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Post by strutsagget on Sept 6, 2017 16:06:23 GMT
knoffles and mottdon how would you deploy your army in this case? Maybe I have to start using glade riders to attack warmachines.
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Post by knoffles on Sept 6, 2017 17:05:19 GMT
What were his large blocks? Were they all clan rats or were some slaves or stormvermin (if I'm not making that name up, the elite ones). Were you playing meeting engagement and did he deploy first? I will say that I'm still learning WE and so may not give the best advice. I also tend to second guess myself when deploying, so when playing my other armies I find I do better having a pre-game deployment plan where I know what units will support others. There is normally some flexibility in it, depending on terrain, if there are any specific match ups I want to try and ensure etc but if I deviate too much bad things normally happen 😀.
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Post by strutsagget on Sept 6, 2017 18:52:39 GMT
He had two blocks of slaves and two blocks of clan rats one with bell and great seer as general
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Post by strutsagget on Sept 6, 2017 18:53:01 GMT
Then two units of some kind of three snipers. 1 wheel chariotish zapping random movement. And two big warmachines and an enginneer with doomrocket (perfect hit wiping ot every eternal guard...). And some mortar and flame thrower in each clan rat. And two rat darts.
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Post by mottdon on Sept 6, 2017 19:07:24 GMT
Honestly (and I hate saying this because I know that you have a big block), I think the Eternal Guard is costing you quite a bit of flexibility. They are a good combat block for WE, but WE have better combat options. If I were you, I'd fill out my core with 10-man Glade Guard units and maybe a unit or two of 5-6 man Glade Riders.
If you need a strong close combat block, take Treekin (preferably 6-8), and Wardancers. Treekin are like Trolls, very hard to kill and can put the hurt on a unit. You need enough to absorb wounds that get through though. Wardancers are difficult to hit from shooting because they are scirmishers and have a fairly good movement value. They get to select a "dance"each round of combat that can make them either really killy OR defensive. You have to select a different "dance" each turn though, so choose carefully. That would give you two very hard hitting close combat units.
Wild Riders are very good, but if you are facing a lot of artillery, then you want to thin out the shooting options. Wild Riders are notorious about being very killy, so they attract a lot of shooting fire and drop like flies. That's another reason a good list really needs at least two units to fully utilize their strength.
I'd also take at least two Great Eagles. They are cheap, fast (due to flying), can fill in as chaff when needed and strong enough to take out a war machine crew. All for only 100 points. That'll put pressure on your opponent to either direct his shooting at them, or dedicate some units to blocking them, which can become very difficult since you can fly. (Skaven have a "Storm Banner" which can ground your Eagles fairly quickly when activated, so watch out for that.) If he does somehow manage to stop your Eagles (hopefully devoting quite a lot of points into stopping 100 of your points) then hit him with ambushing Glade Riders. This can be a nasty double-attack that is difficult to defend against since he won't know exactly how to place his forces during deployment. I'd place an Eagle on either side of your combat zones to race up the sides and hopefully bait some units out. Fly over and into his war machines or bait his units out and make room for your Glade Riders to come in next to his war machines. Also, give your Glade Riders True Flight Arrows so that they can shoot without penalty on the turn they arrive.
You'll need to place your Treekin up front and center and the Glade Guard spread out behind them, but not so far apart that your characters can't jump from one unit to another if their unit starts losing bodies. Try to use the terrain to your advantage to block line of sight to your Wardancers but place them in a way that they can quickly come to the aid of your Treekin.
I'd also read up on War Machine rules. Sounds like your opponents are getting unusually lucky with their success at shooting. They should be about 50/50 hit or miss, unless they are Dwarves.
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Post by grandmasterwang on Sept 11, 2017 0:29:56 GMT
I like the starfire shafts but because I always create all comers lists (even if I know what my opponent is bringing), I can never justify giving them to a unit. They are great to add to lords and heroes of you have a few spare points. The Sprites are probably a bit small for treekin (only aesthetically though - you can use whatever you like!). To give an idea on size comparison on the hunters (and show they fit easily on a 40mm square base), here is one next to the original Durthu, a Marauder Treeman and the 4th ed. Orion and Ariel. (Painted at the time of 4th ed.). Really interesting to see that comparison picture. Cheers
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