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Here is a rough list of what my partner and I are considering fielding for a doubles tournament. It's rough right now as i don't have the list infront of me, but please offer feedback. I'm a Wood elf player and my partner is new to the game, so our knowladge of the DE tactics is a little lacking.
Alter Noble, HoDA, HotH
SpellSinger, Scroll and Calignor's staff.
Glade Gaurd x 10
Glade riders x 10
Dryads x 10
Wardancers x 7
Wild Riders x 6
Sorc Lord sacrificial Dagger, Seal of Grond
Assasin: Manbane, mark of Khaine, additional hand weapon
RxB x 10
Warriors x 22ish
Cold ones x 5 with FC and ring of hotek
The idea is that our shooting and magic bombard the enimy while my forces sneak around the sides and the cold ones move up the field w/ the wild riders covering their flank, moving twards any casters so the ring of hotek can take effect. The sorc sits in the units of warriors and uses them to power her spells while I take the pool dice to spam treesinging, blocking their attempts to move forward or charge our units. The mix of nasty Damage spells and sublte support spells will have them offbalance with what they should spend their dispel dice on. The assasin sits in the unit of warriors to protect the mage from whatever they send against her.
This is a rather Large tournament and has quite a bit of hype behind it, so this list will be up against both well balanced lists and the grossest combos imaginable. I haven't done a doubles before and have only done one tournament myself, so I have a hard time predicting how it will go and what to expect.
Hey.. This tournament sounds very interresting.
As a DE-player I know that we have got a lot of hard hitting stuff, but when I look at your list I see two things that really can do some damage: Cold One Knights and the Reaper Bolt Thrower. I haven't got much experience in WE, but be aware of tough- and well armoured troops.. Because strength 3 attacks from RxB's and our Spearmen ain't going to do much damage.
But I like your concept. Loads of MAGIC! Love it and I think you shall try it. Just keep in mind that you may have to "bend" your strategy a bit at some time. Because the opponents may not set up at the table as you hope so. Perhaps place his Spearmen against some of your opponents' weaker units that would might do. It is what I do, and it has worked so far.
Looking forward to hear about the outcome of this tournament.
Thank you for your comments. My following response is not ment as defence, but rather as explination. if my logic isn't right, please let me know so I can learn something.
The thing with playing as a woodelf is that your main strenth is manuverability and frustration. The DE side must be able to keep up with me in order for me to maintain this effectivly. Wood elves also win with minimal Close combat; as we don't have any static res and poor defence, our goal is to get the enimy to trip over themselves, isolate a unit, and hit it on multiple fronts. It's very different from other armies tactics. Because of this, the army needs to be flexable and the units need to be able to serve different rolls (march blocking, re-directing, flanking, hitting and running.)
The dark Elves do have alot of nasty units, but we felt that the CoK were the best pick as they have the most movement and highest armour. Movement is key for wood elf tactics and the armour is something we have never heard of. The RBT adds to the range of the Wood Elf army nicely. It has S4 hits with armour piercing for most of the table, while us WE archers have s4 at short range only. The enimy should be pelted with fire for 2 or three turns, and it may not do significant damage, but it will weaken and frustrate the enimy and give us time to set them up for a knockout punch. WE have no static res, so losing even 2 models that removes a rank means some well used shooting.
Some black gaurd and Executioners were also discussed, but their limited mobility may neutralize the advantage that the WEs hold. However, the stability of a stubborn/unbreakable unit is another thing WE lack and could be exploited.
On the thing about an oponent not deploying how I want them too, that is apart of the game. It really helps that I have the ability to re-arrange the terrain (forests) to suit my needs. and again, the high manuverability helps to counteract this. A well balanced force that is very manuverable has always been the key to my WE army, so trying to add the additional DE edge without loosing that was the idea.
Alternativly, I could figure out what it is that makes DE so nasty, and try and adapt my WE to that. But without having much know-whats about playing DE makes that very difficult to do.
thanks for your feedback. fortunatly, the tournament isn't until march so there is lots of time to work on the package.
I play both armies and I think I'd cut the glade riders and wild riders to 5 per unit. cut the dryads to about 6 and use the extra points to buy more offense, I'd use more wardancers in small units if I were you. alot of attacks and great chance of hitting just about anything. as for the DE I am just the player strongly against spending all those points on warriors just to have them die. basically your men die for your spells and yet if they have good defense against magic like dwarves of dispel scrolls your wizard and your army crumble all as one....I'd use maybe one unit of about 9 warriors and add your sorc in there use the xtra points to buy corsairs of witch elves...lot's of attack there in hand to hand and the corsairs could get the hand bow to make em even more tough.
I lke this as a starting list but I strongly pressure you now to reconsider putting the balance of your game on magic alone...think about fighting against dwarves with runesmiths or other dark elves with some dispell scrolls in thier hands....one big war machine or a fanatic and your warriors are toasted and then your done.
Wow, sorry guys, I really messed up the posting of the list. I was in a rush this morn =/
Here is the acurate list with full details.
Alter noble, HotH (+1 Attack and +1 WS on charge), HoDA (3D6 S4 arrows shot with his 6BS), GW - 154
Spell Singer, Level 2, Calignor's Staff (allows multiple castings of Tree singing and adds 1" more), Dispel Scroll
Glade Gaurd x 10, Musician 126
Dryads x 10 120
Glade Riders x 5 120
Wild Riders x 5, Full command 166
Wardancers x 8 144
Sorceress Lord, Level 3, Sacrificial Dagger, Seal of Grond (dagger lets her cap a friendly unit for an extra power dice PER SPELL, seal adds +1 dispel dice) 280
Assasin, AHW, Ruin of Khaine, Manbane (+d3 attacks, strikes with S= target's Toughness +1 to a max of 6) 146
RxC x 10 100
Warriors x 22, FC 147
CoK x 6, FC, Ring of Hotek (all casters within 12' miscast on any double) 227
please keep the comments comming. I'm unfamiliar with DE tactics, and am getting the feeling that I should incorporate them more into my stratagy.
Here is a revised version of the list, looks much different.
Alter Noble, Helm of the hunt, Hailof Doom Arrow, light armout, sheild - 158
Glade Gaurd x 10 - 120
Glade Gaurd x 10 - 120
Glade Riders x 5 - 129 (musician)
Dryads x 8 - 96
Wardancers x 5 - 90
Treeman - 285
Sorceress, Level 2, Darkstar Cloak - 160
Sorceress, Level 2, Dispel Scroll - 160
Corsairs x15 w/Champion and standard of the sea serpent (frenzy) - 195
Black Gaurd x 12 w/ Champ and Standard of Hag Graef (always strike First) - 219
Harpies x 6 - 66
RBT - 100
RBT - 100