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What I am trying to do is going for a List that will be used against friends mostly but can still do well in tournaments if need be. I know that I'm a little light on the magic side of thing and I might be putting to much faith that the Highborn on a Forest Dragon can make up for a lack of Close Combat in the army. You tips, comments, and ideas are appreciated.
Highborn (mounted on Forest Dragon)
-The Helm of The Hunt
-Dispel Scroll x2
Glade Guard x 10
Glade Guard x 10
Glade Guard x10
Dryads x 9
Dryads x 9
Glade Riders x 5
Warhawk Riders x3
Wild Riders x 5
Waywatchers x 6
Last edited by peacefrogs47; February 23rd, 2009 at 04:30.
Sorry about that, i didn't have the points right. i fixed that problem now, but as to your suggestions about the Wild Riders I'm not that big of a fan of them. I think that the shooting attacks that I get from Glade Riders are better than what the Wild Riders bring to the table. but I could be wrong
I like glade riders also, but you really need something in the list that can keep up with the dragon, and aid in combat. Glade riders are bad in combat, there job is baiting. The bow shots are just a minor bonus. Wild riders are the most resilient of the elves, and can pack a punch in combat. Plus they give you the unit strength to outnumber with fear. They usually work well for me.
Thats just my view,
I am right 94% of the time, why worry about the other 3%.
What with long range, s3, and the sheer amount of saves in the game, Glade Riders will not do much damage. Just speaking from my own meager experience, but I think anything you'll want to kill with them won't care if you shoot it with S3 bows, unless it's other fast cavalry. (they are still very good at baiting. But I don't think you'll need 2, especially with commad)
On the other hand, Wild Riders are an odd cavalry unit. It's not that they are scary on the charge (5 str 5 attacks that hit on 3's are not terrifying); so unless they are diving into a multiple combat they won't break much of anything.
What is cool about them is that they get +1 attack in any round of combat where they did not charge, as do their mounts. This brings their grande total of attacks to 10 strength 4 attacks and 10 strength 3 attacks. Which is 20 attacks!!!
If you stick a Dawnspear guy in there, he can make the enemy get -1 to hit. This gives you the potential to grind out, if you need to, and it gives you powerful flank chargers. Even without him, their high initiative means that unless they are fighting regenerators or some other tarpit of the ilk they will be able to add alot of wounds to your combat res, and deny the enemy ranks.
Beyond that, you can take advantage of their magic resistence to screen from magic missiles.
Just remember it is what you want to play with.
First, I would like to thank every one for their Comments and replies to the army list so far. You all have made some very helpful comments and I have taken them into consideration. I have edited the list as you suggested. I perhaps need a few games for the Wild Riders to grow on me, but i do feel that they will be a welcomed addition to the army. I also gave them a war banner to help with their combat resolution, because they can tend to lack it.
The problem that I am having now is that the list 3 pts over the 2000 pt limit. Now the quickest way to fix this problem is to take a some magic items away from my Highborn, but I am unsure what to subtract.
Maybe look at dropping a banner, musician or champion. It is just three points.
Problem solved. Thank you all again for your Comments and Suggetions.