LO Wood Elves Tactica: 2006 - 2010 - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

Closed Thread
Page 1 of 7 123 ... LastLast
Results 1 to 10 of 63
  1. #1
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    LO Wood Elves Tactica: 2006 - 2010

    This thread represents the work of LO Wood Elves members over a period of about a year and a half. Members wrote articles and posted them for feedback. Once complete, the articles were moved to the Fantasy WIP Tactica forum. When completed at last, this thread was assembled.

    We hope that this tactica can continue to grow with new FAQs, army book releases, and rules changes. Section 12 is dedicated to addendum articles written to address these changes. If you wish to add an article, simply post it (Wood Elf tactica - Contributors Needed)here, allow for community feedback, and then contact a moderator about moving it.


    1. Characters
    1.1. Lords
    1.1.1. Highborn
    1.1.2. Spellweaver
    1.1.3. Treeman Ancient
    1.1.4. Mount: Forest Dragon

    1.2. Heros
    1.2.1. Noble
    1.2.2. BSB
    1.2.3. Spellsinger
    1.2.4. Branchwraith

    1.3. Kindreds
    1.3.1. Wardancer Kindred
    1.3.2. Eternal Kindred
    1.3.3. Alter Kindred
    1.3.4. Scout Kindred
    1.3.5. Wild Rider Kindred
    1.3.6. Waywatcher Kindred

    1.4. Special Characters
    1.4.1. Orion
    1.4.2. Drycha
    1.4.3. Naestra & Arahan
    1.4.4. Skaw
    1.4.5. Ariel
    1.4.6. Durthu

    2. Units
    2.1. Core
    2.1.1. Glade Guard
    2.1.2. Glade Guard Scouts
    2.1.3. Glade Riders
    2.1.4. Dryads

    2.2. Special
    2.2.1. Eternal Guard
    2.2.2. Wardancers
    2.2.3. Wild Riders
    2.2.4. Warhawk Riders
    2.2.5. Treekin

    2.3. Rare
    2.3.1. Waywatchers
    2.3.2. Great Eagles
    2.3.3. Treemen

    3. Magic Items
    3.1. Magic Items

    4. Spites
    4.1. Spites

    5. Wood Elf Magic
    5.1. The Lore of Athel Loren
    5.2. The Lore of Life
    5.3. The Lore of Beasts

    6. Deployment
    6.1. Retreating Fire Line
    6.2. Denied Flank

    7. Use of Terrain
    7.1. Effective Treesinging
    7.2. Woodland Ambush
    7.3. Use of Non-Forest Terrain

    8. The Opening Turns
    8.1. The Opening Turns

    9. The End Game
    9.1. The End Game

    10. The Principles of Attack
    10.1.1. Enemy Type: Gunlines
    10.1.2. Enemy Type: All Cavalry
    10.1.3. Enemy Type: Hordes
    10.1.4. Enemy Type: Undead
    10.1.5. Enemy Type: Magic-Heavy
    10.1.6. Enemy Type: Armored Infantry
    10.1.7. Enemy Type: Skirmishers
    10.1.8. Enemy Type: Monsters
    10.2. Effective Flanking
    10.3. Fast Cavalry
    10.4. Using Skirmishers
    10.5. The Multi-Charge
    10.6. Dealing with War Machines
    10.7. Using Psychology

    11. The Principles of Defense
    11.1. The Principles of Defense

    12. Addenda
    12.1. Army Specific Tactics
    12.1.1. 7th edition Dark Elves
    12.1.2. 7th edition Vampire Counts
    12.1.3. 7th edition Daemons of Chaos (LO Wood Elves Tactica: 2006 - 2010)

    Last edited by DavidWC09; December 29th, 2009 at 23:06.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.1.1. Highborn

    Highborn - Lord of the Forest
    Contributor: TheCuttingEdge

    Strengths
    • High Leadership
    • High WS and BS
    • Impressive Initiative
    • Good choice of mounts (Notably the Forest Dragon)
    • An array of tactical uses based on equipment/kindreds
    • Frees Eternal Guard from Special choices if the General

    Weaknesses
    • Low Toughness
    • Generally Low Armor Save
    • Extra VPs if the general: He'll be a target
    • Average combat ability compared to other armies' Lords

    Item/Spite/Kindred Combinations and Uses: This area mainly deals with tactics for a Highborn, for more information on Items, Spites and Kindreds, refer to their entries in this tactica.

    Armor-Eater: Bow of Loren, Arcane Bodkins. This is highly recommended to be used by a Highborn of the Alter Kindred. Race around the field, staying out of danger, while peppering your enemy with shots that ignore armor saves. When needed, this guy can charge into combat to support other units. Other good choices include the Glamourweave, Annoyance of Netlings or the Briarsheath; just remember the latter won’t save you from most war machines, and he should never go into combat alone unless it’s a small, weak target.

    Commander: This one makes use of the Highborn's excellent Leadership. Kit him out depending on what secondary role you would like him to play; The Rhymer's Harp if he is joining Eternal Guard for a ward save that won't fall to magic (and of course to make them stubborn), The Bow of Loren and Arcane Bodkins are good if you put him on a flying mount, which gives you 20" movement to both line up those shots and get that Leadership to where its needed most. Depending on whatever you'd like to give him, just keep him close to other units so that they gain a Ld boost that will make your guys stick around. This use of a Highborn also requires your care as he will be your army general, and those extra victory points will tempt your opponent.

    Asrai Warmaster: Who said Wood Elves don't like combat? Put this guy in a unit to even the fight! Depending on preference, you could give him tricksy items such as the Moonstone of the Hidden Ways to jump a Wardancer unit to where your enemy least expects it, have him bear the Dawnspear to minimise return casualties (a real treat for a mounted Highborn), or anything in between! You'll find the Annoyance of Netlings is once again an optimal choice, so that your confidant opponent will regret that challenge. The Fimbulwinter Shard will make you all that harder to hit (just avoid your forest spirit friends), the Helm of the Hunt adds more punch to your Warmaster on the charge, or forego that for the Oaken Armor to have an Undying Lord. Kindreds of choice are Wardancer and Wild Rider, but remember both of these kindreds restrict your item choices, so you may want to just leave him undivided (in a non-Chaos way, honest!)

    Silent Hunter: While less used than the previous setups, a Highborn is just as capable of skulking around in the trees as he is to gloriously lead your assault. Why not make him a Waywatcher or Scout kindred and use stealth as your weapon? The Highborn could even just use his presence to make your opponent think twice about coming for that unit of Scouts, although he may just make your enemy want them more! The Bow of Loren can be used again here, with Arcane Bodkins or try the Starfire Arrows to sow disruption in the enemy ranks. Another, more unique choice could be the Blight of Terrors for a shock trooper against low - Leadership armies, Remember both Kindreds require you to be on foot, deny you a Great Weapon, and the Waywatcher ability Lethal Shot cannot be used with a magic bow or arrows, though you may shoot with your normal longbow on any turn to regain this ability if necessary.


    Mount Tactics & Principles

    Elven Steed: Usually chosen out of necessity (Wild Rider Kindred), Elven Steeds aren't the great choice they used to be, with the recent FAQ released by Games Workshop stating that these are no longer make your Highborn Fast Cavalry. But if you need a cheap, effective mount, this is the one for you. Remember that this mount can't catch a bullet for its rider and the entire model is removed if struck with a Killing Blow.

    Great Stag: With high strength and its own wounds to bring to the yard, the Great Stag is the business for a Wild Rider Highborn. As a forest spirit, its attacks are magical and it has its own ward save. Remember it has a larger base size though, and will take up more of a unit's frontage.

    Great Eagle: While offering next to no protection to its rider, the Great Eagle is good to get your Highborn to the part of the battle you need him most, allowing a 20" move that ignores terrain and still allows shooting. If you want to make this pairing survive longer, try the Stone of the Crystal Mere or just keep them out of sight.

    Forest Dragon: The big daddy of mounts, this guy takes everything you know about Wood Elves and cans it. With a very healthy stat line, plus Terror and flight to boot, you wish he was cheaper so you could field him all the time. Taking a Hero slot and a considerable chunk of your points, you'll find he is a better choice at games of 3,000 or more points. While you may take him at 2,000pts, misuse of mount and rider at this point level will be fatal.

    While care must always be taken with Wood Elves, especially generals, there aren't that many was to misplay a Highborn. Stick to the principles of Wood Elf combat, and if he's alive at the end, you've done fine.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  4. #3
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.1.2. Spellweaver

    The Spellweavers
    Contributors: Skarsgard

    Strengths
    • Ability to cast spells
    • Come with a bow
    • Good leadership
    • Can choose from three Lores
    Weaknesses
    • Expensive
    • Takes Highborns and Dragons out of the equation

    Uses & Composition

    The Spellweaver has several options open to it. First you may choose to make it a Glamourweave Kin, making it a Forest Spirit with all the benefits associated with that. If you choose to upgrade the character this way then you must purchase an elven steed or Unicorn for it, enabling it to join Wildrider units for extra protection. This Kin is excellent in “pure” Forest Spirit armies as it lends some variety to an otherwise bland list.
    The Unicorn also provides it with some hitting power; it could conceivably take on warmachine crews and lone wizards. In addition to some close combat power the Unicorn provides magic resistance.
    The other option is to upgrade it to a level 4 caster. If you are planning on having a magic heavy list then the upgrade is almost mandatory.
    Using the Spellweaver really depends on what Lore you have taken. The ranges of the Spells will be a large determining factor. All the considerations for protection of Spellsingers also applies to the Spellweaver. I will highlight two common uses of the Spellweaver.

    Defense. Here we can take a Level 3 weaver with the Wand of Wych Elm and a dispel scroll. This provides a moderate level of defense on it’s own but when combined with a dispel dice generator like a Branchwraith with the Cluster of Radients, it becomes a lot better. Other options are to load up on dispel scrolls and shut down the magic phase as much as you can. It should be noted that for defense purposes, unless want to have more heroes, it is almost always better to have two Spellsingers. This is generally a waste of a Lord option.

    Offense. As a part of a larger magic force including some Spellsingers or Branchwraiths the Spellweaver can add variety to your magical assault. Lore’s should be carefully considered to suit your opponent. The trouble with Wood Elf magic offense is that it is very expensive and lowers your model count significantly.



    Equipment

    When equipping the Spellweaver, consideration of their role is paramount. Although it can be nice to give them the Hail of Doom Arrows and Elynett’s Broach, the reality of the situation is that there are only a couple of viable options. One thing the Spellweaver makes possible is that you can buy a ward save out of your magic item allotment without rendering your magic phase impotent.

    Suitable equipment for a defensive caster has already been mentioned and the choice between the Wand of Wych Elm and multiple Dispel Scrolls depends on the rest of your army. A force with a lot of magic resistance, Wardancers, Unicrons and Wildriders, would find the Wand to be a superior choice, otherwise the scrolls are better. The Divination Orb tends to be a fairly poor choice as it is only of any use against high level casters and as such would not be used in most games.

    If you’re caster is an offensive Level 4 mage then some of the items you may want to consider are:
    • Powerstone – More powerdice means more spells cast
    • Dispel Scroll – Still need to think about defense
    • Deepwood Sphere – They will only fall for it once but good for Glamourweaves
    • Ranu’s Heartstone – A very good choice for the Spellweaver
    • Callingor’s Stave – If you really like Treesinging, not recommended as it is useless for the other Lores
    • Befuddlement of Mischief’s and Lamentation of Despairs can be handy to eat up some of you’re opponent’s dispel dice, but remember, you can only have one per character.
    Last edited by DavidWC09; June 18th, 2008 at 08:46.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  5. #4
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.1.3. Treeman Ancient

    Treeman Ancient – You Want to Hang a Tire Off of What?
    Contributors: Cyric the Mad


    Strengths
    • Treesing twice per turn
    • High Strength
    • High Toughness
    • Many Wounds
    • Many Attacks
    • Strangleroot
    • 3+ Scaly Skin
    • Forest Spirit
    • Causes Terror
    • Can take Spites
    Weaknesses
    • High Cost
    • Takes a Lord and a Rare slot
    • Flammable
    Uses & Composition
    Grab your beat-stick and dish out a healthy dose of pain to your opponents, because this guy is pure rock star. Take everything you love about your regular Treeman, and add spites and the ability to challenge enemy characters.

    The only true drawbacks of this character are his cost, being flammable, and the fact that he takes two of your most valued slots. However, he is also a character, and is therefore put on the table with the rest of your characters at the end of the deployment phase. This is one of the Treeman Ancients’ true strengths – to be placed exactly where he is needed. You can safely place him to take on specific aspects of your opponent’s force without your opponent deploying his cannon immediately afterward.

    Remember that this character can Treesing twice per turn – these two bound spells are very useful for forcing your opponent into an early decision regarding the use of his dispel dice.

    Spites:
    The Treeeman Ancient can take up to 100 points of Spites, and I recommend loading him up. He can add some survivability to Spites, and some just make him even meaner. An ancient cannot, however, take a spite that entails a bound spell. As he has one bound spell already (treesinging), additional ones are not available. Here are some favorites:
    • A Murder of Spites – A rude surprise when added to the already formidable CC ability of this character
    • Annoyance of Netlings – A Treeman Ancient with this spite becomes a general-hunter. Very few enemy characters can take this guy on in CC. Regardless, choose your battles carefully. Taking out the enemy general will hardly seem worth it if your Treeman Ancient loses combat and flees – set up support appropriately.
    • Cluster of Radiants – The Treeman Ancient lends some durability to this extra dispel dice
    • A Muster of Malevolents – Add some unexpected ranged power
    Tactics
    Like with most Treeman, the Ancient is an absolute powerhouse in close combat. However, like everything else in your army, sending him unsupported against a ranked unit can easily be suicide. With his respectable starting Unit Strength, he can stand some punishment, and his Stubbborn ability makes him less likely to run, but given the points investment in this character, he should not be thrown away recklessly.


    Despite his 5+ ward save, warmachines and high-strength ranged attacks are still of concern for this character – a well-placed boulder or cannonball can ruin your day pretty easily. With that in mind, have a distinct purpose in mind for this behemoth from the beginning, and keep him protected until you’re ready to unleash.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  6. #5
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.1.4. Mount: Forest Dragon

    The Forest Dragon
    Contributors: Skarsgard

    Strengths
    • High Strength
    • High Toughness
    • Many Wounds
    • Many Attacks
    • 3+ Scaly Skin
    • Fly
    • Causes Terror
    • Breath weapon
    Weaknesses
    • High Cost
    • Needs a Highborn
    • Uses additional Hero slot
    • Fragile Rider
    • Limits Kindred available to Highborn

    Uses & Composition
    The Forest Dragon provides a unique asset to the Wood Elf list, a flyer that can do almost everything a Treeman could do.

    The Seed of Terror. With its ability to cause terror and fly the Forest Dragon is perfect for causing panic in your opponent’s army. The mobility allows you to get behind units, threatening others and causing terror checks where possible.

    Pick off the Stragglers. The Forest Dragon allows you to take on small unit’s front on with relative ease; prime targets are archers, detachment and warmachine crews. Even small cavalry units are fair game as generally both the dragon and rider can have a lot of fairly high strength attacks.

    Flanker. The Forest Dragon has unit strength greater than 5. This is a great boon as it means the Forest Dragon and Highborn can hit a ranked up unit in the flank/rear and have a good chance of winning due to negating the enemy units rank bonus.

    Support. The mobility of the Forest Dragon allows it to respond to changing battlefield situations rapidly and support another unit in a charge. It also allows the Wood Elf player the opportunity to move their general and leadership bubble to crucial combats as it is better to test on Ld10 than Ld8.

    Fire Support. Depending on the role of the Highborn the unit can sit back and snipe at enemy units and use its breath weapon on anything that tries to get to close. Between the Highborn and Dragon they could inflict a lot of damage on a unit, potentially forcing panic checks.

    Warmachine Hunter. The Dragon is perfect for taking out warmachines that may be posing a problem to your army. The speed of the dragon means that you can almost guarrantee a second turn charge on the hapless warmachine crew. Sometime just the terror aspect alone will be enough to have them running.

    Keeping the rider alive. The Highborn is, oddly, the weakest link in the equation when it comes to the Dragon. Keeping the Highborn alive is paramount as the dragon may slip from your control when the rider dies. The biggest threat is from shooting so items like the Stone of Crystal Mere and the Glamourweave are invaluable to their survival. Other items that can help are the Annoyance of Netlings which protects just the rider, the Fimbulwinter Shard which makes them harder to hit and the Rhymer's Harp can give a true ward save to both the rider and the mount.

    The Sisters of Twilight. The sisters can come mounted on a Forest Dragon and they are discussed in detail in the tactica provided by Remind.

    Tactics

    A large majority of the tactics of the Dragon depends on how the Highborn is configured. Essentially the Highborn determines the Dragons battlefield role. Any of the roles above can be accomplished with even the most generic Highborn as long as they take certain things. Even for a sniper Highborn a non-magical spear is almost a must, the extra bonus to strength on the charge could make all the difference. Light armour and shield will help against the shooting attacks, as well as the randomisation between the rider and mount. The high toughness and scaly save will protect it from most missile fire but beware warmachines. One well placed cannon ball could end it all. A major consideration when taking the Forest Dragon is the points it will use up and how it will limit what else you can have. It should be considered carefully and put into the context of your list.

    Some magical equipment to consider are:

    Helm of the Hunt – For an aggressive setup
    Dawnspear – For extra protection in combat
    Stone of Crystal Mere – Protection from warmachines
    Hail of Doom Arrows – Face it, a first turn charge is unlikely
    Last edited by DavidWC09; June 22nd, 2008 at 18:36.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  7. #6
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.2.1 Noble

    Noble - Champion of the Asrai
    Contributor: TheCuttingEdge

    Strengths
    • High WS and BS
    • Variety of tactical options
    • Leadership on par with Lords of other armies
    • Mount Choices
    • May be placed with Eternal Guard to make them Stubborn
    Weaknesses
    • Low Toughness
    • Generally Low Armor Save
    • Average combat ability
    Items/Spites/Kindred combinations and uses: This area mainly deals with tactics for a Noble, for more information on Items, Spites and Kindreds, refer to their entries in this tactica.


    Lone Hunter: As the name states, this Noble doesn't care much for the safety of a unit. Commonly, this Noble either rides a Great Eagle or is of the Alter kindred. This Noble usually always carries the Hail of Doom Arrow, with his other choices being items like the Briarsheath or the Helm of the Hunt. Deck him out with armor, shield, and a Great Weapon (unless on the Eagle, give him a Spear instead), and sick him on weaker units like your opponents lone characters or fast cavalry. His worth comes down to your choice of targets for him: the Hail of Doom should be causing a Panic test! After that, use his single shot to destoy soft annoyances such as Night Goblin Fanatics that are in your way. With high movement, he should be nipping enemies in the flank or rear.

    Deadeye: This Noble either sits with your Glade Guard or rides a Great Eagle. With his Hunter's Talon and Pageant of Shrikes, he targets enemy mages within units or snipes off war machine crews. Decent rolls permitting, this guy can get his points back in the first two turns. Only weaknesses are a lack of combat prowess and he will experience difficulty agains Toughness 4 or better targets such as Beastmen, Dwarves and Ogres.

    Assassin: The character hunter. Mounted or of the Alter Kindred and carrying the Spear of Twilight, he jumps on a unit, dispenses Killing Blow to a character, and escapes with a 3d6 flee movement. This Noble need not fight alone, and could join a cavalry unit, most notably the Wild Riders. This may change the result from Kill and Flee to Kill and Chase!
    Other item choices would be once againthe Helm of the Hunt as long as he isn't a Wild Rider to increase WS and Attacks to get that deathblow, or the Briarsheath if he works alone. Beware characters with Unit Strength 3 or better and most of all Challenges! The former being immune to Killing Blow and the latter denying your clean kill by being stuck with a unit champion instead.

    Support: The support choice can only be summed up by asking what you want your Noble to do if he isn't one of the above roles. Stand with the Glade Guard bearing the Resplendence of Luminescents to obliterate ethereal and demonic creatures in a hail of magical death. Accompany the Wardancers carryinga Hail of Doom Arrow and Helm of the Hunt to add Str6 attacks and a stand-and-shoot for a nasty suprise! Ride with the cavalry bearing the Dawnspear for the increased Strength on the charge and reducing your enemy's chances to hit back to keep those Riders around longer. Hunt with the Waywatchers while holding a Blight of Terrors sow major disruption among the enemy. Finally, just make a nuisance of yourself by taking a unit to another part of the board entirely with the Moonstone of the Hidden Ways to leave your doomed enemy to his fate against the fury of the trees.

    Mount Tactics
    Elven Steed: The cheapest mount for a Noble. It offers him no protection beyond the +1 to his Armor Save for being cavalry, and is not fast cavalry like the Glade/Wild Riders. But if you're strapped for points, He'll do the job. Just keep him in a unit.

    Great Stag: Available only to a Wild Rider Noble, the Great Stag means the Noble can ride alone or join his fellow Wild Riders with his decent Strength and number of attacks. Careful though, he takes up quite a bit of space so he can be targeted by more enemy models in combat.

    Great Eagle: Probably the best choice for you mounted Noble. On the Great Eagle he may feel somewhat naked, but you enemy will pay him less mind than if it was a Highborn flying around. If you are flying around his flank and rear march blocking and he turns around, you can just escape and punish him for such foolishness by charging his now exposed rear with you combat units.

    The Noble's versatility means he can fit into any role a Wood Elf general needs. Find what complements your army's strategy, and don't be afraid to put him out there if thats what his job is. You'll be scared to do it because he's only one model, but when he turns a battle to your favour, you'll marvel the results as he is only one model!
    Last edited by DavidWC09; January 13th, 2010 at 18:42.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  8. #7
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.2.2. Battle Standard Bearer

    Battle Standard Bearer
    Contributors: Skarsgard

    Kindred: For starters the BSB cannot be a member of any of the Kindred. So no Wildrider or Wardancer BSB’s are possible.

    Combat Resolution: A BSB provides a bonus of +1 to CR for the unit they are with. If using a Warbanner this is increased to +2 to CR.

    Used In: In most cases the BSB will feature in two types of armies. First, the multiple Treeman armies to help with the Stubborn break checks. Secondly, in an Eternal Guard army where the addition of the BSB to the unit makes it Stubborn. It may be used in other types of armies but these two are the main ones.

    Tactica:


    Treeman Armies

    In Treeman armies the BSB is basically running around by themselves and hovering near the Treemen to give them the re-rolls for break tests. The Treemen are used to shield the BSB from any incoming fire and from potential enemy charges. It works quite effectively especially in a list with the Treeman Ancient. The character can be give protection in the form of a Wardancer unit. This gives the BSB protection from shooting, magic resistance (if the spell targets the unit) and Immunity to Psychology. It also gives the BSB protection in combat if required.

    Eternal Guard Armies

    The BSB is either the sole character or accompanied by a Highborn. The Highborn can be fitted out in various forms but the most common is Rhymer’s Harp and Annoyance of Netlings. This not only gives the BSB (and indeed the unit) a ward save but allows the Highborn to take out any characters that may want to target the BSB. The BSB in these units is generally best placed on one of the corners and this will limit the amount of attack that they will face. If the BSB is alone then it is still best to place them on the corner with some form of protection (Amber Pendent and Biting Blade are one example, Stone of Crystal Mere is another), the unit champion can take any challenges and the BSB can take care of any rank and file in base to base with them. Remember the role of the BSB is to make sure that the unit doesn’t run, not to win the combat.

    Standard Armies

    Sometimes a BSB can be handy irrespective of the army. A BSB can add a bit of punch to Wardancer units, in particular with a Warbanner. The +2 to CR, not including wounds inflicted by the BSB can help win many combats. For players who tend to use Glade Riders agressively, the BSB with Warbanner mounted on an Elven Steed, will add a lot of punch to the unit. However, this unit is very fragile and vulnerable to shooting. But +3 to CR, 2 from the BSB and 1 from the unit banner, can be very tempting. Units of Glade Guard can also benefit from the BSB, this is mainly to help combat the normal range of archer "hunters" that tend to be low on static CR.

    Flying BSB

    Another interesting option is to have the BSB mounted on a Great Eagle. This unit has 5 strength 4 attacks and can spell the doom for any small unit. It also allows you to get the re-roll of break tests where you need it. This BSB is fairly easy to keep hidden but is very vulnerable to shooting if you make a mistake as they cannot join a unit.

    Equipment

    The equipment that you give the BSB will depend in a large part on what you have in the rest of your army. In Treeman armies it may have little to no equipment as you are not expecting to fight, in Eternal Guard armies it may have a lot of protection or offence depending on what else you have. It is to be noted that seldom do people include magic banners on a BSB as they cannot take magic items if they do. Banners are covered in the Magic Item tactica. If you do take a magic banner, ensure that you have protection via a Highborn or another Noble.

    Per the 2008 FAQ from GW, you can take a magical standard and a spite, which means the ever-envied combination of a BSB with an Annoyance of Netlings and the War Banner is now street legal. Enjoy, and remeber to thank the opposing player after the game, but don't feel compelled to apologize for spanking his sorry ass.

    Some “standard” fits are:

    1. Hail of Doom Arrows and Asyendi's Bane (Surprise packet on a Stand and Shoot)

    2. Oaken Armour (Regeneration save to make it more survivable)

    3. Amber Pendent and Biting Blade (Kill the enemy before they strike, good vs High Elves)

    4. Amaranthine Broach or Stone of Crystal Mere (Protection in the form of a ward save)

    5. War Banner and Annoyance of Netlings (Don't forget to challenge and take light armor and a shield, too)

    There are many possible combinations but these are the most common encountered.
    Last edited by DavidWC09; June 19th, 2008 at 18:30.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  9. #8
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.2.3. Spellsinger

    The Spellsingers
    Contributors: Skarsgard

    Strengths
    • Ability to cast spells
    • Come with a bow
    • Good leadership

    Weaknesses
    • Only one choice in Lore
    • Expensive

    Uses & Composition

    The Spellsinger has several options open to it. First you may choose to make it a Glamourweave Kin, making it a Forest Spirit with all the benefits associated with that. If you choose to upgrade the character this way then you must purchase an elven steed for it, enabling it to join Wildrider units for extra protection. This Kin is excellent in “pure” Forest Spirit armies as it lends some variety to an otherwise bland list.

    The other option is to upgrade it to a level 2 caster. This should be considered carefully as the upgrade makes your Spellsinger much more expensive, for a little more power. If you’re playing a defensive magic phase then this upgrade is a waste of points. If, however, you are planning on having a magic heavy list then the upgrade is almost mandatory.

    Using the Spellsinger is fairly easy for the most part. The defensive ones can sit back with a unit of Glade Guard and fire their bows and dispel spells as they see fit. Offensive ones may need to join another unit and get a little closer to the action to get into range of some of the spells from the Althel Loren list.

    A Wardancer unit makes an excellent bodyguard for the Spellsinger as it provides it with Immunity to Psychology and magic resistance. Just make sure to keep the Spellsinger out of harms way for both situations, especially if your Spellsinger is also your general. Not only will their loss cripple your magic defense but it will also give your opponent a lot of victory points.

    Equipment

    When equipping the Spellsinger, consideration of their role is paramount. Although it can be nice to give them the Hail of Doom Arrows and Elynett’s Broach, the reality of the situation is that there are only a couple of viable options.

    If you’re playing a defensive caster, then two dispel scrolls is pretty much the limit of what you can take. Most of the other equipment tends to be a waste.

    If your caster is an offensive Level 2 mage, you may want to consider some of the following items:
    • Powerstone – More powerdice means more spells cast
    • Dispel Scroll – Still need to think about defense
    • Deepwood Sphere – They will only fall for it once but good for Glamourweaves
    • Ranu’s Heartstone – Not bad if the Level 2 is your best caster, otherwise save if for the Spellweaver
    • Callingor’s Stave – If you really like Treesinging
    • Befuddlement of Mischief’s and Lamentation of Despairs can be handy to eat up some of you’re opponent’s dispel dice, but remember, you can only have one per character.
    Last edited by DavidWC09; June 18th, 2008 at 08:48.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  10. #9
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.2.4. Branchwraith

    Branchwraith – Supporting Multitasker
    Contributors: Maraschino

    Strengths
    • Causes Fear
    • Forest Spirit Ward Save 5+
    • Spites
    • Can join Dryads
    Weaknesses
    • Magic Items/Attacks - Negate forest spirit ward save
    • 2 wounds
    Composition / Spite - Options & Uses
    Let’s start off with summarizing the Spites and the roles they play when on a Branchwraith

    Combat:
    • Annoyance Netlings - Hunt small characters such as supporting spellcasters and characters weak in h2h combat
    • Murder Spites - More combat finesse
    Magic:
    • Cluster Radiants - Bolster your Dispel Dice pool
    • Befuddlement of Mischiefs - Use in selected games against low LD targets
    • Lamentation Despairs – One use only, so only use it when your opponent is unlikely to dispel it.
    Misc:
    • Blight of Terrors – Turning the Branchwraith from a Fear-causing unit to a Terror-causing unit is not worth the points for this spite.
    • Respendence Luminescents – Disregard. Branchwraiths and Dryads already have magical attacks.
    • Muster Malevolents & Pageant of Shrikes – The Branchwraith and attached dryads will likely be looking for combat as quickly as possible, leaving them no opportunity to used ranged attacks.
    So you can mix and match between combat and magic, or have a focus on one, remember BW can take up to 50 points of spites, and can take more than 1.

    Spellcaster Branchwraith - The ability to make it a lvl 1 wizard and take Cluster of Radiants (+1 dispel dice) is amazing when compared it to a Spellsinger. This is a really flexible way to get additional dispel dice while also having a combat character. Also being higher toughness, having a save, and prowess in combat makes the Branchwraith a much more versatile character than a Spellsinger.

    Combat role - A dryad unit with a champion compliments the Branchwraith well. Using the Mage setup and using her as a combat character give some versatility, which giving her combat spites will add to the lethality of her dryad unit. The Branchwraith is excellent at taking on supporting characters in units by challenging with Annoyance of Netlings and also getting more attacks with Murder Spites.

    Tactics
    The Branchwraith is very underrated by many players. The Branchwraith is fantastic when used correctly, though a little luck never goes amiss.


    There are two areas with which you can use your Branchwraith depending on your setup – on the frontline as the aggressor, or in a support role. However you setup your Branchwraith, you should always try to get her into combat.


    A champion (Branch Nymph) is essential in a Dryad unit joined by a Branchwraith; because of base sizes, you'll need every additional attack upon the enemy, and it will also give you the choice to accept challenges with the Branch Nymph, rather than sacrificing your Branchwraith. You can also join or leave a unit of dryads if needed.
    Last edited by DavidWC09; June 18th, 2008 at 16:21.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

  11. #10
    /botnobot/ DavidWC09's Avatar
    Join Date
    Nov 2004
    Location
    Wayward, Texas
    Posts
    12,489
    Mentioned
    2 Post(s)
    Tagged
    1 Thread(s)

    Reputation
    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    1283 (x8)

    1.3.1. Wardancer Kindred

    The Wardancer Kindred
    Contributors: Cyric the Mad
    Strengths
    • Can dish out tons of attacks
    • Shadow Dances of Loec - a favorite of Wood Elf players everywhere. Always more effective if you, the player, engage in some interpretive dance when you declare their use
    • Wardancer Weapons
      **A common question about this kin is "Can I use a great weapon to get its strength bonus. The answer to this question is, unfortunately, no. The Wardancer Weapons are your weapon, as it says in the description that the rule covers a variety of weapons in the hands of a wardancer.
    • Talismanic Tattoos
    • Immune to Pyschology
    Weaknesses
    • No armor - magic or mundane
    • Limited access to magic weapons
    Uses & Composition
    The Wardancer Kindred works well on either a Noble or a Highborn. Taking this Kindred can easily turn your character into a killing machine, but it places upon him the same cautions and restrictions as regular Wardancers.

    It is highly recommended to include this character in a unit of Wardancers. Doing so offers him some ablative shielding, and he can vastly increase the killing power of your Wardancers. If he is included in a unit of Wardancers, I’d recommend including a Bladesinger to accept those troublesome challenges. While your Wardancer Kindred should be able to take on most challengers in single combat, sometimes his attacks are more sorely needed elsewhere.

    Weapons:
    • The Blades of Loec – Your only option, really. While the higher Strength of a character may cause you to question its usefulness, being able to count on your Wardancer kin to dish out the wounds is always a good idea.
    Armor:
    None Available

    Talismans:
    • The Amaranthine Brooch - excellent item as it provides a ward save against mundane attacks
    • The Stone of Crystal Mere – true ward but can be lost
    • The Fimbulwinter Shard – makes them harder to hit
    • Merciw’s Locus – opponent doesn’t get strength bonus from weapon. Remember, however, that this item also prevents your Wardancer from getting his bonus strength from his Wardancer weapons, though all other benefits, and those from his dances, are till conferred.
    Enchanted Items:
    • The Moonstone of the Hidden Ways – can get the unit to where it needs to be. This is a favorite item in a unit of Wardancers, since having them show up behind your opponent can be a big help.
    Spites:
    • A Murder of Spites – extra punch in combat
    • Annoyance of Netlings – extra protection in a challenge
    Tactics
    Wardancer is a favorite kin for heroes and lords. Adding a Warancer kin to your regular Wardancers creates a truly elite unit that your opponent will be forced to pay attention to. As mentioned, the two favored magic items for this Kin is the Moonstone of the Hidden Ways, and the Blades of Loec.

    While I do recommend a Bladesinger to soak up some challenges, don’t be afraid to use this Kin to go after enemy characters. With a Whirling Death dance and 4 or 5 attacks on the charge, your Wardancer can easily hold his own in a challenge.
    Last edited by DavidWC09; November 17th, 2008 at 01:36.
    Painting Videos--My Warriors of Chaos--WHFB Tactica Index
    *************************************************

Closed Thread
Page 1 of 7 123 ... LastLast

LinkBacks (?)

  1. July 17th, 2008, 04:37
  2. July 4th, 2008, 01:55
  3. July 3rd, 2008, 20:13
  4. June 28th, 2008, 12:14
  5. June 24th, 2008, 07:11
  6. June 24th, 2008, 03:57
  7. June 22nd, 2008, 18:26
  8. June 22nd, 2008, 18:19
  9. June 22nd, 2008, 16:28
  10. June 22nd, 2008, 10:39
  11. June 22nd, 2008, 10:22
  12. June 22nd, 2008, 10:21
  13. June 22nd, 2008, 08:04
  14. June 22nd, 2008, 04:25
  15. June 21st, 2008, 11:39
  16. June 21st, 2008, 11:03
  17. June 20th, 2008, 17:31
  18. June 20th, 2008, 17:16
  19. June 20th, 2008, 17:12
  20. June 20th, 2008, 17:12
  21. June 20th, 2008, 14:44
  22. June 20th, 2008, 14:18
  23. June 20th, 2008, 13:57
  24. June 20th, 2008, 11:20
  25. June 20th, 2008, 09:48
  26. June 20th, 2008, 08:42
  27. June 20th, 2008, 08:09
  28. June 20th, 2008, 06:40
  29. June 20th, 2008, 06:05
  30. June 20th, 2008, 05:20
  31. June 20th, 2008, 04:45
  32. June 20th, 2008, 03:18
  33. June 20th, 2008, 02:55
  34. June 20th, 2008, 02:30

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts