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Post by sophid on Apr 11, 2019 21:16:01 GMT
Hi Guys.. Long term wargaming fan here, who finally bit the bullet and started collecting fantasy again after a nearly 20 year hiatus. I've always been fascinated by the Wood Elves, even though I know they are considered the most challenging to master. My main focus with the hobby is painting, to be honest; I haven't even looked to see if there's a local 8th edition following yet. I started with units that I wanted to paint, and that sort of avalanched into a 3,000 point monstrosity. Now I'm looking at what I've got, and I'm wondering - how badly would I get stomped if I actually fielded it? Not in a professional tournament, but in friendly games against who-knows-what-army... I haven't put a ton of thought into magic items yet, I'm more focused on force balance. I'm going for somewhat of an Anti-strategy, with units that can disrupt the enemy strategy, but with hybridized shooting and close-combat elements:
Characters: Glade Captain (75) Elven Steed (10) Spellweaver (185) Level 4 Wizard (35) Asrai Longbow (5) Magic Items (100) Spellsinger (80) Level 2 Wizard (35) Asrai Longbow (5) Magic Items (50)
Core:
Glade Guard x 16 (192) Musician (10) Trueflight Arrows (48) Glade Guard x 16 (192) Musician (10) Trueflight Arrows (48) Eternal Guard x 21 (231) Musician (10)
Glade Riders x7 (133) Musician (10) Trueflight Arrows (21)
Special:
Wardancer Troupe x5 (90) Wardancer Troupe x5 (90) Treekin x3 (195) Treekin x3 (195)
Warhawk Riders x3 (135)
Rare:
Waywatchers x5 (100) Waywatchers x5 (100)
Total: 2390 pts
There's also a Glade Lord on a Dragon in my collection, but I don't really think it has a place in a list this size, he'd be a lot of points tied up with a pretty bow... The Glade Captain on the Elven Steed also sticks out like a sore thumb, but with the Spellweaver as my general, I thought the Glade Captain could make a nuisance of himself - he's chaff. The Glade Captain, Warhawk Riders, Glade Riders and the Waywatchers are there to disrupt the enemy army, and keep them focused on my harassing forces. The other half of the army is more hammer-and-anvil. The Glade Guard are there to soften up the enemy units (although I have enough in core that some of those could end up as Deepwood Scouts instead), and the Eternal Guard and Treekin are the Anvils. They would hold the enemy in place while the Wardancers serve as the hammers, attacking the flanks and rear in concert with the surviving skirmishers. I'd probably be focused on Lore of Shadow for the debuff potential.
Thoughts? Suggestions? How badly would I get stomped with this?
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Post by strutsagget on Apr 12, 2019 17:51:04 GMT
It got games. I would combine the treekins to a Unit of 6. I would probably try to invest in a bsb and some save on him.
In tactics there is a great “book” on how to build him (and characters) and run him with riders.
What else do you have if you need to opt?
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Post by sophid on Apr 12, 2019 23:23:07 GMT
It got games. I would combine the treekins to a Unit of 6. I would probably try to invest in a bsb and some save on him. In tactics there is a great “book” on how to build him (and characters) and run him with riders. What else do you have if you need to opt? Thanks for the advice, Strut. Aside from the Dragon, I have some unused command options for the Glade Guard and the Eternal Guard and that's really it. I'm able to acquire more - what would you suggest I get to compliment what I've got? I'm looking to stay heavy on Elves, less-so on Forest Spirits. I'd consider a Treeman, but probably would shy away from Dryads with as much core as I have already. Wild Riders could work well, since I feel a little bit short on Hammer units... Would I be better off with a BSB on foot?
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Post by strutsagget on Apr 13, 2019 5:47:18 GMT
So I would upper the numbers of eternal guard to 30 and run them with full command and as a bus. Something happens between 20 and 30 and the bodies becomes big enough to hold.
I would invest over time in 4 set of wild riders/sisters of thorn. 2 - build as wr with full command, one - build as sisters with full command and last split as 4 models of wr and one sister.
Wild riders is probably the point wise best unit. One wild rider costs way less then a noble and dish out more S5 attacks on charge.
With 14 wild riders you can run 2 set of 7(you can loose 1-3 to shooting and still be strong enough). And then the sister are not as good as the dark elves warlock they are still a very good bunker for a mage on steed. You get a level 2 with 6+/4++ 5 wounds and 10 attacks and 2 decent spells and and 5 poison shooting attacks for 125p.... 😂 and when it miss casts you don’t roll on the miscast table. Yes point wise it sounds as a bargain and now I wonder why I don’t run it more often...
Edit: And yes one bsb on foot and one on steed. Woodies can get away without a bsb but I still feel a lot safer to have one.
Then there is the great stag model... maybe my personal favorite WE model.
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Post by sophid on Apr 13, 2019 12:22:55 GMT
So I would upper the numbers of eternal guard to 30 and run them with full command and as a bus. Something happens between 20 and 30 and the bodies becomes big enough to hold. I would invest over time in 4 set of wild riders/sisters of thorn. 2 - build as wr with full command, one - build as sisters with full command and last split as 4 models of wr and one sister. Wild riders is probably the point wise best unit. One wild rider costs way less then a noble and dish out more S5 attacks on charge. With 14 wild riders you can run 2 set of 7(you can loose 1-3 to shooting and still be strong enough). And then the sister are not as good as the dark elves warlock they are still a very good bunker for a mage on steed. You get a level 2 with 6+/4++ 5 wounds and 10 attacks and 2 decent spells and and 5 poison shooting attacks for 125p.... 😂 and when it miss casts you don’t roll on the miscast table. Yes point wise it sounds as a bargain and now I wonder why I don’t run it more often... Edit: And yes one bsb on foot and one on steed. Woodies can get away without a bsb but I still feel a lot safer to have one. Then there is the great stag model... maybe my personal favorite WE model.
I like it. I'm probably going to complicate my life a bit and find the OOP metal wild riders, though.
In a list this size, I'm guessing I'd make room for wild riders especially when there are no enemy warmachines to contend with.. I could run them instead of Warhawk Riders, Glade Riders, or both...
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Post by strutsagget on Apr 13, 2019 12:28:56 GMT
So I would upper the numbers of eternal guard to 30 and run them with full command and as a bus. Something happens between 20 and 30 and the bodies becomes big enough to hold. I would invest over time in 4 set of wild riders/sisters of thorn. 2 - build as wr with full command, one - build as sisters with full command and last split as 4 models of wr and one sister. Wild riders is probably the point wise best unit. One wild rider costs way less then a noble and dish out more S5 attacks on charge. With 14 wild riders you can run 2 set of 7(you can loose 1-3 to shooting and still be strong enough). And then the sister are not as good as the dark elves warlock they are still a very good bunker for a mage on steed. You get a level 2 with 6+/4++ 5 wounds and 10 attacks and 2 decent spells and and 5 poison shooting attacks for 125p.... 😂 and when it miss casts you don’t roll on the miscast table. Yes point wise it sounds as a bargain and now I wonder why I don’t run it more often... Edit: And yes one bsb on foot and one on steed. Woodies can get away without a bsb but I still feel a lot safer to have one. Then there is the great stag model... maybe my personal favorite WE model.
I like it. I'm probably going to complicate my life a bit and find the OOP metal wild riders, though.
In a list this size, I'm guessing I'd make room for wild riders especially when there are no enemy warmachines to contend with.. I could run them instead of Warhawk Riders, Glade Riders, or both...
If you upper the eternal guard count then you can skip the treekins. They serve a little the same role as anvil. Warhawk’s are too nice of a model not to play
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Post by sophid on Apr 13, 2019 12:55:58 GMT
What do Wood Elf collectors use as a mounted BSB model? Convert from a Glade Rider banner-bearer, or just point at their mounted model and say, 'he's the BSB!' ?
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Post by strutsagget on Apr 13, 2019 13:04:47 GMT
What do Wood Elf collectors use as a mounted BSB model? Convert from a Glade Rider banner-bearer, or just point at their mounted model and say, 'he's the BSB!' ? I dont have one myself yet so i usually point at my stag. But think something from the old metal glade lord kit with some better banner will work.
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Post by sophid on Apr 13, 2019 15:35:32 GMT
So I would upper the numbers of eternal guard to 30 and run them with full command and as a bus. Something happens between 20 and 30 and the bodies becomes big enough to hold.
I've been trying to do a little homework on what a 'bus' formation is supposed to be all about - what does that look like for a 30-elf EG formation? 3x10?
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Post by strutsagget on Apr 13, 2019 15:51:55 GMT
So I would upper the numbers of eternal guard to 30 and run them with full command and as a bus. Something happens between 20 and 30 and the bodies becomes big enough to hold.
I've been trying to do a little homework on what a 'bus' formation is supposed to be all about - what does that look like for a 30-elf EG formation? 3x10?
5 wide 6 deep To get maximum rank bonus over multiple turns. But as they are stubborn it’s not that important. But eternal guard is a unit that wins combat over time and with help of a fellow flank charge. They are defensive and holds a position for your other units to get better positions. They are better in combat though if in a forest. As they get both high elves rule (extra rank) and dark elves rule(re roll 1s to wound).
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Post by knoffles on Apr 13, 2019 17:21:00 GMT
With your glade guard I’d be more tempted to run 3 units of 10 rather than 2 of 16. It gives more flexibility. You can always choose to fire 2 of the units at one target. If you do line up a game you may want to check about using duplicate arrows on units. Although it’s generally accepted you can, you may come across an opponent who is less accommodating.... luckily hagbane tips are also excellent and the same cost. They are well worth considering on one of your units of glade guard (trueflight are excellent on glade riders).
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Post by sophid on Apr 13, 2019 22:52:50 GMT
With your glade guard I’d be more tempted to run 3 units of 10 rather than 2 of 16. It gives more flexibility. You can always choose to fire 2 of the units at one target. If you do line up a game you may want to check about using duplicate arrows on units. Although it’s generally accepted you can, you may come across an opponent who is less accommodating.... luckily hagbane tips are also excellent and the same cost. They are well worth considering on one of your units of glade guard (trueflight are excellent on glade riders).
I had that thought, about running the Glade Guard more in a MSU format... Just need to buy another musician! Is there a rule, FAQ or errata somewhere that limits the number of enchanted arrow of one type that can be taken? Or is it just perceived to be cheese?
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Post by strutsagget on Apr 14, 2019 5:49:16 GMT
With your glade guard I’d be more tempted to run 3 units of 10 rather than 2 of 16. It gives more flexibility. You can always choose to fire 2 of the units at one target. If you do line up a game you may want to check about using duplicate arrows on units. Although it’s generally accepted you can, you may come across an opponent who is less accommodating.... luckily hagbane tips are also excellent and the same cost. They are well worth considering on one of your units of glade guard (trueflight are excellent on glade riders).
I had that thought, about running the Glade Guard more in a MSU format... Just need to buy another musician! Is there a rule, FAQ or errata somewhere that limits the number of enchanted arrow of one type that can be taken? Or is it just perceived to be cheese?
Well they kind of wrote the army book without checking the first rule in the brb - magic items(big red book - the main rulebook) that limits alla magic items to be selected once. Then they never override that rule in the AB :/ Most people would agree it was a mistake and allows it but it is one of those you should check with an opponent. The same goes for extra attack by frenzy on wild riders great stags.
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Post by sophid on Apr 14, 2019 13:27:45 GMT
I had that thought, about running the Glade Guard more in a MSU format... Just need to buy another musician! Is there a rule, FAQ or errata somewhere that limits the number of enchanted arrow of one type that can be taken? Or is it just perceived to be cheese?
Well they kind of wrote the army book without checking the first rule in the brb - magic items(big red book - the main rulebook) that limits alla magic items to be selected once. Then they never override that rule in the AB :/ Most people would agree it was a mistake and allows it but it is one of those you should check with an opponent. The same goes for extra attack by frenzy on wild riders great stags.
I mean, technically they're not 'magic,' they're 'enchanted.' I guess for the sticklers, I can see their point - even though we are selecting these arrows from a specific option list in the AB and not picking them from a pool of magic items... I know that Hagbane Tips and Trueflight are no-brainers.. If pressed, I'd probably run Swiftshiver Shards on a 2nd glade guard unit. If I was using the glade guard as MSU and had 3 units, that would become more troubling.. It would have to be one of the 'flaming' arrows, I just don't think Arcane Bodkins are worth it..
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Post by sophid on Apr 14, 2019 15:34:15 GMT
Here's a slightly revised version, with selected magical options and the unspent points allocated accordingly. The chaff Glade Captain on a steed becomes a foot-BSB (using my Skarloc model FTW, since he isn't needed as a glade guard champion -- half of my glade guard are actually Skarloc's Wood Elf Archers). I add a banner-bearer to the glade riders, since I had the model and needed more core points, I assume that I buy more EG to make my bus... And then I resist the siren call of the Wild Riders, since despite their lethal badness, they just don't fit the lore of my force, them being Orion's personal guard and all that.. I assume that my opponents will let me use multiple types of the same enchanted arrow, but if not I would deal with it.. To afford the more expensive arrow types, I would drop the Ruby Ring of Ruin from the Spellsinger.
++ Standard (Wood Elves - Army Book (2014-5) -V8.8.0.) [2400pts] ++
+ Lords [290pts] +
Spellweaver [290pts]: (BRB) Earthing Rod [25pts], (BRB) Talisman of Preservation [45pts], Lore of Shadow, Wizard Level 4 [35pts]
+ Heroes [289pts] +
Glade Captain [154pts]: (AB) Hail of Doom Arrow [30pts], (BRB) Charmed Shield [5pts], (BRB) Opal Amulet [15pts], Battle Standard [25pts], Great Weapon [4pts]
Spellsinger [135pts]: (BRB) Dispel Scroll [25pts], (BRB) Ruby Ring of Ruin [25pts], Asrai Longbow [5pts], Lore of Life, Wizard Level 1
+ Core [1066pts] +
Eternal Guard [390pts]: Champion [10pts], Musician [10pts], Standard Bearer [10pts] . 30x Eternal Guard [360pts]: 30x Shields [30pts]
Glade Guard [160pts]: Musician [10pts] . 10x Glade Guard [150pts]: 10x Hagbane Tips [30pts]
Glade Guard [160pts]: Musician [10pts] . 10x Glade Guard [150pts]: 10x Hagbane Tips [30pts]
Glade Guard [160pts]: Musician [10pts] . 10x Glade Guard [150pts]: 10x Hagbane Tips [30pts]
Glade Riders [196pts]: Musician [10pts], Standard Bearer [10pts] . 8x Glade Riders [176pts]: 8x Trueflight Arrows [24pts]
+ Special [555pts] +
Tree Kin [270pts]: 6x Tree Kin [270pts]
Wardancers [75pts]: 5x Wardancer [75pts]
Wardancers [75pts]: 5x Wardancer [75pts]
Warhawk Riders [135pts]: 3x Warhawk Riders [135pts]
+ Rare [200pts] +
Waywatchers [100pts]: 5x Waywatchers [100pts]
Waywatchers [100pts]: 5x Waywatchers [100pts]
++ Total: [2400pts] ++
Created with BattleScribe (https://battlescribe.net)
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