Asuryan's Disciple

High Elf Magic

by Finvalen on Mar.03, 2010, under Miscellaneous

teclis After a long hiatus from doing anything I am finally starting to paint again.  Currently working on my Sword Masters.  In the mean time I figured I would post a little document that a frined of mine and I put together.  Using my Battle on Beale 2009 list, we came up with what in general I would choose for spell lists depending on whom I was pitted up against.  It is a nice little document that really was, and still is, quite useful.

4th Lvl Archmage: Staff of Solidity or Book of Hoeth
2nd Lvl mage: Seer Staff
1nd Lvl Mage: Ring of Fury

Beasts of Chaos

Lore of Fire – Wall of Fire, Fiery Blast, Burning Head, Fireball

Lore of Fire – Burning Head, Fireball

Lore of Fire – Fireball

Focus on killing Ogre-sized models (Minotaurs, Ogres, Dragon Ogres, etc.) with Fireball & Fiery Blast.  Use Burning Head vs. multiple low-leadership units.  [Lord only: Wall of Fire is good vs. fully ranked Bestigor unit]

Bretonnianns

Lore of Metal – hoping for Spirit of the Forge, Rule of Burning Iron and Distillation of Silver-  should get at least two of those.

Lore of Metal – Rule of Burning Iron and Distillation of Silver

Lore of Metal – Rule of Burning Iron

Rule of Burning Iron kills characters and knights with ease.  Distillation of Molten Silver can butcher peasants (and Grail Reliques).  [Lord only: Spirit of the Forge slaughters knights and lone characters.]

Lizardmen

Lore of Metal – Spirit of the Forge, Rule of Burning iron, Distillation of Molten Silver

Lore of Metal – Rule of Burning Iron and Distillation of Silver

Lore of Metal – Rule of Burning Iron

All Saurus characters and Skink characters on Stegadons all have huge armor saves.  Butcher them with multiple Rule of Burning Irons.  Distillation of Molten Silver slaughters skirmishers.  [Lord only:  Spirit of the Forge hammers Cold One Knights and to a lesser degree Stegadons.]

Vampire Counts

Lore of Metal – Spirit of the Forge, Rule of Burning iron, Distillation of Molten Silver

Lore of Metal – pick Rule of Burning Iron and Distillation of Silver

High Magic – Drain Magic (automatically given), Shield of Saphery (default), Curse of Arrow Attraction

                                Or

Lore of Metal – Rule of Burning

Rule of Burning Iron is awesome for killing vampire generals (it overcomes regeneration and ignores armor saves!).  Focus fire on him because if he dies you virtually automatically win the game.  Distillation of Molten Silver is fantastic for killing Cairn Wraiths, Varghulfs, and Corpse Carts.  [Lord only – Spirit of the Forge slaughters Blood Knights and the Black Coach.]

 

Wood Elves

Lore of Metal – Spirit of the Forge, Rule of Burning iron, Distillation of Molten Silver

Lore of Death – pick Dark Hand of Death, Wind of Death

Lore of Death – Dark Hand of Death or Wind of Death

Metal Lore (Lord only) – Spirit of the Forge (and to a much lesser degree Rule of Burning Iron) slaughters Treemen and Treekin (ogre-sized trees).  Both of them take double damage from flaming attacks.  Distillation of Molten Silver slaughters wussy skirmishers.         

Lore of Death – Dark Hand of Death & Wind of Death are good for killing skirmishers.  Steal Soul is great for picking on characters (and healing yourself above your starting wound total). 

Warriors of Chaos

Lore of Metal – Spirit of the Forge, Rule of Burning iron, Distillation of Molten Silver

Lore of Metal – pick Rule of Burning Iron and Distillation of Silver

Lore of Metal – Rule of Burning Iron

Metal Lore – Rule of Burning Iron is good vs. mounted characters (even wizards are 3+ armor save).  Distillation of Molten Silver is good vs. more lightly armored troops.  [Lord only: Spirit of the Forge absolutely wrecks armored units and lone characters.]

Dwarves

Lore of Metal – Spirit of the Forge, Rule of Burning iron, Distillation of Molten Silver, and Commandment of Brass are all decent

Lore of Heavens – Second Sign and Thunderbolt

                                Or

Lore of Metal – Rule of Burning Iron and Distillation of Molten Silver

Lore of Metal – Rule of Burning Iron and will hope for either Brass or Silver

Rule of Burning Iron is good vs. dwarven characters (Warning: some may have a rune that makes them immune to flaming attacks.  But surely they ALL won’t.)  Distillation of Molten Silver is good vs. more lightly armored dwarves.  [Lord only: Spirit of the Forge wrecks dwarven armored units.]

Daemons

Lore of Light – Cleansing Flare, Healing Energy, Burning Gaze

Lore of Light – pick Burning Gaze, Healing Energy

Lore of Light – Burning Gaze and whatever else

Ogres

Lore of Fire – Wall of Fire, Fiery Blast, Burning Head, Fireball

Lore of Death – Doom and Darkness, Wind of Death

Lore of Death – Dark Hand of Death

Lore of Fire – Focus Fireball and Fiery Blast on elite Maneaters and Ironguts (they die just as easily as normal ogres, but hit a TON harder).  The Burning Head is great for panicing Leadbelchers, Yhetees, Gnoblars, Butchers, and regular Ogre Bulls who are more than 12” from the general (they are all Ld 7 or worse).  [Lord only – Wall of Fire can pin a, surprisingly useful, ranked unit of Gnoblars in place.]

Lore of Death – Dark Hand of Death and Wind of Death are identical to Fireball and Fiery Blast.  Steal Soul can take wounds off enemy characters and give them to you.  Doom and Darkness cast on the Ogre General makes him Ld 6 so he or others near him can be panicked with the Burning Head. 

Empire

Lore of Metal – Spirit of the Forge, Rule of Burning iron, Distillation of Molten Silver

Lore of Life – pick Master of Stone, The Rain Lord

                                Or

Lore of Metal – Rule of Burning and Distillation of Molten Silver

Lore of Metal – Rule of Burning Iron

Rule of Burning Iron kills knights and armored characters and can consistently wound (and therefore slow down) a Steam Tank.  Distillation of Molten Silver chews up more lightly armored troops.  [Lord only: Spirit of the Forge kills Steam Tanks dead.]

Orcs and Goblins

Lore of Shadows – Pit O’ Shades, Creeping Death, Unseen Lurker

Lore of Death – pick Wind of Death and Doom and Darkness

Lore of Death – Dark Hand of Death, Wind of Death, Steal Soul, Walking Death, and D&D are all OK

Fire Lore – Fireball & Fiery Blast are good at killing Orcs and Goblins.  Burning Head can panic multiple low-leadership units.  [Lord only: Wall of Fire is good vs. fully ranked units of Savage Orcs, Black Orcs, etc.]

Death Lore – Dark Hand of Death & Wind of Death are identical to Fireball and Fiery Blast.  Steal Soul is good for hurting characters and healing yourself.  Walking Death can make one of your fear causers become a terror causer which is great vs. low-leadership troops.  Doom and Darkness can insure that a unit fails its break test or terror test, etc.  Drain Life can take out a large number of small units (i.e. fanatics, squig hoppers). 

Shadow Lore – Creeping Death is good vs. armored units.  Crown of Taidron is a better version of Drain Life.  Shades of Death is identical to Walking Death (i.e. makes fear causer into terror causer).  [Lord only: Pit of Shades is powerful against Shamans and any Orcish troops—Init 2.]

Dark Elves

Lore of Metal – Spirit of the Forge, Rule of Burning iron, Distillation of Molten Silver

Lore of Metal – pick Rule of Burning Iron and Distillation of Silver

Lore of Metal – Rule of Burning Iron

Rune of Burning Iron is good vs. armored characters, knights, etc.  Distillation of Molten Silver butchers T3 elf troops.   [Lord only: Spirit of the Forge destroys Hydras and knights.] 

Skaven

Lore of Fire – Wall of Fire, Fiery Blast, Burning Head, Fireball

Lore of Fire – Burning Head, Fireball

Lore of Fire – Fireball

Fireball and Fiery Blast are good at chewing up elite stuff like Plague Censer Bearers, etc. (i.e. not just big units of rats).  Burning Head is great vs. non-ranked units (which panic easily).  [Lord only: Wall of Fire can devastate a large ranked unit.]

High Elves

Lore of Beasts – Whatever I get will be fine

Lore of Beasts – pick Beast Cowers and Wolf Hunts

Lore of Beasts – Whatever I get, all spells can be cast with 3 dice

(if it is magic heavy I seriously think  about High Magic for one low level mage)

Even at only S3, Crow’s feast is decent vs. T3 unarmored elves.  Beast Cowers can freeze Dragon Princes, Chariots, and characters on Dragons.  Hunter’s Spear is good vs. heavily armored troops.  The Wolf Hunts can be used to get a charge in the magic phase with your chariot or dragon princes (just move them to within 2” of the enemy and its automatic if you get the spell off).  Having multiple castings of Wolf Hunts can make this much more likely

 

Tomb Kings

Lore of Heavens – Comet of Casandora (especially if there is a casket out there), Thunderbolt, Forked lightning, Second Sign

Lore of Life – pick Master of Stone and Howler Wind or Master of the Woods (for the pesky priest that he has to keep within 12” of his troops to magic aid them)

Lore of Light – Burning Gaze and whatever

Light Lore – Burning Gaze has nasty d6 S6 hits for a default spell. 

Heavens Lore – Tomb Kings are super fast so Uranon’s Thunderbolt and Forked Lightning both allow you to attack from maximally far away.  [Lord only: Comet of Casandora is good to drop on their Casket of Souls as they can’t move it so they will waste dice/dispel scrolls trying to stop this.]

Lore of Life – This Lore is attractive if you are facing an uber-shooty TK army.  Mistress of the Marsh can significantly slow an enemy unit.  Howler Wind can protect a large section of your army completely from TK’s numerous archers.  Rain Lord can halve the number of times a Catapult can shoot.  Master of Stone is good vs. stuff on hills.

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Reavers

by Finvalen on Sep.08, 2009, under Figures

Just finished 4 of the five Reavers that I will have in my army for next year.  I need to purchase one more, but trying to catch one on ebay for a deal.  I was pretty happy with the way the turned out.

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High Elves versus their sundered Kin, the Dark Elves.

by Finvalen on Sep.08, 2009, under Battle Reports

Yesterday my High Elves got pitted against their sundered kin, the Dark Elves commanded by Brad Lang.  Personally, I really hate playing against DE due to their Eternal Hatred toward High Elves, but I guess I still have ASF so I will have to do.

All in all it was not that bad of a game but both sides made crucial mistakes during the battle that greatly affected the outcome.  Most of the mistakes were created by just unfamiliarity on both sides with DE.  Brad will have to correct me if I am wrong with what he had in his list but it went something like this.

Dreadlord General on Dark Pegasus
                Pendent of Khaeleth
                Not for sure what else he had

Death Hag (BSB) w/ Cauldron (+ Hags)
                Witches Brew

Not for sure if he had another character in there

Harpies

2 Units of Dark Riders w/ Repeater Crossbows

2 units of Repeater Crossbowmen

Cold One Chariot

Shades (w/ Assassin – rending stars)

Black Guard with ASF banner

2 Reaper Bolt Throwers

Hydra

So here is the battle report.  My memory gets a little foggy sometimes with all that happens and the order in which it happens, but here is my best go at it.  Brad please forgive me if I screw something up here.

ROUND 1

Nothing too exciting occurred the first round other than Brad popped out his shades in the forest near my spearmen and 1 bolt thrower only to kill a couple of spearmen and proceeded to get charged the bottom of one, fled, and continued running for the next three rounds.  So that really sucked for him.   

ROUND 2

Brad got a unit of riders through to a bolt thrower and destroyed it, which then led to a counter flank charge by my reavers which broke him in combat and chased him down.  He also charged my lion chariot with his general.  I fled and escaped (for now).  Bottom of two I flew my general/star dragon (and a Great Eagle) up behind his hill that had a bolt thrower, crossbowmen, and Hydra on the other side of the other two units.  This could have turned out bad due to opening me up to 2 bolt throwers.  I took the chances knowing it would only be one round of shots from them before I get into combat and the dragon has 7 wounds. I gambled and it worked out OK.  I breathed on the crossbowmen and the hydra.  Killed a quarter of the crossbowmen and did not do anything to the hydra.  Crossbowmen did not panic from casualties.  Also charged a unit of Dark Riders with my dragon princes and tiranoc chariot – wiping them out overran DPs off the board and ended up leaving the chariot open for a flank charge by the Cold One chariot the next round.

ROUND 3

Top of three then became interesting and was a good round for Brad for the most part.  His assassin destroyed one of my mages with his Rending Stars. He charged his general at the lion chariot, who had rallied previously, this time the lion chariot had to take it as Brad had moved his harpies behind it to prevent a flee.  He also had declared for his second charge his harpies toward my other bolt thrower.  He declared a charge on my tiranoc chariot with his cold one chariot, wiping him off the board.  He also declared a charge from his hydra toward my sword masters.  The general attacking at strength 7 auto destroyed the chariot and then overran in a great eagle.  Ouch!  The harpies attacked the Bolt Thrower, who also happened to have a mage scroll caddy in it, but proceeded to do no damage and the crew and mage held.  The hydra battle did not go so well for Brad.  The SM did some wounds and the hydra also did some.  However, I won CR by 1.  Brad failed the break test and began to run away.  The SM then proceeded to only roll a 2 for pursuing thus not catching him.

The bottom of three continued adding a little drama to the battle.  My general charged the RBT, he flees and I catch him running into the Black Guard.   Dragon gets his charge move on Black Guard unit.  At which time Brad informs me they have the ASF banner, CRAP!!!!  Plus they are within range of the cauldron (Double Crap!!!)  I had debated whether to fly over the BG instead of running into them and choose the later.  If I had known about the banner, might have done things differently – Kudos to Brad for keeping that bit of information to himself.  Also due to my inexperience with DE, did not realize that BGs were not only stubborn but also immune to psychology.  Luckily for me, Brad forgets to use the cauldron blessing this round and I end up smoking, I think, something like 7 of the guard after all is said and done.  My other great eagle who was behind his lines charged his fleeing hydra, which then auto fled back into the open arms of my sword masters and was destroyed.  His general destroyed the great eagle it was in combat with and the BT crew and mage held again against the harpies, I think.  At some point my Reavers charged into this battle and I eventually ended up losing the crew, but destroying the harpies with the mage still intact – who then joined the unit of spearmen.   

ROUND 4

Brad’s general moves into charging range of archers.  Cold One chariot charges dragon princes, Brad rolls really well on impact hits (7) and destroys the DPs from impact alone.  My general attacks the BG and whittles them down some more, this time Brad remembers the blessing and tries to send killing blow my way but to no avail.  Brad loses a few more BGs but holds again; stubborn and immune to psychology are nice things. Bottom of four, the table is starting to look a little bear. Dragon finishes up the BG.  I try to take some shoots at the general with my archers do really well with the hits, but suck it on the wounds.  Do nothing.

ROUND 5

Top of five, Brad’s general charges my archers – gone.  Bottom of five, dragon charges shades – flee.  Sword masters charge the cauldron.  This is a mistake on my part, not realizing exactly what the cauldron consisted of.  I just thought that the cauldron was the unit with three hags as crew. So I threw all my attacks at the crew and got 6 wounds.  Then when Brad only removed the 2 hags, I realized my mistake, but thought oh well it is probably some “mage” like attacks coming back at me.  Nope, Death Hags can hit.  So because of her witch’s brew (which negates flank, outnumber, and ranks)  and ran with my swords in between my legs.  For future reference, I would throw as much as I could at the Death Hag, but oh well, such is life. Also considering she was the BSB – BIG mistake on my part.

ROUND 6

Top of round six, Brad charges fleeing SMs with General, destroyed.  Brad charges spearmen (w/ mage) with chariot from behind, which I was an idiot and did not see that he had line of sight around woods. They flee, thinking that they should be able to rally in the bottom of round considering they have a musician with them.  Bottom of round six, dragon charges shades and destroys them. I fail to rally spearmen, so they are done also.

At the end of the game, I had the Dragon left and my Reavers.  Brad had the cauldron, his general, cold one chariot, and maybe a unit of crossbowmen.  Push on table quarters, and I had a banner. Final score – Brad 1344; Chris: 1350.  Like I said at the beginning, Brad and I both made poor decisions in the battle and mainly due to poor knowledge of the way the army played.  I would probably say that overall, Brad had a worse than normal game when it came to his rolling. 

Now this is little tidbit for Ben Nietzel  – you HAVE to take the cauldron.  It is super nice and plays really well.  I cannot imagine a combat driven DE list without it.

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Labor Day Weekend = Warhammer Weekend

by Finvalen on Sep.03, 2009, under Army Lists

Well, it looks like we could be playing some Warhammer this coming Monday (Labor Day).  I am pretty excited and am going to try a new list.  We shall see how it goes, hopefully I will not have to play Brian’s Demon list.

   Prince @ 621 Pts
      General; Lance
      1 Star Dragon
      Armour of Caledor
      Vambraces of Defense
      The Amulet of Light

   Mage @ 140 Pts
      2 Dispel Scroll

   Mage @ 140 Pts
      2 Dispel Scroll

   7 White Lions of Chrace @ 105 Pts
   12 Sword Masters of Hoeth @ 207 Pts
      Banner of Ellyrion

   5 Ellyrian Reavers @ 85 Pts

   5 Dragon Princes of Caledor @ 150 Pts

   1 Tiranoc Chariot @ 85 Pts
      Chariot

   1 Lion Chariot of Chrace @ 140 Pts
      Chariot

   10 Archers @ 110 Pts

   18 Spearmen @ 162 Pts

   2 Great Eagles @ 100 Pts

   2 Repeater Bolt Thrower @ 200 Pts

Total Roster Cost: 2245

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BoB 2009 list

by Finvalen on Aug.21, 2009, under Army Lists

Here is the army list of what I took to the BoB this past year.  I did not do well with battlepoints going 0-4-1, but I did decent with sportsmanship (probably due to the fact that everyone kicked my butt) and painting.  I finished 66th overall.  Oh well, it was my first tourney ever.

Archmage (363 Pts)
      General; Level 4 Upgrade; Elven Steed
      1 Power Stone @ [20] Pts
      1 Dispel Scroll @ [20] Pts
      Staff of Solidity @ [20] Pts
      Guardian Phoenix @ [25] Pts

Mage (197 Pts)
      Level 2 Upgrade; Elven Steed
      1 Dispel Scroll @ [20] Pts
      The Seerstaff of Saphery @ [30] Pts

Mage (152 Pts)
      Elven Steed
      Ring of Fury @ [40] Pts

Noble (218 Pts)
      Barding;  Lance; Dragon Armour; Shield; Battle Standard Bearer;Elven Steed
      Battle Banner @ [80] Pts

6 White Lions of Chrace (185 Pts)
      Musician; Standard Bearer
      Guardian @ [27] Pts
      Banner of Sorcery @ [50] Pts

2 Units of 10 Spearmen (90 Pts each)

5 Dragon Princes (190 Pts)
       Standard Bearer
      War Banner @ [20] Pts

5 Dragon Princes (185 Pts)
      Standard Bearer
      Banner of Ellyrion @ [15] Pts

2 Lion Chariots of Chrace (140 Pts)

2 Great Eagle (50 Pts)

2 Repeater Bolt Thrower (100 Pts)

Total Roster Cost: 2250

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