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Lords and Heroes
Helm of the Hunt
Stone of the Crystal Mere
10 Glade Guard-120
10 Glade Guard-120
5 Wild Riders-216
5 Wild Riders-191
War Banner or Saemrath
Cut out the Waywatchers, lower point banner in the Wild Riders and the Mage's horse and add in a Treeman
Thoughts, Comments? Any input would be great. Saemrath or War banner? Basically the point of this army is to be really really annoying, avoid losing fights, gang up and rip apart weaker stuff. Redirection, wild chases, all the good WE kind of stuff. The mage has a horse so he can get around to different woods and use that nasty little sphere he has. Also so he can add magic support where needed (Tree singing). Alter is an obvious small unit, War machine, character hunter. So yea, thoughts please.
sorry to bump this, but I could really use some comments.
Why no lord characters ?? Any particular reason ?
To win some pts, maybe make the dryads units to 8 each only ?
Same for way watchers perhaps ? ( -2 models )
I'd try use a highborn instead of a noble...
I like your core choices.
Special choices, I think I'd swap 1 unit of wild riders for warhawk riders.
Rare choices, I like the eagle.
Your magic feels abit weak
A couple of thoughts,
1. Characters: Make both mages level 1. Wood Elf magic has its uses but over all is not that powerful. I can see that you are trying to go for some sort of treesinging spam, and that is neat, but not all that effective. There is no point in giving your mage a mount. Just stick it in a forest and have it read scrolls all day. You are better off just using them for magic defense as two scroll caddies. Also the Stone of the Crystal Mere on a alter kindred character is not really worth it. Better off dropping for a hail of doom arrow to make a "standard Alter." Don't forget that a good player will challenge the Alter with a champ, and win through combat rez.
Instead of the Alter might I suggest, a BSB with a hail of doom arrow and Asyendi's bane? Like it or not a Alter Kindred character is a throw away character that you point at the enemy. Might take a few with him, but will always lose to static combat rez. A BSB is great for the break test re-rolls, which you will need. Like it or not, static combat rez is a pain. Also
2. Core: You should run, 3 units of 8 Dryads. Having the extra 2 in each unit doesn't make it more effective in Close combat, Max you would be able to get in would be 7 anyways. I personally like to run glade guard in units of 12 instead of 10. The extra shots are nice and they are still easier to protect that running 3 units. Also Glade Riders would fit into this list nicely. I think that they are better than eagles being fast cav and all. The moving 18 and being able to shoot can help take out warmachines in a hurry.
3. Special: Your wardancer unit is way to big. They run best in units of 7 I have found. I would also suggest dropping a unit of Wild Riders to take another unit of wardancers. Wild Riders are nice, but the not being able to flee when you are fast cavalry really sucks. Plus they can't take out other special units all that well. If you are going to continue with them, bump them up to 6 a piece. Also don't take a Champion. The extra attack is not worth the it. As for standards, a war banner is the only one that I would consider taking. Remember to choose your targets well otherwise you are giving up 100 vps when your Wild Rider bounce of an enemy unit. Treekin are good but a Treeman is better IMO. Oh and state away from warhawk riders. They are crap.
4. Rare: Don't waste your time with command on the waywatchers. Not worth the 8 points. Also the unit is way to big. Remember that Wood Elves thrive on using many small units. I would suggest a unit of 6. Also, Killing Blow is nice but not reliable. Waywatchers are best used for marchblocking, hunting warmachines, and being a expensive distraction early game. Not a fan of eagles, but they can be useful. Might just want to take 2 treemen instead.
Hope this was helpful and best of luck!
hey, thanks a lot for the posts, sorry it took ME a while to respond, had a whole horrible power outage situation. Anyway, I definitely agree with most of these comments. Alot of the command and padded units were just because I couldn't think of what to do with the points. However you guys brought up some great points. The 2nd wardancer unit sounds pretty good here. I like the Eagle simply because I've never used something like it before and just thought for 50 points I'd use it and it's pretty damn useful. I may end up with a tree man, but I don't know, I really like the waywatchers. Also i agree about the waywatcher size, way too big, was already thinking about that. I'll tinker with these comments a bit and I'll try and put up a revised list soon.
Lords and Heroes
Bow of Loren
Blades of Loec
Hail of Doom Arrow
10 Glade Guard-120
10 Glade Guard-120
5 Glade Riders-129
6 Wild Riders-199
*changed the list up a bit after last comment
Took a variety of suggestions here. First off, I like this army simply because there is a lord and lots of core, 2 things that are very abnormal for my armies. miawmiaw, I do not like lords simply because I love balanced lists and tend to focus on bigger better units with multiple, efficient heroes. Therefore I almost never use a lord, this being an exception. Otherwise, I've decided waywatchers are a must as well as the eagle, unfortunately ruling out a treeman. I want speed and elusiveness and the waywatchers and eagle serve my purposes too well to cut. The bladesinger is in the smaller unit as a challenge chump for the heroe. I also enjoy that only 2 things in my whole army break 200 points on their own. All in all, I think this works much better than the previous list.
Last edited by insomniac666; April 10th, 2010 at 18:56.
treekin are cool, but if you want speed and elusiveness why take them at all?
Dropping them, you could also lose the eagle, give yourself a treeman, AND bump your WW unit up to 6. ( i like to run my WW in units of 6-7)
The treeman is a powerful ally for the WE, and is able to take some charges and deliver them.
I had the Treekin in here for either a distraction for my opponent, thinking that they are the real threat, and as a hard hitting, durable source of toughness and high strength. I really need somebody to make a case to me why Treemen are better than Treekin before I switch them out. As far as I can see, I like the Treekin alot more than the Treeman. Also I would prefer 6 WW too, but it worked out that i could only fit 5. Could drop the war banner for an extra guy though.
You could actually do a search here on the forum i believe there was a poll just for that (treekin vs treeman)
to be honest the Treeman is a much bigger distraction than treekin are.
hes a beast on the battle field
5 str 6 attacks? and t6 with a 3+ armor and 5+ ward
sure the treekin have some armor and the ward but the treeman is also much more mobile seeing as he is a monster and does need to wheel.
also the treeman has strangleroots NEVER underestimate the power of strangle root.
(oh yea and hes stubborn on a 8!)
Fair enough. I'll play around with it. If I run a treeman I'll go with 7 WW and if i go Treekin I'll run 6. Either way, I'm gonna drop the War Banner. Anyway, thanks for the advice, much appreciated.