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Dol Guldur 1000pts http://test.one-ring.co.uk/viewtopic.php?f=37&t=27363 |
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Author: | Galanur [ Wed Jan 08, 2014 3:29 am ] |
Post subject: | Dol Guldur 1000pts |
Another list :) Warband 1 The Necromancer 3 specters 4 giant spiders 375 Warband 2 Orc tasmasters 8 orc warriors with shield 108 Warband 3 Gundabad orc Captain with shield 4 Gundabad orcs with shield 8 Gundabad orcs with pike 180 Warband 4 Gundabad orc Captain with shield 4 Gundabad orcs with shield 7 Gundabad orcs with pike 170 Warband 5 2x Mirkwood Spiders 8 fell wargs 122 Warband 6 Castellan of Dol Guldur with morgul blade total: 1000pts Might: 9 models: 53 break on 27 What you think? Up to 1500pts adding: Warband 7 Ringwraith (2/14/2) Warband 8 Ringwraith (2/14/2) Warband 9 Orc taskmaster 7 orc warriors with shield 102 Warband 10 Castellan of Dol Guldur with morgul blade Warband 10 Castellan of Dol guldur with morgul blade Warband 11 Orc Shaman 6 orc warriors with shield total: 1498pts Might: 16 models: 72 break on: 36 Slightly more models, alot more might but adding some of the most nasty Necromancer´s servants, 2 fully stat nazguls on foot (going on foot to keep up with the army slowly and protected) Also adding 2 castellans with morgul blades, increasing my chances to murder a target and pin point some nasty stuff and good tie up models and of course added another taskmaster to be a bit more freely on heroic movements and 1 shaman (despite 2 would be better) to cast channeled fury and buff my orcs greatly... What you think? |
Author: | black1blade [ Wed Jan 08, 2014 9:00 pm ] |
Post subject: | Re: Dol Guldur 1000pts |
I would drop the castellan of dol guldur and fill up your warbands. |
Author: | Galanur [ Thu Jan 09, 2014 12:48 am ] |
Post subject: | Re: Dol Guldur 1000pts |
well by me I would get far more castellans really, they are iconic to dol guldur and quite unique only to be found there, despite they are not as good as they seem... |
Author: | LordoftheBrownRing [ Thu Jan 09, 2014 2:06 am ] |
Post subject: | Re: Dol Guldur 1000pts |
I dont know enough about how shades, wargs, and spiders actually play out in game to comment on how good it looks, but I like the Gundabads. Lets you and me both hope they arent 3 to a package like the laketown guys. Will you drop an army like this if thats the case? I know I will..... |
Author: | Galanur [ Thu Jan 09, 2014 2:30 am ] |
Post subject: | Re: Dol Guldur 1000pts |
if I intend to play with this? yea sure and UNLEASH TERROR upon my foes muhaahha the shades are interesting there just like a goblin with defence 5 and courage 6 they wound your courage rather than defence and the hability its somesort nice, you pick an enemy target then he makes courage test if he fails you move that model even if it already moved(plan this combined with the necromancer´s drain courage and ancient evil and see if I dont pop 1 mighty hero out of its formation or if you start moving 1st move that model a bit just to prevent on your oponent´s turn to move that model hahaha) so 3 shades 3x the chances to pin on something in my favour, its just a small trick but work at many times... The wargs are like hunter orcs without the extra attack benefit but move 10" a turn, also they can see through dark since you dont need to see to know where you going, fell sight helps you charge even if you can´t see... there at most fast moving cannon fodder. The spiders are pure nasty, they are squish with defence 3 but they have 2 wounds each and 2A at fight 4 and S5! that combined wit their movement of 10" and re-roll 1s to wound. also they can climb over anytype of dificult terrain and ignore all obstacles except water features ditches and other spaces which they have to jump normaly. So imagine them like elves moving through woods or moving through stone walls and if your oponent can´t climb, 2 bad :P of course this army benefit great with terrain and alot ruins and weird angles... |
Author: | IntLemon [ Thu Jan 09, 2014 2:44 am ] |
Post subject: | Re: Dol Guldur 1000pts |
Now that I know what they do, I think the creatures in this list are awesome! I might build this or a similar list when the Gundabad Orcs come out, unless them come in packs of three... |
Author: | Galanur [ Thu Jan 09, 2014 3:49 am ] |
Post subject: | Re: Dol Guldur 1000pts |
keep in mind specters are expensive for 15pts 1 wound and defence 5, so kinda tricky to get the ideal number to be effective in which although fielding 8+ would be the best I cant afford to lose that much numbers in the army, they are 3 and enough to help the necro making his life easier. Also not that many to caught up attencion of my oponent anyway |
Author: | LordoftheBrownRing [ Thu Jan 09, 2014 4:49 am ] |
Post subject: | Re: Dol Guldur 1000pts |
Yeah now that I see the list in combination, that a pain to fight against! Nice work haha! |
Author: | legion [ Thu Jan 09, 2014 6:30 pm ] |
Post subject: | Re: Dol Guldur 1000pts |
Honestly, you need a taskmaster. You are overlooking one of the most powerful models in the game right now that is sitting in your list. The Necromancer is capable of destroying 7-13 models a turn with ease. Just call a Heroic Channelled Chill Soul, pour 4 dice into it, and watch as the enemy crumbles quickly. The Taskmaster will allow him to do this more than 3 times for more abuse. Trust me when I say you definetly want to make room for this combo. |
Author: | Galanur [ Thu Jan 09, 2014 9:22 pm ] |
Post subject: | Re: Dol Guldur 1000pts |
ahh very good call really on that taskmaster lol Was worried about numbers vs effectiveness and I did forget the basic chill blast.. Changed Dol guldur shaman for orc taskmaster, the spell only affect on a 5+ which will deplete my will at most as a random roll to even get the spell in... |
Author: | legion [ Thu Jan 09, 2014 9:47 pm ] |
Post subject: | Re: Dol Guldur 1000pts |
It wont be that random. Even if you applied 5 dice a turn, you will fire the spell off at minimum 5 times (which means you passed a taskmaster roll twice). Your goal is to keep the Necromancer out of combat anyway so he shouldn't be losing will any other way, barring Sap Will. 4 dice is already plenty enough to get a 5+ but if you want to be safe, 5 dice should easily do the trick with minimal risk to your investment. Just aim the spell so that Heroes with a lot of Will don't get affected so that they cant resist |
Author: | Galanur [ Thu Jan 09, 2014 10:06 pm ] |
Post subject: | Re: Dol Guldur 1000pts |
I mean the 5+ on the shaman to get the wicked spell on enemies, from a 4 will model to cast a 5+, im not worried about the necro with 25 will lol |
Author: | GothmogtheWerewolf [ Sat Jan 11, 2014 2:24 am ] |
Post subject: | Re: Dol Guldur 1000pts |
Hi, I meant to respond two days ago but couldn't get One Ring to work properly. I love Dol Guldur and that's why I want to help you if I can, it's been my favourite list ever since FotN, though I really wished they released those Werewolves. Anyway, I don't think you should use the Necromancer below 1500pts because it is so much of a risk. Khamul or the Undying on Fell Beast would be better. I do not suggest you take Wraiths without guards either. I do love the theme, all you need now are Wargs and Bats. Also try and squeeze in the Spider Queen if you can, she's a great model. Azog wouldn't go amiss if you felt like relying less upon magic too. Happy gaming. |
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