Welcome to Librarium Online!
Okay so the concept of wood elves seems really cool to me and I decided that they would be my 1st fantasy army. I have not played a game of fantasy or watched a game of fantasy so I'm not 100% sure on how to play the game and what to watch out for, but I made this list anyway.
lvl 4 35
wand of wych elm 55
starfire arrows 25
glade rider * 8 192
dryads * 12 144
glade guard * 39 468
aech banner 25
lord's bowman 6
Now I'm going to put the spellweaver with the glade guard and have them 10*4. I know this wouldn't be as many shots as if I separated them into 2 groups of 20 but I was hoping that I random throne on my spellweaver so that they would all get the save. I would still get 30 shots a turn with them even though they are in this formation. Oh and I was going to try and roll 2 6's with the cast of the throne so it couldn't be negated and I would get the 2+ save against the miscast even though this is slightly risky. The dryads and treeman would be bodyguards for the glade guard while the glade riders would try to fire on the enemy while trying to move around and get behind them (even though I think they will die like instantly).
Tell me what you think.
- The treeman need more infantry support. consider dropping the glade riders and buy some more dryads or some wardancers instead.
- Starfire arrows are useless and a waste of points. It's only one arrow, strength 3 (wound on 4's and 5's most of the time) and hit on mostly 4's (since the magician don't hav ethe GG long bow). Maybe try the Hail of Doom Arrow instead? or scrapping the arrow completelly and hav e25 points extra for something else?
- 40 Glade Guards in one unit is bulky and hard to maneuver and as you said yourself you don't get to use it's shooting to it's full potential. I's consider dividing them into either one unit of twenty (with full command and the banner) and place the weaver there, and then have either two units of ten or one extra of 20 (with musician, nothing else). This will give you much more mobility and lets you use tha shooting phase to it's full potential. AND the Spellweaver will still have good protection in the large block of 20!
Hope this helps and welcome to the wood!
oh, by the way, i think this thread should be in the army list section
Sorry about the placement, this was my first post and for some reason i thought that everything wood elves went here be it army lists or w/e.
I do agree about the starfire arrows and from what everyone says about glade riders I guess I can see that as well. But why do glade riders suck so much? I mean they do seem sort of expensive but like I said I have never played a game so I don't know.
And should I get more dryads or more archers? I pretty much want them to come to me so I was hoping to put more archers and wait until they get closer to me to even attempt to hit back with the trees.
Last edited by tromb2ch2; October 22nd, 2010 at 05:31.
well. since your greatest weapon is mobility and shooting you could go for either one. Dryads give an excelent unit to run around and flank units and can hold their own against smaller units uni\til reinforcement arrive. You could for excample put your treeman in front of an enemy and let him charge you as you'll strike last anyways. and instead get toboth shoot him and stand and shoot him with strangle roots. At the same time you maneuver your dryads so that they can engage the flanks and fire the unit with your archers probably taking out a few more before they reach you.
My oppinion 40 archers in 1500 is allready a lot, but then again i normally don't do very well in 1500.. But i'd go for the dryads. The increased combat support for your treeman is vital for his success, and with lore of life and 40 archers you should have plenty enough of ranged and magical backing for your close up soldiers!
As to the glade riders. Well.. the only thing theyre good for is running around the enemies flank avoiding being charged and fire their "mighty" 5 arrows as long as they haven't marched. And since marchblocking is ruined as well, they don't really serve much purpose.. just think about it. For the cost of 5 overprized far too easilly killed mounted archers. you can get a unit of 10 foot archers with better Bows, the ability of having a banner and increased range (as well as Strength 4 on short range). OR you could throw away the 5 horsemen and take 5 waywatchers instead. Killing blow on short range can make short work of your opponents heavilly armoured troops. Or when playing deamons kill a flesh hound or flamer in one shot!
Gladeriders suck. For 2 more points a model, you can get Wild Riders. They're better and easily converted from GRs, especially if you buy the battle force because the GG sprues have all those wonderful swords to use.
As for Archers, I have 60, glade gaurd and 12 that I converted into Way Watchers and am conteplating on getting more. However, it's all about playstyle. Personally my GG are the bread and butter of my army lists. I think I used 50 in the last 1500 game I ran and they did amazing. I also like to take the HoDA bombm which is simply a scout/waywayter hero with the Hail of Doom Arrow.
40k: Silver Angels of Our Martyred Lady 7/2/3 - Daemons of the Great Squiggle! 3/1/0
Fantasy: Windhost of Athel'Loren 2/0/0 - Daemons of Another Great Squiggle! 0/0/0
Warmahordes: Legion of Everblight (Absylonia)
1)Glade Riders have Longbows: they shoot just as far as Glade Guard, although they don't get the short range strength bonus.
2)Glade Riders ride Elven Steeds: they have movement 9 and are Fast Cavalry, which means they can march (18") and shoot(30"), and even don't get the penalty for moving and shooting since they have Wood Elf Longbows (Asrai Archery special rule). And they get that little bit of vanguard movement in the beginning as well, not really a killer but any perk helps.
3) They're mounted so they have a (small) armour save, so actually they're harder to kill than your Glade Guard untill they are too decimated to rally.
3)They don't have a banner ... I never take a standard bearer on my GR cause when the unit breaks, you loose the standard (victory points for the opponent), and the goal is never to fight CC with them anyways, unless the target is a unit they should be able to handle well without a standard. I just take a champion and a musician (for rallying). With the new rules a FC unit under 10 models (2 ranks of five needed to negate rank-bonusses) are pretty much useless for flank attacks. If you get charged, you run. I never try to stand&shoot with these guys ...
4) They're Core Units: I usually have trouble living up to my 25% of core troops, so for me having this specialty unit as core is a bonus ... and since I can't afford a horde of 40 metalmodel Eternal Guard in a Highborn-led army ...
Glade Riders have been sapped a lot in 8th eddition but IMO they are still the best FC in the game (in a fast cav role). They suck as a combat unit, but you just make sure they can only get charged where they can flee and have a chance of rallying (drawing the oponents combat unit out of position in the process). They're squishy, but can usually stay out of range of enemy bowfire (use his troops to screen them), and if they draw fire from war machines they're small enough to increase chance of misses (if you're lucky and they're stupid sometimes making them hit their own units), and any shots at the GR take the pressure of your more expensive fighty units ... (and he always may have brought a full gobbo army ... ). The only reason why glade riders really suck is because it's lame game for your opponent (run - reform - shoot - run - reform - shoot - ... get's a bit boring ...).
In this armylist however I would drop the glade riders 'cause he doesn't have any Wild Riders. In a low-points list like this, I personally would either try to be more mobile than the enemy (fast cav all the way), since not a lot of armies have fast core units (and that's more than 375pts of theyr army), or go all for static.
So I would swap the glade riders for an eagle just 'cause they're cheap and you have no anti-warmachine whatsoever, and stick either a lvl1 wizard branchwraith in your dryads with the chance to generate one extra powerdie (give her radiants to get more dispell as well), or a lvl2 spellsinger in your archers but I'd prefer the BW ...
If going for the bulky big archersunit I would deploy them in two ranks, chances are you're not going to outrank the enemy anyway when he gets you in combat. In extremis you might try to pull off a reform on leadership if you think ranks are going to make the difference ...
Just my few ideas ...
Well if youre talking FC think outriders... 24" 3x multiple shot S4 AP hits per model... For about the same points as a GR.
I must agree that Glade Riders have lost too much to be competitive. They are fun to play though, and they can march and shoot... at least I thought FC was still allowed to do so. And if they are part of a fast type list they can be good. Just to run around pick off lone wanderers and direct enemy units. Or just charging enemy's from behind to get the +2 CR on a battle you are losing.
At the other hand 10 GG or 5 WW can do more damage on long range.
So it depends on how you are using them!
Also you might want to try to pick a focus for your list. You have a third of the points tied up in combat (treeman + dryads) another third in shooting (Glade Guard + Glade Riders) and the final points are in magic... Think about making that more of a 25% 50% 25% layout (or 50% 25% 25% / 25% 25% 50%).
Last edited by TheGuiding; November 28th, 2010 at 02:00.