantasy. I for one disagree. The Storm of Magic is indeed a tool in which to bring fantasy to a larger scale however it is also very usable on a small scale. A 1000 point game using the storm of magic rule set is both exciting and fresh and most of all balanced. Unlike in its 40k 'equivilent' the special units you take are based upon the points level you are playing. You get an addition 25% in points to spend on Storm of Magic items and Bound Monsters to bolster your forces. This means at the lower end of the points spectrum you will be limited to units that are balanced with the armies that can be fielded and at larger point levels you can bring in the heavy hitting beasts that the book is chock full of.
Magic
Magic is of course the focus of the new rules, however it is not overpowered and does not replace the need for solid tactics and armies. Cataclysmic Spells are extremely powerful, but their casting is both limited and risky. You can only access these mighty spells if you are mounted upon an arcane fulcrum, furthermore you need multiple fulcrums to access the mightiest of spells as they are split into 3 level of magical domination. The fewer the fulcrums the fewer the spells. But of course, having the ability to cast the level 2-3 spells brings extreme risk as many require 25-35 to cast...this means 99% of the time you will miscast when trying to cast them and the miscast table in the storm of magic is not kind...it will either make you useless or kill you outright. Casting these spells requires timing and preparation, casting to early and you leave yourself open for a magical counter attack which you have no defense against since you wizard just blew up. But cataclysmic spells are not all that have been given to our wizards. We can access Cantrips. Cantrips are for the most part weak spells but extremely useful. You can teleport between fulcrums, summon entire units from nothing, engage in wizard duels and Unbind you enemies Bound Monsters and Units.
Bound
As mentioned in part 1, you get 25% extra points to spend of various things. Bound Monsters are one of the more fun aspects of this. Whether you decide to have a flanking force of Dragon Ogres or an Araknaroc Spider as your wizards pets you can really change up your army at any points level to cover your weaknesses or bring something you would not normally include in your army (bearing in mind it is essentially FREE). You could be packing a Treeman Ancient and a Level 4 Spell Weaver in smaller games if you so wish...bearing in mind your opponent can do the same thing! Bound Monsters are a fun element to the rules, and because of the % limitations it is actually a very balanced system.
Overall
Storm of Magic is great. It adds new flavor to the already great 8th edition rules, it is fun and most importantly BALANCED. Nothing is outrageously overpowered and everything has clearly been thought out. I could very easily see this rule set being used competitively...and i hope it does. Im not saying every game should be SoM but it is a fantastic way to mix things up a bit and have a load of fun without feeling cheated!
Leave comments on what you think
Saturday, 2 July 2011
1000 Point Sethayla Themed List
Hey guys,
So i thought i would post something NEW today, i have been focusing a lot on tactics and thought i would go against the norm and post something WILD and out there...a type of army very few people because...well...its hard...very hard...possibly the hardest competitive theme to play with...but its fun...oh so fun because its just horrendously fast. Lets have a look see at my Sethayla list:
Heroes
Noble
Light Armour
Shield
Spear
Hail of Doom Arrow
Helm of the HuntGreat Eagle
My general...and only character. At first having NO wizard might seem a bit of a disadvantage...and i agree but focusing on THIS character is actually a hidden strength for the style. He comes in with S5 T4 Armour 4+ and 4 attacks, his mount comes in with 2 S4 attacks and a Stomp attack. This makes him tough (for a wood elf) and very damaging...specifically in the case of Wizards. Get this guy into Base to Base contact with a wizard and watch him destroy them instantly. If he dies...its a shame but you have just taken out a powerful weapon against this type of list. And of course if he lives he lives to cause more havoc as he is a pretty good combat character. Optionally he can be used as a support charger etc. His HoDA also gives him some good ranged potential on turn1.
Core
10 Glade Guard
Hate to say it but this is a unit filler and distraction. My biggest unit and simply their to draw attention and do light ranged damage...and that's it
5 Glade Riders
Musician
5 Glade Riders
Musician
My glade riders are key to the list. They have an insane movement keeping them from getting caught up in any combat i want to avoid and they have no move and shoot penalty. Basically these are going to run circles around my enemy pelting them with arrows and possibly getting in some rear and flank charges (double teaming...or triple teaming with other fast units)
Special
4 Warhawk Riders
4 Warhawk Riders
I love these guys. They are dangerously fast, very hard hitting and can hit and run. Whats not to like? Run circles around your foe, pelt with arrows get a flank charge and unleash a bucket load of S4 attacks...and remember from flanks and rears your foe gets not supporting attacks...then hit and run out of combat to charge again later. Again teaming up with other units will help greatly. These are also perfect for killing warmachines and hunting wizards...love them
Rare
Great Eagle
Great Eagle
More fast moving death. Again wizard hunters, unit support, harassment and warmachine hunters. simple as that.
The idea of the army is to avoid combat unless i WANT to be in combat. The speed will let me do this easily. My speed also lets me redeploy constantly. I could focus all my attention on one flank and as they move to counter me i swing around to the opposite flank and harass that flank basically, running around them preventing them from doing harm and with all my anti wizard based units my lack of wizard will not be to much of a problem.
The list is not without flaws and weaknesses but its fun and at 1000 points is surprisingly deadly on the battlefield.
So i thought i would post something NEW today, i have been focusing a lot on tactics and thought i would go against the norm and post something WILD and out there...a type of army very few people because...well...its hard...very hard...possibly the hardest competitive theme to play with...but its fun...oh so fun because its just horrendously fast. Lets have a look see at my Sethayla list:
Heroes
Noble
Light Armour
Shield
Spear
Hail of Doom Arrow
Helm of the HuntGreat Eagle
My general...and only character. At first having NO wizard might seem a bit of a disadvantage...and i agree but focusing on THIS character is actually a hidden strength for the style. He comes in with S5 T4 Armour 4+ and 4 attacks, his mount comes in with 2 S4 attacks and a Stomp attack. This makes him tough (for a wood elf) and very damaging...specifically in the case of Wizards. Get this guy into Base to Base contact with a wizard and watch him destroy them instantly. If he dies...its a shame but you have just taken out a powerful weapon against this type of list. And of course if he lives he lives to cause more havoc as he is a pretty good combat character. Optionally he can be used as a support charger etc. His HoDA also gives him some good ranged potential on turn1.
Core
10 Glade Guard
Hate to say it but this is a unit filler and distraction. My biggest unit and simply their to draw attention and do light ranged damage...and that's it
5 Glade Riders
Musician
5 Glade Riders
Musician
My glade riders are key to the list. They have an insane movement keeping them from getting caught up in any combat i want to avoid and they have no move and shoot penalty. Basically these are going to run circles around my enemy pelting them with arrows and possibly getting in some rear and flank charges (double teaming...or triple teaming with other fast units)
Special
4 Warhawk Riders
4 Warhawk Riders
I love these guys. They are dangerously fast, very hard hitting and can hit and run. Whats not to like? Run circles around your foe, pelt with arrows get a flank charge and unleash a bucket load of S4 attacks...and remember from flanks and rears your foe gets not supporting attacks...then hit and run out of combat to charge again later. Again teaming up with other units will help greatly. These are also perfect for killing warmachines and hunting wizards...love them
Rare
Great Eagle
Great Eagle
More fast moving death. Again wizard hunters, unit support, harassment and warmachine hunters. simple as that.
The idea of the army is to avoid combat unless i WANT to be in combat. The speed will let me do this easily. My speed also lets me redeploy constantly. I could focus all my attention on one flank and as they move to counter me i swing around to the opposite flank and harass that flank basically, running around them preventing them from doing harm and with all my anti wizard based units my lack of wizard will not be to much of a problem.
The list is not without flaws and weaknesses but its fun and at 1000 points is surprisingly deadly on the battlefield.
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