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Rivendell at 500pts, 700pts
http://ww.one-ring.co.uk/viewtopic.php?f=37&t=22382
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Author:  Blackknight1239 [ Mon Feb 06, 2012 7:21 pm ]
Post subject:  Rivendell at 500pts, 700pts

I've done this with the assumptions that the point costs haven't changed, and there hasn't been any new units added to the Rivendell list. If you guys don't mind looking over it, and offering some suggestions, that would be cool. Erestor's Warband isn't used until 700pts.

Glorfindel, Lord of the West- 140pts
1 Elven Warrior w/ Heavy Armour, Banner- 44pts
11 Elven Warriors w/ Heavy Armour, Shields- 110pts

Arwen w/ Elven Cloak- 70pts
4 Elven Warriors w/ Heavy Armour, Shields, Spears- 44pts
8 Elven Warriors w/ Heavy Armour, Elf Bows- 88pts

Erestor- 75pts
5 Elven Warriors w/ Heavy Armour, Elf Bows- 55pts
7 Elven Warriors w/ Heavy Armour, Shields- 70pts

496pts (696pts), 4 Mt (5Mt), 26 (39) models.

Author:  Hilbert [ Mon Feb 06, 2012 8:30 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

Seems very nice, i would make no change 8)

Author:  cereal_theif [ Mon Feb 06, 2012 9:26 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

Storm caller is better than Arwen due to natural 6's rule

Author:  Blackknight1239 [ Mon Feb 06, 2012 9:33 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

Where could I find the rules for said Stormcaller, outside the new Sourcebooks? It might suit the theme better, since I have a hard time justifying Arwen doing anything combat related, even in context of the films.

Author:  cereal_theif [ Mon Feb 06, 2012 9:38 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

Just found out stormcaller has lost natures wrath and isnt on the erigion rivendel part of hte GW website... so it migth be all messed up

Author:  ncea [ Tue Feb 07, 2012 2:28 am ]
Post subject:  Re: Rivendell at 500pts, 700pts

Rules for Stormcaller(second post) and pretty much everything else -http://www.one-ring.co.uk/viewtopic.php?f=49&t=16149

cereal_theif wrote:
Just found out stormcaller has lost natures wrath and isnt on the erigion rivendel part of hte GW website... so it migth be all messed up


But if this is right then maybe the rules that i just gave you are wrong and to out of date lol...

Author:  Blackknight1239 [ Tue Feb 07, 2012 3:10 am ]
Post subject:  Re: Rivendell at 500pts, 700pts

Well, the model's in the Galadrhim Commander's boxset now, so it's not like they could put it there. I'm sure they'll be there once I get my hands on the Sourcebook. Though, I just noticed Glidor was an option.

Author:  Meneldil [ Tue Feb 07, 2012 4:12 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

In the new rulebook there are two versions of the stormcaller. The one in the Lothlorien and Mirkwood list has the same rules as before (Nature's Wrath and Call Winds), but the High Elf stormcaller in the Eregion and Rivendell list has the Nature's Wrath spell replaced by Strengthen Will.

Author:  Blackknight1239 [ Tue Feb 07, 2012 4:26 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

Well, at least there's a little more variety with that. Strengthen Will doesn't look nearly as useful as Nature's Wrath. So do you gents think the Caller is worth it for the wind-blowing power alone? It seems pretty useful.

Author:  cereal_theif [ Tue Feb 07, 2012 7:08 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

Actually natures wrath is kinda useless now there are more heroes around. If a hero is within the area they can resist... more heroes, more will, more failures for the good team

Author:  Draugluin [ Thu Feb 09, 2012 10:19 pm ]
Post subject:  Re: Rivendell at 500pts, 700pts

Blackknight1239 wrote:
Well, at least there's a little more variety with that. Strengthen Will doesn't look nearly as useful as Nature's Wrath. So do you gents think the Caller is worth it for the wind-blowing power alone? It seems pretty useful.

Combine him with Elrond and you get a couple extra Natures Wraths, and you're able to keep the Stormcaller out of danger. Call Winds is a better version of Immobilise. Not only is the target moved several inches away from where it was, it also gets knocked over, effectively taking it out of the game for 2 turns. Just think what that could do if your opponent relies on his banner.

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