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Post by mottdon on Nov 12, 2019 12:38:14 GMT
I agree that a Glade Lord, kitted out properly, can be a nasty force of destruction. But it also depends on what you throw him at. For instance, my main opponent loves to bring a blender vampire Lord in his lists. That guy is almost impossible to deal with. Usually my best way of dealing with him is not to deal. Simply feed him garbage units. Glade Lord's, similarly, need to be rerouted, or bogged down. Avoid that, and you'll cause chaos for your opponent.
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Post by sedge on Nov 12, 2019 13:51:31 GMT
It's not just a straight choice between a lvl 4 and fighty lord. It can be viable to go without either - so long as you've got a magical defence lvl 2 and BSB, that can be all the characters you need. Dropping the 295 point level 4 can get you 6 Treekin + champion, or 9 shielded Wild Riders with full command... or 17 Glade Guard with swiftshiver shards, musician and standard.
Woodies aren't an army like Vampire Counts who want to always be spending big on characters. They've got some useful but tricky to use support characters, mediocre fighty characters due to poor saves, and pretty good but not exceptional casters.
I'm not saying you can't get good magic heavy lists, or even pretty decent combat characters, but there is definitely a third way of focusing on units over characters.
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Post by strutsagget on Nov 30, 2019 16:01:51 GMT
I mean that is the risk of going big on magic. If you want to cast the worst spells (for your opponent) you have a fairly decent chance of miscasting. If this is putting at risk a piece that is crucial to your armies success you are going to be in trouble since even the best miscasts will probably put a wound on an already squishy character. Maybe it's because I'm Dawi at heart, but going big on magic has rarely paid off for me. I would think you can build a pretty killy Glade Lord. The problem I guess is surviving with him. First I think a level 5 is as much offense as defense. It also makes sure you don’t need big winds of magic. My main problem is that when running low magic levels I get stomped in the magic phase. I also don’t think magic phase is crucial in a swiftshiver list, it is just a nasty possible combo.
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Post by strutsagget on Nov 30, 2019 16:11:38 GMT
This Will be my next list:
Swiftshards Wood Elves
Spellweaver: Level 4 Wizard; Lore of High Magic; Asrai longbow; Book of Ashur 295
Glade Lord: great weapon; starfire shafts; Armour of Silvered Steel; Dawnstone 225
Glade Captain: Battle Standard Bearer; great weapon; starfire shafts; Hail of Doom Arrow 138
Spellsinger: Lore of Beasts; Dispel Scroll 105
19 Glade Guard: musician; standard bearer; swiftshiver shards 324
6 Glade Riders: musician; standard bearer; trueflight arrows 152
6 Glade Riders: musician; standard bearer; trueflight arrows 152
27 Wildwood Rangers: Wildwood Warden; musician; standard bearer 327
12 Deepwood Scouts: hagbane tips 192
Treeman: Strangleroots 245
Treeman: Strangleroots 245
Great Eagle 50
Great Eagle 50
2 500 points
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Post by gregr on Nov 30, 2019 19:06:33 GMT
Looks good to me mate. Looking at the thoughts earlier in this thread, I like how you don't have too much invested in one character. Looks rounded to me but I'm no WE expert - I leave that to Knoffles to do it for me!
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Post by knoffles on Nov 30, 2019 22:13:05 GMT
Looks good to me mate. Looking at the thoughts earlier in this thread, I like how you don't have too much invested in one character. Looks rounded to me but I'm no WE expert - I leave that to Knoffles to do it for me! lol I’m no expert (Inplayed them a lot in 4/5th). It looks a fun list though and one I could see myself trying.
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