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2249 total points
Treeman Ancient, Cluster of Radiants
lvl2 Glamourweave, Unicorn, Michief of Befuddlements, Scroll
lvl2 Glamourweave, Unicorn, Scroll, Power Stone
Wardancer Noble, Moonstone of Hidden Ways
7x Wardancers Champ/Musician
5x Glade Riders Musician
5x Glade Riders Musician
5x Wild Riders FC
5x Wild Riders FC
Most of the army is a forest spirit, the army as a whole is very fast moving, and a little more combat oriented. This has a lot more magic than I usually do with 3 bound spells and 4 spells to cast (won't have to take the default always) There is very little shooting of which I'm kind of glad, since my shooting in all my Wood Elf games has been dismal at best. I'll just have to push hard to get into combat early and often. The treekin were maximized to increase attacks and survivability as well as draw fire from the treeman and wild riders hopefully. Wardancers will teleport turn 1-2 and get in position to flank or disrupt the enemy line in preparation for the wild rider and tree attack.
First of all, It's called befuddlement of mischiefs.
Also, I don't quite think the M10 of the unicorns is worth the price you pay for them.
This may be just personal preference, but i think 4 tree kin will be a bit unwieldy.
VERY nice list though. fast and hitty.
Unicorns also provide MR and a few other bonuses.
They make the mages nasty in combat.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
thanks for the replies. I'm going to try this list in a couple of weeks (if I get tired of my present list) I figured, most of the shooting will go towards the slower, but more scary Treekin and Treemen. The GR and WRwill run the flanks and get ready to flank attack. All the way up, I'll try to treesing the woods for protection and to narrow the gap, so that when I'm ready (turn 3-4 hopefully) I'll be able to charge with most everything. I think it will have trouble with empire cannons/dwarven flaming boltthrowers (but most tree heavy armies do anyway) Everything else, I'm hoping to be able to deflect.
I've found the WR can bounce off of things (just like anycav unit) and get stuck, hopefully with a few extra attacks on the pounce, they'll be able to break units better (hence the unicorns ~ unicorns also provide MR 2 so really the only thing that can be magicked effectively is the treekin/treeman/dryads, which are more resilient anyway. Plus, having the glamorweave makes my mages a bit more protected. I know it's expensive, but I can't stand Eternal guard armies. I like the movement, but I'm not paying for M10) Moonstone is so that the wardancers can get across the table quicker - only played with these guys twice, and having a hard time getting them into combats like I want (which is why I've been hesitant to take them before)
I've put in a 4th treekin (which is not really that more unwieldy than 6 wide cav especially after playing minotaur/dragon ogres) to mainly, absorb shooting and hopefully, when I charge, have a full complement of attacks. These guys are remarkably durable. I've taken charges from fully ranked orcs, hero-led cav units and charged into fully ranked units with them and had them hold up fairly well. Ideally, I'll use them for the front or to keep the enemy from turning to face my Wild riders. When in combination with a flank charge, there's reallly nothing that hold up against our wood elves. I believe, we have the fastest standard army in the game, since Brets and HE are both effectively M8 now.
If you have any suggestions about the wardancer hero, I would appreciate them. Like I said, Wardancers aren't my forte yet, and I'm trying to find a reliable setup. He doesn't quite have the protection I would like without any armor, and sometimes, a weak wardsave.
Hmm, looks like you've found a very good use for the unicorn. Just be careful to keep them away from the uber challenge characters. Since you don't have a rank to hide behind, the Mage HAS to accept challenges, and will probably die. If you can keep them away from those types though, you should be good to go.
Also, I don't think it's a good idea to charge with GR unless it's something VERY vulnerable, like a chariot's flank.
I'm taking this army up against my friends HE army on Thursday. I didn't make the list specifically for this army, but if I can draw or even beat his army, then it would be an accomplishment (he plays well and it's a tough list)
It has :
Prince lvl 1, sword of might, Helm of fortune
lvl2 scoll, seer
lvl2 ring of fury, silver wand
Noble, great wpn, armor, reaver bow
dragon princes full command, warbanner, magic attacks amulet
2 big blocks of spears
15 strong swordmasters banner of sorcery
10 strong archers/seaguard
reaver fast cav
grt eagle and 2x RBT
this list has tons of magic (3x 5+ward spell, at least 2 fury of khaines, stubborn spell)
great shooting, and good combat units.