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 Post subject: The Alter Horde
PostPosted: Fri Jun 12, 2009 7:33 pm 
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Asrai
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Joined: Mon Dec 03, 2007 2:43 pm
Posts: 91
Location: Houston, TX
That is the name one of the guys in my gaming group gave to this list. Here it is for your scrutiny:

L4 Spellweaver, 3x scrolls, ranu's hearstone (345)
Alter Noble, GW, LA, SH, Helm of the Hunt, Hail of Doom Arrow (158)
Alter Noble, GW, LA, SH, Annoyance of Netlings (133)
Alter Noble, GW, LA, SH, Amber Pendant (143)

2x10 Glade Guard (120 ea.)
5 Glade Riders, musician (129)
4x8 dryads (96 ea.)

9 wardancers, champ, musician (183)
6 Wild Riders, mus, standard, war banner (199)

Treeman (285)
Great Eagle (50)

Total: 2249 points

6 Power Dice, 4 dispel, 78 models

I like the flexibility of the Lores available to the spellweaver (beast especially), and I like to run the Alters together as if they were one unit. That's 13 S6 attacks on the charge, which can chew up a LOT of enemy models, though I sometimes run one off as support for another unit. I do tend to sacrifice dryad units a lot (let them get charged) so that my countercharges with my other close combat elements can be more effective (easier to get flanks and multi charge units). I went 3-0 at an RTT about a year ago with this list, but it has never faced any of the Big 3 yes (DE, Demons, VC).

Thoughts, comments, ridicule welcome!


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 Post subject: Re: The Alter Horde
PostPosted: Fri Jun 12, 2009 8:18 pm 
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Asrai

Joined: Sun Dec 02, 2007 3:49 am
Posts: 353
Location: Got an 8:30 rez at Dorsia... great sea urchin ceviche!
That is an extremely straight forward alter set up. I half expected to see the Wraithstone, terror spite or various other unusual combinations. But you have pretty much covered the basics, which I like. The AP in particular works well for multiple Alter charges. on turns after the charge the ~ASF st6 attacks work like a built in Ward Save for everyone sharing the frontage. AND you have the AoN in there for good measure, not bad.

One time mt 3 Alters triple charged a unit of 6th ed Temple Guard with Slann, won combat by 6, broke and ran them down. It was exquisite.

I think that if you did go up against one of the big 3 you wouldn't be in a lot of trouble. Your Weaver wouldn't get nearly enough through to justify her cost, but at least you're packing 4 DD and 3 scrolls, so that helps. You've got plenty of combat potential and can run interference better than any of them. To be honest, I think that this could punch through most of what the big 3 can throw at you. I know my Dark Elves would struggle against this list, but I have some ideas already on how to fight it.

nice list.

_________________
"I'm on the verge of tears as we arrive at Espace since I'm positive we won't have a decent table. But we do.
Relief washes over me in an awesome wave."

In the winter,
The long and hallow eaves of the willow
Dance like the shadows of Loec.


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 Post subject: Re: The Alter Horde
PostPosted: Sat Jun 13, 2009 5:41 am 
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Lord of the Battle Glade, Sword of Loren

Joined: Tue Nov 06, 2007 9:51 pm
Posts: 277
I'm a strong believer in two units of Wardancers; I'd drop a unit of Dryads to take another unit of Wardancers, maybe evening the units out at eight sans champs. Champions aren't worthwhile for Wardancers . . . . if you're going into a combat hoping for a killing blow you don't want your target to challenge and suddenly leave you with three attacks where you used to have six or eight.

I ran a triple alter list at the Hillbilly last year and it did fantastic until I ran up against shooty Wood Elves, where it did less fantastic. That's a lot of points tied up in 6 T3 wounds. I would worry less about VC and Daemons than I would about Elves of any flavor. A single RBT volley or round of fire from a Glade Guard unit could ruin their day, especially since you have no defense against shooting in there. The Briarsheath on your Annoyance or Amber Pendant Alter wouldn't go amiss. The Enchanted Shield on the other would at least give you a 4+ armor save while you're running around. Elynett's Brooch can also be a good take . . . you're going to be charging so much fear- and terror-causing stuff with these Ld9 guys that it would be nice to be able to reroll at least one of your checks (you're going to fail one out of six times).

I find that with Glade Riders you either need to go big or go home. I.e., either take three units of Glade Riders or turn your current unit of Glade Riders into a Dryad/Glade Guard unit. I've found that just one unit of Glade Riders running around doesn't do much for you.

If you're just running one Spellweaver for magic, go Beasts. Throw 4-5 dice at Beast Cowers every turn; most armies have an important unit that will be affected and this will draw dispel scrolls. You should be through their dispel scrolls by turn four at the latest, where you can start throwing four at Beast Cowers and two at Bear's Anger on an Alter. That's still a magic phase to be scared of.

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Lord Aewyn Machiara
Servant of Isha
Sword of Loren


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 Post subject: Re: The Alter Horde
PostPosted: Sat Jun 13, 2009 6:23 pm 
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Asrai

Joined: Sun Dec 02, 2007 3:49 am
Posts: 353
Location: Got an 8:30 rez at Dorsia... great sea urchin ceviche!
The last time I faced a shooty Wood Elf list with my dual alters I learned the value of shooting protection. When everything I had that could take the shooting was too slow to catch him and everything that could catch him had to wade through crippling missile fire and then couldn't take the S$S, my Alter Noble with the SotCM was hands down the MVP. He single-handedly scattered 2 units of 8 Waywatchers and my opponent's Spellweaver general, simply because with the SotCM he could take that S$S reaction from the first unit of Waywatchers. Turned a Draw into a Minor victory for me.

And I definitely agree that 2 units of Wardancers are the way to go. Sometimes Wardancers have to get dropped too early to see were the real threats are, so having too means you can cover the field safely without being lured into making hard decisions. And Wardancers are big targets, but that might not be as much of a problem with all the of Dryad Treeshields you're bringing. I think that it's worth an even trade for the Glade Riders.

_________________
"I'm on the verge of tears as we arrive at Espace since I'm positive we won't have a decent table. But we do.
Relief washes over me in an awesome wave."

In the winter,
The long and hallow eaves of the willow
Dance like the shadows of Loec.


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 Post subject: Re: The Alter Horde
PostPosted: Mon Jun 15, 2009 3:01 pm 
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Asrai
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Joined: Mon Dec 03, 2007 2:43 pm
Posts: 91
Location: Houston, TX
Thanks for the suggestions. I did struggle with how to equip the Alters, knowing that they can suffer against a shooty army (and I dread their first test against a x-bow heavy DE army). They did easily handle a shooty dwarf army, but the terrain set-up definitely was in my favor (was able to screen the alters in trees until they could charge out). I have a game today, and likely a couple on Friday to test the list before an RTT on Saturday. I'll use this week to help fine tune the list. I plan on taking this army to the Alamo this year, too, so I'll have plenty of time to try things out and paint up another unit of Wardancers if the winds blow that way.


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 Post subject: Re: The Alter Horde
PostPosted: Tue Jun 16, 2009 1:04 pm 
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Asrai
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Joined: Mon Dec 03, 2007 2:43 pm
Posts: 91
Location: Houston, TX
Fought to a draw against an "elite" dwarf army yesterday. 2 organ guns, 2 stone throwers, 2 small warrior units, 2 big hammerer units, longbeards, thane BSB, Thane with oathstone, Lord on shieldbearers, runesmith. All 3 alters died...2 from shooting with the organ guns, the other was Rune of Challenged into the Lord. He passed 6 straight break tests on an 8 or worse, 4 with his lord's unit, two with his BSB that ended up in an organ gun unit. A win was in my grasp, but on the top of 6, with dryads in one flank, wardancers on the other, Treeman in the front against his block of 14 remaining hammerers with Lord, I do all of 2 wounds. Lord kills 2 wardancers and wins combat by 1 (rank, banner, warbanner eqiv.). Wardancers break, but rally. I whiff again bottom of 6, lose by 1, but hold. He was up by about 90 points at the end.

I'll get some more games in on Friday, and I'll try the added wardancer unit, though I hate to drop the glade riders, as they took down a stone thrower that also had the runesmith in it. Broke them on the charge and ran 'em down!


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 Post subject: Re: The Alter Horde
PostPosted: Mon Jun 22, 2009 7:01 pm 
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Asrai
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Joined: Mon Dec 03, 2007 2:43 pm
Posts: 91
Location: Houston, TX
I ran this at an RTT on Saturday, and went 1-1-1.

First game was barely a draw against an all Nurgle demon army (he was up by 285 points). I twice miscast with three 1s, so the heartstone couldn't help. I made a couple mistakes, but his army was kitted out to keep you from killing his characters, so it made for a rough game.

Second game was against a low magic VC army with zombie dragon. Glade Guard shooting too out the dragon on turn 4 (who was the victim of beast cowers twice before that). HoDA and some dryads made short work of his Black knights, and a massive combo charge (with overrun follow-up charges) of wild riders, treeman, dryads, and 2 alters took out both corpse carts, a big unit of zombies, and 21/35 skellies. Full win for the horde as he only had his lord, a vamp, and blood knights (distracted by eagle and dryads all game) left on the table at the end.

Game 3 was against a Lizzie army with Slaan, L1 skink, L2 engine + two other Ancients, and a smattering of other MSUs. Engine's radius of death was killer, taking out 2 units of dryads, 2 alters, and my Spellweaver over 3 turns. He kept rolling 8-10" for the affect! I took out a steg with a wild rider charge on turn 1, overran into a unit of saurus, bounced and was run down. My treeman went toe-to-toe with the othe steg, but with the slaan/bsb nearby, he wouldn't budge. I mopped up as much as I could with the other units, but couldn't get to the slaan or the engine at all. Plus the scenerio objectives gave him a bunch more VP, giving him the solid win.

Overall, I could have played a lot smarter in the first and third games, and my deployment against the lizzies could've been better, too. It was a good test, as I played against a variety of armies I don't normally play against. Don't know if there were any obvious problems with the list that scream "change me!", but I still have a while until the Alamo, where I plan to play this, so I can get a lot more playtesting in.


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