Hi there,
Want to try out a new list for testament. Not gonna have a chance to test it until I pick up some idrians, but would like some feed back in the mean time.
Testament (-6)
-Reckoner (8)
-Devout (5)
min choir (2)
min Idrians w/ UA (9)
KE (5)
A&H (4)
and...
max TFG w/ UA OR max zealots w/ UA
Some explainations:
A problem I've been seeing w/ testament is that while he can keep infantry units up and running, he doesn't do much to buff damage output. Thats why i have A&H in there.
- Harm + prey targets will be taking POW 17 2man CRAs from idrians
- More damage from KE (b/c you can never do too much damage)
- Reckoner will be be outputting Avatar level damage in melee
- Hell, even the devout hits like a heavy against harm targets + battle hymn
- magic attacks gives me a means of taking out incorporeal stuff from range
- Holt is no slouch either
So now I can pack some punch at melee and range. I'm stuck as to which tarpit/cheap souls to take. The way I see it is...
TFG
They benefit from ranked attack, allowing my ranged elements to shoot from behind them, and better at blocking LOS (especially to A&H). Having a melee tarpit allows them to rush up and get stuck in, while still being effective at throwing punches. Fire and terror definitely help out too. Don't care much shield wall, as I find it slows me down more often than not, and there are ways to get around it. Plus makes them vulnerable AOE effects/trampling heavies. Charging a harm target w/ 2man CMA can put the hurt on.
Zealots
They offer a bit more staying power. The mini-feat and testaments feat let both let me walk out of combat to throw my bombs. However, once stuff gets into melee, I'm likely throwing bombs into my own guys, which might not matter under the feat, but it could get clunky. However, against a harm target, they are throwing out pow 16 bombs w/ pow 10 blasts. This gives me a means to deal with high DEF, low ARM models. Unfortunately, if my zealots aren't dying, testament aint getting souls. Fearless is nice. Lacking the commander ability sucks and fleeing infantry sucks when you are an infantry caster.
Long story short, zealots seem to do more damage, and has more staying power, but certain features about them make them somewhat counter-intuitive to the way the rest of the army works.


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