Doorstepwaster wrote:We did a 5000 pts WE vs 2500 pts DoC and 2500 CD and to make up for the two armies sharing of magic dice, we rolled 4d6 for winds of magic
Wow, pretty big game there. Sounds like you got to use quite a bit of the army.
Doorstepwaster wrote:First of all, I am really happy with how much more viable shooting is with an entire army of Asrai Longbows. It scared the enemy units enough to have them running around confused trying to take down smal units. Also the update on forest spirits ward save were important for my dryads holding af forest long enough for my horde of EG to smash into the side of a horde of Bloodletters. The EG units performance is so much better with the extra point of strength from the saeraths.
Sounds like the adjustments were working then. The Forest Spirit Ward Save working against Daemons was a major reason for changing it to be a true Ward Save. The shooting getting viable for units other than Glade Guard is a major bonus too. As for the Eternal Guard, those took some iteration, but I think they're in a pretty good spot right now.
Doorstepwaster wrote:Fast-moving wardancers are also a great asset, as the extra movement really let me place where i wanted them and where they would hurt the enemy (while these were huntning archers and scouts). Always strikes first makes them even more hardhitting due to re-rolls and suddenly they are actually worth 18 pts.
I wasn't sure if the extra point of movement was going to make Wardancers much stronger or not, but it sounds like it came in handy. Definitely agree that ASF comes a long way to make Wardancers worth their salt for their cost now too.
Doorstepwaster wrote:So generally my elves performed so much better, and didn't even miss my letting out treekin. Also, opening up for shadow magic along with life did improve everything my EG did - enfeebled bloodletters can't touch stone-fleshed EG nor ordinary dryads. I didn't get to try out so big a part of the wood elf lore of magic and forgot the quite important lore attribute though.
Yeah, in my Storm of Magic games I got to try out the Shadow/Life mage combo and I can agree that it works like a charm. As for the Wood Elf Lore, perhaps you can test it at the FFA game coming up.
Doorstepwaster wrote:So, generally not much to say. You've made the elf units more viable - they are now worth their points - and the play style is the same, yet improved, because we do things better without getting too overpowered.
That's good, and sounds like what I was going for.
Doorstepwaster wrote:About the Bow of Lathrain - I would compare it to a bolt thrower rather than a cannon. I don't remember the cost of a great cannon, but that one has a 1/6 chance to misfire every turn and 1/18 to explode (if my maths doesn't fail), unless you take along an engineer for extra cost and that makes the bow a really reliable cannon that can't be stopped by obstacles. I do believe it needs a think-through.
It might need toned down, but all I can think of is to do one of 3 things.
1.) Lower the Strength.
2.) Lower the Damage.
3.) Lower the Range.
If I do 1 or 2 I think it's going to need some buffing in another area. Like if, as suggested, I lower the Strength to 6, then I think I'd add Stand and Shooting back in for the bow and/or perhaps lower the cost of the item. If I lower the Damage, likewise I would probably add Stand and Shooting with the bow back in. Maybe lower cost too. Still, if I was going to lower the Strength I don't think I'd want to go below 7 with it. That gives a 50/50 chance to Wound most enemy war machines with it and needs a 5 or 6 to Wound Sphinxes and Steam Tanks respectively. Much more likely to do little to nothing all game then for your expensive Highborn.
Doorstepwaster wrote:Anyway, I'm going to playtest the list again in a battle royale all vs all (5 players) and each bringing 3500 pts. It will happen this friday and I'll return with more thought after that.
Thanks again for the list.
Sounds good, lemme know how it goes.
