I chose to avoid going all out magic(as it turns out my magic defence was not worth the points...I did not know who would be willing to play this so I chose a generic list with many troops) and instead concentrated on the troops themselves.
angel army.
cherubim, heavy armour, shield, crystal blessing, 283pts
this beast gets 5 atacks at S5 that ignore saves, he also counts as having a hand weapon as the blessing is not a magic weapon, so has a 5+ ward and a 3+ normal save.
virtue, 2x dispel scroll, 155pts(hs options say magic items as no maic items are listed I only used common ones)
virtue, dispel scroll, 130pts
10 angels, shields, 120pts
10 angels, shields, 120pts
16 angels, fc, shields, 223pts
6 vengences, 144pts
6 vengences, 144pts
16 cherubim guard, fc, 323pts
3 powers, 186pts
5 sons of fire, 155pts
1983pts
against.
lord, master rune of gromril, master rune of spite, light armour, 2x rune of cleaving, rune of fury, 263pts
(5 S6 attacks, 4+ ward, 1+ save)
thane great weapon, gromril armour, rune of stone, great weapon, rune of resiliance,shield, 91pts
runesmith, 3x rune of spell breaking, gromril armour, shield, 155pts
3X 20 warriors, heavy armour, shields, FC, 615pts
2X 14 crossbowmen, shields, standard, musician, 394pts
15 longbeards, full command, rune of battle, rune of resistance
2x bolt throwers, 90pts
cannon, rune of burning, 105pts
1998pts.
simple set up, hill in both deployment zones, a forest to the far right and a house in the bottom right corner, room in the middle for a regimental clash.
I did not cast a spell all game so thats of little consequence.
first turn was the angels.
all units moved fast towards them, slightly shifted to be attacking the dwarven right flank, away from the longbeards.
his shooting killed 3 from the first small unit of angels but they held and 2 from the other. Bolt throwers and cannons killed one of the powers and one of the sons of fire.
turn 2
moved closer, in charge range next turn.
positioned slightly to his flank.
his shooting was like last time, finishing off the other power and leaving 1 alive of 1 wound, one of the smaller units of angels took a beating and fled.
turn 3
the cherubim charged the cannon and slaughtered them all then went off the board after them.
the vengences both charged a seperate unit of crossbowmen who did have a single rank. they annihilated them(12 S6 attacks at ws5, hitting on 3's killing on 2's)
the cherubim guard broke the dwarven infantry to the front(9 S6 attacks at Ws5, plus ranks and standard and outnumber, hitting on3's wounding on 2's 6+save)
the regula angels got stuck into another uit of dwarves, the power got its flank but they held, the sons of fire used terror to scare off one of the bolt throwers.
the final power died, no vengences died, 1 cherubim guard died, 1 virtue got hacked by the dwarf lord(I challenged him for fun), 2 regular angels died, the last unit of dwarv warriors got the unit of 8 remaining angels in the flank, no kills to either unit.
turn 4
longbeards moved to get into posiiton for a counter charge next turn, bolt thrower killed 3 cherubim guard. the warriors with the small unit of anges on the flank beat them but they passed the LD test.
unit with the regular angels fought to a stalemate.
all the angels lined up for major charges next turn, the sons of fire terrorised the other bolt thrower but they passed.
turn 5, all out charges by the angels, longbeards failed to get itno combat, venegnces rear charged both warrior units and annihilated them all, caught them in overrun.
he gave up with only the longbeards left alive.
the thane died in a challenge to the cherubim.
in the end:
dull, even without flanking I beat him with all the important units to the front, the vengences at 144pts per unit turned the whole battle in my favour, shooting did no more than against anyone else due to those armor saves, magic played no part.
THOSE VENGENCES AND CHERUBIM GUARD NEED FEWER BASIC ATTACKS AND THOSE SWORD STICKS NEED TONING DOWN.
a cheap(144pts) skirmishing unit with 4+ wards against shooting got 12 S6 attacks at Ws 5, what could stand up to them?
lets try them against a unit of25 empire spearmen with full command shall we?
obviously the angels will charge higher movement and flight will give this easy.
12 attacks hitting on 3's means 9hits, killing on 2's means 7 kills.
champion and 2 spearmen attack back.
hitting on 4's, 2 hits, wounding on 4's 1 kill.
so empire fully ranked unit gets standard, 3 ranks, outnumber and 1 kill. total 6
vengences get 7. win by 1 ld 6 likely a fail, caught in 3d6 pursuit.
no way a fast mving skirmisher unit should be able ot defeat a fully ranked unit by engaging to the front.
Well, at least I think that vengeances should be on 40x40 bases, and have a 5+ ward against shooting. So that takes care of those.
---Baran
i think your battle brings up good points (even though the obvious bias in writing). The basic angels and powers seem to be quite ballanced. The vengences need dulling down but they are still a great idea. Units of 6 for that amount of points seems right they just fight to well. The cheribum guard.. i dont like the idea of them being dumbed down to much and they are already quite pricy. I have never played lizzardmen but they say the temple guard are really tough how do the cherib guard look against them (basically does anyone know the temple guard stats).
YOu didnt mention the sons of fire much. They are my favorite unit now IMO are they two powerful or just good enough? I like the idea of a elite unit of 5.
Ok, TG must stay with slann, sheilds for 18, none for 17. 5+ scaly, WS4, 2A, Halberds, S/T 4, BS9 (just kidding), Ld8 (stubborn/coldblooded)
---Baran