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Here is a rough list of what my partner and I are considering fielding for a doubles tournament. It's rough right now as i don't have the list infront of me, but please offer feedback.
Alter Noble, HoDA, HotH
SpellSinger, Scroll and Calignor's staff.
Glade Gaurd x 10
Glade riders x 10
Dryads x 10
Wardancers x 7
Wild Riders x 6
Sorc Lord sacrificial Dagger, Seal of Grond
Assasin: Manbane, mark of Khaine, additional hand weapon
RxB x 10
Warriors x 22ish
Cold ones x 5 with FC and ring of hotek
The idea is that our shooting and magic bombard the enimy while my forces sneak around the sides and the cold ones move up the field w/ the wild riders covering their flank, moving twards any casters so the ring of hotek can take effect. The sorc sits in the units of warriors and uses them to power her spells while I take the pool dice to spam treesinging, blocking their attempts to move forward or charge our units. The mix of nasty Damage spells and sublte support spells will have them offbalance with what they should spend their dispel dice on. The assasin sits in the unit of warriors to protect the mage from whatever they send against her.
This is a rather Large tournament and has quite a bit of hype behind it, so this list will be up against both well balanced lists and the grossest combos imaginable. I haven't done a doubles before and have only done one tournament myself, so I have a hard time predicting how it will go and what to expect.
The glade riders unit is too big. They are not worth the points to field in a unit that large, virtually no save for mounted cavalry isn't worth it, I'd take six at most. If you took four off the unit (HIGHLY recommended) You'll save 104 points, enough for a unit of 8 dryads with 8 points left over, use those points to get light Armour, shield and great weapon for your alter noble. Drop two dryads from the other group and get a standard for your wild riders unit they need that extra combat res point badly in my and many other players I know experiences. Also you didn't say what points it was I'm guessing 1000 for each player though? Also i see a flaw in your strategy, You don't have enough rank and file troops between the two of you for your opponents to simply allow your collective cavalry to "sneak up" on them, also you don't have level two on your mage, I promise you will not get tree singing off very often EVEN IF you take level two, I say drop the staff and take another scroll.
Wow, sorry guys, I really messed up the posting of the list. I was in a rush this morn =/
Here is the acurate list with full details.
Alter noble, HotH, HoDA, GW - 154
Spell Singer, Level 2, Calignor's Staff, Dispel Scroll
Glade Gaurd x 10, Musician 126
Dryads x 10 120
Glade Riders x 5 120
Wild Riders x 5, Full command 166
Wardancers x 8 144
Sorceress Lord, Level 3, Sacrificial Dagger, Seal of Grond (dagger lets her cap a friendly unit for an extra power dice PER SPELL, seal adds +1 dispel dice) 280
Assasin, AHW, Ruin of Khaine, Manbane (+d3 attacks, strikes with S= target's Toughness +1 to a max of 6) 146
RxC x 10 100
Warriors x 22, FC 147
CoK x 6, FC, Ring of Hotek (all casters within 12' miscast on any double) 227
You are correct. Army is 1000 each, but acts as a 2000pt army split in 2. 1 rare, 2 special, 2 characters, min 1 core each with an extra on one player, one lord choice between the 2. one army general, one army lutenant (like general but has 6" for LD insted of 12")
Sorry, alot of your comments were based on incorrect information presented, but a few things get through.
I've found that my wood elves ushually work best in small units, and so my list maintains that. the DE add a little heavier hitters with their RBT and CoK, and the spearmen acting as either spell fodder or Combat Bonus for some of my skirmishers when they get into combat.
I'm not really sure how to increase my number of units, the only way i figure is to downgrade (change wardancers for dryads, wild riders for more Glade riders).
The idea with magic is that I take the 2 base dice (we act as one army, 2 base for both our casters combined), giving me 4 casting dice. the Sorceres has 3 casting dice, and effectivly 1 more for each attempted spell (3 spells + Power of Darknes = potential 4+D3 extra). Now, maybe I am just presuming alot here, but who would throw away valuable dispel dice when faced down the gun of that dark cannon? my theory is that the Dark Magic is scarier than the singing, and if my signing gets dispelled than the dark magic has less resistance. correct me if my thinking is flawed, as I've never really played a magic-potent list before.
I have really liked the black gaurd from the start, but with this concept list there is no way to squeeze them in. We are also toying with a different approach, with a treeman/hydra combination, so maybe they could fit in there.
I think the thing with this army is that It's a bit of a "Dark wood elf" army, in that I tried to use DE troops that fit into WE tactics. However, perhaps the oppisite approach would work, and that is Fit WE troops to DE tactics. Unfortunatly, I have no idea what DE tactics consist of, so it is hard to say. (I have heard that they like Monsters+shooting)
Thanks for the feedback guys, keep it comming. I'm hoping to possibly playtest this weekend or next.
I think you are not concentrating enough on each armies strengths. The goal should be to maximize the strength of each army and cover the weakness with the other. But in this instance, you both have shooting, both have cavalry, and both have magic. I think it is a little wishy washy to be honest.
Strength of the wood elf army is shooting and maneuverable combat units. You should be after glade guard and riders, dryads and wardancers, and maybe a treeman. Your characters should support this. Alters are nice and fast, Wardancer kidred is nice also. The dark elves should concentrate on the wood elf weakness. Get some close combat ranked up units. An RBT is a nice addition to the wood elf shooting, and the characters should concentrate on magic, an strength of the dark elves, but a real weakness for wood elves.
With that in mind, in your list I would probably cut the wild riders and the scroll caddy. Drop the dryads to 8. Get another unit of archers. Grab a great eagle to add some speed for march blocking. In the dark elf list, switch the assassin for another caster and drop the crossbowmen and something else for a hydra. You want one big target on the field. If not the hydra, then you should go for the treeman.
The general thyme should be not to copy in your army, what he has in his and vice versa. Hope this made sense.
I am right 94% of the time, why worry about the other 3%.
I Think I see what you are saying, in the sense that are are rather identical.
However, I cannot act on a few of your suggestions:
RBT and Hydra are both Rare choices, and only 1 can be taken
Treeman and Eagles are both rare choices, and only 1 of either can be taken
We have been thinking of alternatives from the feedback we have received so far and playing with options. I am thinking that you are correct in that this list isn't mixing it up as best as it could.
I am playing with some ideas. I'll drop the wild riders and the caddy for sure, and try and fit in the treeman. I think The DE side will be alot harder to play with. I know I can make changes, but not playing them I'm not sure what should be comming and going.
I'll post some ideas after I come up with them
Ok, I've tried something else here, it's more along what sirkently suggested. It's a little different from what I would have thought this army would look like, but it might just measure up nicely.
Alter Noble, Helm of the hunt, Hailof Doom Arrow, light armout, sheild - 158
Glade Gaurd x 10 - 120
Glade Gaurd x 10 - 120
Glade Riders x 5 - 129 (musician)
Dryads x 8 - 96
Wardancers x 5 - 90
Treeman - 285
Sorceress, Level 2, Darkstar Cloak - 160
Sorceress, Level 2, Dispel Scroll - 160
Corsairs x15 w/Champion and standard of the sea serpent (frenzy) - 195
Black Gaurd x 12 w/ Champ and Standard of Hag Graef (always strike First) - 219
Harpies x 6 - 66
RBT - 100
RBT - 100
I might consider dropping one of the bolt throwers and harpies and making another mele unit, possibly spearmen or more corsairs. I am fairly certain the black gaurd will earn their keep, but the corsairs are a little iffy, but 3 attacks each is pretty decent. I also like that the harpies are a flying unit from sirkently's suggestion of a great ealgle for marchblocking.
I think my own side is a little weaker. Heavy shooting reliance hasn't worked out for me in too many cases, allthought in my recent tournament it did help alot in certain games. I am wondering if it would be better to scrap the 5 wardancers for more dryads; I have never used them in such low numbers and wonder if they will cut it.
All around, something I'm not as comfortable with, but I think offeres more of an opprotunity for learning.
I'll pass this idea past my partner and see what he thinks.
I rather like the idea of scouts. it takes a little away from the shooting, but adds the value of marchblocking. with 5 scouts, I can bring 2 more wardancers.
The other banner isn't something I would have otherwise considered, but may be as effcient. the concern was that with only s3, they need assistance to rack of the damage. extra attacks i think might be a bit better than 1 less armour save, but the loss of control does make me nervous.
For both suggestions I'll have to run it by my partner. We have our first game this weekend, against VC and TK, and i believe our opponent is one of the tournament orginizers. after this, we will have a better idea of how our troops hold up and what to expect.
Thanks for the help, it's much apreciated.