[Archive] What would your 500 Pt War Band list be?

14feet:

What’s up?  :)

I’m going to be participating in a 500 pt War Band tournament this April and I was wondering what you all thought would be a solid list to field.
The rules are: WARBANDS  RULES

No Lords
Heros 0-2 combined points including gear no more than 150
Wizards are limited to lvl 1
at least 2 core units
core units no more than 10 men
0-1 warmachine
0-2 special/rare (2 special or 2 rare or one of each)
:hat off

adolrak:

what about units that have a minimum size of 20?

Rickie:

one simpel way is 2 units of 10 IG with fireglaives, and a lv2 with enchanted shield, powerstone and pistol. 500 on the mark.

In such small games flexibility is good to have, comes at the cost of very few models thou. Sice pepole Wont be able to field bigger units then yours I feel that the fireglaves should do allright. I’d go for lore of fire on the lv2. Uppgraded fireball will be nasty against most things in that format.

14feet:

@adolrak: you can ignore minimum unit size for this game so you could take 2 fire born or 1 BC.

@rickie: Thanks, thats a new idea I had not thought about. I’ve never used Fire glaives before… do they preform well? Wizards are limited to lvl 1. Would the lore of fire and power stone still be a viable option?

moogoodoo:

Id have a level 1 fire dispel s 2 units 10 hand w sheald and a magma cannon :slight_smile:

Rickie:

Oh missed the lv1 thing. I would say that the powerstone might still come in to affect, can use it when you roll low on winds to unleash a lv3 fireball that will most likly disintegrate a unit.

Since units cant be bigger then 10, fireglaives should be able to hamper units severly with one round of shooting. Ad the ability to Stand and shoot with tough guys with s5 in close combat and you should be good.

But what of those last points, you could skip powerstone for a unit of 10 hobgobs with bow or a Khan on wolf to hunt potential warmachines. Keep powerstone for unit of plain hobgobs (remeber they still have throwing knives).

Personnaly I would have gone for this setup, since it’s somewhat flexible. Biggest drawback is few models. But hey welcome to CD’s ^^

If opponent has something really scary sacrifice the hobgobbs to buy yourself a turn. Against week troops they can move up throw knives, then stand and shoot and actually have a good chanse to win the following combat.

Lv1 Powerstone, enchanted shield

2x10 Fireglaives

10 Hobgoblins

Hashut’s Blessing:

  1. It’s no more than 10 UNITS, not 10 men :wink: I.E. 2+ core units, which could be 50 strong.

    2) The problem with that first suggested list (which would be AWESOME if they were limited to 10 or less) is that it’s very small. I’d say drop the fireglaives, giving you an extra 100pts. That could be a block of 20 Hobgoblins with bows or a few other odds and ends…

    3) Magma cannon won’t be much use in this - the units are too small and the model count too low.

    4) You have to have the minimum required unit size to give them upgrades (I.E. 20 hobbos to get bows).

    I would suggest having a Daemonsmith as the general, for a little magical oomph and defence. Maybe go Metal for the hexes and augments. Stay at level 1 to save the points. A unit of hobgoblins, 20 strong, bows, spears and shields will be surprisingly resilient and gives a little firepower. A unit of Infernal Guard to give you the second core - either take the basic 3 or take 10+ with Halishot Blunderbusses: expensive, but will tear chunks out of the opponent and have the shield/parry in combat. Then pick and choose bits and bobs (maybe a k’daii or two here, a bull centaur there or some wolf raiders for speed)…

Rickie:

ohh well that changes alot of things ^^

mistrmoon:

I would skip out on the wizard and instead take a Castellan with the Ruby Ring. He loses out on a whopping +1 to cast and the ability to upgrade to bigger fireball BUT he is way fightier, gives you the stubborn for his unit and he won’t ever die to a miscast. In games this size a bad miscast can end the game when you lose a level1 (~120pts) and he takes a half dozen infernal guard with him(~60-80pts) thats 40% of your list. This way you are also not wasting points on his engineering aspect which you will not be making use of and can buy him a mundane shield for added toughness.

If you absolutely need to have the wizard then I would give him the ruby ring anyways. The problem with 1 spell a turn is that in order to try and get it off you have to go big and your opponent will likely be able to throw roughly the same number of dice as you if you rolled high for winds so in order to get any spells of it’s dangerous and a crap shot. With 2 spells you make it harder for your opponent to stop your magic phase.

14feet:

Hey thanks for the advice everyone. This has really got me thinking. It’s been years since I have played a game (5-6th ed) so all of this helps to get me thinking correctly.

@HB: oops lol I really messed that up. my teachers would be proud of my reading comprehension. thanks for the advice.

@rickie sorry about the rules mix up I posted it late at night so I was miss reading rules lol

@MRmoon I think the castellan is the best bet. the ruby ring adds killyness which is perfect. the lvl one wizard seems tempting but like you said losing him would probably cost me the game so I think I will avoid him and save the points by taking the Castellan.