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EDIT: Some point totals removed to respect GW copyright.
Need some advice on my list, at the moment I am planning on using my Noble general simply for the leadership 9 for my glade guard and hail of doom arrows. The wildrider unit is quite chunky points wise but should be effective with the noble in it for challenges.
My plan is to have a Treeman, gladeriders and dryads on one flank, a treeman, the wardancers and wildriders on another flank and archers in the centre.
When my opponent sets up I decide what flank I wish to attack. Fast units from the other flank scoot across, archers start peppering units on that flank to weaken them. The when my units hit, I should have 4-5 units hammering one flank with 1-2 units left on the other side as protection.
Below is my list, do you think it would work?
Hero - general
Noble, HODA, Greatweapon, lightarmour, shield 113
Spellsinger level 1
dispel X 2 140
Wildrider Kindred,annoyance of nettings,murder of spites, steed 172
10 Glade Guard
10 Glade Guard
10 Glade Guard
8 Glade Riders+music 201
5 Wildriders, full command, warbanner 191
Thanks in advance
Last edited by DavidWC09; September 4th, 2006 at 17:41.
I'd make the wild rider the general and change the general to an alter with helm of the hunt in addition to what equipment you already have.
You don't have a lot of combat units, but with that many archers you shouldn't need too many by the time you enter combat.
I agree, I don't think you should have so little units . 2 Treemen is a little cheesy and also risky methinks, you should drop one to add in some Dryads or more Wardancers. That should improve the list :yes:.
"Well... that hurt" - Vampire Jon Skellan (Mannfred's right hand man) after being beaten up, falling down an underground waterfall and being impaled by a stalactite.
The main reason I wanted the Noble as the general is for the leadership for the archers.
With the Alters, I think they are going to suffer in the new rules, I've got one converted using Ungor legs and ready to go, just in case.
I didn't think the 2 treemen was cheesy, but if thats the general consensus I might have to look into changing them.
The main reason I took two was so that they can strangle root the same target. I actually find this better than charging with them sometimes. I really like them and they have been the mainstay of my army.
For the points for the treeman, what would you guys recommend?
I use two treeman, and they're pretty devestating together. But I'm considering dropping to one to be a little more player friendly, though they have been dying more often than they used to.
I'm going to keep my two alters until the new rules prove them too great a risk, but I already run them fairly open where they have to weather significant missle fire.
I usually give my archers a mus in case they do flee, and they usually do, intentionally or otherwise.
I suppose the musician upgrade may be worth it for the archers.
I don't feel too bad using two treemen. They are good but they can get torn down easily. Stubborn on Ld 8 is a slightly better than 50% chance of making a break test.
I'm really in a quandry. I don't want to be seen as unsporting but love my two treemen. It also means I have to buy and paint more models.
Just run 'em. My gaming group doesn't grumble, and they've learned to deal with them. Giants attacks against big 'uns can be devestating. Runed up war machines, nasty spells--you name it. Treemen are not invincible.
Thanks mate. I will.