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Post by strutsagget on Sept 5, 2020 6:34:47 GMT
So after finish painting 4 spell weavers on foot I have for the last year though on how to use em all in same battle. So the not so original Light Council comes in mind. Then the next question, what units benefits the most from the other light spells? How do you make a good list? First try and still got points left: Light CouncilWood ElvesSpellweaver: Level 4 Wizard; Lore of Light; Asrai longbow; Talisman of Preservation; Power Stone 290Spellsinger: Lore of Light; Dispel Scroll 105Spellsinger: Lore of Light; Scroll of Shielding 95Spellsinger: Lore of Light 80Glade Captain: Battle Standard Bearer; Asrai spear; shield; Great Eagle; The Helm of the Hunt; Hail of Doom Arrow 20420 Glade Guard: musician; standard bearer; trueflight arrows 32010 Glade Guard: musician; hagbane tips 16010 Glade Guard: musician; hagbane tips 16021 Wildwood Rangers: Wildwood Warden; musician; standard bearer 2617 Wild Riders: shields 1967 Wild Riders: shields 19610 Waywatchers 20010 Waywatchers 2002 467 points
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Post by strutsagget on Sept 5, 2020 6:34:58 GMT
So what do we get from lore of light?
From the obvious super bolt Banishment the lore still have more to offer. But what units benefits the most from its augments? And how about wood elves units?
Spells and possible uses:
Shem’s Burning Gaze So this is a good bolt, with two bolt in the lore my though is: maybe we can cut down on archers?
Pha’s Protection This one actually looks pretty promising for cheap protection to the unit with a lot of mages. Maybe a horde of spears or bigger unit of glade guard? Combine with MR and we got some solid defense.
The Speed of Light This is an other of those Augsburg that might not be as strong for elves as they have high WS and initiative from beginning. But in combat most unit will go from hitting you on 3-4 to instead hit on 5s so it might be better but obviously needs a unit that wants to be in combat. Again, spears, dryads and rangers comes in mind.
Light of Battle I have found my self pretty often failing ld 8 with woodies as they are spread out. Maybe this spell can help out rallying and saving points to those lost units? Also making a unit not failing a break test in combat makes dryads and treekins come to my mind.
Net of Amyntok Not sure about this one. Strength test will probably only other elves, wizards and archers fail. So if you opponent runs a for example a mage bunker with crossbows its value obviously goes up.
Banishment This is why we run a Light Council. 2d s6 or s7 hits is pretty nuts. Still it’s just a bolt :/ This again makes me think we need less archers.
Birona’s Timewarp Double movement, extra attack and ASF. This again directly makes me think of dryads, treekins and treemen. We got a lot of Movement already with our awesome steeds buts it’s still a lot of units that can be aggressive of the other ones.
So this makes me wonder... can lore of light push a wood elves combat list to decent?
So second try:
Light Council Wood Elves
Spellweaver: Level 4 Wizard; Lore of Light; Asrai longbow; Unicorn; Talisman of Preservation 330
Spellsinger: Lore of Light; Dispel Scroll 105
Spellsinger: Lore of Light; Scroll of Shielding 95
Spellsinger: Lore of Light 80
Glade Captain: Battle Standard Bearer; great weapon; starfire shafts; Hail of Doom Arrow 138
36 Dryads 396
20 Glade Guard: musician; standard bearer; trueflight arrows 320
6 Wild Riders: standard bearer; shields 178
6 Wild Riders: standard bearer; shields 178
8 Tree Kin 360
8 Waywatchers 160
8 Waywatchers 160
2 500 points
My main thought directly is to remove one unit of wild riders and add 1-2 units of wardancers.
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Post by dannytee on Sept 6, 2020 2:19:21 GMT
I don’t know much about wood elves as I rarely play against them so maybe I am missing something. But in looking at the list how would you deal with enemy horde units, monster mash list, heavy armor armies/units? I am guessing avoidance as that is the wood elf way, just wasn’t sure.
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Post by strutsagget on Sept 6, 2020 5:45:10 GMT
I don’t know much about wood elves as I rarely play against them so maybe I am missing something. But in looking at the list how would you deal with enemy horde units, monster mash list, heavy armor armies/units? I am guessing avoidance as that is the wood elf way, just wasn’t sure. God question, maybe I need a leve 4 high/shadow/Death at the side(hope for nukes). Or two eagles to help out avoiding even more. The usual way is to avoid until you can shoot it down to normal size. I am also thinking a hord of spear elves might be the right bunker to the mages.
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Post by fingolfin78 on Sept 16, 2020 16:32:05 GMT
Could always add in a treeman to smash! Though strength 5 doesn't actually help get through those 1+ and 2+ armor saves very effectively without a strength or armor piercing augment, which lore of light doesn't have.
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Post by strutsagget on Sept 16, 2020 18:32:34 GMT
I think banishment and signature bolt works very well against high Armour cavalry.
My though is that a big horde of dryads or big unit of treekins can take on hordes.backed up with Augsburg and war dancers.
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Post by strutsagget on Sept 16, 2020 18:34:40 GMT
This is the list I am currently trying and first game against dwarfs: Of course he rune of spell braking banishment first time I used it Light CouncilWood ElvesSpellweaver: Level 4 Wizard; Lore of Light; Unicorn; Talisman of Preservation 325Spellsinger: Lore of Light; Asrai longbow; Dispel Scroll 110Spellsinger: Lore of Light; Scroll of Shielding 95Spellsinger: Lore of Light 80Glade Captain: Battle Standard Bearer; great weapon; starfire shafts; Hail of Doom Arrow 13836 Dryads 39620 Glade Guard: musician; standard bearer; trueflight arrows 3207 Wild Riders: standard bearer; shields 2068 Tree Kin 3605 Wardancers 755 Wardancers 758 Waywatchers 1608 Waywatchers 1602 500 points
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Post by strutsagget on Sept 19, 2020 6:12:17 GMT
So the first try did end up with a clear win even though 0 banishment went through. We choose to play battle line to speed up the process. Woodies got first turn. After turn ~4 After turn ~2 After turn ~1 I must say treekins managed to stand up very well against hammers because of aug buffs, even though I were on the luckey end. Dryads block also managed my first combat win against gw warriors, also might been a bit lucky and a fail ld7 helped. As always the big block of true flight combined with all the way watchers and some magic bolts managed to snipe organ guns, cannons and most important steam guns first 3 turns. So yes unicorn mage wasn’t any good against cannons. I managed to live through two successful shots because of ward save.
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Post by knoffles on Sept 19, 2020 10:18:53 GMT
But the mage on Unicorn just looks so good in a WE army so you won because you played to the rule of cool 😁
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Post by strutsagget on Sept 19, 2020 15:04:53 GMT
But the mage on Unicorn just looks so good in a WE army so you won because you played to the rule of cool 😁 Indeed but really need to find better place for it, like sisters? But misses fast cav rules so might not be good enough. Maybe high magic counters is the only way?
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Post by knoffles on Sept 20, 2020 20:14:40 GMT
High magic counters do play to its strengths. Pretty much how I’ve run her.
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Post by mottdon on Sept 22, 2020 16:47:51 GMT
That sounds like a good first outing!
I usually stick my Unicorn wizard in with a unit of Sisters. Offers SO MUCH more protection with the "Look Out Sir" roll, plus the Sisters have a 50/50 chance of surviving the cannon shot too. Plus, the Unicorn will increase their ward save even further against magic missiles. They're a pretty good combo!
Not to mention the "free" spells they come with. I usually opt for Sisters over a unit of Wild Riders. They just have survivability. Something kinda rare in a WE army. And the Poisoned shots are nothing to sneeze at!
I think in my last game running her, I used Dark Magic, because...why not. It didn't do too bad, though, it wasn't game breaking.
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Post by strutsagget on Sept 22, 2020 16:57:01 GMT
My current thoughts is to do all on foot and use spears and rangers instead of riders and dryads.
Light Council 2 Wood Elves
Spellweaver: Level 4 Wizard; Lore of Light; Talisman of Preservation 265
Spellsinger: Lore of Light; Dispel Scroll 105
Spellsinger: Lore of Light; Scroll of Shielding 95
Spellsinger: Lore of Light 80
Glade Captain: Battle Standard Bearer; great weapon; Armour of Destiny 154
25 Eternal Guard: Eternal Warden; musician; standard bearer; shields 330
10 Glade Guard: musician; hagbane tips 160
10 Glade Guard: musician; hagbane tips 160
21 Wildwood Rangers: Wildwood Warden; musician; standard bearer (Banner of Eternal Flame) 271
8 Tree Kin 360
5 Wardancers 75
5 Wardancers 75
8 Waywatchers 160
8 Waywatchers 160
Great Eagle 50
2 500 points
Then I can put the bsb captain and a level 4 and level 1 with the spears to bump the level 4 to second row. And GG can have a level 1 in each.
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Post by mottdon on Sept 22, 2020 17:07:04 GMT
Worth a shot. Every time I have run my Wildwood Rangers (who I just LOVE), I usually try to take a Lv4 of Life to keep them coming back, since they die rather easily.
If you do, run the army like that, I'd try to think of a way to keep your other two Lv1's within the Light Council bubble. That's the whole point in running so many.
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Post by strutsagget on Sept 25, 2020 15:56:54 GMT
Worth a shot. Every time I have run my Wildwood Rangers (who I just LOVE), I usually try to take a Lv4 of Life to keep them coming back, since they die rather easily. If you do, run the army like that, I'd try to think of a way to keep your other two Lv1's within the Light Council bubble. That's the whole point in running so many. Yes, i Will probably deploy 1-3 leve,1 with the Spears, can be in second ros till keep the lever 4 in second row out of harm(command plus bsb takes up 4 slots so can sacrifice a mage per round). Other way is to keep the mages with the glade guard and maybe change to true flight arrows.
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