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Thread: Wood Elf Battalion (starter set)

  1. #21
    Chaplain dutchwarlord's Avatar
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    Re: Wood Elf Battalion (starter set)

    Wood Elves are really underestimated! I've won almost every game with them. But now I usually lose with my empire...

    I like that list just 2 questions about it:
    1) what would i do with the other 2 dryads? why not make 12 dryads
    2)i dont have enough glade guards theres only 24 in the box..?
    1)They are not neccecerily but could be used if you wanted to
    2) listen to Lord Dan
    "What a strange expression said the herbalist who would compare themselves to chopped liver in the first place? If you have to to choose an organ why not pick a gallbladder or a thymus gland instead? Much more interesting than a liver. Or what about chopped t-”
    ― From the great books written by Christopher Paolini

  2. #22

    Re: Wood Elf Battalion (starter set)

    For building an army of any size, good number to go by is 2or3:1 for glade guard to dryads as a ratio, two units of 10 gg for a unit of 8 dryads. Dryads are one of the most powerful units the WE have, but that doesn't mean in the close combat phase, toughness 4, immune to pysch, 5 ward, move 5 skirmish, large base means less are hit with templates. They don't win combats, and any combat they could win, they could win with 8. When the game ends usually the worst dryads are the ones you didn't take off the board, throw these things at your opponent like DoC players throw tears at the new flamer rules, be smart but not defensive. You aren't trying to destroy everything he has, you just want to set up better trades points-wise and end the game ahead.

    The more individual units you have the better, protects giving away points, allows you to block more paths, wastes more shooting and magic(dryads are great here, imo even against magic), the first thing my opponent sees at the beginning of the game is a couple of glade guard units and then 4 units of 8 dryads so I can out-drop him with units I want to take anyways. One thing I've noticed is at low point games like 1k glade guard and dryads are really powerful, it can be scary how easy it is for someone to overspend on toys and be outnumbered by a WE army that went light on special and hero and massed core.

    For your list I would wait to take scouts until you are more experienced and have more points, most important thing for WEs isn't the list you make it's learning the subtle mechanics of the game like redirecting and setting up good charges(once you understand the game you don't have to ask for help making a list), most of the wood elves decision making is done in the movement phase because you have to control close combat very closely(because 90% of the time you can't win one). If you like glade riders take them, but they are a finesse unit that is very expensive, squishy, and has low damage, it's like taking scissors in a game where most people play rock, sometimes you'll see paper but other times they are a worthless unit that is worth a ton of points, also wait until higher points games to bust these out of possible.

    For command groups:

    Core

    glade guard - musicians only for free reform, never take a standards for regular games, you can take a champion to challenge lone heros if this is a wizard bunker unit.

    eternal guard - you can't buy command groups for a unit you don't have or want

    dryads - if memory serves the upgrade costs the same as an additional dryad for one more attack, skip

    glade riders - really depends on what you want to do with them, musician for rallying because fleeing is really powerful on fast cav, don't need champion, standard is probably a waste (you'll know whether you want a standard or not soon enough from playing depending on how you use them, skip for now)

    Special

    Wild riders - Take a full command when points allow it

    Treekin - don't upgrade champion, one attack for 20 points isn't worth it, perhaps there are some challenge shenanigans you can do to keep more models in the unit longer but most likely a waste of points.

    Warhawk Riders - see eternal guard

    Wardancers - they can't take a standard, points spent on champ is arguable but most likely not worth it because this is a semi throw away unit like dryads, musician is cheap enough to take for rally/tiebreaker on combats but still arguable.

    Rare

    Waywatchers - I think champ is 8 points for the same ballistic skill our lords have, take this.



    Units most armies should focus on, at least for beginners

    glade guard & dryads

    treekin(personally I don't like them as much but S/T 5 with 4+/5++ is insane compared to other MIfn, these are free points to my main empire opponent so it seems like a toss up)

    2 great eagles
    2 great eagles
    2 F@#%*&# great eagles (make sure you take 2 eagles okay?)

    treeman(little on the weak side for his points but i think hes still a solid choice, not many armies have the ability to deal with a treeman and also clean up all your dryads and treekin, he soaks damage and is stubborn, if he makes it into combat with stompable targets you are usually doing okay don't take him unless you have 2 eagles which means larger armies than 1k)
    for low point games noble with HODA is incredible for its points, tbh it sounds semi overpowered.
    for higher point games a lvl 4 becomes important to most lists WE will take, I prefer lore of beasts just to get amber spear but this also depends on who you play.


    Units you should consider slightly/somewhat less reliable but not bad


    Waywatchers - pretty straight forward, only valuable at killing things a gladeguard cant, units that can be effected by killing blow but have high armor, basically knights, get into short range and pray for 1's to save or 6's to wound. great at scaring your opponent, great at giving away points to magic missiles. Scout rule makes them tricky and sometimes people overcompensate when they see WWs.

    Wardancers - a lot of points considering what its defenses are, similar to waywatchers in how they deal with knights, become extremely powerful if they are flanking a unit you've managed to catch with treeman or kin, and sometimes dryads if its a less powerful enemy. These shred lightly armored t3 enemies, enough to reliably win combat if you brought enough, in the flank you can pick any dance without worrying about too many return casualties.

    Wildriders - strength 5 on the charge is really valuable to WE especially when this unit wont flee from ranged casualties, and moves extremely fast, it can also evaporate quickly to str 3 shooting, in my opinion getting first turn can make or break this unit as vanguard move + 18 inch march can decide whether or not you get shot to death or charge turn 2, get this unit if you want to bully warmachines(a single one left alive is dangerous enough to take out a war machine or tie it up for a shooting phase) and shooty units, can be great flank support in combats like wardancers, just know their limits because they cost a lot for their survivability. The dice have seen fit not to give me first turn for 2 months now, so these guys are waiting for higher point games before they get fielded.


    It's an awkward army to play at first because I feel that no WE army really has a strategy, every unit has it's own special tactics but you can see them play/perform differently depending on the armies you face. Take dryads for example, against a gunline, you push these forward like lemmings to a cliff, they love bullets, and if math hammer has any truth to it they are one of the best anti gunline units in the game. Against a horde army or melee focused army, these are more to disrupt and out maneuver the enemy, same unit, different match up, different behavior.

    Hope this helps.

    edited for e-z'r reed'n, redid censored cursing to my liking.






    p.s. take two eagles, I'll know if you didn't
    Last edited by HurrDurr; 06-08-2012 at 11:39.

  3. #23
    Brother Sergeant
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    Re: Wood Elf Battalion (starter set)

    Re: Wood Elf Army Battalion
    Also what do you guys think of this revised list: (Only includes models from Wood Elf Battalion)

    -8 Glade Riders Full Command

    -18 Glade Guard Full Command (possibility of banner of eternal flaming arrows once i find out more about it.)

    -6 Scouts

    -11 Dryads with Branch Nymph

  4. #24

    Re: Wood Elf Battalion (starter set)

    That list is fine if you are just trying to fill out points, feel free to make a list of any other units you want to add for shopping advice. I still say dryads and gladeg are the most important thing to add from here.

  5. #25

    Re: Wood Elf Battalion (starter set)

    Quote Originally Posted by HurrDurr View Post
    For building an army of any size, good number to go by is 2or3:1 for glade guard to dryads...


    Wildriders - strength 5 on the charge is really valuable to WE especially when this unit wont flee from ranged casualties, and moves extremely fast, it can also evaporate quickly to str 3 shooting, in my opinion getting first turn can make or break this unit as vanguard move + 18 inch march can decide whether or not you get shot to death or charge turn 2, get this unit if you want to bully warmachines(a single one left alive is dangerous enough to take out a war machine or tie it up for a shooting phase) and shooty units, can be great flank support in combats like wardancers, just know their limits because they cost a lot for their survivability. The dice have seen fit not to give me first turn for 2 months now, so these guys are waiting for higher point games before they get fielded.


    p.s. take two eagles, I'll know if you didn't
    I'd love to hear about why you think eagles are so indispensible.

    Also, you seem to be under the impression that fast cavalry utilising Vanguard can charge in the first turn, which is not the case.

  6. #26

    Re: Wood Elf Battalion (starter set)


  7. #27
    Chapter Master Lord Dan's Avatar
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    Re: Wood Elf Battalion (starter set)

    Quote Originally Posted by Why View Post
    This is why
    This is Dan.

    The (Rat)Men of (Under)Talabheim! - A Painting Log

    Quote Originally Posted by Sgt John Keel View Post
    That's because GW believes hardcovers should cost more even when they are digital.

  8. #28

    Re: Wood Elf Battalion (starter set)

    Quote Originally Posted by Gandalf the Gay View Post
    I'd love to hear about why you think eagles are so indispensible.

    Also, you seem to be under the impression that fast cavalry utilising Vanguard can charge in the first turn, which is not the case.
    First of all google EVERYONE agrees about the eagles. Second off all, I'm not under the impression that fast cav can charge turn 1, also you quoted me saying "charge turn 2".

    This wiz be tripping, come back when u white Gandalf.

    edit: Thank you Why for having my back.
    Last edited by HurrDurr; 11-08-2012 at 02:37.

  9. #29

    Re: Wood Elf Battalion (starter set)

    It is possible to charge with wild riders on the first turn. Vanguard march and cast Call of the hunt for a turn one magical charge.

  10. #30

    Re: Wood Elf Battalion (starter set)

    Quote Originally Posted by HurrDurr View Post
    First of all google EVERYONE agrees about the eagles. Second off all, I'm not under the impression that fast cav can charge turn 1, also you quoted me saying "charge turn 2".

    This wiz be tripping, come back when u white Gandalf.

    edit: Thank you Why for having my back.
    I've heard a few people say that they are NEVER EVER worth it(this MAY have been dring 7th ed, though), so it is not true that everyone agrees. Still, thanks for the link, Why.

  11. #31

    Re: Wood Elf Battalion (starter set)

    Quote Originally Posted by Why View Post
    It is possible to charge with wild riders on the first turn. Vanguard march and cast Call of the hunt for a turn one magical charge.
    check the faq broseph.

  12. #32

    Re: Wood Elf Battalion (starter set)

    Mind giving me the quote I couldn't find anything.

  13. #33

    Re: Wood Elf Battalion (starter set)

    Quote Originally Posted by Why View Post
    Mind giving me the quote I couldn't find anything.
    Main rulebook errata:

    Q: Units that are deployed as Scouts or make a Vanguard move are not allowed to charge if they get the first turn. Does this also stop them from charging in the Magic phase?
    A: Yes.

  14. #34

    Re: Wood Elf Battalion (starter set)

    Ah, I only cehcked the wood elf FAQ, thanks.

  15. #35

    Re: Wood Elf Battalion (starter set)

    Double post but whatever.

    You could still charge on turn 1 with wild riders.

    Put stag noble in unit for extra killiness, lose fast calvary, get first turn, march forwards full 18 inches, cast call of the hunt, roll at least a six and charge some guy thats right at the limit of his deployment zone, kill unit, overun into juicy target, kill during opponents turn.

  16. #36

    Re: Wood Elf Battalion (starter set)

    Quote Originally Posted by Why View Post
    Double post but whatever.

    You could still charge on turn 1 with wild riders.

    Put stag noble in unit for extra killiness, lose fast calvary, get first turn, march forwards full 18 inches, cast call of the hunt, roll at least a six and charge some guy thats right at the limit of his deployment zone, kill unit, overun into juicy target, kill during opponents turn.
    Very true very true, except no because the FAQ says you can't do that either.

  17. #37
    Chapter Master
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    Re: Wood Elf Battalion (starter set)

    Well if I remember correctly you can charge turn 1 with vanguard/scouts if your opponent goes first.

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