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This is an army I am constructing from what I've pre-ordered (Plus a Warhawk Rider as my Noble from the Warhawks a friend sold to me).
Wood Elf Noble
Extra Hand Weapon, Bow of Loren
Mounted on Great Eagle
10 Glade Guard; Musician
10 Glade Guard; Musician
12 Glade Guard; Musician
8 Glade Guard Scouts
6 Glade Riders; Musician
Total = 999 pts
Models = 60
Dispel Dice = 2
Looks good for a beginner's army?
You can't rely on shooting alone, you need more than a single combat unit IMO.
Here's what I would suggest:
Noble 135 pts
Bow of loren
Branchwraith 115 pts
Annoyance of Netlings,
Murder Of Spites
16 Glade Guard 210 pts
10 Glade Guard 126 pts
8 Dryads 96 pts
5 Wild Riders 148 pts
7 wardancers 133 pts
the nobles does the same job as before, but cheaper, and gets 4 shots with the bow, and can take on warmachine crew by turn 2.
Relatively less glade guard, but a unit of 16 with standard and musician will give you ranks for combat resolution when needed, charge only on turn 5-6, they don't last long.
More CC ability wuith dryads, wardancers and wild riders, make sure your screen the wild riders with the dryads to avoid massed missile fire.
Respectably, I don't think Glade Guad should ever see hand to hand, and giving them a standard is just sacrificing a free 100 points to the enemy.
I also don't ever expect to charge with my Glade Guard (maybe once in a blue moon where I am guaranteed to win, and I needed an overrun to put me in a scoring table quarter or something in the last turns of a game). I figure it's better to shoot with an entire row of Glade Guard (8-12, depending on casualties) and hit an enemy I could charge with arrows on 3s, at close range, so I get the strength bonus on the shot.
Whereas, if I charge, I'll probably only get five or six models into base to base, more than likely hit on 4s, with a lower strength attack, and only go in with (maybe) an outnumbering bonus, so I could still viably lose the combat.
In my list, I have three march interdiction units (the Noble, Scouts, and Glade Riders, plus the Dryads could pinch hit as a march interdiction unit if need be). I'm probably going to march blocking by turn two, if not by turn one. So an army of predominately M4 units is going to take a VERY long time to reach my Glade Guard line, if they can ever reach me at all. And the manueverable nature of my march interdiction units grants me the flexibility of keeping them pretty safe from the enemy.
Also, if need be, my flexibility grants me the ability to easily set up a tri-charge from my Lord, the Glade Riders and the Dryads (who would sneak their way up through cover).
And most of my units are pretty hard to hit with shooting. Take the Scouts for example. The enemy probably has to wheel to see them, so -1 for movement. -1 because Scouts are skirmishers, and they most likely will be hiding in a wood or some cover before they spring out to get behind a unit to march block, so another -1. Considering that most BS in the game is 3, an enemy is going to need 6s to hit me.
The only shortfalls I can determine in my list, I think I'll have some trouble dealing with other skirmishing armies (Beastmen, other Wood Elves), heavy magic armies (I really don't think I'll see too TOO much magic in 1000 pts), and armies that have units that burst out of the ground or from other table edges (Tomb Kings 'It Came From Below' or Ogre Kingdom 'Gorgers')
the glade guard are the only rank and file unit you have in the list, thier charge can support a unit of drayds that is already in combat, as they can' do it all by themselves.
I don't think a tri charge like youy have discribe would reasonably happen, as any missile troops will aim at the glade riders, if you don't get to start. also a wood elve noble without a kindred isn't a killing machine, he won't get a bonus for flank or rear, and he also as no save. well the scout aren't a big treat to much at 17 pts a model, and dryads will hit be hit 6s at long rage, and 15s at close range and and 8 could go down to 5 in this case.
At least I would suggest havin more units of dryads, as 2 units will unsettle most players, more targets to shooting.
Gladriders alos do very poorly on average, as they only get a 6+ save, 5 atacks on 4s than 4s, and 5 more on 4s than 5s (as the average T is 4 )
I would just try to get a hard hitting unit like wild riders or eternal guard, or even the tree kin in there for a punch.
I disagree with the average toughness of units being 4. I think the norm in Fantasy is much more being on 3 (than in 40K, where 4 is the standard).
The only army I would expect to see (in 1000pts) with a lot of T4 would be Chaos and Lizards (course, I'm still a relatively new Fantasy player).
Also, the point of the Glade Riders is not to charge into enemies and break them. They are another unit to enact march blocking and frustrate my opponent with missile fire. Using their mobility, they can charge a flank or rear with the Dryads in order to cancel ranks and add to combat resolution.
Armor save, schmarmor save. There are two units in my list that benefit from any type of armor (Glade Riders with 6+ and Dryads with 5+ Ward). Playing low armor save armies is what I'm used to. And I'm not above not getting an armor save at all (I don't concern myself about armor saves until they become 3+ as usually there is some sort of S4 attack that will turn a 4+ into a meager 5+, which I don't respect at all)(Speaking of which, I think I will replace my Noble's extra hand weapon with a spear, as the extra hand weapon will only help once his mount is killed, and the spear would make him S4 on the charge).
Also, I doubt I will have to worry about my Glade Riders getting shot up in the early phases of the game. I'm very good at the 'Turn 0' strategy (setting up terrain to my advantage). Plus, don't forget that Wood Elves get a free forest to put anywhere on their table side to help out. (Block LOS/hide skirmishers)
Good points there, I guess you want to play with more finess than I would, I usually go with safe play as my dice tend to betray me all the time ^_^
you should try the alter kindred noble though, cheaper than a great eagle, and he can use is caracter to evade alot of missile fire
the most popular armies have the T4 dwarves, chaos, lizardmen, orcs, ogres (around here at least) and beasts of chaos.
And doesn't the free tree only apply in pitched battles?
Yeah, you only get the free woods in a pitched battle. But that's all we ever play around here.
I've got a game this Saturday using this army against Empire.
I'll tell you how it goes.
Of course you can also give him a spear and an extra handweapon. If his mount is killed, you just use the extra hand weapon instead of the spear. The same if you managed to get charged instead of charging yourself.
And I agree with Wolf Pack on the Alter Kind option. Though you'd need to get an extra character.
And against those heavy skirmishing armies, you could drop a couple of Scouts, 1 Glade Rider and some Dryads to get a unit of 5 Wardancers. They hit hard and are worth gold vs skirmishers. As long as they don't get shot (which is not a problem vs Beasts of Chaos e.g.)
You could also get your Noble of his eagle to join the Wardancers: Wardancer Kindred and Blades of Loec.
Well, I played two games yesterday using this list. The first against Orcs, and the second against Empire, and let me say, Wood Elf shooting is devastating. I massacred both my opponents with very little casualties in return.
I'm not going to go into extreme detail, but here are some highlights.
1st game, vs Orcs: (Two blocks of Orcs, one block of Night Goblins, one row of Goblin Wolf Riders, three Snotling bases, one block of BoarBoyz with a lord, and two Goblin Shaman)
*Using Scouts to march block on turn 1.
*Glade Riders running off a unit of Orcs with a flank charge.
*Noble gets blasted in the face by magic missile, then the Great Eagle eats it when he gets charged by Wolf Riders in the next turn, heheh.
*Dryads pwn the Boarboyz after they charge from off of a hill.
*Two units of Orcs fail Animosity two turns in a row. Oiy, what lousy luck!
Orcs; six or seven Orcs from one of the Orc blocks (from 25 or so), and a Goblin Shaman
Elves, everything but the Noble and the Glade Riders.
This was just disasterous. I felt sorry for my buddy who barely even got out of his deployment zone.
2nd game, vs Empire: (two units of Knights (one with a Captain), one unit of Wolf Pack Knights with a Rune Priest, two units of Pistoleers)
(I was a little worried about this list, with all the high move rates and heavy armor, could my Glade Guard find chinks in the heavy plate to do enough damage while my march blockers do their job?)
*Noble on Eagle flys up and pops three Pistoleers with the Bow of Loren, and runs em off the table on turn 1.
*Dryads get charged by Knights and get the crap kicked out of them, but the ensuing pursuit puts the Knights past some woods, and my free wood (which basically divided the table) and take them out of the remainder of the game.
*Wolf Pelt Knights charge Glade Guard who stand and shoot, and manage to whiddle the knights down to just the Rune Priest who is eventually beat in combat by combat resolution!
*Glade Guard shoot up the Capt after he detatches from his unit, causing four wounds, of which he fails three, but the armor of Vaul brings him back to failing none!
*Capt is subsequently beating in combat by Glade Guard and Glade Riders from combat res!
Empire; Five Knights
Elves; Everything but the Scouts, Dryads and half of a Glade Guard unit.
Massacres on both games, I think we calculated that I beat the Empire by about 700, but we didn't count the VPs for the Orcs.