View Full Version : Wood Elf Specialists, small units or big?

Grey Seer Skretch
05-06-2008, 11:17
I am currently working to refine my Wood Elf list as, even for welfs its a bit 'seat of your pants' to play with. I've just recently started running a unit of 10 wardancers, and in 2 battles they've had one great success and one horrible disaster. My mate, who is a real veteran welf player, has recommended I break the unit down nto 2 and invest in a couple of extra dancers per unit, to effectively shift my eggs into multiple basketage.

What do people think? I like the impact of 10 wa'ancers all hitting at once, but i can see his point on smaller, more mbile units. Advice please folks!

05-06-2008, 16:11
most people will usually use only 7 wardancers or dryads per unit, reasoning that mostly you can only get a maximum of 7 in combat anyway (as long as your opponent's units are 5 wide, on the small base). any wardancer or dryad left out of combat is a waste of points.

anyway, I sometimes tend to disagree with this. especially when I use wardancer kindred characters, I know the unit will have to withstand some firepower and magic, so I use slightly bigger units.

for me, 10 wardancers sounds about right, if you face an opponent with lots of shooting and magic.

05-06-2008, 16:17
I agree that 7 wardancers is probably the optimal number when you get into close combat and they shouldnt really be there long enough for the enemies to attack back. However shooting may decimate them so sometimes it can be a good idea to bring one or two extra depending on who you are up against.

05-06-2008, 19:40
7 is the optimal number, 9 if you expect it to get alot of shooting/magic attention. Always buy small units in odd numbers, forcing your opponent to kill the maximum models to get their half victory points. For example, 4 need to die in a unit of 7, while 4 also have to die in a unit of 8 for half points. Same effort to kill 4, but more of a reward for your opponent if your unit has 8.

Chaos Mortal
05-06-2008, 20:04
i like 7 for wardancers and units of 8 dryads, i find this works best, hopes this helps

Thanks, Chaos Mortal

05-06-2008, 20:32
Being skirmishers, you don't get rank bonuses and can't kill ranks. So it is best to split up. This does several things:

- Gives two targets to shoot/cast at.
- Lets one get changed while the other counter-charges.
- Lets you get more in combat... one big unit just charges one side. Two medium units can charge 2 sides and get more models in combat. This also improves your chance of getting a flank/rear.
- Lets one unit tie up an enemy unit while the other goes after your real target.
- You get 2 champions instead of one if you want.
- Double the chances of catching a unit the breaks from combat.

Basically, with skirmishers, there is no good reason not to split them up. You can always have them move next to eachother and both charge, and you get the full effect of one unit if you want it.

Your units are both immune to pych so who cares about panic from shooting or whatever.

Wood Elves are mobile and tricky. Multiple skirmishing/fast cav are WE at their best.

Grey Seer Skretch
06-06-2008, 09:16
All the above v interesting, thankyou peoples. Would you still apply the above if you are placing a wardancer noble in the unit? ie at the mo i've been looking at running 13 of them inc command with a wdancer noble leading, how would you adapt that for optimum killitude?

06-06-2008, 19:25
Wood elves work best played as Multiple Small Units.

2x 7 wardances + Mus and 2x 8 dryads work very well.

I usually screen the wardancers with the dryads at the start.

07-06-2008, 09:53
if you don't have any more points left to buy maybe a few extra models, I'd make 2 units of 7, in this case.

as stated before, 7 is ideal to get the most out of combat. 10 could be worth it if you're facing loads of magic and shooting. but 14 in 1 unit, in my oppinion, is way too much

Chaos Mortal
07-06-2008, 13:31
wolf seems to have a similar opinion to me that is almost identical to how i would play.