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Post by canadianguy on Dec 2, 2012 15:56:20 GMT -5
Hi, I have gained ownership of an exceptional custom wood elf army. All spirites and conversions not one elf in it. I am trying to come up with some cool/simple conversion ideas for eternal guardd and archers. Was wondering if gw ever did a faery like model or little butterfly wings to use on ungors to make them was my thought. Any other ideas appreciated, could do something odd with a dryad or tree terrain piece to make formed up units to rep eternal guard.
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Post by Jack Shrapnel on Dec 2, 2012 17:22:48 GMT -5
If you can find the old Fairy meat miniatures they'd probably work... but old metals OOP that are kind of hard to find if you're looking for enough to make eternal guard...
...oh and don't make eternal guard, they're terrible...
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Post by pmlizardmen on Dec 2, 2012 17:41:03 GMT -5
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Post by canadianguy on Dec 2, 2012 18:39:40 GMT -5
Sadly its all gw figs to this point woiuld like to kepp it that way.
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Post by Jack Shrapnel on Dec 2, 2012 19:39:23 GMT -5
sticking with GW then no, I don't believe there's options for fairies... but seriously don't run eternal guard... they're terrible, terrible units
let's compare:
20 dryads (with nypmh) vs. 20 eternal guard with standard and musician (same points roughly, the guard is a few more)
- The dryads' save is a ward save instead of an armor save so unaffected by strength - The dryads are core without having to take an expensive lord level character - The dryads have +1 toughness, weapon skill, initiative, strength - The dryads are immune to psych, while the guard require a lord level character to get stubborn - The dryads cause fear. - The eternal guard start with +4 combat res due to three ranks and banner, if they take ZERO casualties during the fight
So in a fight, let's assume the guard want ranks for the combat res advantage above, while the dryads can't get any rank bonus, so run 6 wide to get maximum frontage on a small based unit like the guard.
Let's face them off against each other, and assume that the guard DON'T charge (as they get additional attacks if not charging and let's give them the best fighting advantage possible, as five extra attacks may generate more combat res than the +1 for charging.
Dryads strike first with 19 attacks, hitting on 3's, wounding on 3's and the eternal guard get a 6 up save. Odds are that's 13 hits, 9 wounds, 1-2 saved (let's say best case scenario 2 saves) for 7 killed and the guard now have lost 2 rank bonus. The guard strike back with 18 attacks, hitting on 4's, wounding on 5's and the dryads get a 5+ save. Odds are that's 9 hits, 2-3 wounds, one of which will save. So 2 wounds to the dryads.
eternal guard have stubborn for a round, but then lose it next turn when the battle goes even more horribly bad for them.
and things are even more brutal if the guard fail their fear save.
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