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EDIT: Some point totals removed. ~DavidVC04
211 highborn w/Great weapon, Bow of Loren, Starfire arrows
124 noble w/ 2hand weapons, scout, hail of doom arrow
175 spellsinger w/ lvl2, 2 dispell scorlls
165 branchwraith w/ lvl1, an annoyance of netlings, a murder of spites
132 Dryads10 w/ branch nymph
132 Dryads10 w/ Branch nymph
glade guard 10
170 glade guard 10 w/ scout
glade riders 5
201 wardancers10 w/ musician, bladesinger
201 wardancer10 w/ musician, bladesinger
128 waywatcher5 w/ shadow sentinel
im not to sure how well this list would do its the first complete 2000pt list ive made. one thing im not to sure about is the glade riders, i think it would be better to pull the points and put in 4 warhawk riders. also i am thinking i can take out the branchwraith and put in a noble wardancer with the blader of loec.
Last edited by DavidWC09; December 5th, 2006 at 02:34. Reason: Some point totals removed.
Owerall: good list. You might want to remove point totals, just becuse you might get in trouble later on.
I would scrap the Gladeriders, and try t fit in some Wild Riders or WarHawk Riders. They are far superior in returning there point value, and work alot better at harrowing enemy troops and warmachines. Also, you might want to scrap the scouts as well. I found out that they are just a lesser version of a waywatcher and a normal glade guard, and you lose all the special abilities asosciated with their bows. I like the waywatchers, and i noticed you added a Hail of doom arrow. Good Job. The higborn is pretty nasty. You might want protection units for your Characters because they have the ability to be picked out......im sure the more senior Wood Elves players have something to add, but thats my 2 cents...
"This sure ain't no pansy Eldar Armor, Son"
185th Cadian Armored Div.
"One Shot, One Kill"
Western Border Patrol of Athel Loren
actually now that i think about it i could scrap the glade guard scouts and sneak in another unit of 5 waywatcher. i want them for there ability to set up within 8in on turn 1 rather than there ability to killing blow. pluss it will give me an extra 50pts to turn my glade riders into wild riders.
Drop the branch nymphs. For the same points you can have another dryad, which means more attacks, more models, more unit size, and so on. Plus, you won't be making too many frontal assaults with dryad units, preferring flank and rear charges, so having a model that can accept or deliver challenges is less important. Plus, I just think that extra model is more useful.
If you do take scouts, drop them to the minimum unit size. They are likely to die anyhow, so why give away extra VPs. This is also why I don't run scout nobles, since the unit will probably bite the dust before the game ends.
One trick I've seen but haven't used is to take a WW noble and deploy him on his own. With the briarsheath, he's next to impossible to hit (with weapons that use BS, at least) in the woods. Give him the hail of doom arrow and let him have some fun.
I love wardancers and frequently use 2 units myself. But I think yours are too big. Since you have only two special units, I'd break them into three units, like 6, 6, and 8. But really, I'd just take two units of them. I always use a musician with them and a bladesinger if I have the points. But musicians are so important to rally that they're always worth the points in my book.
I'm not keen on WWs either, but I've tried them in large numbers with good results. You need as many hits as you can get to make their killing blow work. What I definitely don't like is having WWs and scouts in the same army. You can simply run out of places to put them in a lot of games. Where do two scouting units go when it's all said and done?
I'd add an eagle. They're cheap and give you a second long-range unit. They do all the things that flyers do, and at a low price.
How do you plan on using your highborn and noble? Will they go in GG units?
I think that the arcane bodkins will pay off more than the starfire arrows. They pay off even more with an alter since he has an extra attack. But alters are more vulnerable to enemy missle fire and magic. Still, the starfire arrows won't work against some units, and there are plenty of them out there, while the arcane bodkins work against everything.
Wild Riders are great, but if you want a bait and flee tactic, then glade riders are the unit for you. If you want a "smack the tar out of your enemy" unit, then stick with wild riders.
Overall, I think you've got a decent list that is a few changes away from being a really good list.