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Hello. I am a newbie who has played three games, two of which against wood elves. I have been putting together a force to fight them but I seem to get trounced horribly whenever he brings them out. He has two treemen, some archers, some wardancers and fast cavalry that have swords and shields and cause fear on the charge. He has a warrior hero with a three plus invulnerable save that keeps going till he fails it, and a magic user that makes it so I cannot shoot his guys. He runs his treeman up the board causing terror while his cavalry run beside one of them to pound on whatever does not run from the treeman, and scares my skinks right off the board. It seems as soon as one unit breaks half my army starts running for the table edges. I have tried skink heavy and skinks with saurus. It just seems skinks do nothing against them as even his archers have a ws that is twice theirs. Terradons do alright hitting and running but they do not seem to make their points back and flank charges are hard to get off since I cannot seem to get my saurus into combat. Kroxigors get taken out by his treemen with six damn wounds apiece. The only unit I have that seems to do alright is salamaders and they usually end up eating their handlers half the time. We usually play 2k and I will give you a list of all of the guys I have available.
1 old one on carni
1 scarvet with a bsb and a weapon
one warchief/priest with cloak of feathers
two skink warchiefs
12 temple guard with full command
50 skinks with blowpipes
25 skinks with javelins
9 chamelion skinks
60 saurus with three command
8 cavalry with full command
3 salamader hunting packs
And he takes
two units of archers
two unit of wardancers
one unit of cavalry with hand weapons and shields that cause fear on the charge
one mage that supports
one lord that has 10 movement and a three plus invul high str and high ws
All suggestions are appreciated as this is killing me.
well take your steg, sallies,chameleons and terradon for sure also your Kroxigor get the treeman with your stegadon,
also charge your swarms into combat with anything big , tie them up for a couple turns and surround them with everything,
deffinatly take your chameleons and harass the calvary from behind, dont forget they can scout within ten inches of an enemy!
and take the blade of realities 35 points, no ward saves are allowed against this blade "three plus invulnerable save that keeps going till he fails it," this blade will deffinatly help this situation.
Peace, lurks in the Jungle...
What do you mean by this statement? You aren't supposed to compare BS vs. BS when shooting at someone like you compare WS vs. WS in close combat. If you were doing it this way, that would at least explain some of the problem.It just seems skinks do nothing against them as even his archers have a ws that is twice theirs.
I think he is talking about cc, saying that even wood elf missile troops can muller skinks in combat.Originally Posted by Mishra
But skinks die to everything in combat:yes:
This be true. ^_^Originally Posted by Stonehambey
Yea, I infiltrated some skinks to harrass him while my saurus moved up the field. He cast the spell that makes it so I cannot hurt a unit with shooting and, failing my dispell roll with 11's, so I charged him because I figured he would force a panic test with 25% casualties. He wiped out 10 skinks with javelins then proceded to fire at the next unit of skinks, who broke and I ended up losing two more units of skinks who were close to them all with...
I have never actually played against wood elves, however, I would like to remind you that the salamanders shots ARE flaming. So I would probably use them to take down the treeman.
If you think his magic is a big problem, you could always take a slann and a skink priest to grab some dispel scrolls. That way he only has 1 spell caster to stop you(I think) offensively, and you should have enough DD and scrolls to stop him from doing too much. Also you could use your terradons to go mage hunting. If he's in a unit, just use hit and run and direct your attacks at the mage. Unless of course a wood elf mage is a machine in cc(like i said, i never played against them)
If the lord is a being a problem, you could grab a JSoD(oldblood), with the blade of realities and go after him. Or you could use the slann and skink priest combination from up there and use the remaining slot of a scar-vet. Give the scar-vet the bane-head. Nominate his lord as the guy you give double wounds. Make sure he knows it. and stick the scar-vet in the unit you want to keep his lord away from. Then if you have points grab the sword of the hornet just incase he does charge that unit and you should be able to do some damage against it. Alternately you could just ignore his lord and concentrate on the rest of his force, tieing up the lord with swarms or something.
Use skinks to screen your units against archers so they don't do too much damage. Next you can try and get your saurus into cc with the wardancers. Tie them up with something faster, then get into cc. Use ur static CR to your advantage and make sure the fast cal. don't take that away from you.
well that's my 2 cents, I've never actually played against WE so if any1 could say if I said anything wrong, please do so.
Something Evan said just gave me a sneaky idea.
If he takes a treeman ancient, then you could take a slann with the bane head and give him a fireball.
Then all wounds from the fireball are times by four!:shifty:
While that is a great idea, I think it would be 3 wounds. There was a discussion about using the bane head and the pirhana(sp?) blade, and most agree that you doubled the origanol number of wounds, giving you 1(first wound) + 1(bane head) + 1(magic sword/ or in our case flameable)= 3 wounds in totalOriginally Posted by Stonehambey
Was looking through my codex and the warhammer errata. It only says spouts flames under the salamanders entry. If the flames are indeed flamable, where does it say this? My opponent will probably want me to prove it before I get double wounds.