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Post by sedge on Nov 16, 2018 14:03:46 GMT
I don't think the Dryads are necessary to deal with Ethereals - you have so many ranged magical attacks plus mobility in the army that I can't see you needing combat magical attacks. I'm not sure there's anything I'd really suggest swapping them for, but it's something to bear in mind. I guess they're decent at taking out chaff that gets close to your Glade Guard, or screening those units.
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Post by strutsagget on Nov 16, 2018 14:17:13 GMT
I like it. Let me know how it goes
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Post by mottdon on Nov 16, 2018 15:14:31 GMT
I think the list actually looks pretty good. The only thing I might suggest thinking about is the Lore of Shadow on your general. It really IS a great lore and has wonderful synergy with WE, but the range is, once again, really limited (unless to go all out and opt for the boosted versions). So if you are planning on camping out in the woods, this lore might not be the best choice solely off range.
I also think that if you are bringing an expensive lore like Death, you'd be better off taking a cheap lore like Light. The lore of Light also has some great spells like Net of Amyntok that can slow real threats down and allow you more chances to bombard them with arrows and offensive magic. Combine that with the Curse of Anraheir from your Sisters, your opponent could have a very hard time getting to you. Heavens could work as well, since it has Wind Blast (moving your opponents away from you) and Comet (making them choose where they go).
That's a LOT of magic you'll have to choose from when casting, so I'd tend to recommend taking some cheap casting options, just to make your magic stretch that much further. There's quite a few options here.
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Post by strutsagget on Nov 16, 2018 16:52:06 GMT
Removed post 🤦♂️
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Post by knoffles on Nov 16, 2018 17:59:53 GMT
mottdon, that’s a good point, I didn’t even think to look at casting values and shadow is the only lore I’ve used a lot so I should force myself to take something else. I’ll also take a look at high and dark this weekend too.
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Post by knoffles on Nov 17, 2018 11:55:04 GMT
I think I’m going to swop shadow for Fire as I like the look of a number of the spells (and again I’ve not taken it in the edition). I’m also considering swooping out the dispel scroll for a power scroll, going for all out offense!
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Post by knoffles on Nov 19, 2018 17:03:36 GMT
Tinker tinker, it continues....
So still going with the double mage combo but Death and High this time, forgoing defence taking the power scroll instead.
In keeping with that, I’ve switched the large unit of archers to swiftshiver (replacing trueflight), bumped up the unit size and had to remove the dryads completely to accommodate this. Just need to cross fingers and hope for the hand of glory!
With a spare 10pts I chucked banner of eternal flame on one of the wild rider units.
The other spare 5pts went on the glade captain, in the form of the dragonbane gem to make him a little more surviveable’.
I’m not sure if I should just replace the captain with warhawks. A unit of 3 is cheaper and I could almost fit in an eagle too for the points. I just really like wood elf heroes on eagles, probably due to early days of playing in 3rd edition.
Lords - 615pts
Highweaver (lvl 4) - General - book of Ashur, ironcurse icon - 295pts
Deathweaver (lvl 4) - power scroll, ToP, steed - 310pts
Heroes - 369pts
Glade Captain - Great Eagle, charmed shield, Great weapon, HODA, dragon bane gem - 169pts
Waystalker - Bow of Loren - 110pts
Waystalker - 90pts
Core - 625pts
25 Glade guard - FC, standard of Discipline, swift shiver arrows - 461pts
10 Glade guard - Standard, musician, starfire shafts - 170pts
Special + Rare - No changes except to give one of the wild rider units the banner of eternal flame (891pts)
Scouts, Sisters, 2 * wildriders, waywatchers
Total - 2500pts
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Post by mottdon on Nov 19, 2018 19:44:43 GMT
I like High magic on WE. Like you inferred, Hand of Glory removes the need for Trueflight Arrows, Fiery Convocation is just awesome and there are a good many other VERY useful spells in the lore, but I also really like the lore attribute. Those "extra wounds" really add up! Nothing can frustrate more than when you're getting picked off quickly by a unit, hit it with some ranged of your own, only to have it do nothing because they have "extra wound" markers on it! I'll be interested to see how this combo does with your WE because I tried the EXACT same tactic with my High Elves about 3 months ago. I wound up only using my Death mage a couple of times (he was mostly in a Wizard's duel with an Orc Shaman - trading Death snipes for Headbutts) but mostly relied on my High mage to do the bulk of my work (Walk Between Worlds got my White Lions out of a tight spot).
As for the Captain on Eagle, I like him in your list! I think you'll be able to do a lot more with him than you would 3 Warhawks and an Eagle. He'll be much more deadly. I would be very aggressive with him too. Push him to your opponent's backfield and let him cause your enemies all kinds of grief! He'll also take some attention and pressure off your Wild Riders.
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Post by knoffles on Nov 19, 2018 23:13:57 GMT
Cheers bud, your thoughts are always appreciated.
I’ll round off with one more list, again with elements of my other lists but a bit different as it’s more of a flying circus. To be fair, I think the characters have cannon fodder written all over them but having a core of archers and almost everything else as fast movers really reminds me of 3rd edition,
Lords/heroes
Deathweaver (lvl4), ToP, Great Eagle - 315pts
Glade Lord (General), Spirit sword, Dragonhelm, Potion of Foolhardiness, shield, Great Eagle - 298pts
Glade Captain, HODA, enchanted shield, Asrai Spear, Great Stag - 177pts
Core
10 Glade Guard - standard, trueflight - 160pts
10 Glade Guard - standard, trueflight - 160pts
20 Glade Guard - musician, standard - starfire shafts - 340pts
Special
5 Sisters of the thorn, standard - 140pts
3 Warhawk riders - 135pts
6 Treekin, Eldar - 280pts
5 Wardancers - 75pts
6 Wildriders - shields - 168pts
Rare
1 Great Eagle - 50pts
10 Waywatchers - 200pts
Total - 2498pts
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Post by knoffles on Nov 20, 2018 8:32:04 GMT
mottdon with the high/death list, I’m actually thinking that the sisters unit is overkill as high, contains fiery convocation and that equates to curse and I’ll just have too many spells. I’m considering dropping them and mounting the deathweaver on an Eagle. It does mean I lose the guaranteed movement hex spell, the life attribute to heal and the protection of the bunker unit but she gains much more manoeuvrability. It will also mean switching up the Book of Ashur on the other level 4 as in the comp I’m constructed by the 25% cap. Ok now I’ve listed it out, I’m not seeing as many benefits in my head as I’m also thinking the 100 odd point saving, won’t buy very much!
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Post by mottdon on Nov 20, 2018 13:10:48 GMT
Well, I really like having a unit of Sisters on the field for survivability and versatility of spell selection, but they also add in a bit of offense as well. Those Blackbriar Javelins are nothing to sneeze at! Since they are a Poisoned shot and have Armor Piercing, they can get a wound through here and there, especially on the hard-to-wound creatures - which is something WE have trouble with, especially if you're not packing a Treeman. They have the maneuverability to get out of charge arcs, and also pack that impressive 4++.
When you consider trading all that just for a flying mount (also losing the Book of Ashur), it makes me wince a bit. Plus, you already don't have very many models on the board anyway. I'd opt for the Sisters.
And as far as having both Fiery Convocation and Curse of A, when it really will hamper your opponent, and they throw everything they have just trying to stop one of those from going off, you have another spell sitting in the wings just waiting to do it again! One will more than likely go off! Personally, I'd start with Curse and put them in a position of letting it go through in order to stop Fiery Convocation from going off, or throwing everything they have and risk the worse version hitting them. Those tough decisions are what it's all about for me!
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Post by knoffles on Nov 22, 2018 8:03:01 GMT
Well I’ve submitted my list to my backup adjudicator. I’ve committed to wood elves as gregr is almost certainly taking dwarves and I always try and take armies no one else is going with to maximise variety (though I’m not confirming which list as not all lists have been submitted yet).
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Post by strutsagget on Nov 22, 2018 9:28:16 GMT
I like that approach! I try doing the same in my group.
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Post by gregr on Nov 22, 2018 21:48:21 GMT
Well I’ve submitted my list to my backup adjudicator. I’ve committed to wood elves as gregr is almost certainly taking dwarves and I always try and take armies no one else is going with to maximise variety (though I’m not confirming which list as not all lists have been submitted yet). Ha! I am indeed taking Dwarves. I won't next time though- keep you all in a possible sense of suspense!!! I'll submit my list after my final warm up with Tim and his High Elves tomorrow!
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Post by knoffles on Feb 24, 2019 7:40:55 GMT
Riotville 2019
Wood elf -1800
So The second of the lists I'm thinking of taking to Riot is again not a super competitive choice but contains things I have painted and fancy using.
Lords/Heroes - 529pts
Treeman Ancient (General) - Lvl 4 - Lore of Life - 360pts
Glade Captain - Great Eagle, HODA, Charmed Shield, Dragonbane Gem, GW - 169pts
Core - 450pts
10 Dryads - 110pts
10 Glade Guard - Standard, Musician, Hagbane tips - 170pts
10 Glade Guard - Standard, Musician, Trueflight arrows - 170pts
Special - 620pts
5 Sisters of the Thorn - Standard - 140pts
6 Treekin - Eldar - 280pts
5 Wardancers - 75pts
3 Warhawk Riders - 135pts
Rare - 200pts
10 Waywatchers - 200pts
The list is a bit of a mishmash with a heavy forest spirit theme. I wasn't sure whether to drop the level 4 on the treeman to a level 2 as again it's a lot of points wrapped up in a large target.
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