Wood Elf Army Lists at 2000, 2400 and 3000 points
Feb 27, 2019 18:45:39 GMT
knoffles, strutsagget, and 1 more like this
Post by alwaysstorming on Feb 27, 2019 18:45:39 GMT
Hi all, new member here!
I'm just getting back into WFB (used to play back in 6th edition, mainly Wood Elves), and I was thinking of getting back into it - mainly to paint, but I always enjoyed putting together army lists as well and playing some games (not comp tournaments though). I've prepared the following lists - not any specific matchups in mind or anything like that, at some standard point levels (at least they were back when I used to play). I apologise in advance if I have broken any formatting rules or anything like that. I don't much like the look of the forest spirits, or painting them, so I am focusing on the elves side, although I could be convinced to use a treeman.
Other than that, I've not got any in my lists, but I'd like thoughts on Wardancers - I'm not really convinced at the moment - they seem super expensive and have basically no save.
2000 Point Army List
Spellweaver - 325pts
Level 4 Lore of Shadow
Book of Ashur
Talisman of Endurance (5++)
Asrai Longbow
The main caster for the army as well as the army general. The main spells really are the Withering (-D3 Toughness), Melkoth's (mainly for the Movement) and Pit of Shades. Other than that, +6 to casting and dispelling between the Book of Ashur and Blessing of the Ancients gives a good chance of controlling the magic phase against armies that aren't High Elves or Lizardmen.
Spellsinger - 140pts
Level 2 Lore of Beasts
Dispel Scroll
Standard Dispel Scroll caddy, with Wyssan's Wildform to buff mainly Wild Riders on the charge. Ideally, you'd get Amber Spear too, as a bolt thrower would be nice.
Waystalker - 110pts
Bow of Loren
The standard sniping hero, to try and take out enemy wizards and BSBs.
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
Just 4 units of Glade Guard to fill up core here - split between the two arrows. I guess if I knew i'd be up against a T3 army, then 4x Trueflight would be better, and vice versa with high Toughness armies.
3 Warhawk Riders - 135pts
War machine hunters and flank/rear chargers. All round good unit really, and pretty cheap for the number of attacks it puts out.
5 Wild Riders - 215pts
Full Command
Shields
Razor Standard
5 Wild Riders - 185pts
Full Command
Shields
Banner of Swiftness
These units of wild riders are the combat power of the army, used to clear chaff and rout the weakened units that are getting shot at. Not sure about the banners really, or the numbers - i've read that it's better to run these in 6s or 7s to be able to take some casualties before they make it into combat.
Great Eagle - 50pts
Great Eagle - 50pts
Standard Great Eagle role here - just redirecting chaff, and war machine hunting or engaging other chaff units like warhounds. Great, cheap chaff that really should be good in a MSU style army like this.
7 Waywatchers - 140pts
A nice unit of waywatchers to round out the list - once again, to deal with war machines at the start, and/or deal with the 1+ troops that factions come with, like units of heavy cavalry.
Total: 2000pts
2400 Point Army List
Spellweaver - 320pts
Level 4 Lore of Shadow
Book of Ashur
Talisman of Endurance (5++)
The main caster for the army as well as the army general. The main spells really are the Withering (-D3 Toughness), Melkoth's (mainly for the Movement), Mindrazor (for the Eternal Guard) and Pit of Shades. Other than that, +6 to casting and dispelling between the Book of Ashur and Blessing of the Ancients gives a good chance of controlling the magic phase against armies that aren't High Elves or Lizardmen.
Spellweaver - 295pts
Level 4 Lore of Life
Dispel Scroll
Talisman of Preservation (4++)
Secondary caster, with the Lore of Life, for all of its buffing spells in case you get into combats that you don't want, or you get something like Dwellers.
Waystalker - 110pts
Bow of Loren
The standard sniping hero, to try and take out enemy wizards and BSBs.
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
Just 4 units of Glade Guard to fill up core here - split between the two arrows. I guess if I knew i'd be up against a T3 army, then 4x Trueflight would be better, and vice versa with high Toughness armies.
10 Deepwood Scouts - 170pts
Hagbane Tips
Musician
Standard scouty troops, to warmachine hunt, clear chaff and redirect troops as well. Not too sure about this unit though.
3 Warhawk Riders - 135pts
War machine hunters and flank/rear chargers. All round good unit really, and pretty cheap for the number of attacks it puts out.
5 Wild Riders - 233pts
Full Command
Shields
War Banner
5 Wild Riders - 213pts
Full Command
Shields
Banner of Swiftness
These units of wild riders are the combat power of the army, used to clear chaff and rout the weakened units that are getting shot at. Not sure about the banners really, or the numbers - i've read that it's better to run these in 6s or 7s to be able to take some casualties before they make it into combat.
Great Eagle - 50pts
Great Eagle - 50pts
Standard Great Eagle role here - just redirecting chaff, and war machine hunting or engaging other chaff units like warhounds. Great, cheap chaff that really should be good in a MSU style army like this.
5 Waywatchers - 100pts
5 Waywatchers - 100pts
A couple units of waywatchers to round out the list - once again, to deal with war machines at the start, and/or deal with the 1+ troops that factions come with, like units of heavy cavalry, or help pick off lightly armoured units.
Total: 2400pts
3000 Point Army List
Spellweaver - 320pts
Level 4 Lore of Shadow
Book of Ashur
Talisman of Endurance (5++)
The main caster for the army as well as the army general. The main spells really are the Withering (-D3 Toughness), Melkoth's (mainly for the Movement), Mindrazor (for the Eternal Guard) and Pit of Shades. Other than that, +6 to casting and dispelling between the Book of Ashur and Blessing of the Ancients gives a good chance of controlling the magic phase against armies that aren't High Elves or Lizardmen.
Spellweaver - 295pts
Level 4 Lore of Life
Dispel Scroll
Talisman of Preservation (4++)
Secondary caster, with the Lore of Life, for all of its buffing spells in case you get into combats that you don't want, or you get something like Dwellers.
Waystalker - 110pts
Bow of Loren
The standard sniping hero, to try and take out enemy wizards and BSBs.
Glade Captain - 152pts
BSB
Hail of Doom Arrow
Helm of the Hunt
Shield
A solid (I think) BSB character for the Eternal Guard block, as well as a Hail of Doom Arrow caddy. Not really sure about this one to be honest, as Eternal Guard are Stubborn LD9, but it'd be pretty awful if the 33 man unit of Eternal Guard with 1-2 casters in it got chased down.
33 Eternal Guard
Full Command
Banner of Eternal Flame
Shields
A big combat block of Eternal Guard, to bunker in a forest and anchor the army. Not really sure about Eternal Guard, but they do seem like they'd be lethal in a forest, and absurd with Mindrazor, fighting in 3/4 ranks hitting on probably 3s, wounding on 2s rerolling 1s. Don't really see much standing up to that.
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
Just 4 units of Glade Guard to fill up core here - split between the two arrows. I guess if I knew i'd be up against a T3 army, then 4x Trueflight would be better, and vice versa with high Toughness armies.
10 Deepwood Scouts - 170pts
Hagbane Tips
Musician
Standard scouty troops, to warmachine hunt, clear chaff and redirect troops as well. Not too sure about this unit though.
3 Warhawk Riders - 135pts
War machine hunters and flank/rear chargers. All round good unit really, and pretty cheap for the number of attacks it puts out.
6 Wild Riders - 233pts
Full Command
Shields
War Banner
6 Wild Riders - 213pts
Full Command
Shields
Banner of Swiftness
These units of wild riders are the combat power of the army, used to clear chaff and rout the weakened units that are getting shot at. Work in tandem with the Eternal Guard now that the army has an anvil, and bulked out a little with a 6th model so that you can get some into combat more reliably.
Great Eagle - 50pts
Great Eagle - 50pts
Standard Great Eagle role here - just redirecting chaff, and war machine hunting or engaging other chaff units like warhounds. Great, cheap chaff that really should be good in a MSU style army like this.
5 Waywatchers - 100pts
5 Waywatchers - 100pts
A couple units of waywatchers to round out the list - once again, to deal with war machines at the start, and/or deal with the 1+ troops that factions come with, like units of heavy cavalry, or help pick off lightly armoured units.
Total: 2999pts
I'm just getting back into WFB (used to play back in 6th edition, mainly Wood Elves), and I was thinking of getting back into it - mainly to paint, but I always enjoyed putting together army lists as well and playing some games (not comp tournaments though). I've prepared the following lists - not any specific matchups in mind or anything like that, at some standard point levels (at least they were back when I used to play). I apologise in advance if I have broken any formatting rules or anything like that. I don't much like the look of the forest spirits, or painting them, so I am focusing on the elves side, although I could be convinced to use a treeman.
Other than that, I've not got any in my lists, but I'd like thoughts on Wardancers - I'm not really convinced at the moment - they seem super expensive and have basically no save.
2000 Point Army List
Spellweaver - 325pts
Level 4 Lore of Shadow
Book of Ashur
Talisman of Endurance (5++)
Asrai Longbow
The main caster for the army as well as the army general. The main spells really are the Withering (-D3 Toughness), Melkoth's (mainly for the Movement) and Pit of Shades. Other than that, +6 to casting and dispelling between the Book of Ashur and Blessing of the Ancients gives a good chance of controlling the magic phase against armies that aren't High Elves or Lizardmen.
Spellsinger - 140pts
Level 2 Lore of Beasts
Dispel Scroll
Standard Dispel Scroll caddy, with Wyssan's Wildform to buff mainly Wild Riders on the charge. Ideally, you'd get Amber Spear too, as a bolt thrower would be nice.
Waystalker - 110pts
Bow of Loren
The standard sniping hero, to try and take out enemy wizards and BSBs.
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
Just 4 units of Glade Guard to fill up core here - split between the two arrows. I guess if I knew i'd be up against a T3 army, then 4x Trueflight would be better, and vice versa with high Toughness armies.
3 Warhawk Riders - 135pts
War machine hunters and flank/rear chargers. All round good unit really, and pretty cheap for the number of attacks it puts out.
5 Wild Riders - 215pts
Full Command
Shields
Razor Standard
5 Wild Riders - 185pts
Full Command
Shields
Banner of Swiftness
These units of wild riders are the combat power of the army, used to clear chaff and rout the weakened units that are getting shot at. Not sure about the banners really, or the numbers - i've read that it's better to run these in 6s or 7s to be able to take some casualties before they make it into combat.
Great Eagle - 50pts
Great Eagle - 50pts
Standard Great Eagle role here - just redirecting chaff, and war machine hunting or engaging other chaff units like warhounds. Great, cheap chaff that really should be good in a MSU style army like this.
7 Waywatchers - 140pts
A nice unit of waywatchers to round out the list - once again, to deal with war machines at the start, and/or deal with the 1+ troops that factions come with, like units of heavy cavalry.
Total: 2000pts
2400 Point Army List
Spellweaver - 320pts
Level 4 Lore of Shadow
Book of Ashur
Talisman of Endurance (5++)
The main caster for the army as well as the army general. The main spells really are the Withering (-D3 Toughness), Melkoth's (mainly for the Movement), Mindrazor (for the Eternal Guard) and Pit of Shades. Other than that, +6 to casting and dispelling between the Book of Ashur and Blessing of the Ancients gives a good chance of controlling the magic phase against armies that aren't High Elves or Lizardmen.
Spellweaver - 295pts
Level 4 Lore of Life
Dispel Scroll
Talisman of Preservation (4++)
Secondary caster, with the Lore of Life, for all of its buffing spells in case you get into combats that you don't want, or you get something like Dwellers.
Waystalker - 110pts
Bow of Loren
The standard sniping hero, to try and take out enemy wizards and BSBs.
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
Just 4 units of Glade Guard to fill up core here - split between the two arrows. I guess if I knew i'd be up against a T3 army, then 4x Trueflight would be better, and vice versa with high Toughness armies.
10 Deepwood Scouts - 170pts
Hagbane Tips
Musician
Standard scouty troops, to warmachine hunt, clear chaff and redirect troops as well. Not too sure about this unit though.
3 Warhawk Riders - 135pts
War machine hunters and flank/rear chargers. All round good unit really, and pretty cheap for the number of attacks it puts out.
5 Wild Riders - 233pts
Full Command
Shields
War Banner
5 Wild Riders - 213pts
Full Command
Shields
Banner of Swiftness
These units of wild riders are the combat power of the army, used to clear chaff and rout the weakened units that are getting shot at. Not sure about the banners really, or the numbers - i've read that it's better to run these in 6s or 7s to be able to take some casualties before they make it into combat.
Great Eagle - 50pts
Great Eagle - 50pts
Standard Great Eagle role here - just redirecting chaff, and war machine hunting or engaging other chaff units like warhounds. Great, cheap chaff that really should be good in a MSU style army like this.
5 Waywatchers - 100pts
5 Waywatchers - 100pts
A couple units of waywatchers to round out the list - once again, to deal with war machines at the start, and/or deal with the 1+ troops that factions come with, like units of heavy cavalry, or help pick off lightly armoured units.
Total: 2400pts
3000 Point Army List
Spellweaver - 320pts
Level 4 Lore of Shadow
Book of Ashur
Talisman of Endurance (5++)
The main caster for the army as well as the army general. The main spells really are the Withering (-D3 Toughness), Melkoth's (mainly for the Movement), Mindrazor (for the Eternal Guard) and Pit of Shades. Other than that, +6 to casting and dispelling between the Book of Ashur and Blessing of the Ancients gives a good chance of controlling the magic phase against armies that aren't High Elves or Lizardmen.
Spellweaver - 295pts
Level 4 Lore of Life
Dispel Scroll
Talisman of Preservation (4++)
Secondary caster, with the Lore of Life, for all of its buffing spells in case you get into combats that you don't want, or you get something like Dwellers.
Waystalker - 110pts
Bow of Loren
The standard sniping hero, to try and take out enemy wizards and BSBs.
Glade Captain - 152pts
BSB
Hail of Doom Arrow
Helm of the Hunt
Shield
A solid (I think) BSB character for the Eternal Guard block, as well as a Hail of Doom Arrow caddy. Not really sure about this one to be honest, as Eternal Guard are Stubborn LD9, but it'd be pretty awful if the 33 man unit of Eternal Guard with 1-2 casters in it got chased down.
33 Eternal Guard
Full Command
Banner of Eternal Flame
Shields
A big combat block of Eternal Guard, to bunker in a forest and anchor the army. Not really sure about Eternal Guard, but they do seem like they'd be lethal in a forest, and absurd with Mindrazor, fighting in 3/4 ranks hitting on probably 3s, wounding on 2s rerolling 1s. Don't really see much standing up to that.
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Hagbane Tips
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
10 Glade Guard - 160pts
Trueflight Arrows
Musician
Just 4 units of Glade Guard to fill up core here - split between the two arrows. I guess if I knew i'd be up against a T3 army, then 4x Trueflight would be better, and vice versa with high Toughness armies.
10 Deepwood Scouts - 170pts
Hagbane Tips
Musician
Standard scouty troops, to warmachine hunt, clear chaff and redirect troops as well. Not too sure about this unit though.
3 Warhawk Riders - 135pts
War machine hunters and flank/rear chargers. All round good unit really, and pretty cheap for the number of attacks it puts out.
6 Wild Riders - 233pts
Full Command
Shields
War Banner
6 Wild Riders - 213pts
Full Command
Shields
Banner of Swiftness
These units of wild riders are the combat power of the army, used to clear chaff and rout the weakened units that are getting shot at. Work in tandem with the Eternal Guard now that the army has an anvil, and bulked out a little with a 6th model so that you can get some into combat more reliably.
Great Eagle - 50pts
Great Eagle - 50pts
Standard Great Eagle role here - just redirecting chaff, and war machine hunting or engaging other chaff units like warhounds. Great, cheap chaff that really should be good in a MSU style army like this.
5 Waywatchers - 100pts
5 Waywatchers - 100pts
A couple units of waywatchers to round out the list - once again, to deal with war machines at the start, and/or deal with the 1+ troops that factions come with, like units of heavy cavalry, or help pick off lightly armoured units.
Total: 2999pts