Calisson's analysed approach to a balanced corsair army.
Posted: Thu May 21, 2009 10:06 pm
Yep! It's my turn to post a list.
Warning: the post is long. Hope you'll enjoy it.
-O-O-O-O-O-O-O-O-O-O- o|--}
Background.
I've been playing so far mostly home games, usually with small armies of less than 2K.
I'd like to develop a bigger army, get used to it, and hopefully get confident enough with it, to the point of being able to dare to start playing in a more competitive environment with reasonable expectations, should the opportunity present itself.
Today I'm posting this army list because:
- you may provide me with some good advice for improvement, and rectify false assumptions;
- the way of analysing it may be of interest for you;
- it's supposed to be an efficient list with a corsair theme, which could be of interest for corsair lovers.
The idea behind the list I'm toying with is to get a lot of flexibility, and to try to make it very balanced.
The units fall into 5 categories: magic – shooting – agility – melee enhancements – melee.
In addition, there are other characteristics:
Magic-heavy, because it's fun.
A significant corsair presence, because “Go Navy!”, but using the best corsair settings.
No Khainite units, because I don't own any (except characters: COB and sass).
No CO, because I miss too often stupidity rolls in important moments.
-O-O-O-O-O-O-O-O-O-O- o|--}
Army List: The Calissons.
(edited 9 posts below)
Magic:
Being footed, the two sorceresses can be babysat in many units, adapting to the terrain found: MXB, 2 x RBTs for long range spells; BG, corsairs, RHB corsairs for short range spells. Lores to be adapted to the situation.
Sorceress, level 4. Black staff, scroll. 340 pts. General.
Black staff is there to eat 2 DD from the enemy, or if he doesn't, to provide 3 more PD!
Sorceress level 2. scroll. 160 pts.
FF would bring more flexibility to the positioning of the sorceress, if I had the pts.
Shooting:
Provides far-reaching effective annoyance, killing light march-blockers, putting pressure.
10 MXB, shield. 110 pts.
I had no spare pts for the musician, but I found him rarely needed. With shield, they can occasionally become a melee unit.
2 x RBT. 2 x 100 pts.
Flexibility is provided by the choice between 6 shots or 1 more powerful shot. 360°LOS allows a flexible selection of targets.
Agility.
March-blocking, snipe-charging warmachines & characters, shaping the battlefield to my needs..
5 shades, GW. 90 pts. Threatening flank-charges. When they don't threaten, they shoot. Flexible positioning during deployment. The assassin could start here, if not babysitting the sorceress.
2 x 5 harpies. 2 x 55 pts. Flying is extremely flexible. Expandable! Great annoyance for the enemy.
5 DR, musician. 92 pts. Fast cavalry is inherently flexible with an impressive mobility and the option to bait charges.
I had not the pts for MXB, so no option for shooting, but with naked DR, I accept more easily suicide charges.
Melee force multipliers.
These enhancements can either help one melee unit or work alone as one more agility unit.
“Unkillable” Master, BSB, PoK, soulrender. 177 pts. Can lone-charge from a larger unit, and especially ethereal creatures. Can stay in BG or in vicinity and allow them to reroll their stubborn roll. Can bodyguard the Lev4. If in BG, the ASF compensates his strike last. Otherwise, he is more likely to get the charge than to receive it. Anyhow, being nearly unkillable, he can afford to strike last.
Assassin. AHW, KB, d3 more attacks. 151 pts. The flexibility is provided by the positioning during the deployment. He can join shades and allow the surprise charge, threatening effectively even armoured Bretonnians with a deadly flank-charge. Otherwise, it can be the Lev4's bodyguard, or the corsair's ASF. Finally, if no better use, he can go with the RHB corsairs and be sheltered quite safely onto the opposite side of the battlefield. If within COB 's range, he can lone-charge efficiently. If Shadow Lore is taken, he can benefit from it.
COB. 200 pts. Enhancer for either BG, corsairs or hydra. In addition, shades, possibly DR and even RHB corsairs will benefit efficiently from it.
Also, it makes the assassin stubborn with Ld10! Allowing him to lone-charge a large unit with several characters/champion that can be challenged, and even suicide-charge a lord on monster.
10 corsairs, RHB, musician. 105 pts. The cover for BG. They are here also to get rid of march-blockers, with a range of 8+5=13” not requiring LOS prior to moving. They can flee through ITP BG if charged. If left alone, they can taunt the enemy. If facing a flight-heavy, little shooting army, they can serve to protect the RBTs instead of being a curtain for BG.
Melee power.
Three units combining together, with the DR and shades providing an additional flank threat.
All three are in the 175 pts range and could be lost with no drama. Two of them can shelter characters. These units are made for ACR, not SCR. All of them can benefit greatly from the CoB, and that is how they become hitty. I assume only one will be busy at a time, this one will receive COB's blessing. They may manage to combine charges.
More important, all three units can be shot at or spelled at to the last body without triggering any panic test, with the sole exception of the hydra, for which sniping the beastmasters will result in a panic test.
9 BG. Standard with ASF, champion. 180 pts. The champion is there in case the unit is the Level 4's babysitter. Otherwise, it may lead the opponent to suspect that the champion has the RoH. I know the ASF is not very original, but it's a life insurance. But that's 49pts.
I wish I had the pts for more BG, but I haven't. But they are covered against shooting by the RHB corsairs.
11 corsairs. FC, « frenzy » SSS. 160 pts. Could be joined by the Master or the assassin. The champion is there in case the unit is babysitting a sorceress: the enemy will probably not let it charged by a KB'ed 3 attacks per model unit, that he can just bait and flee. The FF sorceress can remain effective as it is allowed to cast a spell after failing a charge. I with they were 15 of them, but I have not the pts. Anyway only the front rank is deadly, the 4 rear ones are just more bodies.
Hydra. 175 pts. Straightforward. May benefit from the COB's KB like anyone else. With a 5+WS, this large target can hide efficiently something behind, during deployment or while progressing.
Summary.
Total 2,250 pts exactly.
Total of 4 characters plus 1 assassin. 3 footed, 1 BSB on DS and the COB.
Total of 11 units, none of them essential, mostly in the 90-180 pts range.
4 core + 2 harpies, 2 specials, 3 rare for 2 rare slots. Only duplication is RBT and harpies.
8 PD + 3 PoD - 5 DD + 2 scrolls.
63 shots per turn, including 21 at 8”.
-O-O-O-O-O-O-O-O-O-O- o|--}
Check-list for a balanced army.
1. Review of the defensive strategies.
A balanced army needs several of the defensive strategies below.
A balanced army must be able to overcome all of the possible opponent's defensive strategies.
- Mass. Own: SCR, regen Weak: 2 combat units have 1 rank and 1 pennant, the 3rd has regen.
Against foes’mass: Strong: mass attacks for corsairs, COB +1 attack; lots of shots; magic, especially Dark #5.
- MSU. Own: Good.
Against foes’: Good: Melee, or shooting + magic can take care of many targets at one time.
- Armour. Own: Very weak, except hydra. COB can improve that for a single unit.
Against foes’: Great: Assassin's KB; COB's KB granted to a unit with many attacks; hydra high S; RBT; magic Metal Lore, Dark Lore #5 & 6, Death Lore #2 & 6.
- Ethereal units. Own: none.
Against foes’: OK: Master; magic. That's it (own SCR is too low to hurt them) but it should be enough.
- Fear & Terror. Own defense: : Good: hydra; COB; ITP SSS corsairs and ITP BG.
Against foes’ fear: excellent: hydra; ITP corsairs & BG; Shooting & magic.
- ASF. Own: quite good: assassin & BG (and master if inside BG).
Against foes’: good: assassin & BG; shooting & magic.
- Distant magic. Own pre-emptive attacks: A strong point with 8PD and 3PoD. Enhanced with FF. Helped with march-blockers.
Resisting foes’: normal resistance: 5 DD and 2 scrolls. No RoH, no shards. The many corsairs are resilient to magic missiles. Several ways to get rid of march-blockers: MXB, RBT, RHB, magic, terror. Expandable screens are available.
- Shooting before getting in melee. Own pre-emptive attacks : Good: 10 MXB, 2 RBT, 5 shades, hydra. Several march-blockers.
Resisting foes’: quite good: corsairs, hydra, Master, COB are resistant. MXB, RBT are OK. Shades & harpies are skirmishers. Several ways to get rid of march-blockers: MXB, RBT, RHB, magic, terror. Expandable screens are available.
- Snipe charges against magic-users/warmachines. Own pre-emptive attacks: Very good with 2 harpies, DR, master, assassin if Shadow magic is taken.
Resisting foes’:. Very good resistance: Master & COB not vulnerable. Assassin takes care of himself. The two sorceresses must be protected, either by the ASF BG or by the ASF assassin; the FF level 2 can hide. RBT can be protected by RHB corsairs if they are on a hill, the corsairs in front.
- Avoidance. Own: depending on the terrain: DR and harpies can avoid foes, lone Master as well. Shades & hydra in woods as well, where the COB can be hidden an still be useful. Many infantry can take benefit from buildings, especially MXB.
Against foes’: good capabilities: DR and harpies can hunt quick elusive foes, lone Master as well. Shades and hydra in woods. RBT have long range, magic can be used.
Overall, own defensive strength: Very good psychology. Good ASF, good distant shooting & very good magic, good snipe-charge ability. Nice MSU style which can become elusive by the use of terrain.
Overall, own defensive weakness: little mass, little armour, no ether. Must win the charge, with ACR and side charges.
Overall, own offensive strength: Should be good against hordes, against armoured units which can be KB'ed, against foes relying on fear.
Overall, own offensive weakness:None really. Must not be exposed too long to magic or shooting.
2. Review of the phases.
Psychology: Own turn: Not much to fear from psychological tests at the beginning of my turn, the tests are not likely to fail either when charging.
Opponent’s turn: The hydra can hurt them. My main unit fear not fear-causing chargers.
Movement: Own turn: Several agile units: 2 x harpies, DR, hydra, BSB.
Opponent’s turn: can be controlled with harpies & DR & shades.
Magic: Own turn: rather strong.
Opponent’s turn: might hurt but only if very heavy.
Shooting: Own turn: Quite good.
Opponent’s turn: Rather good resistance.
Mass Melee: Own turn: Should go well.
Opponent’s turn: If the melee is prolonged, it is bad. It is important to keep the initiative.
Elite Melee: Own turn: : Should go well.
Opponent’s turn:Risky.
Combination of phases: Own turn: Magic & shooting to destroy at distance. Shooting & movement to control positioning. Magic & COB & psychology helping melee.
3. Balance of the army.
Efficiency in all phases. Yes
Adapted to any opponent you're not playing today. Yes
Versatility. Excellent
Redundancy. Somehow
Reserves available. Somehow
This list should be especially flexible:
It has quite a strong magic, which is inherently flexible with the choice of Lores.
It has respectable shooting, with the addition of secondary role shooting for shades & hydra.
The COB provides a great flexibility with the selection of blessings, and the choice of units which can benefit from it.
There are three medium hitty units, which, by manoeuvre, allow one of them to be threatening, instead of a single large über one which could be avoided.
The mobile BSB can be either be used stand-alone or join any of the melee units (which are not Khainite).
The assassin has a broad selection of units to start in.
The list has no stupidity, which could have been a flexibility denial.
4. Plans.
Use of terrain.
Preferred terrain:
Hill in deployment zone for both RBTs, alternatively a wood in deployment zone will do.
Building in or close to the deployment zone for the MXB, with sorceress inside.
Building on the middle line for the RHB corsairs. A sorceress would jump in.
Buildings can serve as well as safe haven if facing cavalry-heavy armies.
Dense terrain on the sides for DR to gallop around.
Woods in the no man's land for shades, allowing a safe progression for the hydra as well.
Overall, as the army is mostly infantry, buildings are nice.
This army can live with difficult terrain, although it doesn't like it much.
Intended deployment:
BG with RHB corsairs in front of them – SSS corsairs – hydra make the three central blocks.
COB just behind corsairs.
RBTs and MXB in the rear aisles. The MXB move forwards if necessary, and looks for a building to settle in.
Agile troops rush towards the enemy and march/block. They charge the enemy's warmachines or suicide-charge the magicians.
Last positioned, the characters.
Facing slow armies, both sorceresses can remain with shooters while the army rushes forwards. That is for Metal or Fire Lores. The Master can go with corsairs or BG, the assassin goes in shades.
Facing heavy cavalry, the Level 4 goes inside ASF BG with babysitters. The level 2 can go in the RHB corsairs!
Facing non-melee oriented armies, Death or Shadow Lores could be selected; Dark Lore is in-between, more flexible. One sorceress can go in the BG, the other one in the SSS corsairs.
They would get the Master (in BG) and the assassin (in corsairs) as bodyguards.
Check-list based on D.R.A.I.C.H. The balance of an army. A theoretical approach.
-O-O-O-O-O-O-O-O-O-O- o|--}
Corsair fluff.
The fluff is not forgotten. I adapt the fluff to the list rather than the other way, in order to optimize the efficiency of the army, rather than optimize the fluff.
This list is already remarkable for having two corsair units.
Sorceresses & assassins are associated with Black Arches. A BSB master is fine, even mounted: horse can survive long periods at sea, although their numbers should not be too large.
Harpies, shades, DR, MXB, RBT are expected with corsairs, they are mostly footed.
The only problematic units are: BG, hydra & COB.
My BG are just the most seasoned corsairs, impressive professionals who have renounced being anything else than corsairs. They don't care much any more about glory, not even surviving, their fate is to live and die corsairs, and they expect nothing more. Hence superior combat ability, stubborn and ITP.
The COB is a different story: it's a gigantic statue coming from Ind, representing a goddess who could be Hekarti herself, with four arms. On arm with the trident blocks some of the attacks, providing a ward save. One arm has a bowl with fresh blood, inspiring frenzy. The last two arms carry a sword and a freshly cut head, inspiring the acuteness necessary to deal a similar blow.
The hydra has just been tamed magically since it was an egg. It is the general's pet. It swims well and follows the ships.
-O-O-O-O-O-O-O-O-O-O- o|--}
Which models I did not take.
The units I leave behind are:
1 dragonlord. 1 CO master. Lokhir. 2 more assassins: all slots are taken.
1 peggy sorc, 1 DS sorc, 3rd footed sorc. I could mount the sorceresses if I had he pts.
20 MXB. 5 more shades. 6 DR with MXB. A balanced list relies not too much on shooting.
21 spear warriors. 6 COK. 1 COK. Warriors less efficient with COB. CO stupid.
I can have up to 15 BG and 22 corsairs. I would take them if I had the pts.
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Unsettled questions.
Q1. I may drop the Black Staff in order to buy 4 corsairs (increase the unit to 15) and 1 BG (increase to 10).
I know I need bodies, but forfeiting the BS would dowsize my magic phase to average, making it useless against a strong magic defense.
Q2. If I keep that list, will the low number of BG and corsair suffice? Knowing that BG are protected with RHB corsairs. I could consider dropping the BG standard bearer and the Hag Graef ASF, with 49pts I can buy 3 corsairs, 1 BG and the MXB's musician. Opinion?
Q3. I may drop the hydra for fluff reasons, deeply regretting its efficiency. This would result in a purer raiding army, with very few horses, a couple of harpies, a statue and everything else is footed elves: easy to pack inside a ship for a lengthy journey.
With the hydra 175pts, I could buy:
5 more corsairs, making them 16,
6 more BG including a musician, increasing them to 15.
1 more shade, for a unit of 6.
A musician for the MXB.
A horse for the level 2 FF sorceress.
Overall, that would make 2 strong melee units rather than 3 medium.
Q4. Otherwise, which unit is the least useful and could be dropped in order to get more corsairs and BG?
Q5. Sorceresses deployment. Assassin deployment. BSB deployment.
Both sorceresses must not remain in the same unit. Never.
But I'm not familiar with having sorceresses deployed in units rushing towards melee.
Also, who should bodyguard the sorceresses in the BG? In the corsairs? BRB? Assassin? Is the champion enough?
-O-O-O-O-O-O-O-O-O-O- o|--}
Thanks for reading, thank you more for commenting.
Warning: the post is long. Hope you'll enjoy it.
-O-O-O-O-O-O-O-O-O-O- o|--}
Background.
I've been playing so far mostly home games, usually with small armies of less than 2K.
I'd like to develop a bigger army, get used to it, and hopefully get confident enough with it, to the point of being able to dare to start playing in a more competitive environment with reasonable expectations, should the opportunity present itself.
Today I'm posting this army list because:
- you may provide me with some good advice for improvement, and rectify false assumptions;
- the way of analysing it may be of interest for you;
- it's supposed to be an efficient list with a corsair theme, which could be of interest for corsair lovers.
The idea behind the list I'm toying with is to get a lot of flexibility, and to try to make it very balanced.
The units fall into 5 categories: magic – shooting – agility – melee enhancements – melee.
In addition, there are other characteristics:
Magic-heavy, because it's fun.
A significant corsair presence, because “Go Navy!”, but using the best corsair settings.
No Khainite units, because I don't own any (except characters: COB and sass).
No CO, because I miss too often stupidity rolls in important moments.
-O-O-O-O-O-O-O-O-O-O- o|--}
Army List: The Calissons.
(edited 9 posts below)
Magic:
Being footed, the two sorceresses can be babysat in many units, adapting to the terrain found: MXB, 2 x RBTs for long range spells; BG, corsairs, RHB corsairs for short range spells. Lores to be adapted to the situation.
Sorceress, level 4. Black staff, scroll. 340 pts. General.
Black staff is there to eat 2 DD from the enemy, or if he doesn't, to provide 3 more PD!
Sorceress level 2. scroll. 160 pts.
FF would bring more flexibility to the positioning of the sorceress, if I had the pts.
Shooting:
Provides far-reaching effective annoyance, killing light march-blockers, putting pressure.
10 MXB, shield. 110 pts.
I had no spare pts for the musician, but I found him rarely needed. With shield, they can occasionally become a melee unit.
2 x RBT. 2 x 100 pts.
Flexibility is provided by the choice between 6 shots or 1 more powerful shot. 360°LOS allows a flexible selection of targets.
Agility.
March-blocking, snipe-charging warmachines & characters, shaping the battlefield to my needs..
5 shades, GW. 90 pts. Threatening flank-charges. When they don't threaten, they shoot. Flexible positioning during deployment. The assassin could start here, if not babysitting the sorceress.
2 x 5 harpies. 2 x 55 pts. Flying is extremely flexible. Expandable! Great annoyance for the enemy.
5 DR, musician. 92 pts. Fast cavalry is inherently flexible with an impressive mobility and the option to bait charges.
I had not the pts for MXB, so no option for shooting, but with naked DR, I accept more easily suicide charges.
Melee force multipliers.
These enhancements can either help one melee unit or work alone as one more agility unit.
“Unkillable” Master, BSB, PoK, soulrender. 177 pts. Can lone-charge from a larger unit, and especially ethereal creatures. Can stay in BG or in vicinity and allow them to reroll their stubborn roll. Can bodyguard the Lev4. If in BG, the ASF compensates his strike last. Otherwise, he is more likely to get the charge than to receive it. Anyhow, being nearly unkillable, he can afford to strike last.
Assassin. AHW, KB, d3 more attacks. 151 pts. The flexibility is provided by the positioning during the deployment. He can join shades and allow the surprise charge, threatening effectively even armoured Bretonnians with a deadly flank-charge. Otherwise, it can be the Lev4's bodyguard, or the corsair's ASF. Finally, if no better use, he can go with the RHB corsairs and be sheltered quite safely onto the opposite side of the battlefield. If within COB 's range, he can lone-charge efficiently. If Shadow Lore is taken, he can benefit from it.
COB. 200 pts. Enhancer for either BG, corsairs or hydra. In addition, shades, possibly DR and even RHB corsairs will benefit efficiently from it.
Also, it makes the assassin stubborn with Ld10! Allowing him to lone-charge a large unit with several characters/champion that can be challenged, and even suicide-charge a lord on monster.
10 corsairs, RHB, musician. 105 pts. The cover for BG. They are here also to get rid of march-blockers, with a range of 8+5=13” not requiring LOS prior to moving. They can flee through ITP BG if charged. If left alone, they can taunt the enemy. If facing a flight-heavy, little shooting army, they can serve to protect the RBTs instead of being a curtain for BG.
Melee power.
Three units combining together, with the DR and shades providing an additional flank threat.
All three are in the 175 pts range and could be lost with no drama. Two of them can shelter characters. These units are made for ACR, not SCR. All of them can benefit greatly from the CoB, and that is how they become hitty. I assume only one will be busy at a time, this one will receive COB's blessing. They may manage to combine charges.
More important, all three units can be shot at or spelled at to the last body without triggering any panic test, with the sole exception of the hydra, for which sniping the beastmasters will result in a panic test.
9 BG. Standard with ASF, champion. 180 pts. The champion is there in case the unit is the Level 4's babysitter. Otherwise, it may lead the opponent to suspect that the champion has the RoH. I know the ASF is not very original, but it's a life insurance. But that's 49pts.
I wish I had the pts for more BG, but I haven't. But they are covered against shooting by the RHB corsairs.
11 corsairs. FC, « frenzy » SSS. 160 pts. Could be joined by the Master or the assassin. The champion is there in case the unit is babysitting a sorceress: the enemy will probably not let it charged by a KB'ed 3 attacks per model unit, that he can just bait and flee. The FF sorceress can remain effective as it is allowed to cast a spell after failing a charge. I with they were 15 of them, but I have not the pts. Anyway only the front rank is deadly, the 4 rear ones are just more bodies.
Hydra. 175 pts. Straightforward. May benefit from the COB's KB like anyone else. With a 5+WS, this large target can hide efficiently something behind, during deployment or while progressing.
Summary.
Total 2,250 pts exactly.
Total of 4 characters plus 1 assassin. 3 footed, 1 BSB on DS and the COB.
Total of 11 units, none of them essential, mostly in the 90-180 pts range.
4 core + 2 harpies, 2 specials, 3 rare for 2 rare slots. Only duplication is RBT and harpies.
8 PD + 3 PoD - 5 DD + 2 scrolls.
63 shots per turn, including 21 at 8”.
-O-O-O-O-O-O-O-O-O-O- o|--}
Check-list for a balanced army.
1. Review of the defensive strategies.
A balanced army needs several of the defensive strategies below.
A balanced army must be able to overcome all of the possible opponent's defensive strategies.
- Mass. Own: SCR, regen Weak: 2 combat units have 1 rank and 1 pennant, the 3rd has regen.
Against foes’mass: Strong: mass attacks for corsairs, COB +1 attack; lots of shots; magic, especially Dark #5.
- MSU. Own: Good.
Against foes’: Good: Melee, or shooting + magic can take care of many targets at one time.
- Armour. Own: Very weak, except hydra. COB can improve that for a single unit.
Against foes’: Great: Assassin's KB; COB's KB granted to a unit with many attacks; hydra high S; RBT; magic Metal Lore, Dark Lore #5 & 6, Death Lore #2 & 6.
- Ethereal units. Own: none.
Against foes’: OK: Master; magic. That's it (own SCR is too low to hurt them) but it should be enough.
- Fear & Terror. Own defense: : Good: hydra; COB; ITP SSS corsairs and ITP BG.
Against foes’ fear: excellent: hydra; ITP corsairs & BG; Shooting & magic.
- ASF. Own: quite good: assassin & BG (and master if inside BG).
Against foes’: good: assassin & BG; shooting & magic.
- Distant magic. Own pre-emptive attacks: A strong point with 8PD and 3PoD. Enhanced with FF. Helped with march-blockers.
Resisting foes’: normal resistance: 5 DD and 2 scrolls. No RoH, no shards. The many corsairs are resilient to magic missiles. Several ways to get rid of march-blockers: MXB, RBT, RHB, magic, terror. Expandable screens are available.
- Shooting before getting in melee. Own pre-emptive attacks : Good: 10 MXB, 2 RBT, 5 shades, hydra. Several march-blockers.
Resisting foes’: quite good: corsairs, hydra, Master, COB are resistant. MXB, RBT are OK. Shades & harpies are skirmishers. Several ways to get rid of march-blockers: MXB, RBT, RHB, magic, terror. Expandable screens are available.
- Snipe charges against magic-users/warmachines. Own pre-emptive attacks: Very good with 2 harpies, DR, master, assassin if Shadow magic is taken.
Resisting foes’:. Very good resistance: Master & COB not vulnerable. Assassin takes care of himself. The two sorceresses must be protected, either by the ASF BG or by the ASF assassin; the FF level 2 can hide. RBT can be protected by RHB corsairs if they are on a hill, the corsairs in front.
- Avoidance. Own: depending on the terrain: DR and harpies can avoid foes, lone Master as well. Shades & hydra in woods as well, where the COB can be hidden an still be useful. Many infantry can take benefit from buildings, especially MXB.
Against foes’: good capabilities: DR and harpies can hunt quick elusive foes, lone Master as well. Shades and hydra in woods. RBT have long range, magic can be used.
Overall, own defensive strength: Very good psychology. Good ASF, good distant shooting & very good magic, good snipe-charge ability. Nice MSU style which can become elusive by the use of terrain.
Overall, own defensive weakness: little mass, little armour, no ether. Must win the charge, with ACR and side charges.
Overall, own offensive strength: Should be good against hordes, against armoured units which can be KB'ed, against foes relying on fear.
Overall, own offensive weakness:None really. Must not be exposed too long to magic or shooting.
2. Review of the phases.
Psychology: Own turn: Not much to fear from psychological tests at the beginning of my turn, the tests are not likely to fail either when charging.
Opponent’s turn: The hydra can hurt them. My main unit fear not fear-causing chargers.
Movement: Own turn: Several agile units: 2 x harpies, DR, hydra, BSB.
Opponent’s turn: can be controlled with harpies & DR & shades.
Magic: Own turn: rather strong.
Opponent’s turn: might hurt but only if very heavy.
Shooting: Own turn: Quite good.
Opponent’s turn: Rather good resistance.
Mass Melee: Own turn: Should go well.
Opponent’s turn: If the melee is prolonged, it is bad. It is important to keep the initiative.
Elite Melee: Own turn: : Should go well.
Opponent’s turn:Risky.
Combination of phases: Own turn: Magic & shooting to destroy at distance. Shooting & movement to control positioning. Magic & COB & psychology helping melee.
3. Balance of the army.
Efficiency in all phases. Yes
Adapted to any opponent you're not playing today. Yes
Versatility. Excellent
Redundancy. Somehow
Reserves available. Somehow
This list should be especially flexible:
It has quite a strong magic, which is inherently flexible with the choice of Lores.
It has respectable shooting, with the addition of secondary role shooting for shades & hydra.
The COB provides a great flexibility with the selection of blessings, and the choice of units which can benefit from it.
There are three medium hitty units, which, by manoeuvre, allow one of them to be threatening, instead of a single large über one which could be avoided.
The mobile BSB can be either be used stand-alone or join any of the melee units (which are not Khainite).
The assassin has a broad selection of units to start in.
The list has no stupidity, which could have been a flexibility denial.
4. Plans.
Use of terrain.
Preferred terrain:
Hill in deployment zone for both RBTs, alternatively a wood in deployment zone will do.
Building in or close to the deployment zone for the MXB, with sorceress inside.
Building on the middle line for the RHB corsairs. A sorceress would jump in.
Buildings can serve as well as safe haven if facing cavalry-heavy armies.
Dense terrain on the sides for DR to gallop around.
Woods in the no man's land for shades, allowing a safe progression for the hydra as well.
Overall, as the army is mostly infantry, buildings are nice.
This army can live with difficult terrain, although it doesn't like it much.
Intended deployment:
BG with RHB corsairs in front of them – SSS corsairs – hydra make the three central blocks.
COB just behind corsairs.
RBTs and MXB in the rear aisles. The MXB move forwards if necessary, and looks for a building to settle in.
Agile troops rush towards the enemy and march/block. They charge the enemy's warmachines or suicide-charge the magicians.
Last positioned, the characters.
Facing slow armies, both sorceresses can remain with shooters while the army rushes forwards. That is for Metal or Fire Lores. The Master can go with corsairs or BG, the assassin goes in shades.
Facing heavy cavalry, the Level 4 goes inside ASF BG with babysitters. The level 2 can go in the RHB corsairs!
Facing non-melee oriented armies, Death or Shadow Lores could be selected; Dark Lore is in-between, more flexible. One sorceress can go in the BG, the other one in the SSS corsairs.
They would get the Master (in BG) and the assassin (in corsairs) as bodyguards.
Check-list based on D.R.A.I.C.H. The balance of an army. A theoretical approach.
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Corsair fluff.
The fluff is not forgotten. I adapt the fluff to the list rather than the other way, in order to optimize the efficiency of the army, rather than optimize the fluff.
This list is already remarkable for having two corsair units.
Sorceresses & assassins are associated with Black Arches. A BSB master is fine, even mounted: horse can survive long periods at sea, although their numbers should not be too large.
Harpies, shades, DR, MXB, RBT are expected with corsairs, they are mostly footed.
The only problematic units are: BG, hydra & COB.
My BG are just the most seasoned corsairs, impressive professionals who have renounced being anything else than corsairs. They don't care much any more about glory, not even surviving, their fate is to live and die corsairs, and they expect nothing more. Hence superior combat ability, stubborn and ITP.
The COB is a different story: it's a gigantic statue coming from Ind, representing a goddess who could be Hekarti herself, with four arms. On arm with the trident blocks some of the attacks, providing a ward save. One arm has a bowl with fresh blood, inspiring frenzy. The last two arms carry a sword and a freshly cut head, inspiring the acuteness necessary to deal a similar blow.
The hydra has just been tamed magically since it was an egg. It is the general's pet. It swims well and follows the ships.
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Which models I did not take.
The units I leave behind are:
1 dragonlord. 1 CO master. Lokhir. 2 more assassins: all slots are taken.
1 peggy sorc, 1 DS sorc, 3rd footed sorc. I could mount the sorceresses if I had he pts.
20 MXB. 5 more shades. 6 DR with MXB. A balanced list relies not too much on shooting.
21 spear warriors. 6 COK. 1 COK. Warriors less efficient with COB. CO stupid.
I can have up to 15 BG and 22 corsairs. I would take them if I had the pts.
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Unsettled questions.
Q1. I may drop the Black Staff in order to buy 4 corsairs (increase the unit to 15) and 1 BG (increase to 10).
I know I need bodies, but forfeiting the BS would dowsize my magic phase to average, making it useless against a strong magic defense.
Q2. If I keep that list, will the low number of BG and corsair suffice? Knowing that BG are protected with RHB corsairs. I could consider dropping the BG standard bearer and the Hag Graef ASF, with 49pts I can buy 3 corsairs, 1 BG and the MXB's musician. Opinion?
Q3. I may drop the hydra for fluff reasons, deeply regretting its efficiency. This would result in a purer raiding army, with very few horses, a couple of harpies, a statue and everything else is footed elves: easy to pack inside a ship for a lengthy journey.
With the hydra 175pts, I could buy:
5 more corsairs, making them 16,
6 more BG including a musician, increasing them to 15.
1 more shade, for a unit of 6.
A musician for the MXB.
A horse for the level 2 FF sorceress.
Overall, that would make 2 strong melee units rather than 3 medium.
Q4. Otherwise, which unit is the least useful and could be dropped in order to get more corsairs and BG?
Q5. Sorceresses deployment. Assassin deployment. BSB deployment.
Both sorceresses must not remain in the same unit. Never.
But I'm not familiar with having sorceresses deployed in units rushing towards melee.
Also, who should bodyguard the sorceresses in the BG? In the corsairs? BRB? Assassin? Is the champion enough?
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Thanks for reading, thank you more for commenting.