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Post by strutsagget on Nov 11, 2018 16:36:59 GMT
I am thinking of bringing this list to tomorrows minigame vs. lizzies. Ancient gives me a large LD 10 bauble. And together with Treekins a strong defense in the middle. Thinking of running Treekins 2x2. Waywatchers and glade guard to soft stuff up and hopefully the wild riders will survive to swoop in and flank charge for a win. I like the level 3 on ancient to increase chance of right spells. Maybe a level 2 and strangle roots better :/ Waywatchers feels pretty strong in this matchup with a lot of armour. Scouts are chaff Wood Elves 1300pTreeman Ancient: Level 3 Wizard 32510 Glade Guard: musician; standard bearer; trueflight arrows 17010 Glade Guard: musician; hagbane tips 1606 Wild Riders: Wild Hunter; standard bearer; shields 1884 Tree Kin: Tree Kin Elder 1905 Deepwood Scouts 6510 Waywatchers 2001 298 points
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Post by mottdon on Nov 12, 2018 12:52:26 GMT
I like this build, though you are sure to be facing quite a bit of poison shots from Skinks. I'd try to protect your Ancient from those guys. You're also probably going to see a Salamander or two. Those flaming attacks can hurt!
I'm not 100% on the Waywatchers. You might have more luck with a unit of 4 Warhawk Riders, chasing down stuff and tying up stuff like Salamanders or Bastiladons so that your archers can whittle down the Skink Cloud you'll probably be facing.
If he takes Saurus Warriors or Temple Guard, I think you'll be just fine.
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Post by mottdon on Nov 12, 2018 12:55:18 GMT
Oh, snap! I just saw your posting in the BatRep section. Nevermind what I said. Doesn't look like he's bringing anything that I mentioned above! Lol!
Hit that Slann unit of Temple Guard HARD. Hit it turn one with everything you got and don't let up. All his points are in that one unit. Everything else will fall to the wayside.
Deepwood Scouts can clear Skink Chaff.
Yeah, I think you've got this.
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Post by strutsagget on Nov 12, 2018 13:56:51 GMT
Oh, snap! I just saw your posting in the BatRep section. Nevermind what I said. Doesn't look like he's bringing anything that I mentioned above! Lol! Hit that Slann unit of Temple Guard HARD. Hit it turn one with everything you got and don't let up. All his points are in that one unit. Everything else will fall to the wayside. Deepwood Scouts can clear Skink Chaff. Yeah, I think you've got this. He is still waiting for his salamanders. These low point games are such rock, paper, scissors as its impossible to handle everything I do love the options with 4 Warhawks. Not sure if I should take down the cold ones before temple guard :/
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Post by knoffles on Nov 12, 2018 13:57:34 GMT
I think I’d rather have a lvl 3 over strangle-roots, if only for the greater spell selection. Waywatchers are great choices but they suffer from the normal WE issue against high toughness armies, ability to wound. Would taking a unit of 10 hagbane scouts be slightly more effective? (You could also give them a standard to help with blood and glory and would free up more points to give your other glade guard a standard). I suppose it depends if you want the versatility of waywatchers (they’d be another great unit to destroy skink skirmishes) and also if your group allows duplicates of enchanted arrows).
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Post by knoffles on Nov 12, 2018 13:58:55 GMT
Lol no one had responded when I started the reply this morning. Ignore anything irrelevant.
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Post by mottdon on Nov 12, 2018 19:44:53 GMT
Oh, snap! I just saw your posting in the BatRep section. Nevermind what I said. Doesn't look like he's bringing anything that I mentioned above! Lol! Hit that Slann unit of Temple Guard HARD. Hit it turn one with everything you got and don't let up. All his points are in that one unit. Everything else will fall to the wayside. Deepwood Scouts can clear Skink Chaff. Yeah, I think you've got this. He is still waiting for his salamanders. These low point games are such rock, paper, scissors as its impossible to handle everything I do love the options with 4 Warhawks. Not sure if I should take down the cold ones before temple guard :/ I'm not totally sure that he's going to be bringing everything in that pic. If he takes all of that, with absolutely no upgrades or command on anything, that'd put him at 1131 points. Add in (2?) Salamanders, and that leaves him with only 39 points for upgrades. I'm assuming he'd give the TG a command at that point. I'm betting he's going to be dropping something from all that. My money would be on the CORs. Here's something to consider with your army composition though: Treeman Anchient: Lv2, Strangle Roots = 310 10 Glade Guard: musician, standard bearer, trueflight arrows = 170 10 Glade Guard: musician hagbane tips = 160 5 Wild Riders: Wild Hunter, standard bearer, shields = 160 4 Tree Kin: Tree Kin Elder = 190 6 Deepwood Scouts = 78 4 Warhawk Riders = 180 Great Eagle = 50 Total: 1298 I think that this list would make you much less reliant on 1-2 rounds of shooting, and allow you MUCH more versatility in movement. You should be able to coordinate your attacks with your Wild Riders and Warhawk Riders, using the Great Eagle to redirect chaff and apply pressure where needed or get off that helpful flank/rear charge. You'd also be able to use your Deepwood Scouts for more than mere chaff, but rather, thinning out some of those pesky Skink Skirmishers. (6 will have much more of a dent in their numbers.) With this list, you could play it one of two ways. 1) You could focus all your shooting on taking down the TG block and let the rest handle the other units. 2) You focus your varied shooting on taking out the chaff Skirmisher units and clearing the way for a coordinated attack on his main TG block, all at the same time. Either way would be fun, IMO! I think it'd largely depend on deployment and terrain. At any rate, his magic will be stronger than your's, no matter if you're a level 2 or 3. That will be a struggle for you and a good reason you'll want to hit that TG unit hard, when you do.
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Post by airjamy on Nov 23, 2018 12:47:58 GMT
Are you sure your opponent will take a Slann? In 1300, i would say that you should never take a Slann as LM, they are just too expensive, while a Skink Priest offers much of the same. Slann only really get good with the upgrades, if you cannot have those, why bother. A Scarvet on a Cold One with a great weapon and 1+ rerollable with Dawnstone is a lot better and cheaper, and it seems like that would perhaps give this list problems. For the rest, looks good, fast, and shooty.
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Post by strutsagget on Nov 23, 2018 13:17:22 GMT
Are you sure your opponent will take a Slann? In 1300, i would say that you should never take a Slann as LM, they are just too expensive, while a Skink Priest offers much of the same. Slann only really get good with the upgrades, if you cannot have those, why bother. A Scarvet on a Cold One with a great weapon and 1+ rerollable with Dawnstone is a lot better and cheaper, and it seems like that would perhaps give this list problems. For the rest, looks good, fast, and shooty. Thx for the feedback. You can read the report in the BR section. Yes, he brought a naked Slann for the fun of it. And yes it got sucked into the warp with the blast killed 50% of his temple guards
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