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Using Glade Gaurd

531 views 2 replies 3 participants last post by  JRD4 
#1 ·
In a recent game I played, i was faced with a situation that I wasn't used too. Typically, a hill gets deployed in at least one deployment zone, and my 2 units of archers would fit onto the hill.

Recently i played a game with no hills, and my archers were so much less effective, and I really messed up how I was using them. This got me thinking of how to gage effectivness of shooting in this sort of set up.

How many units is enough? Too much?
How many Models in the unit? minimal or more?
Should they be deployed behind units, infront of them, or all alone?
Do you move forward and shoot, or pick a spot far back and let them fly?

I just wanted to get some ideas of what I could be doing differently, as my performance in this situation was paticularly unsatisfactory.
 
#2 ·
How many units is enough? Too much?I usually play with 2, 3 would be fine as well, but I think 4 is too many.
How many Models in the unit? minimal or more?I always play with 10.
Should they be deployed behind units, infront of them, or all alone?If the opponent has shooting I will sometimes line dryads up in front of them for protection first turn. Then on my first turn, I move the dryads off to a side and fire away. They are almost always in the centre of the board or fairly near it as well.
Do you move forward and shoot, or pick a spot far back and let them fly?Depends on the opponent. If they are fast hang back. If they are slow like dwarfs, then move up. You want to avoid being charged for a long as possible usually.
Hope that helps,
SirKently
 
#3 ·
Here's what Cyric the Mad wrote on the wood elf tactica:
http://www.librarium-online.com/for...-librarium-online-wood-elf-tactica-wip-3.html


Glade Guard
Contributors: Cyric the Mad

Strengths
  • High ballistic skill
  • May move and fire with no penalty
  • S4 arrows at short range
Weaknesses
  • Frail - Toughness 3
  • No solid CC ability
  • No armor save
Unit Options and Composition

Unit Size: As with most Wood Elf units, the minimum size of 10 is usually ideal for Glade Guard. The goal with this unit is to bring the maximum amount of ranged attacks to bear on your opponent, so avoid multiple ranks unless you have a hill in your deployment zone.

Champion: This option really isn’t worth it. One arrow at +1 BS won’t be useful often enough to justify the points.

Standard Bearer: Leaving this option out may result in low Comp scores at tournaments, but other than that it is strongly advised that you leave the banner at home. If you Glade Guard see combat, the +1 CR won’t matter enough. In all likelihood, this option translates to 100 free VP’s for your opponent.

Musician: This is widely considered to be a must for Glade Guard. More often than not, your Glade Guard will flee at some point during the battle – either from a charge or from combat. Wood Elves have high leadership, but a little insurance is never a bad idea.

Characters: One reason to add a character to a unit of Glade Guard are to bolster the ranged strength of the unit – for example:
  • Noble or Highborn with Bow of Loren and Magic Arrows
  • Noble or Highborn with Hail of Doom Arrow
  • Noble or Highborn with Resplendence of Luminescents (A particularly nasty trick against Daemonic Units or Forest Spirits)
  • BSB with Aech – The Banner of Springtide (which can help turn your opponents “easy charge” into a hail of S4 Arrow Death).
Alternatively, you can put Spellsingers and Spellweavers into units of Glade Guard to give them some added protection.


Tactics/Roles
Fireline – S4 Arrows make an advancing line of Glade Guard an immediate priority for your opponent. Two or more lines of Glade Guard marching toward the enemy is more than enough of a threat to get his attention, so use this to your advantage. As soon as your Glade Guard are within short range, it is usually best to stop, or begin moving backward if the enemy is coming toward you.

With this tactic, you will almost always flee from charges, so make sure you have flanking and support units ready to jump in. A favorite trick is to advance Glade Guard in front of Dryads or Wardancers, through which the Glade Guard will flee when the time comes.

This unit simply cannot stand up to most other units in close combat. As such, you must remember that if you commit them to combat, assume they will be defeated and overrun. However, if you think you can sufficiently damage an enemy unit on a Stand and Shoot reaction, then the sacrifice of your Glade Guard may be worth it.

When combat is joined, Glade Guard can, occasionally, bolster combat with a flank charge, but more often than not, your Glade Guard will shift their focus from fireline to VP-denial. That is, do your best to keep them over 50% strength, but don’t be afraid to use them to shoot down fleeing or otherwise isolated units.

Deployment
Units of 10 or so Glade Guard are typically deployed in a single rank of 10 models, which enables every member of the unit to fire. If the terrain favors you, feel free to create a ranked unit, but always be aware that the cost of Glade Guard models means you almost need them firing from turn 1.

It is important to note that lines of 10 Glade Guard can fill your deployment zone quickly, so always take this into account when choosing your force. 50 archers may look good on paper, but when you deploy and find that only 20 of them can fire, things begin to look bleak.

Threats
Most enemy CC units will tear your Glade Guard to shreds, so keep them protected, or at least keep the enemy away as long as possible.

Without any armor this unit can fall to enemy ranged attacks. However, unless you are facing opposing longbows, you can typically stay out of range for at least a couple of turns.

Enemy magic will quickly annihilate this unit as well.


and for deployment also by Cyric the Mad:

http://www.librarium-online.com/for...m-online-wood-elf-tactica-wip.html#post971095

Retreating Fire Line (The Wood Elf Cha Cha)
Contributors: Cyric the Mad

The concept of the retreating fire line is either to have a line of glade guard which flees from combat when charged, or to have a line of glade guard advance until it is within short range, and then begin to move away from the enemy in order to gain a round or two of shooting before charged.

Strategies involving a retreating fire line can help you win a lot of games, but be warned, it will not make you many friends. Not everyone loves to cha cha like wood eves do.

The Screen

This tactic relies upon 1 or more units of glade guard advancing in front of a block of combat troops – forest spirits are ideal for this purpose, as are Wardancers. The glade guard should line up in a single rank with the combat units slightly behind them, resulting in a deployment looking like this:



This grouping will move forward 5” every turn until the enemy declares a charge against the Glade Guard, at which point the glade guard will flee through the Dryads (remember that Dryads are Immune to Psychology and will not panic as a result of this move). The enemy will either fail the charge, leaving them in position to be counter-charged by the dryads, or they will reach the Dryads, and combat will ensue.

The Gate

This deployment places your main combat units in the center of your archer line. Your combat units and archers advance together, with Glade Guard providing covering fire. Once close combat ensues, your Glade Guard can begin falling back, and potentially wheeling to face the center of the board, providing the opportunity to shoot at enemy units that make it through your combat line.




If circumstances are correct, this deployment will also allow your glade guard to flank charge enemies engaged by your combat troops. Only do this if your victory is reasonably certain, since a savvy opponent will direct as many attacks as possible toward your weaker Glade Guard.


Summary
This deployment is ideal for giving your opponent a solid center on which to focus his attack. While this deployment can make it appear that you have placed all of your eggs in one basket, the secret of the success of this strategy is actually on the flanks of the battle – if either side can secure the flanks before combat is joined in the center of the field, victory is almost assured.
 
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