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I am just starting and am buying a box set plus a Noble and Spellsinger
24 Glade Guard(may also be assembled as Scouts),
8 Glade Riders
Are the current models i have to work with
Also what should I get next?
Thanks in Advance
Wood Elves 1000 Pnts
Full Command 228
Branch Nymph 156
Hail of Doom Arrow
Helm of the hunt
Extra hand weapon 156
Deepwood Sphere 175
EDIT: Point total removed for Glade Guard. Please avoid posting totals that can reveal the per model/item cost. Thanks. --DavidVC04
Last edited by DavidWC09; May 19th, 2006 at 01:56.
Get rid of the Spellsinger's deepwood sphere, replace it with Ranu's Heartstone or a dispel scroll. The way the sphere works (if im not mistaken) is it grants an extra dice if they use more than 3 dice. Now, if this is 1k pts, you'll most likely be playing other 1k pt armies. And unless im mistaken, not many level 2 Wizards can use 4 casting dice (some, with magic items or special rules (HE, i think) can).
Change the glade guard into 2 units of 8, because then you can choose to split fire, and you have more maneuvering room.
What's with the musician on the scouts? if anything, i would give them a standard bearer and that magic banner that makes march blocking 12" (if points allow, that is).
The only other thing I have to say is to maybe change up your Alter Noble. Think about what he's gunna be used for. Although he cannot be your general (no xtra VP for killing him), i don't think you wanna be charging him at all, as he has a 5/6+ army save and toughness of 3!:cry: Try giving him the Bow of Loren and using his insane 9/18" move speed to smack him 2" inside a forest, and take potshots (personally, i would give him the Briarsheath too, because then he's INSANE hard to hit inside a forest). Maybe get rid of a few Glade Riders for a Branchwraith with Murder of Spites to make your Dryads more killy.
I mostly agree with Rivlo. Drop the sphere. The only change I'd make to the alter is to give him a great weapon instead of an additional hand weapon.
The models you have a great starting point. Proxy the glade riders as wild riders and see what you think of them. I never use GR any more, just WR. But you can't go wrong with archers and dryads. They're two great core units.
Originally Posted by Rivlo
Thankyou for your input.
Deepwood sphere allows me to reroll the effect of tree singing and all enemy models in the same forest as the mage take a single strength 5 hit each.
Glade guard are 10+
I agree on the scouts having a magic banner but i dont have the points for it.
What should i drop to take it?
I can use my Alter Noble to march block as well. His job is to Hail of doom a unit to weaken it up and possibly then charge them. Unless he is fighting well armored knights or chaos he should cause enough wounds to stop anyone striking back at him. (Well thats what i hope). I do like the Briarsheath idea, thanks.
Ok. I think ill drop the sphere and then take March blocking banner on my scouts.
I do love the great weapon hero for woodelves. I might go for that one then.
I give the alter the great weapon, shield, light armor, hail of doom, and helm of the hunt. He has a 4+ armor save against missile fire anda 5+ in close combat. Charging in he has a ridiculous number of attacks at str 6 which should do a lot of damage, especially with WS 8, thanks to the helm. It's a potent combo. I wouldn't bother with briarsheath on a noble. A highborn, maybe then, but not a noble.
Drop the champion on the glade riders. They should only be charging units that are light enough that a champion won't matter much. That'll free up points. The banner on the riders is iffy, too. They shouldn't be in prolonged combats to need it. I only take a musician on GRs so that they can rally after fleeing charges.
Your difficulty with the list is that it's combatant weak. You'll have to be really choosy about what units you attack, and you'll want it to be in tandem with the riders and the dryads.
I'd suggest picking up war dancers when you're ready to drop some cash on something else. They are outstanding combatants, hands down. They'll add serious punch to your army. The first few games you play against opponents, you'll find them unprepared for the wardancers and underestimating. After you kick their butts a few times, your opponents will start to get edgy when they see wardancers take the field.
Thanks for your Help DavidVC04
He can take a shield as well as a great weapon??! I'll do that
I see what you mean with the glade riders, should i even drop the squad down to 5?
I've been thinking a unit or two of 7-8 WarDancers, would be very sweet, and relatively cheep. Its only the 6+ ward that worries me .
Yes, you can take a gw and shield; you just can't use them both in combat. You can elect to use the great weapon alone, relying on the 5+ armor save and flurry of blows he'll deliver, or you can use the hand weapon and shield, claiming an armor save of 3+ once you include the hw/shld bonus for a model on foot. Throughout that entire combat, you have to use whichever combo you initially selected. (Sorry if I'm telling you something you already know--my brain just followed that route of thought :wacko: )Originally Posted by jimmysnz
Yes, drop the GRs to five if you have other models you can squeeze in. Your list doesn't tell how many you started with? How many riders do you currently have?
Also, what equipment does the branchwraith have? Is she a lvl 1 caster?
Do you know how many power and dispel dice you have?
I dont have a Branchwraith, but i am thinking about getting one to boost my dyrads in combat (and get another dispell dice)Originally Posted by DavidVC04
I just have 8 Riders, 24 Guard and 12 Dryads - but i could buy some more....
I would have 4? powerdice (cant remember off the top of my head)
And 3 dispell dice.
A branchwraith is a great character, and I take one pretty often. Give her a cluster of radiants and either a murder of spites or an annoyance of netlings. The cluster gives you a really strong defensive magic phase. The murder of spites adds the potential for several magical, poisoned attacks, which can mean a lot for a unit that needs kills to win combat resolution.
Several people take an annoyance of netlings, but that pretty much means you have to charge the front of a unit in order to come in contact with a model that can accept a challenge. I prefer to take Dryads into the side or rear of an enemy unit so as to gain a bonus towards CR, so I don't bother with the annoyance.
She gets expensive but she's really effective, though I'm always hesitant with a model carrying only two wounds on its starting profile. A branchwraith should see combat which makes her a potential point loss. If you want her purely for combat, don't make her a magic user and you'll keep some VPs away from the enemy.