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 Post subject: Starting The Fiefdoms
PostPosted: Sat Jul 05, 2014 7:30 pm 
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Since I have a bunch of evil forces i figured it is about time i settled on an army for the forces of good. I really like the fluff and the aestheitic of the fiefdoms and was wondering how i could best utilise a them in an army. I usually start at 350 points, but like the aim for 600+ before i consider an army "complete"

The only units i'd prefer not to use are the Army of the Dead, although I'm open to it is they are crazy good.

Any advice would be great!
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sat Jul 05, 2014 8:40 pm 
Craftsman
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Fiefdoms, my favorite army by far! and the one i have the most victories with :D

Do you have any models or you want to know what to use so you can buy them?

Heroes
Imrahil-a little bit expensive for 350 points but for 600 he is dominating, his banner rule is simply amazing and when he is mounted he is a beast
Forlong-a MUST hero in any fiefdoms list, and for 350 points he is an ideal leader
His profile is amazing for his points and he is very unique hero
Duinhir-He is not the best hero around, but when you play against monsters with a little bit of luck he can kill a troll with a singe shot :D take him as a secondary hero
Angbor-i never really bothered much with him and personaly i would pick a generic captain over him
Captains- Very good profile for generic captains, once you are filled with heroes dont hesitate to pick one to complete your warbands (mounted ones are really good leading cavalry when imrahil is not present in the game)

Units
Foot knights-your core unit, a very good front line with good fight and def
Men at arms-for 350 points matches i dont suggest picking any but for bigger matches you can form really good phalanxes along with foot knights
Axemen of lossarnach-For low points matches i suggest picking them as supports, they have a good fight and can use piercing strikes + spear support
Clansmen of lamedon-as their leader, i almost never use those aswell, very low def and not anything special, only high courage but your army does not lack that at all already
Blackroot vale archers-your only archers actualy, mainly they are not bad but avoid leaving them away in your games once your force is broken (really low courage and since they are archers they will be most of the time scattered) However they are good against monsters aswell
Knights of dol amroth mounted-expensive but when used right they do worth their points all the way! always pick lances and they will kill anything they face
Army of the dead-most amazing unit in the fiefdoms list, incredible frontline as they have terror+high def! and in bigger matches if you make a block with 5-6 of them + 2 lines of men at arms supporting them for the fight value and extra attacks they are unstoppable!


An example for 350 points would be:
Forlong
6 knights of dol amroth (on foot)
6 axemen of lossarnach

Captain of dol amroth mounted
3 mounted knights of dol amroth with lances
6 blackroot vale archers

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Armies:Fiefdoms, Eastern Kingdoms
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sat Jul 05, 2014 9:03 pm 
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That is funny, because Angbor is the 1 fiefdoms Hero I have experience with. I am glad I clicked on this thread!

I love playing with Angbor and his clansmen, partly because I possess Scottish ancestry and partly because Angbor is way fun to play! His troops treat him as a banner, which is great. The biggest down side is that all his troops, including himself run around with two handed weapons. Ironically this is their greatest strength as well.

If you choose to run angbor and his men, they must be supported with someone using hand weapons, that way you don't get stuck in a 6 - 1 = 5 combat (due to the two handed weapons). On the other hand, once you start striking blows the 5 + 1 = 6 damage roll is great!

I really like fiefdoms armies. They always struck me as a group of specialists. Dol Amroth (hvy cavalry/infantry), Blackroot (monster hunters), Lamedon (berserkers), and lossarnach (support, kind of. They are actually quite versatile).

Undead, they are very good since they target the shadow players already low crg. I've always wanted to ally them with the war aspect of Galadriel since she lowers opponents crg value.
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sat Jul 05, 2014 9:57 pm 
Craftsman
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Angbor and his clansmen are great to paint and theme, surely they are fun to play and always the theme is nice, but gamewise as units they are at the bottom of fiefdoms list. For 2 handed troops you have the axemen of lossarnach (2 handed+ support+axe/piercing strikes+1 handed weapon choice) they are all round troops.

As for fiefdoms, my 850 points list is the only army i have not lost a single game yet :P 8/8 so far.
By far my favourite :)

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Armies:Fiefdoms, Eastern Kingdoms
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sat Jul 05, 2014 10:33 pm 
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Thanks for the advice, exactly the stuff I was looking for.

The sample list sounds fun too, and just the kinda thing I would like to work towards as a start (so far i just have archers) I realise it's an expensive army to collect but I love the way they look.

As for the Clansmen, i would probably pick up Angbor and 6 clansmen for the sake of completion, but they really don't do anything Axemen don't do better.

I'm currently writing a few bigger lists and i'll post them up when i'm done. I'd rather not rely on the Dead too much, but if I was to use some,what is a good minimum, and should they be in 1 warband, or mixed around a bit?

Thanks!
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sun Jul 06, 2014 5:04 am 
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halauas wrote:
Angbor and his clansmen are great to paint and theme, surely they are fun to play and always the theme is nice, but gamewise as units they are at the bottom of fiefdoms list. For 2 handed troops you have the axemen of lossarnach (2 handed+ support+axe/piercing strikes+1 handed weapon choice) they are all round troops.

As for fiefdoms, my 850 points list is the only army i have not lost a single game yet :P 8/8 so far.
By far my favourite :)

As much as it pains me to admit, you're right. Angbor is fun to play for fun's sake. As far as mechanics go, lossarnach is better, even forlong is better than angbor. But nuthin' says fun like a warband of kilt-clad warriors!
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Mon Jul 07, 2014 1:01 am 
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Thanks again for the help, I have managed to get hold of 11 Swan knights on foot and 10 Men at arms so i have started working on some lists using those. I'm finding it fairly difficult to get something that works.

600 Points:
Prince Imrahil
4 SKoDA on foot
8 Men at Arms, Pikes

Forlong The Fat
6 SKoDA on foot
6 Axemen of Lossarnach

Duinhir
5 Warriors of the Dead (1 spear)
7 Blackroot Archers

The Swan knights and the dead could be shuffled about to optimise deployment. I figures I would go all infantry as the cavalry eats up points very fast!

I'm still open to all kinds of suggestions, but would like to be using what I own to start with (11 SKoDA, 10 Men at arms and 8 archers)
I'm not opposed to cavalry, i just have bo experiece with using them, or writing them into a list.

I realise Prince Imrahil is a lot of points, but when used with so many Men of Dol Amroth he seems pretty solid, plus it's good to have someone above F4.
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Mon Jul 07, 2014 6:49 am 
Craftsman
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Hello, i am happy to with somebody playing fiefdoms :)

If you want to go for a full infatry army list yours is good already since you get the idea, just with minimun alternation: remove 2 knights and add 2 more men at arms


600 Points:
Prince Imrahil
2 SKoDA on foot
10 Men at Arms, Pikes

Forlong The Fat
6 SKoDA on foot
6 Axemen of Lossarnach

Duinhir
5 Warriors of the Dead (with shields)
7 Blackroot Archers

Tactic
Use 3 phalanxes
Main (middle)-imrahil- 5 warriors of the dead in front-10 men at arms supporting from the back
Right (flank) forlong-5 knights of dol amroth-4 axemen of lossarnach
Left (flank) 3 knights-1 axeman and in a little bit of distance your archers +duinhir

Always support the dead with men at arms and the knights with the axemen
When you do that they gain +1 fight and +2 attacks + 1 reroll from imrahil (dont forget that only knights+men at arms+captains get rerolls from imrahil, no one else)
so your middle will be butchering all the way to your enemy

Have your knights protecting the flanks and positioning them like 1-2 inches behind warriors of the dead, just enouph to protect your men at arms so your enemy cant reach them and dont be afraid to engage your axemen of lossarnach to 1v1 combats, they are good.

Keep your archers at the flanks also to keep shooting enemy supports

IF you follow a good advance on this your enemy will be fighting a thick line of warriors of the dead all around and he will be trying to outflank you. Most players will try to go around and thats where you need your other heroes and archery to keep shooting them from the distance and give them the choice to either keep trying to flank you or follow your achers, leaving your dead to keep killing

I use this tactic at 850 points ( same troops but with adiotional cavalry) and i had 8/8 victories vs many different armies :)

I hope that helped you and sorry if my english are a little bit terrible.

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Armies:Fiefdoms, Eastern Kingdoms


Last edited by halauas on Mon Jul 07, 2014 6:53 pm, edited 1 time in total.
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Mon Jul 07, 2014 6:38 pm 
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Awesome! Glad what i have is functional, and thanks for the sound tactical advice. I will expand into cavalry eventually but I like to get a good base of infantry first.

Here is a basic 350 point list which only requires me to but Imrahil and a Captain.

Imrahil on Foot
3 Swan Knights on Foor
6 Men at Arms with pikes

Captain
4 Swan knights OR Men at Arms (which ever works)
6 Archers

It's small, but just gets me on the table faster.

I like your altered list, wlthough I don't think there would be the points for shields on the dead unless i drop forlong to a captian. (which due to the insane prices people ask for the model may well end up happening!)

Thanks again!
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Mon Jul 07, 2014 7:01 pm 
Craftsman
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Dammit i thought i was writing my last post as a message and it was just a post....i just humiliated myself :P

Forlong is a really powerfull hero, I would say pick him whenever you find the chance or atleast proxy him with an abrakhan guard or a mumak :D

He is a really unique hero in all good army lists.

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We shall not be forgotten, from the ashes we shall rise to become immortals in history!

Armies:Fiefdoms, Eastern Kingdoms
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sat Jul 19, 2014 12:38 am 
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I have managed to grab Forlong and duinhir so the I will work towards the list posted above.

The main thing I'm struggling with is writing smaller lists (350/ 400/ 500 points) I seem to end up with lots of odd numbers, and once i start adding horses to the knights the whole force becomes very small.
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sun Jul 20, 2014 7:08 am 
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Just a quick question about the Clansmen and their two handed weapons. If you're in a situation where winning the fight is more important, can you choose to strike single handed, negating the -1 modifier? I thought this was possible, wouldn't that make the Clansmen a more viable option?
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sun Jul 20, 2014 9:26 am 
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The Clansmen were among the units that originally had a profile stating that they carried no hand weapon, and thus always had to fight two-handed. This is no longer the case however, so they can fight both one- and two-handed now.
I reckon they can be pretty nice as a small group to e.g. attack monsters: their high Courage all but guarantees a successful charge, and two-handed weapons are useful to crack tough beasties.
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 Post subject: Re: Starting The Fiefdoms
PostPosted: Sun Jul 20, 2014 3:46 pm 
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Yeah, they can fight single handed, but at 1 point more for axemen you can fight single handed, 2 handed, or with a spear. And you can pirecing strike with the 2 hander and feint with the single handed weapon, not to mention the higher defence.

Coenus has a good point though and they would make awesome monster killers, i think they should have been St4 personally to make them more appealing, like mini berserkers!
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