2250 tourney winning list
Moderator: The Dread Knights
- Drek
- Malekith's Best Friend
- Posts: 1031
- Joined: Mon Jul 21, 2003 4:48 pm
- Location: Naggaroth...where the ice cream never melts
2250 tourney winning list
I won my first tournament this past weekend with this list. It has done remarkably well. In the two months I’ve been running it I’ve lost twice, only once with this most recent version. I’ll post the batreps from the tourney soon.
2250: Wicked Witches of the North
Elphaba, Lvl 4 Sorc: Dark Peg, Pendant, Black Staff
Nessarose, Lvl 2 sorc: Dark Steed, Tome of Furion, Dispel Scroll
Morrible, Lvl 2 sorc: Sacrificial dagger (goes with 15 RXB warriors)
Assassin: Cloak of Shadows, Rending Stars, Manbane
3x5 Dark Riders: no upgrades at all
2x5 Harpies
10 RXB warriors
15 RXB warriors (lvl 2 with the dagger goes here)
8 Shades w/ GW
2x Cold One Chariots
War Hydra
2x RBT’s.
Casting Dice: 10…to start.
Dispel: 6 dice + one scroll
My typical plan is:
-use mobility and march blocking to slow down and avoid main enemy units
-eliminate enemy fast & shooty units with shooting, magic, and maybe CC. This list has to control the flanks.
-reduce enemy magic casting and defense by killing a mage or two
-pound the main enemy units with magic and shooting
-send in the chariots and hydra to mop up the weakened main units.
It's been a great list for me, and I am happy to answer any questions you have.
2250: Wicked Witches of the North
Elphaba, Lvl 4 Sorc: Dark Peg, Pendant, Black Staff
Nessarose, Lvl 2 sorc: Dark Steed, Tome of Furion, Dispel Scroll
Morrible, Lvl 2 sorc: Sacrificial dagger (goes with 15 RXB warriors)
Assassin: Cloak of Shadows, Rending Stars, Manbane
3x5 Dark Riders: no upgrades at all
2x5 Harpies
10 RXB warriors
15 RXB warriors (lvl 2 with the dagger goes here)
8 Shades w/ GW
2x Cold One Chariots
War Hydra
2x RBT’s.
Casting Dice: 10…to start.
Dispel: 6 dice + one scroll
My typical plan is:
-use mobility and march blocking to slow down and avoid main enemy units
-eliminate enemy fast & shooty units with shooting, magic, and maybe CC. This list has to control the flanks.
-reduce enemy magic casting and defense by killing a mage or two
-pound the main enemy units with magic and shooting
-send in the chariots and hydra to mop up the weakened main units.
It's been a great list for me, and I am happy to answer any questions you have.
- Druchii77
- Purveyor of Pain
- Posts: 1721
- Joined: Thu Apr 22, 2004 12:24 am
- Location: Wherever the fight is
I highly recommend you don't use the dagger on anything more expensive than a spear elf. Otherwise, you rapidly cut down on the cost effectiveness of the item.
While highly mobile, it will be critical for you to keep the hydra and chariots alive as they are the only units that pack any punch.
While highly mobile, it will be critical for you to keep the hydra and chariots alive as they are the only units that pack any punch.
castrensis in totus res
Fight my Brutehttp://suckerpunch77.mybrute.com
Try Evony!http://zao77s.evony.com
Fight my Brutehttp://suckerpunch77.mybrute.com
Try Evony!http://zao77s.evony.com
- Drek
- Malekith's Best Friend
- Posts: 1031
- Joined: Mon Jul 21, 2003 4:48 pm
- Location: Naggaroth...where the ice cream never melts
druchii77 wrote:I highly recommend you don't use the dagger on anything more expensive than a spear elf. Otherwise, you rapidly cut down on the cost effectiveness of the item.
The item is perfect in 15 RXB's. If I don't kill them, they're still useful as shooters. If I do kill them, they're still a value. Even if I only kill 2, that's 45 pts for 2 PD. That's still a deal, and it only gets better from there.
druchii77 wrote:While highly mobile, it will be critical for you to keep the hydra and chariots alive as they are the only units that pack any punch.
I've found that in most cases their role is more tactical than anything. They're the only thing the opponent is afraid of, so it's the only thing that keeps them at bay. They're crucial from that perspective, but they don't do most of the killing. The shooting and magic are enough for that.
-
- Noble
- Posts: 420
- Joined: Fri Jun 27, 2008 10:40 pm
I like your list, it's nice and magic heavy. And I can totally see where you are coming from with the dagger. With the amount of PD you are producing, plus the dispel dice your opponent is loosing to your bound items, you probably don't really need the dagger unless you really want a powerful spell or to bail out your sorceress if need be.
I think allot of folks think if you take the dagger you will be popping three models a turn, but it doesn't have to be that way. You can use it moderately too, it works great for getting POD off, or a failed spell.
I see you don't have allot of hard hitters, but I bet your magic phase makes up for that. The shooting is decent too.
I am wondering what your magic lore selection is like? Do you use dark magic mostly?
Congrats on the tourney win and the success BTW.
I think allot of folks think if you take the dagger you will be popping three models a turn, but it doesn't have to be that way. You can use it moderately too, it works great for getting POD off, or a failed spell.
I see you don't have allot of hard hitters, but I bet your magic phase makes up for that. The shooting is decent too.
I am wondering what your magic lore selection is like? Do you use dark magic mostly?
Congrats on the tourney win and the success BTW.
- Drek
- Malekith's Best Friend
- Posts: 1031
- Joined: Mon Jul 21, 2003 4:48 pm
- Location: Naggaroth...where the ice cream never melts
Camaris wrote:Btw, Did you paint elphaba green?
lol...thought about it, but no. I like having a little secret to my list.
dread_knight666 wrote: I think allot of folks think if you take the dagger you will be popping three models a turn, but it doesn't have to be that way. You can use it moderately too, it works great for getting POD off, or a failed spell.
How much it gets used also depends on her spell rolls. If she gets Soul Stealer and Chillwind, well, she's probably not going to be killing a lot of guys. So having 'sacrificial dudes' who can also kill stuff provides nice utility.
dread_knight666 wrote:I see you don't have allot of hard hitters, but I bet your magic phase makes up for that. The shooting is decent too.
I am wondering what your magic lore selection is like? Do you use dark magic mostly?
I use Dark exclusively now, even against demons and that ridiculous banner. I didn't used, at first with this list I tried mixing it up. But in this list, the magic needs to be very killy, and Dark is the killiest. More so than even death, which may not make much sense but is true.
-
- Slave on the Altar
- Posts: 9
- Joined: Tue Nov 25, 2003 3:40 am
-
- Cold One Knight
- Posts: 237
- Joined: Thu Feb 19, 2009 1:21 pm
- Location: Dublin, Ireland
I think sacrificing crossbowmen is a viable or possibly better option.
Unless you are taking spears anyway taking a unit of spears is costly.
A spearman costs 4 pts less than a crossbowman.
If the plan is to avoid combat with the spears and they serve no other function than a power dice factory they will produce nothing except PD (usually).
While the crossbowmen are standing back being sacrificed they can also shoot.
Say you have have a unit with initially 15 crossbowmen (costing 150 pts).
During the game you sacrifice 8 (a reasonable amount for a level 2).
Producing 8 PD but killing say a beastman chariot with shooting (easily could be some other target worth approx. 100 pts).
The same thing happens with a unit of 25 warriors ( worth 150 pts no shields or command).
Both units created the same amount of power dice.
The crossbows gave away 75 pts (more than half casaulties) but gained 85.
The spears gave away no points (less than half) but also gained none.
The crossbows were a better choice in this case.
I am not saying they are always better but that if you do not intend to take spearmen in a tactical role then it may be better to take crossbowmen.
As they are useful and this may more than offset their cost.
Plus it has the added bonus of making your opponent think you are stupid or mad.
Unless you are taking spears anyway taking a unit of spears is costly.
A spearman costs 4 pts less than a crossbowman.
If the plan is to avoid combat with the spears and they serve no other function than a power dice factory they will produce nothing except PD (usually).
While the crossbowmen are standing back being sacrificed they can also shoot.
Say you have have a unit with initially 15 crossbowmen (costing 150 pts).
During the game you sacrifice 8 (a reasonable amount for a level 2).
Producing 8 PD but killing say a beastman chariot with shooting (easily could be some other target worth approx. 100 pts).
The same thing happens with a unit of 25 warriors ( worth 150 pts no shields or command).
Both units created the same amount of power dice.
The crossbows gave away 75 pts (more than half casaulties) but gained 85.
The spears gave away no points (less than half) but also gained none.
The crossbows were a better choice in this case.
I am not saying they are always better but that if you do not intend to take spearmen in a tactical role then it may be better to take crossbowmen.
As they are useful and this may more than offset their cost.
Plus it has the added bonus of making your opponent think you are stupid or mad.