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While trying to expand my force (or the concept of it) I noticed that in Warhammer Fantasy, things are kind of restricted in games under 2000 pts (eg no lords) and so I trecked on to create my very own 2000pts list...
-The Bow of Loren
-Moonstone of the Hidden Ways
-Level 2 Wizard
-Level 1 Wizard
-Staff of Sorcery
- 12 Glade Guard
- 12 Glade Guard
- 8 Glade Riders
- 12 Dryads
- 11 Wardancers
- 6 Wild Riders
This list is exparamental at the moment, and includes many aspects of my ( - Friendly)1500 pts LIST
I would still drop two glade riders. Then I'd get another wardancer (I like two units of seven myself) with the points and break them into two units. Only six or seven can get into combat anyway. And if they flee you only lose six or seven instead of 11 or 12. And it creates more threats for the enemy, meaning that he can't blast your only unit of dancers with all his shooting and magic before they see combat.
The reason that they are in a huge squad is because I will use the Moonstone to move them quickly into a position to either: run rampant through the enemy's shooting/ artilery lines or to force the enemy to delay a charge and deal with the wardancers behind them. Also a squad of 8 Glade Riders seem to allow greater shooting, as well a better chance of pulling through combat.
Thats just my thoughts and (as previously stated) I have never played a game of Warhammer Fantasy...
Glade Riders come in boxes of 8, so it certainly won't hurt you to try both and make up your mind.
Same with the wardancers. If you're going to have that many, you can try it both ways. Having played a lot of WE games with wardancers and the moonstone, I'd still recommend two units. It's even more disruptive, IMO, to pop one unit behind enemy lines and have another one to contend with in its original position.
I ussed to play a similar woodies list, and there is a technical flaw in your building. Technically, an Alterkin Lord cannot be taken in a 2000pt army, since the character with the highest leadership has to be the general, and the Alterkin can NEVER be the army's general. Its a technicality that most non wood elf players wouldn't catch, and therefore is legal... to an extent. Its kind of a cheap option in my opinion, but it did serve me relatively well. The wardancer list really isn't all that impressive when you get down to it. They're elves, so they're fragile and yes they do some wicked damage when and if they get into combat, but your saves suck. You have to be certain you are going to rip through whatever you're attacking, and do yourself a favor: if you ever play dwarfs, do NOT under any circumstances send dancers in alone. Good choice on the treeman.