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Rate my army!

 
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stormywaters
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PostPosted: Sun Dec 18, 2011 6:09 pm GMT    Post subject: Rate my army! Reply with quote

Here's a new army I put together recently, and I'd like some feedback on it. I've only played it a couple of times, but so far it's played well. I'll drop the list and then get to the explanation and strategy. The list is split into two 18-point armies (one of which moves a common to my home usually).

Army 1

3x Filcher
2x Leopard Rider
1x Bodyguard (Black)



Army 2

1x Dragoncrusader
2x Elder Dryad
2x Willow
4x Hamadryad



Other Dice

2x Swampland Temple

2x Green Wyrm

1x Swampland Bridge
1x Swampland Woods
2x Highland Bridge

1x Dragonkin Champion (gold)
1x Dragonsteed (gold)
1x Dragonmount (gold)
3x Dragonfoal (gold)



The Breakdown

Army 1 consists primarily of goblins, because their double maneuvers are incredibly potent. I've taken Filchers for half the army for maneuvers, saves, and the powerful Counter SAI. I've added a Bodyguard for extra saves and another Counter SAI. Then I topped the army off with a pair of Leopard Riders for their maneuvers and hard-hitting Rends. The fact that the army is entirely rares makes it resilient to damage, and I've tried to maximize saves to prevent losses. Stats for this army are as follows:

Average Maneuvers (Swampland): 13
Average Maneuvers (Other): 7
Average Saves: ~10
Average Melee Results: ~14

Keeping them in a Swampland, they maneuver well, hit decently (with a chance for incredible damage), and they save well. On top of saving well, 4 Counter SAIs is a fairly strong deterrent against attacks.


Army 2 consists primarily of Treefolk mages, as they match both Swampland colors for doubling, and their colors are perfectly suited to a support role. Packing gold magic's maneuvering effects such as Path and Transmute Rock to Mud, along with Leaving, allows them to support the main army from a terrain or reserves. Green magic adds better saves than gold, along with Flash Flood and Wall of Thorns, which work in tandem with TRtM to keep opponents off-balance. Willows provide some much-needed saves and maneuverability. A Dragoncrusader has been added as defense against dragons and (more importantly) to provide extra saves and Resist Fear for the Dragonkin.


The Gameplan

Hopefully win the horde roll and take a terrain (unless opponent also brought Swamplands). March the main army to an eighth face, using the supporting Treefolk army (either at a terrain or from reserves if needed) to augment their abilities and defend them. Once a terrain has been captured, summon Dragonkin to defend the mages now holding that terrain. Move the main army to another terrain and repeat.

I've chosen a Temple as both terrains for protection from black magic, and since no other terrain would really do much justice for the army.

What do you guys think?
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DialFforFunky
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PostPosted: Mon Dec 19, 2011 8:14 am GMT    Post subject: Reply with quote

I like the counter + leopard riders, but I think the filchers are slightly sub-optimal. They have a small chance to start out on swamps, so they hardly have a racial benefit to gain from. They dish out a good amount of melee, but this capacity is somewhat dwarfed by a decent performance from the leopard riders. Lady Neirids could be a decent alternative, as they are slightly quicker, and don't need a certain terrain to be effective. Another benefit is that they allow replanting of the elder dryads if something went wrong. Dragonne knights could also work, but have a very small offensive capacity.
As for the elder dryads requiring extra saves, do note that you can effectively count the cantrip as a save icon. My experience is that the treat of a cantrips is often all the saves you need, so adding another rare mage might help just as much. A death mage might be a good idea, as the occasional finger of death could help you win a long-winded attrition game.


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DEEPBLUEB2
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PostPosted: Mon Dec 19, 2011 9:50 am GMT    Post subject: Reply with quote

Quote:
Army 1

3x Filcher drop a filcher and replace it with a gold sorceror
2x Leopard Rider
1x Bodyguard (Black) make this gold


Army 2

1x Dragoncrusader I would use a gold zealot
2x Elder Dryad
2x Willow
4x Hamadryad (perhaps an uncommon gold acolyte mage substute)


Other Dice

2x Swampland Temple

2x Green Wyrm

1x Swampland Bridge
1x Swampland Woods
2x Highland Bridge

1x Dragonkin Champion (gold)
1x Dragonsteed (gold)
1x Dragonmount (gold)
3x Dragonfoal (gold)


with all the gold kin...
I would think a supportive gold eldarim mage...
this is to promote kin...and then you are set up for sacrifice kin.

adding the sorceror will bring wings plus a gold cantrip...which can be used for cantrip or kin....

this little change will open up the eldarim part of your game.

I say the gold zealot because I've been using them...
the zealots can bash any color dragon,
and the SFR logo is quite helpful.

the green dragons might be better if they were treefolk hybrids,
maybe some sort of gold...but green will work..so that's not such a big thing...but since I suggested additional gold,
you might consider a change of some sort.
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stormywaters
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PostPosted: Mon Dec 19, 2011 11:06 am GMT    Post subject: Reply with quote

DialFforFunky wrote:
I like the counter + leopard riders, but I think the filchers are slightly sub-optimal. They have a small chance to start out on swamps, so they hardly have a racial benefit to gain from.


Well they start in the horde, but then they move to a swamp after turn 1. They aren't meant to stay off a swamp, that's why I chose them.

Quote:
They dish out a good amount of melee, but this capacity is somewhat dwarfed by a decent performance from the leopard riders.


Their purpose is to provide saves and Counter for the Leopard Riders.

Quote:
Lady Neirids could be a decent alternative, as they are slightly quicker, and don't need a certain terrain to be effective. Another benefit is that they allow replanting of the elder dryads if something went wrong.


The only advantage they offer is an average half-maneuver if the army is not at a swamp. Replanting is true, so I might try one out, but the Filcher is the clear choice for that slot. He maneuvers better at a Swamp, has better melee, and saves almost identically well.

Quote:
As for the elder dryads requiring extra saves, do note that you can effectively count the cantrip as a save icon. My experience is that the treat of a cantrips is often all the saves you need, so adding another rare mage might help just as much. A death mage might be a good idea, as the occasional finger of death could help you win a long-winded attrition game.


Yes, I know they generate saves, but I feel the number of saves is a little low, even with those Cantrips. Hence, they have some protection.
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stormywaters
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PostPosted: Mon Dec 19, 2011 11:07 am GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Quote:
Army 1

3x Filcher drop a filcher and replace it with a gold sorceror
2x Leopard Rider
1x Bodyguard (Black) make this gold


Army 2

1x Dragoncrusader I would use a gold zealot
2x Elder Dryad
2x Willow
4x Hamadryad (perhaps an uncommon gold acolyte mage substute)


Other Dice

2x Swampland Temple

2x Green Wyrm

1x Swampland Bridge
1x Swampland Woods
2x Highland Bridge

1x Dragonkin Champion (gold)
1x Dragonsteed (gold)
1x Dragonmount (gold)
3x Dragonfoal (gold)


with all the gold kin...
I would think a supportive gold eldarim mage...
this is to promote kin...and then you are set up for sacrifice kin.

adding the sorceror will bring wings plus a gold cantrip...which can be used for cantrip or kin....

this little change will open up the eldarim part of your game.

I say the gold zealot because I've been using them...
the zealots can bash any color dragon,
and the SFR logo is quite helpful.

the green dragons might be better if they were treefolk hybrids,
maybe some sort of gold...but green will work..so that's not such a big thing...but since I suggested additional gold,
you might consider a change of some sort.


What is the benefit of a gold/green hybrid, other than making my DK more likely to be useless against dragons?

What is the benefit of taking a gold zealot instead of the ivory?
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DEEPBLUEB2
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Joined: 20 Nov 2005
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PostPosted: Mon Dec 19, 2011 1:41 pm GMT    Post subject: Reply with quote

Quote:
What is the benefit of a gold/green hybrid, other than making my DK more likely to be useless against dragons?


Well the dragon was just a suggestion because I was adding more gold...
and the zealot was gold...
green can work just fine.

don't forget about resist fear... Wink

Quote:
What is the benefit of taking a gold zealot instead of the ivory?


I just found the zealot's SFR logo comes in real handy from game play experience...
so I partial to the zealots,
and like I said...
the bash is not color based...works on even a white dragon...
so I like the zealots because the save so great.
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stormywaters
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PostPosted: Mon Dec 19, 2011 3:55 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
Well the dragon was just a suggestion because I was adding more gold...
and the zealot was gold...don't forget about resist fear... Wink


The problem is that Resist Fear only covers 4 health. I have it as a buffer just in case my opponent brings gold dragons against my gold DK.

Jim Rayborn wrote:
I just found the zealot's SFR logo comes in real handy from game play experience...
so I partial to the zealots,
and like I said...
the bash is not color based...works on even a white dragon...
so I like the zealots because the save so great.


Yeah I get that the logo is cool on the Zealots, but it's not enough to outweigh the fact that the Crusader can protect from any color of dragon. I'd rather take that universal protection over the 2-point ID. I'll test it out, though. It might be worth it.
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DEEPBLUEB2
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Joined: 20 Nov 2005
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PostPosted: Wed Dec 21, 2011 9:26 am GMT    Post subject: Reply with quote

Quote:
The problem is that Resist Fear only covers 4 health. I have it as a buffer just in case my opponent brings gold dragons against my gold DK.


I suggested adding more gold eldarim...
2 rares and an uncommon...
plus the zealot that's 12 health of kin...which is all of them.
Wink

Quote:

Yeah I get that the logo is cool on the Zealots, but it's not enough to outweigh the fact that the Crusader can protect from any color of dragon. I'd rather take that universal protection over the 2-point ID. I'll test it out, though. It might be worth it.


I keep mentioning it...
the BASH SAI is universal...
so any zealot can rightfully defend and dragon if they can roll.
besides bash...they save great.

Anyways...just suggestions,
eldarim have many ways to function that are not always so obvious.
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