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Seraphim > Playtesting > Angelic army list, 2500 points



Title: Angelic army list, 2500 points
Description: Yes, AoA does stuff


Angel of Algebra - October 3, 2006 07:05 PM (GMT)
I've written an Angelic army list to be used IRL, and want some opinions on it. Changes may be made soon when GS releases the next version of the list.

QUOTE
Throne - 350
Level 4 Wizard, Master of Magic, Circlet of Banishment, Starfall.
Virtue - 180
Level 2 Wizard, Spell Weaver.
Dominion - 171
Additional Hand Weapon, Heavy Armour, Shield, Eagle Quills.

12 Angels - 168
Shields, Standard Bearer.
12 Angels - 168
Shields, Standard Bearer.
12 Archangels - 180
Additional Hand Weapons.
13 Archangels - 195
Additional Hand Weapons.
6 Vengeances - 114
6 Vengeances - 114
6 Vengeances - 114

3 Powers - 195
3 Powers - 195
3 Censer Bearers - 120
8 Anelai - 168

6 Sons of Fire - 168

Total: 2500
93 models
9PD plus one bound spell
5DD plus one scroll


AoAlgebra :lol:

Grand Seraphim - October 4, 2006 05:54 PM (GMT)
An excellent list under 6th edition rules and hard to flaw.

You seem to have coverd most bases and your army is very much "all comers".

The only notable thing is the lack of Dispel Scrolls, depending on who you face this could be a problem. Since, however, you have a signifigant number of Dispel dice (and sheer military force) you should be "ok". (Imo, avoid High Elf mage hammers).

Great list, a few things will be different under 7th edition, most notably Censer Bearers, obviously this list would suffer under new rules (5 to a rank notably). 1.39 SHOULD be coming out between Sunday-Tuesday next week. (so keep those dates clear in your diarys :P)

Cant wait to here a battle report though AOA :D/

GS

Baranthazul - October 4, 2006 10:49 PM (GMT)
I'd prefer to see those vengeances broken up, in groups of 5. I know you get the panic thingy, but with our high ld, and twice the units, panic shouldn't be a problem. Also, why do you have 8 anelai? Why 8? Why not 5? or 6?
---Baran

Angel of Algebra - October 5, 2006 06:47 PM (GMT)
QUOTE
I'd prefer to see those vengeances broken up, in groups of 5.

Good idea, I'm under Dryad mentality for all things skirmishy. I'll split them 3x6.
QUOTE
Also, why do you have 8 anelai? Why 8? Why not 5? or 6?

I had 6, then added them with extra points at the end, along with the 13th Archangel and 2 extra Vengeances.

AoAlgebra :lol:

Baranthazul - October 6, 2006 12:34 AM (GMT)
As they say, no comprendes (you don't understand). 5 vengeances per unit. 5 anelai. Use the points from the 3 anelai to add two vengeances to a unit that would have 3 (if you split up the vengeances, you have 18. Get two more with the points from the anelai). Do it. Now.
---Baran

Angel of Algebra - October 8, 2006 11:16 AM (GMT)
I played last night against Khornate Chaos, and: Oh. Dear. God. It was a solid victory to Chaos, but it was basically entirely my fault.

The Chaos list:
QUOTE

Lord of Khorne - Barded Chaos Steed, Sword of Change, Crimson Armour of Dargan.
Exalted Champion of Khorne - Axe of Khorne, Talisman of Protection, Juggernaut, Shield.
Aspiring Champion of Khorne - Rending Sword, Enchanted Shield.
Aspiring Champion of Chaos - Great Weapon, Helm of Many Eyes.

15 Warriors of Khorne - Shields, Full Command.
10 Chosen Warriors of Khorne - Additional Hand Weapons, Full Command.
20 Marauders - Light Armour, Shields, Chieftain.
20 Marauders - Light Armour, Shields, Chieftain.
8 Marauder Horsemen - Throwing Axes, Shields.
6 Knights of Khorne - Standard Bearer, Champion.
5 Warhounds of Chaos

15 Bloodletters
- Bloodhowler.


My Throne chose the Lore of the Heavens and got the spells Second Sign, Uranon's Thunderbolt (x2 including Starfall :D), Storm of Cronos and Comet of Casandora.
My Virtue used the Angelic Lore and got Angelic Blast, Wings of Light and Azreal's Protection.
On the right flank and down the centre, the Angels controlled most of the board. Only the Sons of Fire and Dominion fell in those fights, for a lot more Chaotic casualties. The Vengeances performed splendidly, hacking through Marauders like there was no tomorrow, and the Powers removed the Exalted Champion and Juggernaut in two combat rounds.
On the left flank, after a wonderful first magic phase slaying half the Knights with one Thunderbolt, the Lord, Knights, Bloodletters and Chosen sped through some Vengeances and Powers, along with half a unit of both Angels and Archangels.

On the first turn, all my spells got off, including Comet of Casandora, and a few turns later, everything within 20" of it went... BOOM! Unfortunately this wiped out over half of my army and turned what was probably going to become a good victory into a defeat.

Highlight
The Lord of Khorne charging, scoring 3 hits and rolling 3 1's to wound, then losing combat and fleeing :D
Lowlight
Can you say "Comet"?

Best Performances
The Vengeances performed amazingly, showing up the Archangels and Sons of Fire several times over. If only I hadn't had all my Vengeance units within 20" of the Comet when it struck :(

As an additional thought, can we re-name Swordsticks? Upon stating I was using my Swordsticks to gain +1 Attack, both myself and my opponent almost died laughing at how stupid the weapon's name sounds.

AoAlgebra :lol:

Grand Seraphim - October 9, 2006 05:07 PM (GMT)
Fantastic, a playtest. Hallelujah is all i can say.

The Comet was a bit WTF??? As it does not really show the ability of you as a general (just a bit of bad luck). Couple of questions

1. Since you were going to win, was it because of your general skills, or the fact that angels are rock hard?

2. Did any unit over perform?

3. Whens the next one?

4. Good point about the Swordstick, it does need a new name.

GS

Angel of Algebra - October 9, 2006 06:46 PM (GMT)
1. A lot of credit goes to my Powers, the dice in any combat involving Vengeances, who just seemed to roll nothing but 5's and 6's, and the Lore of Heavens, specifically Uranon's Thunderbolt.
Angels most certainly are not rock hard. My Angels only really helped when a unit of Marauders exposed their flank by charging, my Archangels spectacularly failed to achieve anything besides a series of "chink" noises as blades struck armour (or they would of had they succeeded to wound at all), and my Sons of Fire died horrifically.

2. You could say the Vengeances over-performed, but when you throw models with WS5, S4, and two attacks at Marauders, against whom they have hatred, you should expect gory death. As I said before, the dice played a large role here, and since ALL of my Vengeances died in the Comet blast, they got their just desserts :P
You could also say my Throne over-performed, or you could say she did what any Wizard Lord with the Lore of Heavens is supposed to do, apart from the part where she killed herself, and most of the army.

3. Dunno, games aren't a common occurance for me, never mind playtests. For the next one, I would like to try a Cherubim, along with some Cherubai, since I fear they could be a bit OTT.

4. Damn right.

AoAlgebra :lol:

Baranthazul - October 9, 2006 11:45 PM (GMT)
The swordstick name was my greatest triumph. It stays.
---Baranthaswordstick

Angel of Algebra - December 20, 2006 11:21 PM (GMT)
QUOTE
Throne - 350
Level 4 Wizard, Master of Magic, Circlet of Banishment, Starfall.
Virtue - 180
Level 2 Wizard, Spell Weaver.
Dominion - 171
Additional Hand Weapon, Heavy Armour, Shield, Eagle Quills.

15 Angels - 207
Shields, Standard Bearer.
15 Angels - 207
Shields, Standard Bearer.
12 Archangels - 180
Halberds.
12 Archangels - 180
Halberds.
6 Vengeances - 114
6 Vengeances - 114
6 Vengeances - 114

3 Powers - 195
Great Weapons
3 Powers - 165
Additional Hand Weapons
6 Anelai - 126

7 Sons of Fire - 196

Total: 2499
94 models
9PD plus one bound spell
5DD plus one scroll

Okay, this list is a 7th Edition/1.39 list :)
Characters haven't changed, but I'll be shying away from the normal magic with the wizards, focussing more on Lore of the Ancients.
Angels are now in line with new rank bonuses, while the Archangels can be used 6 wide as a hammer, since 6 Archangels will fit perfectly against 5 bases of either "standard" size. Note the Halberds, I'm not having another 4 turns of "8 hits, 1 wound, no armour saves failed" from them every game.
Vengeances kick ass, and stay.
One Power unit got Great Weapons (yay!) meaning they join the Dominion as "chariot-busters".
Smaller Anelai unit, for points.
Larger Sons of Fire unit, for effectiveness.

Thoughts?

AoAlgebra :lol:

Grand Seraphim - December 21, 2006 11:49 AM (GMT)
Its a nice list, i would like to see how a Cherubim performs at some point.

I like the idea of 6 powers, violent :D.

Cant seem to flaw it...

GS




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