Hi all. I have been following the posts on this forum for a while now. I used to play 4th and 6th edition, Wood Elves. Recently (after reading battle reports here), I felt like playing again and I brought out the threehugging Elves again.
My first battle will be against Skaven. My opponent is quite experienced (playing since 2th edition) and plays Wood Elves as well (and High Elves, Vampires, Dwarfs, Orcs & Goblins).
I know he fancies Lord/Hero heavy lists and scenery. I decided to focus on little characters. The list is 2047pts, which is ok for my opponent.
+ Lords + Spellweaver: Acorns of the Ages, Asrai Longbow, Lore of Life, Wizard Level 4, Unicorn
So first things that pop up is that you don’t benefit från fire when running magic arrows so i would remove the flaming banner.
Second is that if you think about putting unicorn with sisters, remember to stay out from warp cannons and other template weapons as the troop type doesn’t match so you can’t benefit from look out rolls. Also MR do not stack either. But you might run it solo too but then maybe lore of high is better to stack up on counters for protection. Fiery consecration is nuts against rats if you want to run life then I would probably switch unicorn to steed and run with sisters.
The list is easy to slim if you want it to be “legal” 2000p.
Also i do like running a bsb for rerolls with the sister.
Captain, steed, bsb, shield, spear, HoDA, lucky arrow with fire against hellpit regen - starfire, and if points allow helm of the hunt.
Can be run with sisters, wild riders or jump over to glade guard. As needed.
As he runs Hellpit you might as well run flaming banner on wild riders and charge it. They will then mince it
At first glance what I noticed is you're using the acorn of ages which is awesome. However, you really need to use it is a combo, for instance if you use the moonstone of the hidden ways and a unit of eternal guard that can really catch people out. Or if you intend to get units into these forests that the acorn of ages is going to create that can really hamper your opponent by taking advantage of the wood elf bonuses.
Thx for the advice guys. Switched out the Unicorn, and removed the banner. Closer to the legal "2000" .I kept the rest as well as Acorn (for which I rolled 2 forest. Including the one you get this provided me with the cover I needed).
The game actually went pretty well. Man of the match was the Lifeweaver, taking out the Grey Seer in the second round casting Dwellers on the Stormvermin. My waywatchers were the unit of the game taking out the jezail fire team, swarms, 1 ratling gun and 1 Lightning cannon. The Wild Riders failed the frenzy and charged the Stormvermin which didn't end very well .
The Glade Riders showed up in round 4 and took the second lightning cannon (not sure about this unit). Hagbane tips worked well against the abomination (finished off by the Treekin).
Next up, Vampies. I'll rework the armylist a little bit. Any experience taking out a terrorgheist?
Also Treeman treewhack can hit other monster very hard. But I am not sure if death shriek; if hits him back harder. And it is possible to hit in shooting before the whack.
I'll let you know. Treeman is joining the party. Probably swap out the treekin for an extra unit of wild riders.
Looking at death shriek rules again and it looks like it would straight up kill the treeman in shooting phase so I would keep it away unless you want to sacrifice it to save something else. Or set up a charge and hope to kill it before your opponents turn.
Poison shoots should be the way with only regen 6++. True flight is also pretty ok as any 6 will do the same.