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Post by strutsagget on May 28, 2020 16:58:31 GMT
So the main problem with glade riders is of course the ambush rule. Forfeit the first turn of a shooty list is very costly. Think of WMs could only shoot from turn two? And that is best case scenario. The ambush rule is so bad I just wish they didn’t have it at all. You have never spoken about a shooty list :-) you told you were working on an "full evasive" wood elf list. That's why I suggested glade riders :-) For me an evasion list focus on magic and shooting and not being in combat so I thought that was implicit 😃
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Post by jukei on May 28, 2020 17:30:31 GMT
Got it mate!!! :-) no problem .I am here for making your list work. So I don't want to push you too much far from the concept you had in mind.
Just let me add something I hope interesting for you . It's really a personal point of view so take it for what it is.
In a Shooting list you need ...shooters :-) I mean, I would go for MSU of glade guards + scouts + waywatchers maximising numbers of bows... then, wizard on a steed in a unit of sisters...eagles and chaff you should target one thing per time and kill it concentrating fire on some targets. This shooting list is not exactly evasive .It's a MSU. Enemy has to struggle and lose precious time for catching your units but this doesn't mean you are that much evasive.
For evasive army I intend a list who relies on high mobility ...on guerrilla tactics, denying points and attacking the enemy's weak points. You will never win obliterating the enemy but you will try to 1) deny points 2) do easy points and remove "key "units It's very difficult to play but can be fun and give an immense satisfaction once you master it.
You list is a mix of these things. Nothing bad in this tactic!Just it's not so evasive if you play infantry and treeman. That's it.
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Post by jukei on May 28, 2020 17:31:44 GMT
then regarding the lore of metal...uhmm I am not so convinced but I admit it can be handy in some cases....
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Post by knoffles on May 28, 2020 17:39:25 GMT
Put a level 4 Deathweaver on an Eagle, fly up the side of his lines and 6 dice purple sun down the lines. Not subtle but that will teach him for playing Ogres 😂
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Post by knoffles on May 28, 2020 17:41:15 GMT
I have a nasty idea.. 1 unit of sisters + wizard several unit of wild riders ( maybe 3x 5 or 3x6) 3 units of glade riders ( ambushed ) +1 glade captain in each ...all with trueflight arrows we will have 30 arrows from the back ,very evasive units for points denying and eventually ready for a charge with 12 S4 attacks ( often we can reroll to hit) +5 attacks from horses. 3 x 5 units of dancers running evasively and ready to flank and give the bonus... a hero on eagle with hail of doom arrow... can the captains start in the glade riders as the characters don’t have the ambush rule?
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Post by strutsagget on May 28, 2020 17:47:20 GMT
I have a nasty idea.. 1 unit of sisters + wizard several unit of wild riders ( maybe 3x 5 or 3x6) 3 units of glade riders ( ambushed ) +1 glade captain in each ...all with trueflight arrows we will have 30 arrows from the back ,very evasive units for points denying and eventually ready for a charge with 12 S4 attacks ( often we can reroll to hit) +5 attacks from horses. 3 x 5 units of dancers running evasively and ready to flank and give the bonus... a hero on eagle with hail of doom arrow... can the captains start in the glade riders as the characters don’t have the ambush rule? Unfortunately no
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Post by jukei on May 28, 2020 19:36:33 GMT
can the captains start in the glade riders as the characters don’t have the ambush rule? Unfortunately no my nasty idea won't work then. my bad!
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Post by knoffles on May 28, 2020 21:14:49 GMT
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Post by strutsagget on May 29, 2020 14:44:49 GMT
So reading the etc lists feels like the only way foward against a good opponent with a good list is something like this.
Not sure about last 15 points so added bows and arrows to characters. Maybe two units of 7 wild riders is better.
Mages goes in sister bunker and bsb goes with riders. Anything can swap after glade riders appears on the board.
Regarding lores I think high and death complements each other pretty well with a-lot of cheap spells in high and the counters makes sisters better.
Fast Cav Wood Elves
Spellweaver: Level 4 Wizard; Lore of High Magic; Asrai longbow; Elven Steed; Dispel Scroll; Obsidian Amulet 300
Spellweaver: Level 4 Wizard; Lore of Death; Asrai longbow; Elven Steed; Scroll of Shielding 260
Glade Captain: Battle Standard Bearer; great weapon; starfire shafts; Elven Steed; Charmed Shield; Hail of Doom Arrow 153
10 Glade Riders: musician; standard bearer; hagbane tips 240
6 Glade Riders: standard bearer; starfire shafts 148
5 Glade Riders: musician; trueflight arrows 120
5 Glade Riders: musician; trueflight arrows 120
8 Sisters of the Thorn: musician; standard bearer (Standard of Discipline) 243
6 Wild Riders: standard bearer (Banner of Eternal Flame); shields 188
6 Wild Riders: shields 168
5 Wild Riders: shields 140
8 Waywatchers 160
8 Waywatchers 160
Great Eagle 50
Great Eagle 50
2 500 points
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Post by strutsagget on Jun 10, 2020 7:46:31 GMT
This list is for tonight’s game against probably lizzards or skaven(he was talking about time for a new army... so never knows) :
Fast Cav Wood Elves
Spellweaver: Level 4 Wizard; Lore of High Magic; Asrai longbow; Elven Steed; Dispel Scroll; Obsidian Amulet 300
Spellweaver: Level 4 Wizard; Lore of Death; Asrai longbow; Elven Steed; Scroll of Shielding 260
Glade Captain: Battle Standard Bearer; great weapon; starfire shafts; Elven Steed; Charmed Shield; Hail of Doom Arrow 153
10 Glade Riders: musician; standard bearer; hagbane tips 240
10 Glade Riders: musician; standard bearer; hagbane tips 240
10 Glade Riders: musician; hagbane tips 230
8 Sisters of the Thorn: musician; standard bearer (Standard of Discipline) 243
7 Wild Riders: standard bearer (Banner of Eternal Flame); shields 216
7 Wild Riders: shields 196
8 Waywatchers 160
8 Waywatchers 160
Great Eagle 50
Great Eagle 50
2 498 points
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Post by strutsagget on Jun 11, 2020 17:24:19 GMT
I kind of like that list, even though 2/3 GR showed up one turn later and all three fled off board same turn. But still managed to get a draw. I really like the death high weaver combo. Met a down tuned skaven though but managed to get first turn and each waywatchers unit managed to snipe a weapons team first turn.
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Post by knoffles on Jun 11, 2020 18:19:52 GMT
I kind of like that list, even though 2/3 GR showed up one turn later and all three fled off board same turn. But still managed to get a draw. I really like the death high weaver combo. Met a down tuned skaven though but managed to get first turn and each waywatchers unit managed to snipe a weapons team first turn. . Even before coming across the etc lists I ran the death/high combo in my club comp list. They really do complement each other well.
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Post by jukei on Jun 17, 2020 13:47:18 GMT
I kind of like that list, even though 2/3 GR showed up one turn later and all three fled off board same turn. But still managed to get a draw. I really like the death high weaver combo. Met a down tuned skaven though but managed to get first turn and each waywatchers unit managed to snipe a weapons team first turn. probably you were little bit unlucky with GR... why did they flee so fast? In which side of the board did you ambush them? what happened?:-)
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Post by strutsagget on Jun 17, 2020 14:17:48 GMT
I kind of like that list, even though 2/3 GR showed up one turn later and all three fled off board same turn. But still managed to get a draw. I really like the death high weaver combo. Met a down tuned skaven though but managed to get first turn and each waywatchers unit managed to snipe a weapons team first turn. probably you were little bit unlucky with GR... why did they flee so fast? In which side of the board did you ambush them? what happened?:-) I kind of like that list, even though 2/3 GR showed up one turn later and all three fled off board same turn. But still managed to get a draw. I really like the death high weaver combo. Met a down tuned skaven though but managed to get first turn and each waywatchers unit managed to snipe a weapons team first turn. probably you were little bit unlucky with GR... why did they flee so fast? In which side of the board did you ambush them? what happened?:-) Yes they entered from his side of the board starting to shoot off his warp cannon. But when I moved them I forget to go back and check every angel as I put down some of them pretty fast to make room for the other. I managed to leave the butt of the unit 5mm inside his 100 clan rat screaming bell units charge angle. Opted to flee off table to put him in a bad angle/spot. But they fled through the second GR who failed their panic and fled through and off the third GR who failed and fled off. All had different opponents closest and worst flee angel... Bottom side but a bit later in game.
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Post by jukei on Jun 17, 2020 18:34:50 GMT
It's ok! it's ok! it happens.The most important thing is that you enjoyed the game and you are satisfied of your armylist. ( Unfortunately I am never....:-( and wow...thanks for sharing the nice picture!
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