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Spellweaver Sera (1#, 335 Pts)
General; Level 4 Upgrade; Hand Weapon; Longbow
Wand of Wych Elm, Glamorweave Talisman
Noble Kris'sa (1#, 140 Pts)
Wardancer Kindred; Hand Weapon; Moonstone of the Hidden Ways
Branchwraith Catalpa (1#, 165 Pts)
Level 1 Wizard; A Cluster of Radiants; A Murder of Spites
Noble Echelon (1#, 144 Pts)
Waywatcher Kindred; Hand Weapon; Longbow; Extra Hand Weapon; Hail of Doom
Glade Guard (10#)
Glade Guard (10#)
Wardancers (8#, 165 Pts)
1 Branch Nymph
1 Branch Nymph
Warhawk Riders (3#)
Glade Riders (8#, 219 Pts)
Musician Mus; Standard Bearer Std
Waywatchers (10#, 248 Pts)
1 Shadow Sentinel
Total Roster Cost: 1992
Spell Phases: 7 casting and 6 dispel
It's an unusal list, but it somehow appeals to me. A stout Wardancer troupe reappearing in another wood to strike rears and flanks as the Waywatchers spray killing blows on any available targets.
Catalpa and the Dryads will move to attack flanks withered by Glade Guard missile fire.
I have a lot of champions, musicians, but only one standard bearer, with the glade riders. The GR and the Warhawks will perform march interdiction and give a few more arrows to harrass the enemy, especially at a suddenly deep range as they penetrate along and behind enemy lines.
So should the Spellweaver be the army general or one of the nobles? It seems the Spellweaver is the least likely to get into trouble and can preserve his leadership the longest.
The list invests heavily in characters, but is that okay in an ambusher army where too many units might clog the battlefield? Obviously, I'm relying on a lot of arrows finding their marks, but do I have enough combat punch for the last two or three turns?
Anyhow, all ideas are welcome. Thanks in advance!
You must assume there is a wood piece of terrain ( other than the small one we get, and at many tournaments it might not be the case) that can hold 9 wardancers.
I would split the waywatchers in 2 units, I think they'll do better this way.
I also have a hard tme with 800 pointsish of caracters too.
you still have a small model count, you won'T have too much to worry about when it comes to space.
Okay, how about I drop the Waywatcher noble and go with two eight-man units of waywatchers. On top of that both Glade Guard units can take a Lord's Bowman. That puts me to 74 models, which is only 6 more than before.
Is it a better list? I really like Waywatchers as their mobility and exceptional scouting advantages, not to forget killing blow, makes them extreme archers. And the GG unit champions benefit combat and, of course, shooting.
much better this way IMO, it isn't 6 more models that I see, it's an additional unit, wich makes it much harder to hide from you especially wich 16 sneaky gits behind the enemy lines.Originally Posted by DavidVC04
I think that treekin or a treeman are needed in your army as it lacks extreme strength, although if you only want dryads and no other tree spirits then thats fine.
I have used waywatchers before, they were just ignored completely by my enemy, I think if you are against an average player they wont turn a unit around to face them, although I cant be sure. I think their main purpose is warmachine hunting and march blocking. I think that a unit of 10 isnt very good, 2 units of 5 or 6 would be a lot more manouverable.
Those wardancers will be amazing! I can imagine them now, appearing in a wood behind the enemy lines and causing havoc amongst their units!
Yeah. I'm pretty well sold on the wardancers. I've lost them on occasion, but even then, they've paid off. And a highborn with them really can wreak havoc.Originally Posted by pro_necron
Why do you have Branch Nymphs with the dryads? Drop them and get a couple of extra dryads. It's the same principle as with Dire Wolves really.
When life gives you lemons, shut up and eat your damn lemons.
Ah, just for fluff. I like having a dryad escort to go with the branchwraith.Originally Posted by kmm4_01
Also, I'm becoming more sold on the ideas of champions. After seeing enough troops killed off to not have any attacks back, as well as the value of an additional attack, they seem more and more useful.
I always ask if there is a unit champion, and put attacks on him to kill. I also alway challenge a unit champion with my Tyrant, as the Tenderiser will cause a Bundle load of overkill wounds (it's a great weapon thats deals D3)Originally Posted by DavidVC04
Some unit champions are also worth taking, like Foerenders, Bladesingers (kill a caracter in a challenge, go killing blow!) or any champions who bring something to the unit.
That's because you're smart.Originally Posted by Wolf_Pack
I still see a lot of players, and experienced ones at that, who do this irregularly at best.
Still, your point is good.