Welcome to Librarium Online!
Whew, concocting these lists without army builder is a refresher in mathematics! I've been spoiled. Without further ado, here's the list:
Branchwraith, lvl 1 caster, annoyance of netlings, murder of spites, 225 :o
Noble, Hail of Doom arrows, 104
Spellsinger, lvl 2 caster, ranu's orb, lamentation of despairs, 170
GG x 10, musician, champion, 132
GG x 14, full command, banner of the zentith, 217
Dryads x 8
Dryads x 8
Wardancers x 5, musician, bladesinger, 111
Wild Riders x 5, full command, banner of the dwindling, 216
Waywatchers x 5, champion, 128
Total 1496, 58 models, 5 casting, 4 dispel. And please, whatever criticism you make, don't point out any mistakes in my math. :p
The dryads will coordinate attacks with either the wardancers or wild riders, hoping to break the enemy through fear and sheer weight of kills. The GG will whittle down large units or high point targets while the waywatchers harass the enemy's rear flanks, doing damage where they can. The GG unit with the banner of the zenith will reform if necessary to serve as a meat block.
The branchwraith should do holy murder in combat, especially if she gets into a challenge for a chance at overkill points. Imagine if she was put up against a unit champion!
The spell singer will AVOID ALL CONTACT WITH THE ENEMY! Hopefully at some point she and the branchwraith will exhaust the opponent's dispel dice (and maybe scrolls) and use the lamentation of despairs to zap a high point model!
So any ideas for improvement? The lists are fun to make, but it's a weird army for me to play. Maybe I should change the smaller GG unit to an eternal guard unit?
Last edited by DavidWC09; July 30th, 2005 at 07:28.
Very specialised units you have there, this list will take some time to master.
Here are some pointers:
Isn't the branchwraith 165?
the noble 105?
nice glade guard units, but the second one as an odd number for a possible combat unit, I would suggest pushing them to 16.
I don't like way watchers too much, they are a tad overpriced IMO, and don't see too much action.
The Eternal guard is a great choice, with the noble they become hard as nails IMO, you would just have to kit him in consequence, lighr armour, shield and and the like. to finance a unit, the way watchers could leave...
The Spell Singer or Branchwraith could be interesting with Blight of Terrors, use is Caracter status to march him around the board and causing plenty of terror checks, and the Branch wraith's dryad unit could break on the charge anything without the need for outnumbering.
Dammed mathematics! I'm a word person.... :p
Thanks for catching the error. I'm learning just how valuable points are to an elf army. The GG unit can easily be bumped up.
In my experience, terror's unreliable. I quit fielding wraiths a long time ago in my VC army. Just as most troops usually pass a fear test, so do they usually pass terror tests. Once it's been passed, that model is now just fear-causing, which a branchwraith is to start with. To me it seems a waste of points when I get guaranteed attacks or the ability to barely be hit in a challenge.
I like the idea of an eternal guard more and more and with the new found points, that might be a good way to do it.
Branchwraith, annoyance of netlings, murder of spites, lvl 1 wizard (165)
Noble, eternal kindred, hail of doom, lt armor, shield (114)
Spellsinger, lvl 2, ranu's heartstone, lamentation of despair (170)
glade guard x 12, mus, champ (156)
eternal guard x 16, full command, banner of the zenith (247)
dryads x 8
dryads x 8
wardancers, mus, champ (111)
wild riders, full command, banner of dwindling (216)
waywatchers, champ (12
A much more combat worthy army. I like waywatchers, if only because my regular opponents have pestered me with scouts since I began playing. Now, it's time for payback! I know I could use GG scouts, but they don't have the nifty rules of lethal shot and forest stalkers.
THe guard will hold the center, supported by dryads on each flank. Wardancers and wild riders on each far flank.
I think the eternal kindred doesn't allow mudane equipment because of the eternal guard fighting style.
I'd push the ethernal guard to 6x3 formation, to make good use for those second rank spears.
I don't see the point of the banner of the zenith on the eternal guard, they won't be backing up while sniping off short ranged S4 arrow goodness ^_^
The noble loses the eternal guard fighting style if he takes magic weapons or armor. The hail of doom arrow is an enchanted item and should be okay, as should the light armor and shield.Originally Posted by Wolf_Pack
Yeah, you're probably right about the banner of the zenith. I looked at it as insuring that I'd get the charge off instead of the other way around.
Okay, here's how the list played out. I won't give a battle report, just an overview of the game and then how each unit performed.
First, I should say this. You know, we've all had those days. The days where an ill winds a-blowin' and the dice just ain't rollin'. Well, today was that day for me. Quite honestly it was the worst dice day I've ever experienced. I didn't just fail my rolls, I rolled ones, again and again and again. Hail of Doom Arrow! A-ha! Take this you marauders! 3D6 of Doom, coming your way! What do I roll? Three 1s. I rolled at least a single one almost every roll. I rolled multiple ones over and over. It was disgusting. Except, mind you, when I needed to pass a leadership test. Then I'd roll a 10 or better. It was just an awful dice day.
Even with this unfortunate rolling, I left the opponent, a Cult of Slaneesh army, with only his bolt throwers, his characters, and a small group of shades. It was a bloody battle.
How did they perform?
The branchwraith was fantastic. I'm really going to like the combo of an annoyance of netlings and a murder of spites. Put her in a challene and she's unlikely to get hurt and overkill is certain, especially if she gets a puny unit champion to pick on.
The noble found his unit of GG vanished (they suffered a remains in play spell that isn't really a remains in play spell--makes them frenzy and take d6, str3 hits over and over until they lose frenzy). His hail of doom arrow was a botch. He charged into the shades, challenged the (ig)noble character there and held his own. Our stats were identical. He rolled better. My guy died.
Spellsinger. She did well enough. Treesinging is tough to use well. Even so, she only moved a tree once. She rolled poorly througout. The lamentation of despairs is something I really like, but only against low leadership armies, and CoS isn't one of those.
Glade Guard did okay. They were slowly whittled down by that spell. They most likely did not get their points back.
Eternal guard were a bunch of slim-waisted pansies. They were hit by a bolt thrower, panicked (on the general's leadership) and ran 12" back. They rallied were hit again by the bolt thrower (panicked and ran back). They never got into combat.
The dryads were awesome, holding up two ranked units, one of chaos marauders, the other of witch elves. I will always field these guys. In the three-way battle we played next, they were stars, which they've been in all four games I've played with them.
The wardancers are slice and dice specials. They went into combat with the dryads and suffered only two wounds the whole battle. I like this combo of dances: extra attack on the turn I charge (with four of my six wardancers in combat that meant 13 attacks) on the next turn, take a 4+ ward save. So on the first turn, I hope to kill enough guys that nobody strikes back. On the next turn, i have a ward save. Then go back to extra attacks and so on. In the three way battle I mentioned above, they kicked butt again, running off a unit of witch elves.
The wild riders were placed wrongly. I meant to put them where they could have a go at the warmachines or support the dryads. They died on the very first turn. They never left the starting gate. Bolt throwers and crossbow-wielding scouts tore them up. Sniff, sniff--wild riders went quick. Mind you, that's with a 6+ cavalry armor save, a 5+ forest spirit save, and a 6+ talismanic tatoo save. Remember, I rolled for crap on everything except the dryads and wardancers.
The waywatchers stepped out from their hiding spot and found not the exposed bolt throwers but 20 harpies who were sent to defend said war machines. I let loose with my lethal shot arrows, needing anything but ones. You know by now what happened, four of the five dice were ones. They lasted two rounds against the harpies. Another loss of points.
All in all, I was lucky to have killed what I did. I took out his daemonettes, witch elves, and marauders with shooting, dryads, and wardancers.
Now you know why I don't like waywatchers!
You should screen your wild riders with dryads while deploying your force, so that this kind of thing won't happen again.
you should might want to trade in the spellsinger ofr another branchwraith, only 3 levels of magic isn't good enough for 1500 to get throught consistantly.
The dryads were screening the eternal guard, but as the bolt thrower was convienently on a hill, as were my own GG (which means I shouldn't complain), they were pretty much fair game. Oh well, I'm learning, slowly it seems.
It's fun playing the army because of the mix of close combat abilities and good shooting.
Yeah, Wolf Pack, the waywatchers have yet to pay off and I've fielded them four times. In the three way battle they did okay, but didn't recoup their points. Still, that -2 modifier to hit them is really nice. They dodged arrows, bullets, and bolts quite successfully. I considered GG scouts, but at only 7 points less, I wonder if it's worth it. Maybe I just need to give up on the scouting idea all together.
I've played 3 games VS wood elves with the way watchers so far, and all 3 of them I simply ignored the way watchers, as they can't possibly be very harmful.
The scouts are very expensive, but can be worth it with the banner of the zenith they can slow an entire flank or center quite dramatically.