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lazyj
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« Reply #75 on: December 24, 2009, 08:41:58 am » |
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Ravenwood are good at Shooting, just not "Stand" and Shooting.
Consider going to a "Run and Gun" style: a flexible line that allows you to delay and choose your battles, while your archers run around, counting on their extra skill to allow them to hit while moving.
This is where Wolfkin as Core are a beautiful thing. Run them way out to engage and slow down your enemy while you pour arrows into them with your Spirit Guided arrows.
Have I commented recently that I think you should be able to fail checks when you want to? Because I do think so - just experiment with Wolfkin when you can let them rout on contact and watch as they screw up the enemy lines.
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Quelmotz
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« Reply #76 on: December 25, 2009, 12:52:21 am » |
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Yup. (4) 6/5 archers are good for near any role that requires ranged attack other than slaughtering giant monsters. But I think Stand-and-shoot armies both rely not only on good ranged units (which ravenwood definitely has), but also cheap tanks that are preferably core. ... And the "forestwalk" ability of Ravenwood shouldn't cost them anything, when they're ARCHERS. Seriously, who would put archers in forests, where they can't shoot anything? I put Archers in the Forest all the time due to the slight abnormality of the combat modifier for that terrain. As long as you have less than 2.5" of Forest in front of your Firing Arc and you have more than half of your unit in the Forest you get the benefit of (0)-1/+0 for the attacking shooter. Any little bit helps. Nice little hidey-hole. Interesting point. If I remember correctly, you only get to shoot units while in the forest provided you are less than 2.5" into the forest. So this only works if the forest is not very large, if I'm not wrong.
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"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
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Niko White
Celestial Guard
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Posts: 2187
A tíro nin, Fanuilos!
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« Reply #77 on: December 25, 2009, 01:46:28 am » |
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Yup. (4) 6/5 archers are good for near any role that requires ranged attack other than slaughtering giant monsters. But I think Stand-and-shoot armies both rely not only on good ranged units (which ravenwood definitely has), but also cheap tanks that are preferably core.
Exactly! The "shoot" part of Ravenwood is fine, but it doesn't have much reason to stand, and has some very strong reasons not to.
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ajax98
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« Reply #78 on: December 25, 2009, 04:04:21 am » |
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Given a choice, my archers run away to fight again another day.
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Quelmotz
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« Reply #79 on: December 25, 2009, 09:43:13 pm » |
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^ High Elf archers do that even better. Backing away 3.5" and firing at the opponent every turn until they reach the map edge... 
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"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
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RushAss
Playtester
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Posts: 1850
Eat your beets - Recycle!
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« Reply #80 on: May 04, 2010, 10:23:38 am » |
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Here's an idea for a cheesy Ravenwood stand and shoot army build with a bit of mercenary help.
4 x Spearmen 1 X Bowmasters 2 x Elementalists 1 x Command card 2000 points even
Just set up a curved defensive front on one side of the deployment zone and make sure your Spearmen have a hold objective. Have the one Spearman slide out towards the map edge and space them out a little. If you do it right, your opponent won't be able to use all of his units as they will clutter themselves up trying to get to you. The Spearmen won't hold out forever, but you should be able to shred a few enemy units on the way in between the Elementalists and the Bowmasters.
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"Sunrise on the road behind, Sunset on the road ahead Nothing can stop you now, nothing can stop you now" -Rush, Ghost Rider
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lazyj
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« Reply #81 on: August 27, 2010, 05:44:58 pm » |
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You may all admit you were wrong at any time! (Yes I am being silly. Only Niko has to admit he's wrong!  ) I just realized I still haven't received my apology from Niko after all this time!  Was just looking this list over again - highly useful information and makes me want to get my decks out again. Too bad I'm booked up this weekend. 
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gull2112
Administrator
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Posts: 3039
From the RUSH faction
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« Reply #82 on: August 27, 2010, 07:31:50 pm » |
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It would be interesting to have a R&R standing order (Range and Run) where the missile unit moves away from any enemy unit that moves to within close range. Even an S&R where a missile unit will move out of Final Rush range of any enemy unit.
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Niko White
Celestial Guard
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Posts: 2187
A tíro nin, Fanuilos!
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« Reply #83 on: August 27, 2010, 11:44:11 pm » |
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It would be interesting to have a R&R standing order (Range and Run) where the missile unit moves away from any enemy unit that moves to within close range. Even an S&R where a missile unit will move out of Final Rush range of any enemy unit.
Unfortunately the maneuvering penalties are such it'd rarely buy much time, and would probably just confuse new players who might think it'd be a reasonable plan 
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gull2112
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From the RUSH faction
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« Reply #84 on: August 28, 2010, 09:33:58 pm » |
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confuse new players who might think it'd be a reasonable plan
What are you trying to say? 
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Niko White
Celestial Guard
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A tíro nin, Fanuilos!
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« Reply #85 on: August 29, 2010, 12:25:08 am » |
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confuse new players who might think it'd be a reasonable plan
What are you trying to say?  Haha, just that given -2 for move backwards you'll never really delay it by more than a turn at most, and probably not even that, so people might get confused by why the order exists when you stagger back so slowly.
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Quelmotz
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« Reply #86 on: August 29, 2010, 01:49:56 am » |
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confuse new players who might think it'd be a reasonable plan
What are you trying to say?  Haha, just that given -2 for move backwards you'll never really delay it by more than a turn at most, and probably not even that, so people might get confused by why the order exists when you stagger back so slowly. HE archers? 
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"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
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Niko White
Celestial Guard
Administrator
Hero Member
    
Posts: 2187
A tíro nin, Fanuilos!
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« Reply #87 on: August 29, 2010, 03:27:02 am » |
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confuse new players who might think it'd be a reasonable plan
What are you trying to say?  Haha, just that given -2 for move backwards you'll never really delay it by more than a turn at most, and probably not even that, so people might get confused by why the order exists when you stagger back so slowly. HE archers?  Sure, I do it all the time, but I'd never want to give an order for it, since it is only worth doing if you DC them anyway 
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Quelmotz
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« Reply #88 on: August 30, 2010, 07:55:20 am » |
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Yeah...we shouldn't have rules just for a select few units and make them even more powerful while the rest don't stand to gain much more than perhaps an extra turn of fire at -1 skill...
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"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones." - Albert Einstein
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gornhorror
Playtester
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Posts: 536
He who hesitates is a darn fool for waiting......
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« Reply #89 on: February 05, 2011, 05:38:52 pm » |
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Last night the Jersey boys got together and played a couple of games. One of the games that I played I took the Ravenwood Elves. I think overall they are my favorite faction. They have tremendous variety with a plethora of tactics they can use. In the past I've taken the standard ravenwood archers in my armies. This time I took the bowmasters unit. I was glad I did. Even though they are very expensive the 7 offensive skill offsets the various range penalties. This allows the unit the actually do some damage to units as they close which can break opponents offensive plans and allow you to get the tactical edge. Add in spirit guidance and this unit is very effective. I think it actually is better than having TWO regular archers. The added range that the bowmasters provides ends up allowing you to start your onslaught a little bit earlier. and......how about those wolfkin and wolf units. I think in the past people have stated that they are a little fragile. Yes, that may be true, but with a little manuever I think you can forgive these units their faults. They are fast units. They can also take advantage of units that are routing against them and auto rally, which is huge. Well, anyways....I guess we will see all of you guys in a few weeks at Totalcon. I'm hearing that Kevin is playing Ravenwood. Is that right? Oh boy. Wouldn't want to fight THAT army. DE or not. 
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Leave a message and I'll get back to you.......Maybe.
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