Welcome to Librarium Online!
Hey everyone. This is my first post, I hope it's in the appropriate forum. I'll start by saying hello. My name's Charlie, and I play WHFB in New Jersey. I'm fairly new, and haven't played competitively yet. I play Ogre Kingdoms and am undefeated casually against Dwarfs and Vampire Counts. Highest point army I've played was 2k.
Anyway, I'm looking for some help. I want to make a secondary army, because the Ogres basically... do one thing well, so every fight I see myself doing the same thing over and over again. Looking for variety.
My play style is as such:
I like sneak attacks and ranged attacks.
I like being unseen.
I like magic, but not being reliant on magic.
I love poison attacks or "quick kills."
I like armies with "fodder" or "bait" and trickery tactics, allowing me to bluff in real life to get out of situations.
I always keep an "ace in the hole" so to speak, I like having a Plan B.
I've narrowed it down to two armies...
Wood Elves and Lizardmen.
I've been reading their army books ad nauseum, and both look extremely enjoyable, and they are capable of filling most of the criteria listed. I'm undecided... can anyone here help me. And with all due respect, please do not suggest an army other than the two I've decided on. I can't afford (mentally or financially) to consider another.
Thank you all in advance!
I would go with Wood Elves since they seem to meet many of your requirements. I myself have a wood elf army and they can be tricky to use but are rewarding if you can get the hang of them.
"They say the Darkness consumes you. They don't say what happens after It's done."
When it comes down to it, I prefer wood elves.
I have played both at one stage or another, but when I want a good game where i need to think to win, i play wood elves
there are many inventive ways to set up an army from ranged to close combat, all forest spirit to all elven.
The fliers are great for baiting (warhawks and eagles)
Nearly every unit is a backup for one another, so tactics can adapt and change on the fly so you can have a plan B, C and D if you want as the game goes on
we have game winners (treemen and war dancers) and sneaky units (waywatchers, although personally i prefer war dancers with the ability to teleport into other forests behind the opponent and wreak havok as my sneak attack)
We have no instant kill things though which may be a dissapointment for you. We do have killing blow but a little hard to get.
our archers are great, Dryads are possibly point for point some of the best CC units you can get and in the end the only thing wood elves can't do is match anyone for strength... but we are elves after all
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
Out of the two, Wood Elves.
As a Lizardman player, the list can do what you're looking for but the only real way to get there is taking Skinks en-mass and that's really not going to make you popular.
You're going to love Waywatchers if you like being ranged, sneaky, unseen and the quick kills- as Scouting Skirmishers with Killing Blow ranged attacks and typically solid Elven BS, I can't imagine myself not using them if I were to pick up Wood Elves. Being able to appear from a wood first turn and pop a wizard is priceless.
To match what Tossy said, Dryads are some of the best core in the game and the magic item that lets you teleport from wood to wood is just plain nasty.
Hey guys thanks for the feedback. It's weird, I started leaning towards the Wood Elves (in the GW) today... and I come home to see that Wood Elves are winning the polls. By all means keep the votes coming, and definitely let me know, Lizardmen voters, WHY you voted for them.
Also, any new Codexes being written for either army? And how can I find out about new Codexes?
My advice to you is to put close dates on your polls
Lizards all the way, skink have auto poison attacks and a choice of javelin or blow pipe, all it takes is one failed charge that lands 3 inches away and you get 50 attacks from a unit of 25 skink. 6 = instant wound so from 50 you should get at least 8 instant wounds and fingers crossed another 8 normal wounds, seriously they will not want to get back up even if they are dwarfs.
as for magic, well i have 3 words, Slann Mage Priest, nuff said this should be your general and then use at least one skink mage priest to back him up,
if you are only playing 2000 points then u cant have a carnosaur but no matter take a saurus scar vet. and give him totem of huanchini, (9 in normal move 18 in charge) he is my ace in the hole as he is so fast he can get to most battles you need to win in 2 turns max.
finally if you want sneak attack deploy chameleon skink in nearby woodland and watch the enemy try to get you, at the last moment send in a terradon to delay them and get the skinks out of there.
By the will of the Old Ones i command you to turn lizard!
Lizardmen are getting a new book soon after warriors of chaos they have a lovely new kroxigor and plastic stegadon. I voted for lizardmen because of poison scouting two shoot skinks terradons for flying around and hitting and runnning and the jsod ace in the hole ( speeding out of a unit at 18 inches with a great wepon suprises people for some reason)
I'm still leaning for wood elves, but the last 2 Lizardmen posts were REALLY convincing. I like the poison darts, that was one of the selling points, along with the Slann Priest and the chameleon skinks.
Yes, keep the advice coming. I'm pretty new to Warhammer, and I really appreciate any help. I know how competitive play goes... there's always things I gotta watch for, and basically I know of NONE of it. So sometimes I'll think something looks awesome, and then I tell a veteran player about it, and he's like, "Oh, yeah... most things destroy that real fast..." and things like that.