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Ok take 1 on WE 1k army
Noble Wardancer Kin w/
Moostone of hidden ways
Joins with a unit of 6 Wardancers - 253
2x 10 Glade Guard - 240
2x 8 dryads - 196
x9 Wardancers (not with the HQ) - 162
6x Waywatchers - 144
What do you guys think?
My thoughts: I might be a little too heavy on shooting and I might have too little cavalry (none at all actually)
The only thing I have to counter those damn Hydras are my Wardancers and maybe my Dryads but I could possibly have too little..but then again I have a ton of Wardancers
I guess I'll do good assassinating other characters and marchblocking my opponent with my waywatchers. My opponent will probably want to move foreward because of my mass of fire of my GG. Then I can pop my Moonstone of hiddenways to ambush him and smush him inbetween a unit of my HQ wardancers and my drayes...or more Wardancers
Wardancers can probably counter Cavalry with thier Killing blow ability.
The reason I chose not to take wildriders or any cavalry is because they seem to be really expensive and easy to shoot down. Maybe I haven't thought of a way to use them properly?
I doesn't look too bad. Wardancer kindred in 1k games isn't optimum, but it should be fun to play. I would drop a wardancer from the larger unit and get a champ in the unit the noble will go in. Also get a musician if there are extra points. Then move one over to the generals unit so you have two units of seven, one with a champ that the general goes in.
Also, you are right that our cavalry is easy to kill with shooting, but then all the elves in the army are easy to kill with shooting. Don't let this deter you from taking some eventually. Wild riders are a staple in most lists as they are the elven punch in the army. And glade riders are one of the best bait and flee units around. Warhawk riders can do great against small unit and warmachines. You just need to keep them out of line of sight.
I am right 94% of the time, why worry about the other 3%.
The only easy to shoot thing in my army here would be my GG and I plan on putting them in a forest to win any shootouts.
The Wildriders? Yeah they were what I thought of choosing instead of the unit of 9 Wardancers but it seemed to me that if some ColdOne knights tried to come down my flank, IDK if my Wild Riders can hold very long as they are heavily armored where as the Wardancers will be able to use Killing blow.
--The Wild Riders benefit from the same 6+ ward as the dancers and also get the same MR1, they are strength 5 on charge with good weapon skill and get the long range for making those ever important flank charges. They have an armor save, can carry banners and warbanners, they cause fear on the charge, and can negate rank bonuses.
--The dancers do have their dances and are skirmishers, and are often under estimated. Mine have taken out a unit of ogres, and a unit of cold one knights by themselves (after their numbers have been reduced by shooting)
-I've posted my current list here (Tournament/army tactic advise) if you want to look at it to get ideas. My list is pretty generic but it works well.
Ultimately I can see your list faring well, its just to go with what SirKently mentioned earlier that all the units are susceptible ranged attacks, and not to dismiss the riders solely on the fact that they are easier to hit because they more then make up for that with their movement and combat prowess. If the could suit your battle plan then they will be a very nice edition. We are simply offering different view points on our experiences. However I still suggest getting some more magic defense if your plan is to sit back and shoot some of that stuff flying around now is pretty nasty.
Wood Elf Fantasy Player
after a recent return to the world of wood elfs though a combat army (think sir kently might have heard of that already on another post) i believe you can never have too many wardancers (unless your over your limit and even then) ive chopped though multiple blocks of 10 knights without breaking a sweat and reduced a unit of 50 skeltons (got to love raise dead) too 10 with 8 wardancers and 10 dryads (mostly wardancers go wardancer weps and storm of blades) thats why ...............oh fek ive seriously just forgot what the point of that speak was dam phone call erm well anyway.........wardancers rule peace out (sends message then buries computer in shame)