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Post by knoffles on Sept 20, 2018 10:00:44 GMT
I would maybe skip 2 scouts and upgrade Captain to BSB I always fail those LD 8 tests... I think if we’ve all learnt anything from sedge’s recent battle reports, it’s that you don’t need BSBs at all. A complete waste of points... no wait... I’ll leave that decision to GMW 😀
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Post by grandmasterwang on Sept 20, 2018 12:41:28 GMT
I would maybe skip 2 scouts and upgrade Captain to BSB I always fail those LD 8 tests... I think if we’ve all learnt anything from sedge’s recent battle reports, it’s that you don’t need BSBs at all. A complete waste of points... no wait... I’ll leave that decision to GMW 😀 I'm happy trying the list as written, my friend is as well and is pumped. If the elves run...they run. They are facing the mighty Beastmen afterall
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Post by knoffles on Oct 27, 2018 21:34:14 GMT
The second army i'm considering using for the club competition is my wood elves.
I'll admit that this will likely handicap me as I can count on almost one hand the number of times I've used it since 4th edition. Still it's one way of guaranteeing a run of games to try out a number of options.
The below is fairly similar to my last few lists with a bit of everything so I can try it out. Like the dwarf list it has a fortitude of 8 so a reasonable cushion for the blood and glory type scenarios.
I did nearly put in Eternal Guard but from a fluff point of view I wanted lots of archers, hence the block of 21 Glade Guard.
The list is a bit hybrid. Quite a bit of it is set up for avoidance (or at least high movement to allow me to pick my battles) but then there are the two main blocks (guard and treekin) that do not have that ability. In some ways they are bait for opposing forces to attack before the rest of the list counters.
Oh the eagle is to redirect to allow the Wildriders to get off a charge, as I've been caught out once too often with them receiving a charge and frankly they are the ones who need to charge of they are toast!
Wood Elves of Tal Shavoc
Characters - 489pts
Spellweaver (General) - Level 4, Lore of Shadow, Steed, Earthing Rod, Talisman of Preservation - 310pts
Glade Captain - HODA, Charmed Shield, Sword of Striking, Great Eagle, Starfire Shafts - 179pts
Core - 625pts
10 Dryads - Branch Nymph - 120pts
10 Glade Guard - Standard, Musician, Hagbane Tips - 170pts
21 Glade Guard - Standard, Musician, Trueflight Arrows - 335pts
Special - 1136pts
10 Deepwood Scouts - Hagbane Tips - 160pts
5 Sisters of the Thorn - Standard - 140pts
6 Treekin - 270pts
5 Wardancers - 75pts
3 Warhawk Riders - 135pts
6 Wildriders - Standard, shields - 178pts
6 Wildriders - Standard, shields - 178pts
Rare - 250pts
1 Great Eagle - 50pts
10 Waywatchers - 200pts
Total - 2500pts
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Post by grandmasterwang on Nov 6, 2018 15:24:23 GMT
The second army i'm considering using for the club competition is my wood elves. I'll admit that this will likely handicap me as I can count on almost one hand the number of times I've used it since 4th edition. Still it's one way of guaranteeing a run of games to try out a number of options. The below is fairly similar to my last few lists with a bit of everything so I can try it out. Like the dwarf list it has a fortitude of 8 so a reasonable cushion for the blood and glory type scenarios. I did nearly put in Eternal Guard but from a fluff point of view I wanted lots of archers, hence the block of 21 Glade Guard. The list is a bit hybrid. Quite a bit of it is set up for avoidance (or at least high movement to allow me to pick my battles) but then there are the two main blocks (guard and treekin) that do not have that ability. In some ways they are bait for opposing forces to attack before the rest of the list counters. Oh the eagle is to redirect to allow the Wildriders to get off a charge, as I've been caught out once too often with them receiving a charge and frankly they are the ones who need to charge of they are toast! Wood Elves of Tal Shavoc
Characters - 489ptsSpellweaver (General) - Level 4, Lore of Shadow, Steed, Earthing Rod, Talisman of Preservation - 310pts Glade Captain - HODA, Charmed Shield, Sword of Striking, Great Eagle, Starfire Shafts - 179pts Core - 625pts10 Dryads - Branch Nymph - 120pts 10 Glade Guard - Standard, Musician, Hagbane Tips - 170pts 21 Glade Guard - Standard, Musician, Trueflight Arrows - 335pts Special - 1136pts10 Deepwood Scouts - Hagbane Tips - 160pts 5 Sisters of the Thorn - Standard - 140pts 6 Treekin - 270pts 5 Wardancers - 75pts 3 Warhawk Riders - 135pts 6 Wildriders - Standard, shields - 178pts 6 Wildriders - Standard, shields - 178pts Rare - 250pts1 Great Eagle - 50pts 10 Waywatchers - 200pts Total - 2500ptsI really like that list! It's very similar to the one you had me use but even more deadly/annoying with the double wild rider unit. With only 1 moderately strong combat unit it's super squishy but hopefully you have the movement to ensure favourable matchups. I'm looking forward to reading your club reports.
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Post by strutsagget on Nov 6, 2018 15:52:52 GMT
It looks cool I would try fitting in 2-3 more treekins to make you anvil last longer but have no clue on what to remove.
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Post by knoffles on Nov 6, 2018 18:03:49 GMT
The list is similar deliberately as it’s along the same lines as one I’ve used in at least a few games (or seen you use). I want to at least minimise the handicap of taking wood elves! (Handicap due to lack of my use of them rather than due to any inherent weakness).
It’s funny but I had been pondering the lack of combat units and had been considering to either:
a) remove the Treekin and add two units of scouts thereby having no combat units of note. Possibly a receipt for disaster! b) doing the above but also replacing the large unit of glade guard with Eternal Guard, in effect swooping combat blocks but also adding more flexible archers. c) replacing the glade guard with Eternal Guard, thus having at least two combat blocks.
I realise none are straight swops so would require some work to fit.
Or I could just sod it and go with a double spellweaver (possibly shadow/death), double waystalker build for fun. I’m just always so dubious about magic as the winds are just too fickle for me.
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Post by strutsagget on Nov 6, 2018 18:42:52 GMT
I would probably remove Warhawks for more treekins and eagle/scouts or whatever you want You have sisters, eagle, GC on eagle and poison scouts for wm hunting and dual 6packs for flank charges. But, but, but... I love the Warhawks
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Post by knoffles on Nov 6, 2018 18:52:42 GMT
I would probably remove Warhawks for more treekins and eagle/scouts or whatever you want You have sisters, eagle, GC on eagle and poison scouts for wm hunting and dual 6packs for flank charges. But, but, but... I love the Warhawks I am a bit worried that 6 Treekin might be too few but I don’t actually own any more. It’s one of the reasons I was considering dropping them for Eternal guard. I’m some ways they are distraction bait. It gives the foe something to charge that won’t run away!
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Post by strutsagget on Nov 6, 2018 18:57:46 GMT
Well, the problem with treekins is that they kind of run away and then rally to fight again so might need a bsb. But... It depends on how good you are at picking target/fight and roll 6s on the ward save
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Post by mottdon on Nov 6, 2018 19:43:22 GMT
I ran a unit of 8 Treekin not too long ago, but they were unfortunate enough to get stuck in combat with a Stank. Took several turns, but they eventually lost enough and ran from combat. I believe they were run down by a unit of Knights in the next turn.
Sorry. Not really any help. But they did last longer than 6 would've though! Lol!
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Post by knoffles on Nov 6, 2018 21:40:00 GMT
Well, the problem with treekins is that they kind of run away and then rally to fight again so might need a bsb. But... It depends on how good you are at picking target/fight and roll 6s on the ward save By won’t run away I meant I might actually choose to hold with them if something charged them 😉.
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Post by grandmasterwang on Nov 9, 2018 1:31:34 GMT
As you haven't got much rare, you could potentially drop the treekin altogether and include Groot plus another eagle which would give you a Thunderstomper and overall a smaller footprint.
It's an audacious move and you'd be swapping out 18 wounds for 9 but would have an additional redirector/blocker to help you dominate the movement phase/battlefield. Against certain opponents the stubborn, T6 Treeman would actually work better than the treekin.
I could be wrong (mathhammer would be interesting) but I'd actually expect a Treeman to eventually defeat that 6 treekin unit due to it's high leadership, stubborn, T6 and saves in a head to head matchup.
Anyway good luck with whatever you use!
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Post by grandmasterwang on Nov 9, 2018 1:33:36 GMT
The list is similar deliberately as it’s alone the same lines as one I’ve used in at least a few games (or seen you use). I want to at least minimise the handicap of taking wood elves! (Handicap due to lack of my use of them rather than due to any inherent weakness). It’s funny but I had been pondering the lack of combat units and had been considering to either: a) remove the Treekin and add two units of scouts thereby having no combat units of note. Possibly a receipt for disaster! b) doing the above but also replacing the large unit of glade guard with Eternal Guard, in effect swooping combat blocks but also adding more flexible archers. c) replacing the glade guard with Eternal Guard, thus having at least two combat blocks. I realise none are straight swops so would require some work to fit. Or I could just sod it and go with a double spellweaver (possibly shadow/death), double waystalker build for fun. I’m just always so dubious about magic as the winds are just too fickle for me. For your shooting/movement theme I don't really like option b or c. Imo leave the eternal guard out this time around to hopefully drain the opponent in a hail of arrows.
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Post by strutsagget on Nov 9, 2018 6:32:09 GMT
Then I would run the list as it is. I think woodies definitely can get away with only small blocks.
Remember to shoot/redirect everything with great weapons as you don't want the treekins to end up against a horde of S5, S6 guys.
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Post by knoffles on Nov 16, 2018 10:21:14 GMT
Right tinkering again and have something a bit different. And it is a list style I’d never normally go for, leaning heavily into several phases (though shooting is understandable for wood elves!). It does still follow the basic build of previous lists but the lack of combat units and heavy magic is deliberate as it forces me to fully embrace magic and potentially avoidance (they aren’t my favourite parts of the game).
Lords - 605pts
Spell-weaver (general) - lvl 4 shadow, book of Ashur, ironcurse icon - 295pts
Spell-weaver - lvl 4 Death, talisman of Pres, Dispel Scroll, steed - 310pts
Heroes - 389pts
Glade Captain - Great Eagle, charmed shield, HODA, great weapon - 164pts
Waystalker - bow of Loren - 110pts
Waystalker - Terrifying mask of eeeee - 115pts
Core - 625pts
10 Dryads - 110pts
10 Glade Guard - standard, star fire shafts - 170pts
20 Glade Guard - FC, trueflight, standard of discipline - 345pts
Special - 681pts
10 Deepwood Scouts - Standard , Hagbane arrows - 170pts
5 Sisters of the Thorn - Standard, Lichborne pennant - 155pts
6 Wildriders - Standard, shields - 178pts
6 Wildriders - Standard, shields - 178pts
Rare - 200pts
10 Waywatchers - 200pts
This should be 2500pts on the nose
So my thoughts are:
The general will bunker in the large glade guard and look to buff and boost the army with shadow (as it has such great synergy). His unit will likely go slap bang in the woods so he’ll be casting at +6.
The death weaver has been taken as I’ve never used the lore. She’ll go in the sisters to allow greater mobility and this should help overcome the short range of the lore.
The way stalkers are to help the death mage snipe out characters (cut off the head and all that). I fancied trying 2 as one isn’t effective enough. I gave the second the terrifying mask as I’ve never used it before and thought it added some versatility to his role.
The glade captain is mainly in for fluff (and the hail of doom). I love wood elf eagle riders and if I’m dropping the warhawks, then I need something else.
Dryads are in again as they are cheap (and help against ethereal with their magic attacks).
I put starfire on the small unit of guard for flaming attacks and again as something a bit different and it should help against big regen gribblies. They will also work well in conjunction with the hagbane poison scouts.
Two units of wild riders are self explanatory as are the waywatchers.
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