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Ok I have decided to start a new WHFB army with one hundred dollars (my store gives me a 10% dsicount) This army is created with the Battalion Box and Wood Elf Hero with Great Weapon (just love that model...). I will do a lot of counts as (my group doesn't really care), as some glade guard will count as waywatchers and the extra GG banner carrier will be my BSB.
Heres the list:
Noble with Great Weapon, Annoyance of Netlings, Peagant of Shrikes, Light Armor
Noble with Battle Standard, Banner of Springtide, Light Armor
16 Glade Guard with command (but no champion)
12 Dryads with Champion
8 Glade Riders with Command
The overall plan is for both Nobles to join the Glade Guard in a 9x2 formation. They will rush for the nearest hill/ forest and open fire at infantry till' they get close and charge. (Just in case I lose tempo, I took the Springtide banner). The Dryads and Glade Riders will take up flanks, coming in for the flank charges when my GG finally get stuck in combat.
Because wizards will be a problem for me, I took the Waywatchers to eliminate them as quickly as possible, along with any warmachines. My Noble is kitted out to kill enemy heroes, first shooting them with Paegent, and then challenging them in CC.
I'm a newbie to Warhammer, so and comments and criticism is greatly appreciated.
Req-ex's Raiders- Lizardmen
Jorj's Southern Strikers- Lotr Uruk-hai
One of the more difficult and counter-intuitive things about wood elves is the issue of unit size. Most wood elves try to keep their units very small for a number of reasons:
Glade Guard - You want to be able to deploy in one rank so that everyone can shoot. Close combat is a non-starter, so ranks are not helpful to you. Units of the minimum size (10 ) are suggested because it's hard to get more models than that all in one rank.
Glade Riders - Again, minimum size is good here too because you won't usually be engaging in close combat and ranks won't help you much. Plus, it's a very expensive way of getting +1 to your combat res when you are paying that many points per model. You could deploy a large frontage to increase shooting, but that will cost you maneuverability.
Close Combat Skirmishers - this includes war dancers and dryads. You want to run 7-8 models per unit usually (dryads have to be minimum of 8 ). The reason is that because these units are skirmishers they don't get the benefit of rank bonus. In combat, you will be hard pressed to get more than 6-8 models in base to base contact with the enemy, so extras are basically wasted. That's not to say that you can't take larger units -- it'll help your troops stand up a bit better to shooting and such -- but it's generally not considered to be efficient.
Personally, I'm not a huge fan of the banner of springtide because you usually won't be standing and shooting anyway -- its often better to flee, as your missile units are going to get destroyed in close combat, and it's not worth sacrificing your whole unit just to get one more volley off.
Your combat noble doesn't really have a good place to go in your army as he can't join the dryad unit and you want to keep the glade guard out of combat if at all possible.
Honestly, It's really difficult to stretch a battalion plus a character model to 1000 points even with generous "counts as."
"Standard Alter" (Alter noble with great weapon, light armor, shield, helm of the hunt, hail of doom arrow)
Wild Rider Noble w/ dawnspear on elven steed
Branchwraith w/ level 1 + cluster of radiants
10 Glade guard
8 Dryads w/ champion
5 Wild Riders of Kurnous w/ musician and standard (war banner)
You are using 6 glade guard as waywatchers, 5 glade riders as wild riders, and the glade rider champion as the wild rider noble. The branchwraith you can represent using a dryad.
This list gives you a lot more tools to play with. You have a fast cavalry unit that can do a fair amount of damage in close combat (great flanking unit), a nice sized unit of scouts, a standard missle unit, a unit of close combat skirmishers, and a fast response alter noble who can run around and help put out any fires. The branchwraith gives you a little more magic defense too, and might even get a spell off herself.
The Hail of Doom Arrow might be a little overpowered at the 1k points level, so if you friends complain you can always switch it off with another magic item.
Thank you very much for the comment.
I understand the lack of magical defense was a major weakness in my previous army, and the branchwraith fixes this. And a few questions about the new list. Does the Glade Guard have a command? And can the Alter Noble use a shield and a great weapon?
Since my main opponent will be Skaven, will this army be able to handle swarms relatively well? And one more question. Where should i deploy my 6" forest, and will the waywatchers fit in it?
Thanks you again.
Req-ex's Raiders- Lizardmen
Jorj's Southern Strikers- Lotr Uruk-hai
Honestly I'm not that familiar with the skaven list. That said, I can say with confidence that the list I posted earlier will be a lot more competitive than the original list.
One thing that seems to me would be really good against skaven that this lacks is wardancers, but you don't have any models that would be suitable to represent them.
With respect to where you deploy the free forest, I think it really depends on the way the rest of the terrain is set up. Ideally you will be using terrain to disrupt his line of sight and make it hard for him to maneuver.
The alter with great weapon and shield can only use one of the two at the same time. In close combat you can elect to use the great weapon or you can elect to use your shield and hand weapon. The shield also improves your armor save against shooting.
You'll want to deploy your waywatchers in a position where they can attack his warmachines quickly.
By doing this i will be betraying my first warhammer army (Skaven). Oh well. Take fast units to get in the flank of the rat men and negate there rank bonus. The Hail of Doom will do great against the rat men (only a 6+ save) Whitle down there rank bonus with glave guard before you get into combat. Hope it helps
"The casualties were in the order of ten to one in favour of the Dwarfs. Good, the fight was going unexpectedly well"
Good old Skaven
I almost always put my wods near the center of the map, to encumber shooting and to make the center difficult for other armies to manuever.
As for the free woods, I usually place mine near the centre of the board as well. Just keep a clear lane for your archers and use terrain to block your combat troops.
I am right 94% of the time, why worry about the other 3%.