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		<title>Librarium Online - Wood Elves</title>
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		<description><![CDATA[Athel Loren's Chosen]]></description>
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			<title>Librarium Online - Wood Elves</title>
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			<title>New Articles for the Wood Elf Tactica</title>
			<link>http://www.librarium-online.com/forums/wood-elves/183246-new-articles-wood-elf-tactica.html</link>
			<pubDate>Sat, 21 Nov 2009 02:25:06 GMT</pubDate>
			<description>12. Addenda 
12.1. Analyses of 7th Edition Enemy Armies 
12.1.1. Druchii 
 
Contributors: 
 
*Analysis of 7th Edition Dark Elves* 
 
The new Dark Elves book has proven itself very powerful. In sixth edition, a player could generally rely on different armies excelling in certain phases of the game...</description>
			<content:encoded><![CDATA[<div>12. Addenda<br />
12.1. Analyses of 7th Edition Enemy Armies<br />
12.1.1. Druchii<br />
<br />
Contributors:<br />
<br />
<b>Analysis of 7th Edition Dark Elves</b><br />
<br />
The new Dark Elves book has proven itself very powerful. In sixth edition, a player could generally rely on different armies excelling in certain phases of the game while lacking in others. For example, Bretonnians still excel in both movement and combat but enjoy neither shooting nor magic. Dwarfs excel in shooting and combat.<br />
<br />
In seventh edition, armies across the board are more powerful, but certains armies have emerged superior. Unlike their sixth edition cousins, these superior armies excel in all phases of the game: movement, magic, shooting, and combat.<br />
<br />
Consider Dark Elves. Standard infantry models move 5&quot;, the hydra moves as a skirmisher, Dark Riders slink 18&quot; around the board as fast cavalry, harpies provide a flying unit, and Cold Ones provide a 14&quot; heavy cavalry charge. Movement phase: check.<br />
<br />
And what about magic? Offensively, their sorceresses can throw any number of dice, no matter how high or low their magic level, and their free spell allows them to generate more power dice. They cast from Fire, Shadow, Metal, Death, or Dark Magic. To slip into first person, I played against a DE army last night that had 13 power dice and a bound spell, not taking into consideration the Power of Darkness spell. Magic phase: check.<br />
<br />
Shooting performs admirably well for Dark Elves. Contrast 30 Dark Elf Repeater Crossbowmen with 30 Glade Guard. The crossbowmen will pump out 60 armor-piercing shots at long range to the Asrai's 30 shots. Five Dark Riders produce as much shooting as do 10 Glade Guard, but with the benefit of armor-piercing. Oh yeah, don't forget the Reaper Bolt Throwers parked 40&quot; across the board. And don't forget, the hydra has a strength 5 breath attack. Scouts with great weapons, we'd be amiss to overlook them. Shooting phase: check.<br />
<br />
Dare we forget, combat. When I first learned that the new Dark Elf book granted hatred as an army rule, I didn't realize the magnitude of that in the combat phase. Assassins, an always strike first banner, a unit that is immune to psychology and stubborn, high weapon skill, high initiative, with halberds and great weapons? BSB's are easy to access, and the combination of the Armor of Darkness and Pendant of Khaeleth make a Dreadlord nigh unkillable. And don't forget, hydras are brutal combat units. Oh yeah, chariots. Combat phase: check.<br />
<br />
Psst, one more thing...Ring of Hotek.<br />
<br />
So what's a poor Wood Elf player to do?<br />
<br />
Consider our own strengths: movement, shooting, and combat. Here's a breakdown of the units and phases as I see it.<br />
<br />
<b>General Rules</b><br />
Let the Dark Elf player go first. Careful deployment will minimize harm to your army as he launches his first salvo. Plus, going last leaves you an opportunity to claim table quarters at the game's end.<br />
<br />
Don't feel compelled to engage his ranked units if you're outclassed. Don't underestimate any of his units as assassins can hide almost anywhere. Some unit champions can take magic items, so beware that, too. Wait until you have a superior advantage due to movement and shooting before engaging in combat.<br />
<br />
Eliminate his Dark Riders and crossbowmen before they cause you too much trouble.<br />
<br />
<b>Core</b><br />
Glade Guard shooting outdistances Dark Elf shooting. Since Glade Guard shoot 6&quot; farther than repeater crossbowmen, deploy your archers back, no more than 6&quot; in. Remember, the enemy always starts the game a fraction over 24&quot; away from you according to the main rulebook, so you can be on the 6&quot; line. Even if your opponent moves 5&quot; forward, he'll still be an inch out of range, essentially losing that turn of shooting.<br />
<br />
Since you let him move first, his shooters do no harm, and a fair amount of his magic will be out of range, too. In essence, you've given yourself first turn in the shooting phase. Consequently, he'll have to decide how far forward to push his flyers, infantry, and fast cav, bringing more units within range of your shooting.<br />
<br />
Glade Riders will prove themselves valuable, too. Use Glade Riders to counter his Dark Riders and Harpies. Scouts will serve their purpose but expect them to die.<br />
<br />
Dryads shine against Dark Elves. Dryads always attract the enemy's attention. They're a great screen for other units, can't be ignored in the combat phase, and can pounce on hydras and do some damage with a lucky dice roll or two.<br />
<br />
<b>Special</b><br />
Warhawks work well against Dark Elves. They're better than harpies thanks to their shooting, and they can swoop in on unsuspecting sorceresses.<br />
<br />
I don't take Wild Riders or Treekin against Dark Elves, but Wardancers are a must, as they are in any Wood Elf army.<br />
<br />
Eternal Guard will die in droves to Dark Elves. Calling Eternal Guard elite infantry is a joke compared to Black Guard or Executioners with the ASF banner.<br />
<br />
<b>Rare</b><br />
Reaper Bolt Throwers worry a Treeman more than Hydras do. A Hydra's breath attack wounds on a 5 and the Treeman gets an armor and a ward save against it. If he fails both, he takes 2 wounds maximum. A Hydra in close combat can be deadly, but if your Treeman can hold to the second round when hatred no longer takes effect, you'll start grinding away at the beast. Dreadlords have some nasty tricks to take down a Treeman, so beware of them.<br />
<br />
Great Eagles are always worth the cost. They go after RBTs and can interdict other units.<br />
<br />
Waywatchers are situational and tilt towards shootier Wood Elf armies. They are vulnerable to enemy shooting and magic.<br />
<br />
<b>Heroes and Lords.</b><br />
As for heroes, Alters can be powerful but have to stay out of sight of Dark Elf shooting and magic. Arcane Bodkins and the Bow of Loren will wreck Cold Ones and can even threaten a Dreadlord with the dread combo.<br />
<br />
A scroll caddy is worth it. Some Dark Elf armies go light on offensive magic and rely on the Ring of Hotek to keep them safe, which may render a scroll caddy less useful, but if you face a magic-strong Dark Elf army, you'll be grateful for those scrolls.<br />
<br />
The Hail of Doom arrow is a no-brainer. If your Dark Elf opponent deploys a hero in a small, vulnerable unit, you've got a good target for the Hail of Doom Arrow. Save it for last, after you've unleashed some Glade Guard shooting on the unit housing the hero. Wait until there are less than 5 rank and file models housing the hero so that the Hail of Doom Arrow will allocate onto the hero. Save the Arcane Bodkins for last, too, if you've taken them.<br />
<br />
<b>Other Solutions</b><br />
Assassins are a huge problem for Wood Elves. I've thrown all sorts of heroes against Assassins and seen most of them crash like waves against the break wall. A character with the Amber Pendant, though, can drop an assassin. An Alter Highborn with a great weapon can knock a two-wound assassin off his pretty perch.<br />
<br />
Hydras are challenges for Wood Elf armies. You can send a Treeman after one, but most Dark Elf players will skirmish the Hydra away from you so think ahead about how your Treeman will end his move. The Treeman's ending line of sight needs to safeguard areas where the Hydra might move and cause you problems.<br />
<br />
Reaper Bolt Throwers hurt Wood Elves, especially if the Dark Elf player is an ass-cracker who deploys his RBTs on his own table edge. Warhawks, Glade Riders, Great Eagles, and Alters are your counters, though you should expect casualties.<br />
<br />
Beware the Cauldron of Blood. The two attendants can rack up 5 attacks apiece (2 base, extra hand weapon, frenzy, and Cauldron of Blood blessing) and have a 4+ ward save thanks to the cauldron itself. If there's a Death Hag BSB in there, and there will be, you're facing a hero with Manbane and an extra D3 attacks. My solution? Stay away.<br />
<br />
More than anything, never forget that Dark Elves are a powerful army, one of the best. We Wood Elf players match well against them, but it's always a hard-fought battle. Don't let bad dice discourage you. Keep thinking, and keep your strengths and his weaknesses in mind when you move through the phases of the game.<br />
<font size="5"><font color="Blue">----------</font></font><br />
12. Addenda<br />
12.1. Analyses of 7th Edition Enemy Armies<br />
12.1.2. Vampire Counts<br />
<br />
Contributors:<br />
<br />
<b>Analysis of 7th Edition Vampire Counts</b><br />
<br />
Vampire Counts don't excel in all phases of the game as Dark Elves do, but Vampire Counts armies do exceptionally well in three of them.<br />
<br />
In movement, they have an undead fast cavalry unit that moves 18&quot;, an ethereal swarm unit that moves 12&quot;, two knight units (one of which ignores terrain) that move 14&quot;, a Varghulf that moves, Fell Bats that fly 20&quot;, and a skirmishing, ethereal unit that moves 12&quot; as they heft their great weapons over your waiting necks.<br />
<br />
In combat, the Helm of Commandment makes even standard infantry a threat, and it makes elite units like Grave Guard that much deadlier. Black Knights and Blood Knights can wreck your day, and don't forget the Vampires.<br />
<br />
Vampire Counts magic is relentless, especially as the vampires can repeatedly cast Necromantic spells, which in turn enhances both magic and combat. Vampire Counts can mitigate miscasts with their low casting value spells, which necessitate only 1 or 2 dice to reliably cast. Bloodline powers and arcane items buff Vampire magic a great deal.<br />
<br />
As for shooting, Vampire Counts have very little to speak of. A pity, really, don't you think?<br />
<br />
<b>General Rules</b><br />
Winning against VC is difficult in the best of circumstances for a WE general. Wood Elves will never force a panic test from shooting against VC, your non-immune to psychology units will run from fear and terror at some point, the models killed by your Glade Guard will come back, new units can appear behind your lines, vampire magic can quickly overpower your dispel dice and scrolls, you can't break his units with a charge, and the characters are damned hard to kill in hand to hand.<br />
<br />
Always keep an eye on the Vampire Counts general. If an opportunity to kill the undead bastard presents itself, you can win the game in one fell swoop. Wardancers can pounce a hero. Just don't take a champion so that you're not drawn into a losing challenge. Instead, dump as many killing blow attacks as you can on the general, ignoring any monstrous mount if it has one. If his general is in a knight unit and you have the Arcane Bodkins, you might be able to get to him, but he will probably spend his next magic phase bringing the knights back.<br />
<br />
Eliminating his fast moving units, Dire Wolves and Fell Bats. Keep an eye on his ethereal units. Use Dryads and magic shooting to keep them at bay.<br />
<br />
Varghulfs can be nasty, but Dryads can give them a run for their money.<br />
<br />
A Black Coach is always a threat. It's easy to get drawn into a protracted combat where you can't wound it, but you've got it on a flank. Beware terror as that can send your units fleeing.<br />
<br />
Look for opportunities to snipe characters other than the general. Removing a supporting vampire or two from the fray can go a long way towards slowing down his magic phase and letting you actually do some damage to his troops.<br />
<br />
Don't deploy 12&quot; out. You want to delay his army and squeeze all you can from shooting.<br />
<br />
<b>Core</b><br />
A basic precept of shooting is to focus fire. This is especially true against VC as shooting the undead can quickly become fruitless if he's able to resurrect and grow the unit. Large ranked units can be all but impossible to eliminate through shooting, in which case you should look for his small units, like Dire Wolves and Fell Bats.<br />
<br />
Some VC players like to start units small and then use magic to increase those units. If you have a pile of shooting, dump it all onto a small unit and see if you can zap it in one turn. Save the Hail of Doom arrow for last or, in the case of a character being present, save it until there are less than 5 rank and file models and see if you can wound or strand the character.<br />
<br />
Dryads are golden against Undead. High weapon skill, initiative, strength, toughness, and attacks go a long way against the shambling hoards. They also fend off ethereal units.<br />
<br />
Glade Riders can prove key for misdirecting his rank units and for general harassment. A musician is a must because you'll want them to rally. Fear or feigned flight will see them running far and often.<br />
<br />
Though optional, Glade Guard Scouts are helpful for early march blocking, especially since you've deployed back and want to slow his army down.<br />
<br />
<b>Special</b><br />
Eternal Guard will run and die before the game is done. Don't bother.<br />
<br />
Treekin can do well but will lose to the static resolution of undead ranked units. Against small undead units, they can be strong, fending off certain threats. Fielding them is a matter preference, though they consume a lot of points.<br />
<br />
Warhawks are good for the usual reasons. Like scouts, they're optional. Taking out a lesser vampire that has already been wounded works on occasion.<br />
<br />
Wardancers are a must, as always. Killing blow alone is essential.<br />
<br />
Wild Riders can do well against VC. Their Forest Spirit rule makes them a threat against ethereal units, and if you plan on taking a ranked unit of undead, a flank or rear charge that negates enemy ranks and provides combat resolution bonus is almost a necessity. The War Banner is a no brainer for this unit.<br />
<br />
<b>Rare</b><br />
Waywatchers, as always, are situational and a matter of preference. Killing blow against a vampire on a monstrous mount works on occasion, and in large enough numbers, Waywatchers add a lot to an already strong shooting phase.<br />
<br />
Great Eagles are excellent for the usual reasons. Misdirecting units, drawing frenzied troops away, march blocking the enemy, and so forth.<br />
<br />
Treemen are strong against Blood Knights and Black Knights, but don't forget that wights have magical weapons. Expect a protracted combat, and hope that you make your stubborn rolls with your Treeman. Myself, I'd rather distribute my points to smaller, more mobile units.<br />
<br />
<b>Characters and Magic Items</b><br />
Arcane Bodkins work their usual wonders against knights, but don't waste them on bunker units with 8 regenerating knights with a Wight Lord BSB and general in them.<br />
<br />
Don't rush with the Hail of Doom Arrow. It's a great preventative for Cairn Wraiths and Spirit Hosts.<br />
<br />
For magic defense, you have scroll caddies, a level 1 Branchwraith with a Cluster of Radiants, and the Wand of Wych Elm. Be smart about what spells you stop and which you let him cast. Sometimes you just have to silently concede that you will never kill that unit of Ghouls and let him cast Invocation of Nehek on it all he wants. After all, you've got designs on another unit that's your actual target.<br />
<br />
The Amber Pendant and Annoyance of Netlings can work well against a VC general, but it's difficult to kill one of those beasts quickly. As is commonly the case against undead, prepare for protracted combats.<br />
<br />
Maneuver to capture standards and table quarters when possible. Avoid casualties, but don't be afraid to sacrifice units if it's for the greater good.</div>

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			<category domain="http://www.librarium-online.com/forums/wood-elves/">Wood Elves</category>
			<dc:creator>DavidWC09</dc:creator>
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			<title>Battalion Tournament</title>
			<link>http://www.librarium-online.com/forums/wood-elves/182943-battalion-tournament.html</link>
			<pubDate>Tue, 17 Nov 2009 08:38:23 GMT</pubDate>
			<description>I am involved in an upcoming Battalion only tournament.  
 
Each player can only bring a single battalion to the tournament and may only use the units that come with the battalion box. Whoever wins, gets their money back for the battalion. I am quite new to wood elves and I need advice for playing...</description>
			<content:encoded><![CDATA[<div>I am involved in an upcoming Battalion only tournament. <br />
<br />
Each player can only bring a single battalion to the tournament and may only use the units that come with the battalion box. Whoever wins, gets their money back for the battalion. I am quite new to wood elves and I need advice for playing this small character-less game. <br />
<br />
I think that I will be playing against Bretonnians and Chaos Warriors at the very least. I have a feeling I will face others too, like Empire and High Elves. And maybe any others that have a battalion box.<br />
 <br />
Does anyone have any tactical or other recommendations for me?<br />
(and yes i have read all the Wood ELf Tactics I could find here)</div>

]]></content:encoded>
			<category domain="http://www.librarium-online.com/forums/wood-elves/">Wood Elves</category>
			<dc:creator>hodgdog</dc:creator>
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			<title>Best units for very small games?</title>
			<link>http://www.librarium-online.com/forums/wood-elves/182884-best-units-very-small-games.html</link>
			<pubDate>Mon, 16 Nov 2009 13:11:52 GMT</pubDate>
			<description><![CDATA[I'm brand new to WE, and in fact to WHFB in general, and in fact to tabletop gaming in general! I'm very excited to join the little green men. 
  
The group I will be playing with most frequently includes Skaven, Dwarves, Lizardmen, and DoC. Currently they mostly play 500 to 750 point games. What...]]></description>
			<content:encoded><![CDATA[<div>I'm brand new to WE, and in fact to WHFB in general, and in fact to tabletop gaming in general! I'm very excited to join the little green men.<br />
 <br />
The group I will be playing with most frequently includes Skaven, Dwarves, Lizardmen, and DoC. Currently they mostly play 500 to 750 point games. What units are effective in such a small game? (I'm going to try for 750 points) Can you help me out with some basic WE-specific tactical ideas as well?<br />
 <br />
 <br />
 <br />
Also, to whoever assembled the tactica, it's unbelievable, and was a large deciding factor in making me finally decide on WE, so thank you!</div>

]]></content:encoded>
			<category domain="http://www.librarium-online.com/forums/wood-elves/">Wood Elves</category>
			<dc:creator>eccentriciti</dc:creator>
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			<title>Wood Elf Characters</title>
			<link>http://www.librarium-online.com/forums/wood-elves/182827-wood-elf-characters.html</link>
			<pubDate>Sun, 15 Nov 2009 20:39:30 GMT</pubDate>
			<description>My woodelf army as whole has been doing quite well but I always feel my characters are dragging their feet a little. 
 
I have tried a number of different combinations and at present in my 2000pt army my characters are; 
 
A Level 4 mage on a steed with 3 dispel scrolls (Lore of Beasts) 
 
A Level...</description>
			<content:encoded><![CDATA[<div>My woodelf army as whole has been doing quite well but I always feel my characters are dragging their feet a little.<br />
<br />
I have tried a number of different combinations and at present in my 2000pt army my characters are;<br />
<br />
A Level 4 mage on a steed with 3 dispel scrolls (Lore of Beasts)<br />
<br />
A Level 2 mage on foot with 2 dispel scrolls (Lore of Athel Loren)<br />
<br />
A Hero 'Alter' with a Great Weapon and Stone of the Crystal Mere.<br />
<br />
Essentially my mages act as 'uber' scroll caddies to completly pull the plug on the enemey magic phase while my Alter lurks around my deployment zone lookign out for lone characters and so on.<br />
<br />
Comments from the wood elf community on this set up would be appreciated.</div>

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