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Okay, here's my list:
2x 10 Glade Guard (no command)
Explanation: I used these units for a solid 20 shots, and the reason for no command is that they shouldn't be in combat anyways.
2x 5 Glade Guard Scouts
One of these units has Banner of the Zenith (march block grows to 12" instead of 8"). Basically these are here to take potshots and to marchblock, allowing my main units more time to smack at them.
These are experimental. This is the first time i will have used skirmishers so I'm not very familiar. I planned on using these to harass and marchblock. And to be used in conjunction with the next unit.
5 Wild Riders
These have full command excluding bannerman. I was planning on using these in conjunction with my dryads a lÃ* flank/flank or flank/rear charge. And they have fear, so they get if they get charged they might scare the enemy into staying back.
This big guy has The Bow of Loren and the Briarsheath. Since he moves so stupidly fast, i plan to put him 2" into a forest, and just smack shots at whatever comes nearby.:ninja: Briarsheath makes him crazy difficult to hit when he's in/near a forest. -1 for small unit, -1 for soft cover, -2 for Briarsheath. Thats -4 to hit if he's in a forest. And that could be added with Long Range for -5.
She's a level 2 Wizard with the Glamourweave. Not much else to say except that she's also very defense magically, and will probably be using Tree Singing a bunch. The only other thing i could think of would be instead of Glamourweave, get Calaingor's Stave. That lets me use Tree Singing as many times as i want. So, on average, i could get 2 tree singings a turn. Or i could try to get lucky and use 1 dice for each attempt, and maybe get 3 or 4 per turn. Can you say, Run, Forest, RUN!
It's a pretty solid list. Myself, I'd go with one unit of scouts since some tables just don't allow for placing more than that. Heck, some tables don't even have space for unit of scouts. If you were to drop them, I'd suggest picking up an eagle. Very useful, those eagles. And cheap.
But I like the list, and I'm betting that you'll like the dryads. I've gotten to where I always take them.
definatly needs more of a finisher. Wild riders are good, but you don't want to make a lucky cannonball shot a loss for you. I'd take out a glade guard and a scout unit, and either pump your dryad unit and add a bracnhwraith w/ murder of spites(this makes them very good at beating even medium infantry alone) or a treeman (only if you think it is not too cheesy at 1000 pts.) Alter Nobles are awesome. Keep him. Mage is rather meh with the staff as i think you can only treesing a forest once each turn, and is a bit situational if there is only two forests on the board.
I think i might take out my more expensive scout unit, and add a Branchwraith with the Murder... oh, and you can Treesing a forest more than once, look at the Spell Description. I think you can also use it to do damage too, it gets stronger if they are near the forest. (Though that may be the next spell, Fury of the Forest)