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Post by hivefleetmanticore on Jan 18, 2024 20:58:41 GMT
Hi Folks, Here's my first stab (hur hur) at a list for my wood elves: ++ Characters [996 pts] ++ Glade Lord [512 pts] (Default Weapons, Light armour, Shield, Forest Dragon, Spear of Twilight, Merciw's Locus) Waystalker [94 pts] (Default Weapons, Light armour, Arcane Bodkins) Glade Captain [112 pts] (Default Weapons, Light armour, Shield, Battle Standard Bearer, On foot, Biting Blade) Spellsinger [139 pts] (Hand weapon, Talismanic Tattoos, Level 2 Wizard, Elven Steed, Illusion) Spellsinger [139 pts] (Hand weapon, Talismanic Tattoos, Level 2 Wizard, Elven Steed, Elementalism) ++ Core Units [556 pts] ++ 10 Glade Guard [142 pts] (Hand Weapon and Asrai Longbows, Arcane Bodkins, Lord's Bowmen, Musician) 10 Glade Guard [142 pts] (Hand Weapon and Asrai Longbows, Arcane Bodkins, Lord's Bowmen, Musician) 18 Eternal Guard [272 pts] (Hand Weapon and Asrai Spears, Light armour, Shields, Eternal Warden, Burning Blade, Standard Bearer, Musician) ++ Special Units [260 pts] ++ 10 Sisters of the Thorn [260 pts] (Hand Weapons and Blackbriar Javelins, Handmaiden of the Thorn, Standard Bearer, Musician) ++ Rare Units [186 pts] ++ 10 Waywatchers [186 pts] (Hand Weapon and Asrai Longbows, Trueflight Arrows, Ambushers USR, Sentinel) --- Created with "Old World Builder" [https://old-world-builder.com] Thank you to chaosreigns for his help designing the Glade Lord. Any feedback gratefully appreciated!
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Post by lordofskullpass on Jan 19, 2024 9:21:11 GMT
I certainly think they did Wood Elves a lot of good in TOW, they gave them their fire-and-flee shenanigans back, and not only kept their special arrows from 8th but also brought the Spites back from their 6th book.
Your list looks like a fun one, with a good capability for hit-and-run gameplay, magic and a couple of combat units in the form of the Eternal Guard and Forest Dragon, though I would suggest perhaps a second cavalry unit as a bunker for your second mounted Spellsinger, it's rather risky to put them both in the one basket (particularly when said basket is a unit that's poor in melee like Sisters of the Thorn).
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Post by bootsofkurnous on Jan 19, 2024 20:02:09 GMT
Looks like good fun and a potent list. I would be interested to see how this would play vs getting in another unit to deal with chaff/flank charge like dryads or glade riders. Could drop a mage to bring in another unit, since you have the sisters? Enjoy using it either way!
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Post by chaosreigns on Jan 20, 2024 10:33:01 GMT
If two cavalry units are needed for the two wizards, what about splitting the Sisters of the Thorn into two units of five? From what I recall of the games we played in 8th edition, the 4+ ward save on them always ended up making them a lot more durable against shooting than I was expecting. Assuming they're still fast cavalry (or 'light cavalry', as I believe it's now called in TOW), that's a good shout too, because they can bob and weave, and free reform, their way out of danger to keep themselves and their wizard friend safe if it looks like an enemy unit is trying to line up a charge.
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Post by hivefleetmanticore on Jan 25, 2024 0:43:01 GMT
Thank you for the feedback. I'll continue to play around with the list until it feels right.
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Post by hivefleetmanticore on Feb 1, 2024 19:01:56 GMT
Latest iteration: ++ Characters [997 pts] ++ Glade Lord [512 pts] - Default Weapons - Light armour - Shield - Forest Dragon - Spear of Twilight - Merciw's Locus Waystalker [94 pts] - Default Weapons - Light armour - Arcane Bodkins Glade Captain [97 pts] - Default Weapons - Light armour - Shield - Battle Standard Bearer - On foot Spellsinger [139 pts] - Hand weapon - Talismanic Tattoos - Level 2 Wizard - Elven Steed - Battle Magic Spellsinger [155 pts] - Hand weapon - Talismanic Tattoos - Level 2 Wizard - Warhawk - Battle Magic ++ Core Units [501 pts] ++ 10 Glade Guard [130 pts] - Hand weapon and Asrai Longbows - Arcane Bodkins 5 Deepwood Scouts [76 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Lord's Bowmen 20 Eternal Guard [295 pts] - Hand weapon and Asrai Spears - Light armour - Shields - Eternal Warden - Standard bearer - Musician ++ Special Units [312 pts] ++ 9 Sisters of the Thorn [236 pts] - Hand weapons and Blackbriar Javelins - Handmaiden of the Thorn - Standard bearer - Musician 5 Deepwood Scouts [76 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Lord's Bowmen ++ Rare Units [186 pts] ++ 10 Waywatchers [186 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Ambushers USR - Sentinel --- Created with "Old World Builder" [https://old-world-builder.com] Our group is currently discussing moving to 2000 pts. Any thoughts on what's better: one level 4 wizard or two level twos?
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Post by lordofskullpass on Feb 5, 2024 16:40:57 GMT
Latest iteration: ++ Characters [997 pts] ++ Glade Lord [512 pts] - Default Weapons - Light armour - Shield - Forest Dragon - Spear of Twilight - Merciw's Locus Waystalker [94 pts] - Default Weapons - Light armour - Arcane Bodkins Glade Captain [97 pts] - Default Weapons - Light armour - Shield - Battle Standard Bearer - On foot Spellsinger [139 pts] - Hand weapon - Talismanic Tattoos - Level 2 Wizard - Elven Steed - Battle Magic Spellsinger [155 pts] - Hand weapon - Talismanic Tattoos - Level 2 Wizard - Warhawk - Battle Magic ++ Core Units [501 pts] ++ 10 Glade Guard [130 pts] - Hand weapon and Asrai Longbows - Arcane Bodkins 5 Deepwood Scouts [76 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Lord's Bowmen 20 Eternal Guard [295 pts] - Hand weapon and Asrai Spears - Light armour - Shields - Eternal Warden - Standard bearer - Musician ++ Special Units [312 pts] ++ 9 Sisters of the Thorn [236 pts] - Hand weapons and Blackbriar Javelins - Handmaiden of the Thorn - Standard bearer - Musician 5 Deepwood Scouts [76 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Lord's Bowmen ++ Rare Units [186 pts] ++ 10 Waywatchers [186 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Ambushers USR - Sentinel --- Created with "Old World Builder" [https://old-world-builder.com] Our group is currently discussing moving to 2000 pts. Any thoughts on what's better: one level 4 wizard or two level twos? Well a Level 4 is obviously far better at casting and dispelling, but only has control over around the 24" of the battlefield around him, whereas two Level 2s are not as strong individually, and will often be overpowered by the Level 4's spells if they try to go up against him individually, but they each have a sphere of influence that is almost as big, and can be spread across the battlefield to give your army greater magical presence across the field. Additionally it is rare for Level 2s to experience army list restrictions, whereas pretty much all Level 4s are restricted to 1 per 1000 points at best, very often competing with your other major Lord-Level characters for such slots. Certainly in a 2000 point game 2 Level 2s should be fine. I'm wondering why you've put one of your Spellsingers on a Warhawk when there's no unit of Warhawk riders to go with her - true, the Warhawk still gives her a huge amount of mobility, but she'll still be an easy target for shooting on her own.
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Post by hivefleetmanticore on Feb 5, 2024 23:16:28 GMT
Thank you for this, lordofskullpass ! As it happens, I've been playing with the list again, especially as we upped our points limit to 2000: === Vengeance of the Laurelorn [1997/2000 pts] Warhammer: The Old World, Wood Elf Realms === ++ Characters [982 pts] ++ Glade Lord [512 pts] - Default Weapons - Light armour - Shield - Forest Dragon - Spear of Twilight - Merciw's Locus Waystalker [134 pts] - Default Weapons - Light armour - Arcane Bodkins - A Muster Of Malevolents Spellweaver [214 pts] - Handweapon - Talismanic Tattoos - Level 4 Wizard - Elven Steed - Battle Magic Glade Captain [122 pts] - Default Weapons - Light armour - Shield - Battle Standard Bearer - War Banner - On foot ++ Core Units [507 pts] ++ 10 Glade Guard [136 pts] - Hand weapon and Asrai Longbows - Arcane Bodkins - Lord's Bowmen 5 Deepwood Scouts [81 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Fire and Flee USR - Lord's Bowmen 20 Eternal Guard [295 pts] - Hand weapon and Asrai Spears - Light armour - Shields - Eternal Warden - Standard bearer - Musician ++ Special Units [317 pts] ++ 9 Sisters of the Thorn [236 pts] - Hand weapons and Blackbriar Javelins - Handmaiden of the Thorn - Standard bearer - Musician 5 Deepwood Scouts [81 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Fire and Flee USR - Lord's Bowmen ++ Rare Units [186 pts] ++ 10 Waywatchers [186 pts] - Hand weapon and Asrai Longbows - Trueflight Arrows - Ambushers USR - Sentinel --- Created with "Old World Builder" [https://old-world-builder.com] Part of this started as a desire to see how many wounds the Waywatcher can do with one shot (the Muster of Malevolents), as well as trying to simplify a bit for my first game of TOW. In addition, my Bretonnian opponent is bringing the Falcon Horn of Fredemund, so the idea of a wizard on a hawk who only gets to move two inches a turn most of the time doesn't thrill me... Game is on Sunday. We'll see how it goes!
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Post by bluetangclan on Feb 20, 2024 16:37:52 GMT
I am curious as to the point of the Eternal Guard. The rest of the army is fast moving, cagey and shooty and then you have a big brick of eternal guard with their light armor and 295 points +BSB dude. They just make a large target for anyone's war machines as the only big brick. Yeah it might take a charge, but it wont last long against the trebuchet of your Bret friend. Personally I would take more scouts and glade guard and possibly a dryad unit with a branchwraith. Will keep to the highly mobile and shooty theme while not being an easy 400+ points and 2 banners. Or if you are going to have a melee block, war dancers with the 4++ dance going on.
Then again, my books havent even arrived yet so I am just basing it off of prior editions and youtube videos
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Post by hivefleetmanticore on Feb 21, 2024 1:47:13 GMT
As it happens, the Eternal Guard turned out to be one of the most valuable units in the game. With their high initiative, numbers, and stubborn, they acted as an effective blockage against my opponent's grail knights, and then still stood fast when they also took secondary flank charges from more knights and a hippogriff-mounted general. The trebuchet didn't turn out to be much of a problem, for the most part. Those Bretonnian peasants don't have very good aiming skills, and being able to scout the waystalker and deepwood scouts into the backfield from the start of the game gave the peasants other things to worry about. Also invaluable in the battle was my lord on dragon, despite being up against the Falcon Horn. Dragons still move 6 inches even when grounded, which gives them a reasonable reach. The funniest moment of the game was when the lord on the dragon and the Bretonnian duke on the hippogriff got into a direct duel, which turned into a wound-less slappy fight... For our next game, I'm taking a couple of small units of wardancers to act as annoying chaff and more deepwood scouts, while dispensing with the waywatchers (which never came onto the board from ambush) and reducing the size of the unit of sisters: === Feeling For(laure)lorn [2000 pts] Warhammer: The Old World, Wood Elf Realms === ++ Characters [1000 pts] ++ Glade Lord [512 pts] - Hand weapon - Light armour - Shield - Forest Dragon - Merciw's Locus - Spear of Twilight Spellweaver [214 pts] - Hand weapon - Talismanic Tattoos - Level 4 Wizard - Elven Steed - Battle Magic Waystalker [137 pts] - Additional hand weapon - this increases his Attacks characteristic, which thus allows him to make an extra shot with the Bow of Loren - go figure! - Light armour - Arcane Bodkins - Bow of Loren Glade Captain [137 pts] - Hand weapon - Light armour - Shield - Battle Standard Bearer - War Banner - On foot - Biting Blade ++ Core Units [512 pts] ++ 10 Glade Guard [136 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen 5 Deepwood Scouts [81 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen 20 Eternal Guard [295 pts] - Hand weapon - Asrai Spears - Light armour - Shields - Eternal Warden (champion) - Standard bearer - Musician ++ Special Units [488 pts] ++ 5 Sisters of the Thorn [134 pts] - Hand weapons - Blackbriar Javelins - Handmaiden of the Thorn - Standard bearer 5 Deepwood Scouts [81 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen 5 Deepwood Scouts [81 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen 5 Wardancers [96 pts] - Hand weapon - 4 Additional hand weapon - Bladesinger - Standard bearer 5 Wardancers [96 pts] - Hand weapon - 4 Additional hand weapon - Bladesinger - Standard bearer --- Created with "Old World Builder" [https://old-world-builder.com] We'll see how it goes!
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Post by hivefleetmanticore on Mar 20, 2024 1:50:30 GMT
So last weekend I played a fantastic game against chaosreigns's Bretonnians, using the following list: ++ Characters [907 pts] ++ Glade Lord [512 pts] - Hand weapon - Light armour - Shield - Forest Dragon - Spear of Twilight - Merciw's Locus Spellweaver [214 pts] - Hand weapon - Talismanic Tattoos - Level 4 Wizard - Elven Steed - Battle Magic Waystalker [137 pts] - Additional hand weapon - Light armour - Arcane Bodkins - Bow of Loren Branchwraith [84 pts] - Great weapon - Light armour - Battle Magic ++ Core Units [515 pts] ++ 10 Glade Guard [136 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen 7 Deepwood Scouts [111 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen 9 Dryads [117 pts] - Hand weapon - Light armour (Sapwood flesh) 5 Glade Riders [106 pts] - Hand weapon - Cavalry spears - Asrai Longbows - Trueflight Arrows - Reserve Move - Glade Knight ++ Special Units [482 pts] ++ 5 Sisters of the Thorn [140 pts] - Hand weapons - Blackbriar Javelins - Handmaiden of the Thorn - Standard bearer - Musician 5 Wardancers [91 pts] - Hand weapon - 5 Additional hand weapon - Standard bearer 5 Deepwood Scouts [81 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen 5 Wardancers [91 pts] - Hand weapon - 5 Additional hand weapon - Standard bearer 5 Deepwood Scouts [81 pts] - Hand weapon - Asrai Longbows - Arcane Bodkins - Lord's Bowmen ++ Rare Units [96 pts] ++ 5 Waywatchers [96 pts] - Hand weapon - Asrai Longbows - Swiftshiver Shards - Sentinel We were playing the flanking attack mission. Sadly, we had to stop after turn three, but the wood elves performed very well, especially the fire-and-flee units. I think that there might be something to this guerilla-warfare style list. It's almost like the elves spent their lives creeping through forests picking off bad guys with their bows for a living...
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guyd
New Member
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Post by guyd on Mar 20, 2024 2:44:41 GMT
- Additional hand weapon - this increases his Attacks characteristic, which thus allows him to make an extra shot with the Bow of Loren - go figure! I got crucified on Facebook for asking if this is possible. Eventually I came to the conclusion that it's not, since "A magic weapon cannot be used alongside an additional hand weapon, magical or mundane, to gain an extra attack" (p.338). One could argue that this only applies during close combat but the whole thing is such a can of worms about when special rules are applied to the model and whether they are applied to the weapon only or the whole model (does strike last from the great weapon still applies even if you decide to attack with a regular hand weapon? you are still equipped with the GW after all, etc.)
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Post by hivefleetmanticore on Mar 20, 2024 18:08:05 GMT
- Additional hand weapon - this increases his Attacks characteristic, which thus allows him to make an extra shot with the Bow of Loren - go figure! I got crucified on Facebook for asking if this is possible. Eventually I came to the conclusion that it's not, since "A magic weapon cannot be used alongside an additional hand weapon, magical or mundane, to gain an extra attack" (p.338). One could argue that this only applies during close combat but the whole thing is such a can of worms about when special rules are applied to the model and whether they are applied to the weapon only or the whole model (does strike last from the great weapon still applies even if you decide to attack with a regular hand weapon? you are still equipped with the GW after all, etc.) I myself hadn't spotted this loophole with the Bow of Loren until my opponent pointed it out to me. We've since been allowing it but chortling away at the idea of the Waystalker grabbing a sword and shooting it from her bow, or maybe pulling a boomerang out of her back pocket. It is probably a case of RaI indeed not matching RaW. As you say, if one wants to be realistic, there are other similar loopholes that need to be plugged.
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