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with the unit count so low if you are giving this a shot I would throw the scrying gem on the archers. Forcing your opponent to stick down an additional D3 units at the start should help balance deployment.
alternatively I would think about something like this
Sylvan Kin [1500 / 2000 (500 Remaining)]
~ List Valid ~
Sylvan Kin [1500]
Kindred Archers (Infantry) Regiment [120]
Kindred Archers (Infantry) Regiment [120]
Forest Shamblers (Large Infantry) Horde [220]
– Awakened Guardians [20]
Forest Shamblers (Large Infantry) Horde [230]
– Blessing of the Gods [30]
Stormwind Cavalry* (Cavalry) Regiment [230]
– Gain Pathfinder [15]
– Staying Stone [5]
Elven King (Hero (Infantry)) 1 [135]
– The Shardblade [15]
– Blade of the Beast Slayer [20]
Elven Archmage (Hero (Infantry)) 1 [145]
– Shroud of the Saint [25]
– Surge (8) [30]
– Heal (6) [30]
Tree Herder (Hero (Monster)) 1 [300]
– Wiltfather [40]
– Surge (8) [0]
losing the additional surge on the wilt daddy and the duelist on your king but gaining another unit of archers to do some plink damage.
This list does suffer against high defence armies though, only the Wilt daddy has a consistent damage output, Crush one on the melee 4+ shamblers is too low. So I would be more inclined for something like this
Sylvan Kin [1500]
Kindred Archers (Infantry) Regiment [145]
– The Scrying Gem [25]
Kindred Archers (Infantry) Regiment [135]
– Aegis of the Elohi [15]
Forest Shamblers (Large Infantry) Horde [220]
– Awakened Guardians [20]
Forest Shamblers (Large Infantry) Horde [230]
– Blessing of the Gods [30]
Stormwind Cavalry* (Cavalry) Regiment [255]
– Gain Pathfinder [15]
– Brew of Strength [30]
Elven Prince (Hero (Infantry)) 1 [80]
– Lute of Insatiable Darkness [25]
– Bane Chant (2)
Elven Archmage (Hero (Infantry)) 1 [135]
– Shroud of the Saint [25]
– Bane Chant (2) [20]
– Heal (6) [30]
Tree Herder (Hero (Monster)) 1 [300]
– Wiltfather [40]
– Surge (8) [0]
King becomes a minor git with a guitar, that’s two sources of bane chant one for each shambler unit, Wilt loses the tome but honestly the scouting forest can charge on turn 1 and you want WD to be punching along with that so surge shenanigans have been sacrificed for damage output.
Upgraded the cav to have brew of strength, so +3 damage on the charge and +1 if the target survives into a second round helps the consistency again.
Scrying Gem stays to force your opponent to drop more, and the Aegis is because I had 15 points left so a little additional survivability can’t hurt.
As long as Wilt is close the shamblers will be rerolling all the 1s and with two bane chants and a cloak of death in there it should help to pop people. I left the heal on because that will be annoying late game, you may have to sacrifice a bane chant to get it off but hey ho