9th Age 2400 list
Posted: Fri Jan 01, 2016 5:15 pm
Hi there -
Looking for some input regarding the Core section of this list. I'm pretty happy with everything else, just trying to optimise the Core section with regard to the rest of the list.
Lord
dawnstone, giant blade, dragon helm (so 1+ re-rollable and S7 attacks), cold one - goes in cold one unit
Hero BSB
MR3 item, enchanted shield (1+ save), cold one - goes in cold one unit. BEASTMASTER!
level 2 wizard, pegasus, CoT, dispel scroll. beasts magic
level 1 wizard, horse. naked! beasts magic. flits between the dark rider units to stay safe (ish) or hides behind terrain.
alpha predator hydra x2
10 CoKs, full command + movement banner
5x dark riders, shields crossbows, musician
5x dark riders, shields crossbows, musician
5x dark riders, shields crossbows, musician
bolt thrower
bolt thrower
5x harpies
5x harpies
which leaves exactly 252pts spare. what do you think? crossbowmen? sword and shield warriors? more dark riders? has to be in core.
252pts would get me:
19 crossbowmen with musician and gleaming pennant
23 hand weapon and shield warriors, heavy armour
2 more units of dark riders.
the idea with the list is to fly across the board with the cold one unit and smash into whatever magic bunker is there, or a medium-strength infantry block. ideally break it in a couple of rounds of combat. beastmaster on the cold ones to re-roll to-hits. harpies to chaff up any potential flanking units. dispel scroll and MR3 should keep it safe enough. harpies can screen against missile shooting.
dark riders and bolt throwers to shoot chaff.
double wyssan's wild form to get one through per turn at least - on the cold ones whilst in combat or on a hydra - going to S6 T6 will be very beneficial.
or peharps it's a case of dropping a unit of dark riders to get a nice block of hand weapon and shield warriors which can have wyssan's cast on them, and hold up killy units until the cold ones have dealt with a medium-sized enemy unit.
yeah so, any feedback would be great, thanks!
toots
Looking for some input regarding the Core section of this list. I'm pretty happy with everything else, just trying to optimise the Core section with regard to the rest of the list.
Lord
dawnstone, giant blade, dragon helm (so 1+ re-rollable and S7 attacks), cold one - goes in cold one unit
Hero BSB
MR3 item, enchanted shield (1+ save), cold one - goes in cold one unit. BEASTMASTER!
level 2 wizard, pegasus, CoT, dispel scroll. beasts magic
level 1 wizard, horse. naked! beasts magic. flits between the dark rider units to stay safe (ish) or hides behind terrain.
alpha predator hydra x2
10 CoKs, full command + movement banner
5x dark riders, shields crossbows, musician
5x dark riders, shields crossbows, musician
5x dark riders, shields crossbows, musician
bolt thrower
bolt thrower
5x harpies
5x harpies
which leaves exactly 252pts spare. what do you think? crossbowmen? sword and shield warriors? more dark riders? has to be in core.
252pts would get me:
19 crossbowmen with musician and gleaming pennant
23 hand weapon and shield warriors, heavy armour
2 more units of dark riders.
the idea with the list is to fly across the board with the cold one unit and smash into whatever magic bunker is there, or a medium-strength infantry block. ideally break it in a couple of rounds of combat. beastmaster on the cold ones to re-roll to-hits. harpies to chaff up any potential flanking units. dispel scroll and MR3 should keep it safe enough. harpies can screen against missile shooting.
dark riders and bolt throwers to shoot chaff.
double wyssan's wild form to get one through per turn at least - on the cold ones whilst in combat or on a hydra - going to S6 T6 will be very beneficial.
or peharps it's a case of dropping a unit of dark riders to get a nice block of hand weapon and shield warriors which can have wyssan's cast on them, and hold up killy units until the cold ones have dealt with a medium-sized enemy unit.
yeah so, any feedback would be great, thanks!
toots