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Alright, this Lustria Campaign starts swinging on Sunday, so I might as well get some opinions on my list ideas prior to that.
The most basic:
Noble, Great Weapon, Hail of Doom Arrow -- 111
10x Glade Guard -- 120
6x Glade Rider -- 144
6x Wardancers, Blade Singer -- 122
Straight up combat list--got a decent number of longbow shots, the wardancers for a good combat unit and the glade guard to help flank against those massive infantry blocks (or just to shoot, or character hunt, or whatever) Lord has the Hail of Doom, which seems well worth it, and a great weapon, mainly 'cause that's what my model has on it (and it gives the list a little extra anti-armour ability). I am trying to stay away from dryads intentionally, here, since it's hard enough to justify there being Wood Elves in Lustria without trying to justify Dryads, too
The Treesinging list:
Spellsinger, Lv. 2 Wizard, Staff of Calaingor -- 150
10x Glade Guard -- 120
10x Glade Guard -- 120
8x Dryads, Branch Nymph -- 108
A little more of the shooting variety with that one dryad unit (Shhh...maybe the spellsinger created them or something...) for a bit of close combat. Seems like on a board with as much woods as the Lustria boards should have, being able to shunt around forests could be pretty golden--especially since it happens right before the Encounters phase, letting you place those nasty encounters with considerably greater efficiency.
Anyway, that's kinda what I had in mind, what do you think?
I like the second list. I think the dryads will be more dependable than the wardancers.
Remember, at 500 pts you can go below the usual unit size; therefore you might want your GG to have five troops. That would make them much more maneuverable, especially since they can move and shoot without penalty. Here's a link to the site, assuming you're following warband rules.
As for fluff, you can claim something like the forest elves were dispatched because the tree of life, or whatever that thing is called, felt a disturbance in its tropical twin. The spellsinger summoned the angered spirits of the lustrian jungle to assume dryad form. Then pop a tiki umbrella in their hands and boom! Lustrian wood elf force. :p
Hehe, right. I'll get to work on those umbrellas.
Actually, we're not using the warband rules, so no under-sized units, but otherwise you're probably right--dryads with the higher toughness are probably more reliable. Less effective on the charge (wardancers swinging in with three attacks a piece are pretty nuts) but the dryads make it to combat better, for sure.
I take it you don't like the glade riders, then?
That wouldn't be bad...Originally Posted by Araith
Glade Guard, 120
Unfotunately, it comes to 507 points, and there isn't really anything that can be cut from the list without seriously changing it.
(unlike some, around here a 500 point list means no more than 500 points, not somewhere around 500 points)
I do like the Wardancer noble--probably the most points-efficient close combat hero available to the wood elves--but it does have the downside of not being able to bring a Hail of Doom Arrow. It just seems that, in this small of a game, the Hail of Doom Arrow is too good to pass up, even for a Wardancer hero. But, maybe I'm wrong. I'll probably give one a shot at some point.
Unfortunately, I can't do it with the list you suggest.
Then you could drop your Glade Guard for another unit of Dryads or Wardancers.
Or if you want to keep the Glade Guard you could take your first list and change the following:
- change the Glade Riders into a sizable unit of Dryads to support the Wardancers.
- make the Noble of the Waywatcher Kindred. Will let him scout so he can support the Dryads and Wardancers from closer up and he'll get Killing Blow.
I think you're going in the wrong direction, there.
Dryads are really not as good, in terms of combat support, as Glade Riders. All they do is generate a few more kills, and maybe a flank bonus (which is still tough). Glade Riders can flank large infantry blocks (even of fast stuff like skaven and skinks) easily and negate rank bonuses when they do. In addition, they have bows if they're not needed for flank charges. Three units of skirmishing melee units just isn't really going to win anything on their own.
Also, a Waywatcher noble? 35 points to be able to put him all on his own out in front of the army. He will only get about one killing blow the entire game (and that's if, for some miracle, the enemy leaves him unengaged for all six rounds), and none of the armies I'm playing against are fielding things even close to pricy enough to justify this (if it were ever a good idea anyway, which it probably isn't).
Anyway, sorry for being so crititcal, I do value your input--I just don't think you're on the right track with your suggestions.
I don't mind the critizism. I don't play WE, so all I know are the things I pick up on the fora, knowledge of WHFB and common sense.
From what I know of Dryads is that I like them very much and that they'd be the right ones to pin the enemy down after which you flank them with the Wardancers.
And that Waywatcher kindred was that with this configuration you'd have how much? 30-40 points to spare? Either more models or the Kindred. Guess I chose the wrong one.
No worries. I agree that the Dryads are pretty rockin', it's just that--as far as I can tell, neither Dryads nor Wardancers make particularly excellent flankers, being only a bit faster than the average guy and being unable to negate ranks. Probably, though, with the number of kills the Dryads and Wardancers can put out, they'll still win combat most of the time if they're going at it together.
Anyway, we're not playing a very rigid campaign--units gain experience, but we can switch around our lists however we want to between battles, so i'll try a few things and let you know how it goes.
Other than cavalry and tree kin, elves don't have a lot of strong flanking units. I haven't played with wild riders or tree kin (but I just got four of the latter yesterday!), but I've had good success with dryads and wardancers flanking. Their bonus and the kills they add really make a difference. I've also used them to double charge the front to success. Of course, I'm basing that on four games, so time will tell the tale.