Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
So Im going to play that woodland ambush scenario against dwarfs soon, and I was hoping you could give me some good advice. Since im not sure what to field...
I know the dwarfs will be shooting orientated, so canons and quarrellers, probably some thunderers too!
Ah well, this is my list so far:
Wardancer; Helm of the Hunt 125
GR 6x 144
Dryads 9x 108
Wardancers 7x 126
Skirmishers are difficult to hit and you will need the cover of the forest to get close.
Make sure he aims for the dryads and not the wardancers when you move into combat.
-2 to hit and killing blow! Sign them up
Hmm I kinda f***ed up the battle... I went all out against the organ gun and canon (the organ gun itself got destroyed by a HoD (the cannon not the crew) And the cannon crew was slain by my GR.
But after that, everything I had got shot to thiny little pieces And I lost the challange against her Army General kinda strange as I should have won or atleast wounded the Thane with my Noble...
Ah well, I think ill rematch pretty soon
I wouldn't get glade riders at this point level, especially against dwarves. I'd be much more inclined to take wild riders. Waywatchers could also have been an excellent choice.
Also, I'd shy away from a wardancer noble, and perhaps wardancers in general at this point level, again especially against dwarves. Wardancer nobles themselves are quite expensive for what they get -- keep in mind that you can put a regular noble in a unit of wardancers. I'm pretty sure you cannot give a wardancer noble helm of the hunt either.
As far as wardancers in general go, the excel at taking out light infantry but aren't as good against heavy targets, and they are vulnerable to shooting (just 10 quarrelers/thunderers will kill 1.85 wardancers on average per turn at long range and 2.78 per turn at long range vs. 1.11 dryads at long range and 1.67 at long range). Against just basic dwarf warriors with a hand weapon and shield, wardancers will kill 2.625 on average per turn and the surviving dwarves will kill half a wardancer back, meaning that the wardancers will probably lose against any meaningful static combat res, and with only glade riders as flank busters you can't count on denying him ranks. The obvious substitute, dryads, are a bit less point efficient on the first round of combat against dwarf warriors, but are actually more efficient on subsequent rounds (and are significantly more resilient against shooting).
Basically, the way I see it wardancers and dryads fill the same role. Wardancers are 50% more expensive than dryads. Dryads have the advantage of causing fear and being more resilient to shooting (and close combat attacks, for that matter). So to be worthwhile, wardancers need to be more than 50% more effective than dryads in close combat. They often are, particularly against light troops that they can tear apart. Wardancers are great in small units supporting your tougher troops. But against really light enemies, the the advantage wardancers have don't really matter because either dryads or wardancers will get the job done just fine. So where wardancers shine are against enemies that they can break but dryads can't. At 500 points and with a minimum of supporting troops, I think you are unlikely to run into such an enemy.
So basically, I'd drop the wardancers and focus more on numbers rather than elite troops.
Yeah, I know
The thing is that I dont have that many dryads, not do I own any waywatcher or Wild Rider models.
For the noble, I dropped his wardancer kindred and gave him a HoD.
Ill try what you suggested next time
Yeah, model limitations can get in the way for sure. That said, if it's a friendly game you might try proxying glade riders for wild riders =)
Hehe, good call! Didnt really think of that one :p
I may even be able to sneak in my GG as waywatychers (the "scout looking GG" units look a bit the same as the waywatchers)
Personally, I think any of our cavalry is to expensive and vulnerable in 500 point games. I wouldn't take any of them.
I would take the noble with the hail of doom. And then glade guard, dryads, wardancers, and maybe a great eagle to fill out the list.
I like wardancers in small games because of there versatility. Dryads are great for screening. Glade guard are always good. And eagles can do some march blocking as normal.
I am right 94% of the time, why worry about the other 3%.