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 Post subject: Re: Lothlórien
PostPosted: Mon Oct 10, 2011 3:08 am 
Craftsman
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Yes I meant them. So it would be handy to have a few of those around?

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 Post subject: Re: Lothlórien
PostPosted: Mon Oct 10, 2011 4:27 am 
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before you buy Haldir, reconsider Rumil: he is sooooooooooo much better than his brother. As for the knights; their not worth it for friendly games but at tournaments It's always good to have cavelry. 8)

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 Post subject: Re: Lothlórien
PostPosted: Mon Oct 10, 2011 4:50 am 
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Yeah I thought about that too, his special rule seems to be pretty good. :)

So the list would then be like this:

Rumil - 70

8 Wood Elves w/elven blade & throwing daggers - 80
8 Wood Elves w/wood elf spear - 64
8 Wood Elves w/elf bow - 72
8 Galadhrim Warriors w/spear & shield - 80
7 Galadhrim Warriors w/elven blade - 63
7 Galadhrim Warriors w/elf bow - 70

499 pts, 47 models, 33% bows (15 shots + 8 throwing weopons), 3 might

Or drop the elven blades of the wood elves:

Rumil - 70

7 Wood Elves w/throwing daggers - 63
7 Wood Elves w/wood elf spear - 56
8 Wood Elves w/elf bow - 72
7 Galadhrim Warriors w/spear & shield - 70
7 Galadhrim Warriors w/elven blade - 63
7 Galadhrim Warriors w/elf bow - 70
3 Guards of the Galadhrim Court - 36

500 pts, 47 models, 33% bows (15 shots + 7 throwing weopons), 3 might

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 Post subject: Re: Lothlórien
PostPosted: Mon Oct 10, 2011 1:14 pm 
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Both could work, you on;y need one or two blades anyway, the could be useful, but the guards have a higher fight than most evil heroes.

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 Post subject: Re: Lothlórien
PostPosted: Mon Oct 10, 2011 2:28 pm 
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good job on that last list, I'd take that one. 8)

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 Post subject: Re: Lothlórien
PostPosted: Mon Oct 10, 2011 10:15 pm 
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I would pick Rumil over Haldir in a fight-oriented list. And the Guards are great.

Draugluin wrote:
I find it funny how they seem to give pikes (or spears for that matter) to the units that you would kinda want in the front rank.


This has come up before, and it was noted that the Romans and others did the same thing...put the greens in front supported by the vets. In this case the greens get spear and pike support (enough to beat almost anything on the field), and the odds don't go down as you lose troops. If you go the other way, when the vets collapse, all you're left with is greens.
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 Post subject: Re: Lothlórien
PostPosted: Mon Oct 10, 2011 10:22 pm 
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I know, it's still kinda funny though. Especially if you give the vets the support, they won't shouldn't go down at all, but of course the dice always go against right when you think they won't. Case in point, a single Dwarf Warrior beat off Durin's Bane one time that I've played. Then, of course, the Dwarf got a fiery lash to the face and was no more trouble.
And the Romans just left them to die, not giving them any support at all.

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 Post subject: Re: Lothlórien
PostPosted: Tue Oct 11, 2011 2:49 am 
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Draugluin wrote:
I know, it's still kinda funny though. Especially if you give the vets the support, they shouldn't go down at all, but of course the dice always go against right when you think they won't. And the Romans just left them to die, not giving them any support at all.


I'll admit I've seen veterans buckle more than once, but then again I prefer to have the newbies in front so I can figure out where I do need the vets. ie, Trolls begin to hammer a hole in the shieldwall then send in the royal guard.

Don't know where you learned your Roman army tactics, but the whole point of the principes was to move up and reform the line of battle, allowing the newbie hastati to retreat and regroup. The purpose of the veteran triarii was to form a wall that regrouping hastati and principes used as a place to rest and rejoin the fight. They also served as a rearguard to allow the entire army (noobs and ex-noobs) to retreat without being molested along the way. Sure the Roman Triarii were not directly supporting the Hastati directly by standing behind him with a giant pike but nor did he leave the noob to die alone without support.

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 Post subject: Re: Lothlórien
PostPosted: Tue Oct 11, 2011 5:38 pm 
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I meant the VERY noobs. The ones that had the wolf pelt uniform (don't remember the names). If they survived a battle on the VERY front lines (or however many they needed), then they got put in the phalanx.

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 Post subject: Re: Lothlórien
PostPosted: Tue Oct 11, 2011 7:20 pm 
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Both seems very well balance but I would have taken the first 8)
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 Post subject: Re: Lothlórien
PostPosted: Tue Oct 11, 2011 8:14 pm 
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Hilbert wrote:
Both seems very well balance but I would have taken the first 8)


So you think I could use the blades? I'm not sure myself, I already have some from my Galadhrim Warriors.

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 Post subject: Re: Lothlórien
PostPosted: Tue Oct 11, 2011 8:37 pm 
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Naw, second list is better :) Has the same bows, adds guards, and you don't need more blades than the Galadhrim
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 Post subject: Re: Lothlórien
PostPosted: Tue Oct 11, 2011 8:42 pm 
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I think I'll stick to that list then. Even though it doesn't have much hero power, I guess the numbers make up for that, and Rúmil seems quite potent anyway. Thanks for the help!

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 Post subject: Re: Lothlórien
PostPosted: Wed Oct 12, 2011 7:25 pm 
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It was our pleasure... Good luck in battles 8)
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 Post subject: Re: Lothlórien
PostPosted: Wed Oct 12, 2011 7:54 pm 
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Good luck to yer! 8)

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 Post subject: Re: Lothlórien
PostPosted: Wed Oct 12, 2011 9:55 pm 
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Thanks, I'm sure I'll beat him though. :twisted:

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 Post subject: Re: Lothlórien
PostPosted: Wed Oct 12, 2011 11:14 pm 
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Good luck, my personal advice would be: a Stormcaller!

However a stormcaller has very little might and magic is a bit of a specialist subject so you might not want to listen to me :p
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 Post subject: Re: Lothlórien
PostPosted: Thu Oct 13, 2011 6:34 am 
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I am willing to listen to you SuicidalMarsbar. So how would you use him? I don't suppose it's a good idea to have him as your only hero?

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 Post subject: Re: Lothlórien
PostPosted: Thu Oct 13, 2011 9:48 am 
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Not if its your first time using him no he shouldn't be your only hero, taking him alongside someone like rumil works well because they can both sit in your battle line, taking a stomrcaller alongside a shooty elf like legolas or haldir also works well. I personally would recomend using him alongside thranduil. If you put the stormcaller at one end and thranduil at the other then you can prevent the enemy from attacking on one end of the line (circlet of kings) and get a turn of free kills on the other end (natures wrath). Circlet of kings could also make enemy heroes spend some of their lovely will points passing courage tests...

Using the stormcaller is alot of fun, but the main things to do are:

Keep the stormcaller amongst your troops, if you have a any 2h weapon warriors, then preferably have him with them. Make sure he is one rank behind the rest of your troops and preferably behind a relatively high defence troop. If your opponent is fielding a troll or similar high point-low/no will model then you are in luck; call winds casts on a 2+ and is just as effective as transfix, if not more effective. Don't be afraid to use call winds on smaller foes like half trolls or giant spiders. If your Leader has no wounds left, has been transfixed and is being charged by a giant spider, then call winds is well worth it, even if against a relatively low cost model.

Now onto The stormcaller's other spell: Nature's wrath. Nature's wrath receives alot of stick for not doing any damage to enemies but i can't think of any other spell that can not only make enemies vulnerable but can also save a good number of your warriors lives! If your opponent has cavalry and your stormcaller is concealed, then you might want to save this spell till they attack but to be honest it is well worth it to cast natures wrath the second your lines meet. Everyone within 12" on the enemy team will be knocked to the floor which is an excellent advantage, especially if you have elven blades or a banner.

If your army is one you plan on using in lots of different scenarios then a stormcaller is certainly very useful. It sounds weird but he is amazing in siege games. It was a doubles match against harad isengard and mordor. Their troll chieftan came to our gate to knock it down, the stormcaller cast call winds, the troll failed to resist and had to move back 6". I then moved the stormcaller down to the courtyard, once the enemy broke though he cast natures wrath, the troll had no will left to resist the spell so everyone fell to the floor, the khazad guards totally mopped up the half trolls and by this point the chieftan had lost a wound and some fate. On top of all that no-one could climb any ladders for a turn because they were all on the floor, if i remember correctly i got 3 bowfire kills that turn so it was well, well worth it. A stormcaller could probably have similair effects if he were attacking a fortress....
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 Post subject: Re: Lothlórien
PostPosted: Thu Oct 13, 2011 11:18 am 
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Thanks for this clear explanation. :)
It looks like the game will be less straightforward, and more interesting and challenging with the stormcaller.

So what about this:

Rúmil - 70
Stormcaller - 60

6 Wood Elves w/throwing daggers - 54
8 Wood Elves w/wood elf spear - 64
7 Wood Elves w/elf bow - 63

5 Galadhrim Warriors w/elven blade - 45
6 Galadhrim Warriors w/spear and shield - 60
6 Galadhrim Warriors w/elf bow - 60
2 Guards of the Galadhrim Court - 24

500 pts, 33% bows (13 shots + 6 throwing weopons), 42 units

Or drop one elf and take Haldir.

EDIT: Or drop 2 and take Thranduil, as you were suggesting. :)

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