I wanted another army to do, and I think I've decided on WE...
Just after some feedback on the list... Although technically the games are "friendly" matches, the players at my local GW are pretty good, competitive and use strong lists.
I've tried to make it a bit of an all rounder, but I guess I could focus it a bit to make it stronger if need be
Noble - Helm of the Hunt, Stone of the Crystal Mere, Spear, Light Armour, Shield, Great Eagle - 181
If you want the list as written then you're going to have to lose a few things seeing as you've undercharged yourself quite dramatically for the wardancer unit. Even if you drop all the musicians and one dryad you'll still be a single point over.
Other than that it's a fine list. I'd probably use a standard alter noble rather than the eagle noble and consider trying to squeeze in some Wild Riders.
You could also save points by scrapping a glade rider unit and using some of the savings to bulk up your waywatchers.
Personally in the revised list I'd scrap the glade riders altogether as 5 of them aint going to be too much use other than march blocking, then cutting the waywatchers down to 5 again and using all the points youve freed up to get 10 wardancers with a champion, ultimately the extra combat boost you'll get will make up for the loss of the glade riders and a few waywatchers. The list is pretty solid either way
I disagree with this assessment. Glade riders do more than just march block -- they get in the opponent's way, redirect, and prevent him from maneuvering effectively. They an also put out a few shots a turn no matter how far they move, which is a nice bonus.
Adding war dancers to the list would be nice -- but I definitely would not go for 10 with full command. 7-8 with a musician (or not) would be better.
I'd also scrap the glade guard musician and wild rider champion in favor of a sixth wild rider.
Lol im getting ideas from this topic that i had'nt thought of before. Why take an extra wild rider instead of a champion though as you get 1 less attack?
Well, if you hit the front or rear of a 5 man wide unit, you would get the same number of attacks. You could fit six across in this situation. One more member also make them more survivable to shooting etc.
Also one more rider can make the difference for outnumbering.
A good general rule for wild riders is only add a champion if you have a Wild Rider Noble in the unit with them who you don't want to get locked into challenges.
A good general rule for wild riders is only add a champion if you have a Wild Rider Noble in the unit with them who you don't want to get locked into challenges.
Yeah. Another reason not to get a champ is that if you have one and the enemy unit has a mage or character that you want to target, the enemy can challenge your champion and potentially reduce the number of attacks you can allocate on him. Don't forget the fact that having an extra wild rider means an extra horse attack!
As advised, GG muso and WR champ dropped for another WR
I'd like to keep the GR though
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