To start out, she has picked Elves - partly because that's the 2nd Mega Force I acquired, partly because "Whoo, Elves!", which is rather self explanatory. I've put together a 500 point elf list that's a pretty fair go-around of what to expect from the Elves, and created a Dwarf list that is as close to fair as I can get without throwing common sense out the window and giving myself a deliberate handicap (which she does not appreciate - a victory should be a victory, not a handout).
But anyway, the lists!
But anyway, the lists!
Elves:
Dwarfs:
Pretty self explanatory - Palace Guard and Sea Guard to create a line and go for objectives, bolt thrower to deal some ranged damage to complement the Sea Guard, and a Standard Bearer with a healing charm to help out. There were 10 extra points, so I figured it was both thematic and helpful for the Palace Guard to have some (looted?) dwarf ale.
Dwarfs:
This list was a little tighter - Ironguard are one of the stronger units in the Dwarf army, and something I use pretty frequently; plus, for only 50pts more, you get a lot more utility. In a straight up fight between the Palace Guard and the Ironguard, it's a tough call on who would come out on top - honestly, probably the Palace Guard, thanks to Elite, CS1 and superior speed giving them the first strike. The Rangers are a good counter to Sea Guard (and vice versa), though in that match-up I'd give the victory to the Rangers by dint of CS1 and better RA.
The real difference here is the war engines - the Organ Gun will absolutely maul any Elf units that get in range, but the Bolt Thrower is a powerful counter to it given it's longer range and tremendously better ability to hit thanks to a better Ra and Elite. The dwarfs have a backup in case this happens in the form of the Hand Grenade, but that won't save them if they lose the Organ gun early and have to foot slog it through 2-3 turns of bow and bolt thrower fire to get to the enemy.
Overall, these seem like pretty even lists. Since I have a pair of friends who have expressed interest in maybe joining us, I've put together 2 lists for them, with Ratkin and Salamanders:
Ratkin:
The real difference here is the war engines - the Organ Gun will absolutely maul any Elf units that get in range, but the Bolt Thrower is a powerful counter to it given it's longer range and tremendously better ability to hit thanks to a better Ra and Elite. The dwarfs have a backup in case this happens in the form of the Hand Grenade, but that won't save them if they lose the Organ gun early and have to foot slog it through 2-3 turns of bow and bolt thrower fire to get to the enemy.
Overall, these seem like pretty even lists. Since I have a pair of friends who have expressed interest in maybe joining us, I've put together 2 lists for them, with Ratkin and Salamanders:
Ratkin:
Plenty of ablative meat/speed bumps? Check. Huge unit of terrifying, scurrying death that just won't die? Check. Dangerous monstrosities and unstable alchemical death machines? Double Check.
Salamanders:
Dangerous, nigh-unstoppable reptilian soldiers backed up by hard-hitting monsters, fast skirmishers, and powerful magic. What could be better?
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