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Author Topic: Araby any good?  (Read 5060 times)

Offline David Wasilewski

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Araby any good?
« on: December 28, 2009, 12:15:18 PM »
I am saving up for an Araby army and would appreciate any advice on what to buy and how to play the army before I purchase anything?
They look like a more agressive version of Empire (Elephants and Flying Carpets instead of artillery). Although the Guard and the Camels make them look more "movey" than Empire, the comparative lack of characters (1 hero per 1000 instead of the Empire's 2) lets down this apparent advantage?

I was thinking of going for a pretty balanced 4000 point force with everything well represented. Are there any Araby players out there who can give feedback on the elephants or flying carpets - are they any good? Also, are the guard worth it or would you advise spending the points on more cvalry instead?

Character wise - the Djinn looks really good but it makes a wizard stand extremely expensive at +90 points!

Any advice would be appreciated.

Dave

Offline The Dog

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Re: Araby any good?
« Reply #1 on: December 28, 2009, 07:42:25 PM »
go here for

3. Warmaster Armies Errata 2009 - Warmaster Community Publication.
http://www.sg.tacticalwargames.net/forum/index.php?topic=403.0

to download the latest army list update, the Araby army has the usual 2 Heros & 1 Wizard /1000 and a rewrite of the Magic Carpets
.
« Last Edit: December 28, 2009, 07:44:33 PM by The Dog »

Offline David Wasilewski

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Re: Araby any good?
« Reply #2 on: December 29, 2009, 09:25:36 AM »
Cheers.

Magic Carpets - no real change for the way I understood them to work originally (i.e. as they are classed as cavalry they can be pursued by other cavalry and by flyers)

Heros up to 2 per thousand is good news though.

Dave

Offline Getlord

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Re: Araby any good?
« Reply #3 on: December 29, 2009, 11:50:52 AM »
Maybe this look trivial but here is my usual advice (and others as well): please do some trialing period for the army with nicely prepared paper counters. It will cost you 1-2 hours of preparations, but you will find out many information about the mechanics of your army and how your playing style is working with it. This is just necessary addition to what you can find on any forum. This startegy of combinig sources of knowledge will save you some money definately ;)

Good luck with your new Araby army!

Getlord
Getlord

Offline Claus

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Re: Araby any good?
« Reply #4 on: December 29, 2009, 06:00:15 PM »
Hi .... I guess I can answer the question.

Araby the best looking Warmaster army GW ever made (my opinion).
Really very detailed units

Playstile could be compared (maybe) with the one of Empire army except that they don´t have warmachine and some very special units.

I have around 4.000 pts Araby at home (around 2.500 pts painted and on the way to paint some more units these days to have a complete painted 3.000 pts army)

Units:

Flying Carpets.
There is ongoing discussion to change the stats as 2/2 attacks seem to be to good and I have to agree that it is the case. I very often play them now with 1/2 attacks meaning you can do a lot of short ranged firepower but should chose your close combats wisely.
Also they are "Aerial Cavalry"  meaning only they count as flyer and as cavalry.
This said they get only  1 additional attack when charging and can be pursued by other cavalry and flyers.

Camel Riders.
They seem to be good unit with their special rule but I´m not really convinced about them. Nevertheless I use them quite often but then only form a "Camel Rider" brigade as I like the models.

Archers, Spearmen, Knights and Desert Riders I don´t need to explain to you as their stat lines tell everything you should know about them.

Elephants....I don´t use them in games till 2.000 pts as I prever to have more units and 200 pts and the special rule of "stampede" when being confused can make them a point grave and in worst case killing your own units.

Sultands Guard....nice models but pointwise standard spearmen or archers make more sense in my opinion.

The real power of Araby comes from their magic. They really have unique supporting magic.

Cheers Claus


Offline David Wasilewski

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Re: Araby any good?
« Reply #5 on: December 30, 2009, 07:05:50 PM »
Thanks for the advice - I will get thinking (and saving!)

Dave

Offline MrMarkRelf

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Re: Araby any good?
« Reply #6 on: December 30, 2009, 07:17:10 PM »
Query on flying carpets

Do they move as per flyers (i.e. 100cm) ?

Regards

Mark R

PS Now painted the archers, so happy with that colour scheme - any advice on painting gold for 10mm (not any golden demon approaches !)

Offline Guthwine

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Re: Araby any good?
« Reply #7 on: December 30, 2009, 08:24:07 PM »
Do they move as per flyers (i.e. 100cm) ?

Yes, they are flyers. Only when it comes to pursuits they are treated like cavalry.
Warmaster:
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Epic:
-Imperial Guard
-Necrons
-Space Marines WIP

Offline Claus

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Re: Araby any good?
« Reply #8 on: January 01, 2010, 12:44:54 PM »
Hi gents

As I had not sufficient time the last time here my preferred set up for 2.000 pts army

1 General
2 Heros
2 Wizzards

5 Spearmen
4 Archers
7 Knights
3 Desert Riders
2 Flying Carpets

You can also go the Magic variant with adding a Djinn, Ring of Magic and Wand of Power.

Or I also very often try to use the Camel Riders and then my set up looks like this.

1 General
2 Heroes
2 Wizzards
5 Spearmen
5 Archers
6 Knights
3 Camel Riders
2 Flying Carpets

I rarely use the Elephants but will try them in my next games more often. They are cool looking models and can be killing unit for your enemy and your self if the wrong "stampede" result turns up. So the magic key to use them is to protect them from being confusede meaning to set up a defensive shield around them that is catching the ranged fire for Archers, X-bows,...etc. ... The spel "Mirage" can be very good for that.


MAGIC:
The reall good thing that can bring you the right advantage at right moment.

1)
4+ Mirage, Mirage and once more Mirage....the most powerful speel of this army.
1) To attract ranged fire.
2) To give command penalty
3) To protect your units from charges if casting them as protecing screen in front of your units.

2)
4+ Sandstorm...a nice one giving -1 to commands of your opponent withing 30cm range of wizzard and in combination with the "Mirage" spell it will be -2 to commands

3)
5+Sunstrike....nice to conufsed the enemy brigades or try to kill artillery with it.
The pendant of "Fire ball" from empire army.

4)
6+ Curse of the Djinn and if Djinn used as Mount for the wizzard it will be a 5+ to cast it succesfull.
At the right moment the killing blow for your opponent because you can do unexpected frontal charges, then adding your wizzard wiht Djin mount and finaly casting this spell (1 time with Wizzard and Djinn at 5+ and the secong time with Ring of Magic ...if you got it with you) Beleave me, my friends and opponents on the battlefield can tell you quite well which harm this combination can do.


Finally....I like this army really as they really attract me in all respects.
Their playstile which can be quite offensive as well as defensive. You can set up shooty or Cavalry like and you have a great range of different units.

In my opinion you will like this army.

@Painting the Gold colour.
Use black as ground. Then burnished gold. Afterwards I use watered Chestnut ink. Then I highlight with a combination of burnished and Shining Gold. Second Highlight with Shining gold only. Third highlight with a combination of shining Gold and Mitril Silver. I like this effect for Gold the most that you can achieve with this combination.


Regards
Claus




Offline Raider4

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Re: Araby any good?
« Reply #9 on: January 04, 2010, 11:29:59 AM »
Flying Carpets.
...
Also they are "Aerial Cavalry"  meaning only they count as flyer and as cavalry.
This said they get only  1 additional attack when charging and can be pursued by other cavalry and flyers.

According to the Errata, they can be pursued by 'any type of enemy troops'.

Cheers, Martyn
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