Martin’s Eldritch Council
It’s over a year ago now since I built and painted my Eldritch Council army. When I saw them as a faction entry in the General’s Handbook with leaders and battleline units, I knew that this army was for me. The Dragon Mages and infantry are all finesse units. If used well, then you can get the win, but make a mistake and you could be punished.
While I entered it into Armies on Parade it was, first and foremost, a tournament army. I took it to The Warlords, which was the first matched play event held at Warhammer World using the 2016 General’s Handbook. This was my tournament army:
- Archmage on Dragon (360)
- Drakeseer (340)
- Loremaster (100)
- 3 units of 20x Swordmasters (1200)
It came out at exactly 2000 points and I won 3 games and lost 3, so it did alright.
The first thing to look at was the points changes. Both the dragon riders had come down 40 points a piece for a savings of 80 points. The biggest impact was the reduction in Swordmasters who came down by 20 points per ten warriors. However, if I was to change the configuration of my units to 30/20/10 then I could take advantage of the massive regiment rules and save a total of 180 points on the Swordmasters compared to my original list. Added to the 80 saved on Heroes and I have 260 points to spend.
There was only one option for me and that was the Archmage, this was the only unit from the Eldritch Council I didn’t have in my army and so that would fill out all the choices. His spell allows models in range to ignore wounds or mortal wounds on a 6+. If I advance with him in the centre of the field, it will be a force multiplier for my whole army.
As I am sure you know by now, one of the great features of the General’s Handbook 2017 is the introduction of allies. This means that I can choose from a selection of factions and add units to my army whilst still keeping the Eldritch Council allegiance.
The army lacked a ranged threat and I wanted to fill that gap. I had lots of options for allies, but the best one point for point was the Knight-Venator from the Stormcast Eternals. He is fast moving allowing me to get him where he’s needed. He has a small footprint, which, combined with the move, will mean I can usually keep him in cover for a 2+ save. He also has the firepower to match a unit of ranged troops and a special one-off attack which can kill an enemy hero or monster. He will also work well with my Loremaster, whose spell would let him re-roll hit and wound rolls for the all important Star-fated Arrow.
With these two models added and the unit configuration changed the army looked like this:
- Archmage on Dragon (320)
- Drakeseer (300)
– Quicksilver Potion
- Loremaster (100)
- Archmage (120)
- 30x Swordmasters (480)
- 20x Swordmasters (360)
- 10x Swordmasters (180)
- Knight Venator (120)
It came to 1980 points and left me the chance at a Triumph. Overall, I am very happy with the list, the ability to take allies means I can fill the strategic gaps in my army while the changes in points allows me to add the hugely beneficial Archmage.
I can’t wait to get it on the tabletop!
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