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-wood elf nobel-114
light armour, shield
hail of doom arow
ranus heart stone
a murder of spites
-12 glade guard-168
-12 glade guard-168
-12 dryads-156 (im thinking of spliting it into 2 units of 6)
-8 glade riders
This list should be exactly 1000 points. Im planning on using this against dwarfs so... no march blocking so i dont see the point in scouts. Im not sure how im going to deal with war machines with this list. Mabye just slowly advance GG twords them and sending volleys off?
My hero is with a unit of GG and will hopfully hail of doom arow a war machine to death.
tnks in advance.
Last edited by Imperial_Might001; August 28th, 2005 at 02:12.
If planning to use against dwarfs, here's a few modifications I would do.
Loose the spellsinger. Dwarfs have a natural 4 Dispell Dice, and if he's taking a runesmith along, you are toast.
Gladeguard are 10+ so that 8 man unit as to go up. Keep only a musicians, they probably won't even see combat
Deal with warmachines? some warhawk riders will do the trick, or some gladeriders.
Wild riders might be a good addition, they cause fear on the charge, and along with dryads they can auto break them due to numbers.
Maybe drop the 8 GG for some wardancers? I'd want another fighting unit besides the dryads, which are likely to be the first targets of any warmachines.
k, first. very sorry, when i said 8 glade guard i meant 8 glade riders.. and im trying to keep proxing at a low so im only trying to use what i have... and i will take ur advice about the spell singer.
tnks in advance and i edited the post above about the glade guard things.
try to keep smaller GR units, they'll get trick to move to tight spots with 8 models
How many models do you recommend? Five, maybe?Originally Posted by Wolf_Pack
I wouldn't recommend using Ranu's heartstone and instead either get Calaingor's Stave or Deepwood sphere and try treesinging as much as you can. TS can definitely pwn dwarves as they have a very hard time moving out of its way, if a forest parks in front of a dwarf regiment, it means they either spend 3 turns getting around it, or marching through it and await certain slaughter. Drop the Murder of spites on the spell weaver and give it to the noble instead. Trade in the shield for a GW for the noble, so it can deal some damage in combat without receiving much back.Originally Posted by Imperial_Might001
Keep the dryads (BTW minimum squad size is 8, so two units of 6 is out of the question.). As far as the glade riders go, I wouldn't keep them. Fast cav is a waste against dwarves, as anything faster than 4" is fast enough to outmaneuver dwarves by a landslide.
What I would recommend instead of the GR depends on what type of dwarf army your friend is using; is a sit back and shoot dwarf? Or is he a shuffling combat dwarf? If hes mainly combat, I would recommend Treekin. Treekin would munch up and spit out rank and file dwarves, and be nearly impossible for them to hurt them back. Also it serves as an anchor for the dryads to use. Attack the front of 'x' unit with dryads and flank with treekin to guarantee that 'x' unit is dead. If the dwarf player is strongly shooting, treekin wouldn't last more than a turn due to all of the warmachines he has. Instead, as David recommended, put in a unit of Wardancers (8 is recommended) and maybe a branchwraith for the dryads instead of the branch nymph, that you should probably be able to fit in since you dropped the ranu's heartstone.
Having all of these skirmishers against a shooty army can limit his effectiveness, but if he still uses stonethrowers or the gun that does artillery dice hits, it can still mean trouble. Use forest and speed to your advantage and play it smart against a relatively 'no thinking, just point and shoot' army.
5 or 6 at most, 2 units of 5 as worked best so far of what I was able to see.
I disagree as to anything with mouvement 4 will outmanouver dwarfs, they'll simply prepare to recieve charges and not move up, and keep a tight formation. Glade riders will help greatly against this tactic, as they'll be able to go around those tight formations and cause back charges and flank charges. They'll remove ranks too, as dryads cabn't do much against a unit of dwarfs with a 3+ save, WS4, T4 and 5 points of free static resolution.
I said anything with HIGHER than movement 4". Having an essential movement of 10" (marching / charging) which won't be marchblocked by dwarves, over their movement of 6" is definitely all you need to outmaneuver them. Many of the points you are paying for glade riders is for their high-high movement, to outspeed other armies that may have things to compete with that. Its a little overkill against dwarves and the points would be better spent making things that you WILL need to overcome them in combat and in ranged warfare. Even with flanking with a glade guard unit, it will be extremely difficult to break them, so thats why you need things with an average movement (for elves) but with a lot more hitting power.Originally Posted by Wolf_Pack
well, i was thinking to use the glade riders as a flank annoyance.. Ill keep sinking shots into his flanks with the long bows and he then has 2 choices... turn and fight them, then they would proceede to run away... or continue forward and when the time is right... flank/rear charge. Is my plan wack? or good?
tnks in advance