Welcome to Librarium Online!
I thought I would try something different, that being said I am sure someone will dredge up a post proving that it had been done before.
Alter Highborn, Daiths’ reaper, Helm of the Hunt, Stone of Crystal Mere, Light Armour, Shield
Alter Noble, Sword of Striking, Light Armour, Enchanted Shield.
These guys will work as a tag team; they will target light-medium armour block units. Between them they get 10 attacks on the charge with 4 of them hitting on 2+ and 6 of the re rolling miss hits. So should hit fairly well. The strength 4 means that the armour saves of the enemy unit will be reduced and on six of the attacks the saves have to be re rolled. The additional benefit is they can target forest spirits and ethereal units and negate their saves with their magic weapons. They are not there to take on the big stuff and high armour units. Their 18” charge should let them punch through enemy lines and get in the backline and cause real problems.
Branchwraith, level 1, Cluster of Radients, Annoyance of Nettings (General)
Branchwraith, Level 1, Murder of Spites
12 Dryads, nymph
5 Glade Riders, Musician
The ‘wraiths will provide a modest magic defence and add a bit of punch to the two dryad units. The glade riders were included because I couldn’t stomach the idea of 3 units of dryads as core and gives me a unit to bait charges. They can also negate rank bonus. Just for the theme of the army I will not be using the bows.
8 Wardancers, Musician
8 Wardancers, Musician
General purpose killers, mainly to kill knights and also characters.
Hard hitters, can target enemy monsters or block units in conjunction with the treeman or dryads.
The Treeman speaks for himself and the Eagle is there to support the two Alters and marchblock. Also it can bait charges if required.
Over all I think the list is fairly balanced in terms of what it can take on. The Army is very quick and the two Alters will be able to rampage around the back lines with the Eagle.
What do you guys think?
I’m not really happy with the glade riders in the list but don’t see any alternatives apart from taking a third unit of dryads.
Overall I like the list quite a bit. It's a different hero build than I use, but I'm the sort of guy who has ordered the same thing from Taco Bell since I got my driver's license.
You also take real advantage of fear with large Dryad units, the Treekin, and the Treeman. And Wardancers, ah, I love those felllas.
I just cant have an open mind about this list.No thinking multi-charges are your best bet at winning and i don't see that going to happen with this list.
Well, I have been using the list for the last 2 weeks and Brother Mike’s post has prompted me to post my results.
So far I have played 4 games with it against 4 different armies.
Game 1. Vs Empire
The two Alters were stars in this encounter; I was really worried about the detachment counter charge rule but quickly realised that the detachments couldn’t draw LOS to my Alters so couldn’t counter charge. The two Alters broke the spearman unit and chased it down, getting amongst his war machines. Treeman was pasted by Inner Circle Knights, who were in turn killed by the wardancers. Great Eagle and Glade Riders got shot to pieces. Solid win to the Woodies.
Game 2. Vs Vampire Counts (Von Carstien)
This is the one I was dreading, the magic phase overwhelmed me. The Alters did well again. They killed a skeleton regiment in 2 turns and the Highborn wiped out 2 banshees that were being a pain. Just couldn’t block his magic well enough, he kept raising or reinforcing regiments. Killed his Count but lost both my Alters doing it. The Dryad units attacked a regiment of skeletons, one to the front and one in the flank. Managed 2 kills and fled from the fight, the one with my general getting run down and the other failing 3 rally checks and running of the board. Solid win for the Vampire Counts.
Game 3. Vs Ogres.
Wasn’t a challenging game, the manoeuvrability of the Wood Elves allowed me to dictate play and I pretty much ignored his Tyrant and killed everything around it. Nothing really outstanding, the only thing that went badly was the glade riders rolling triple ones for a flee reaction when baiting his Ironguts and getting run down. Massacre for the Wood Elves.
Game 4. Vs Lizardmen.
Second gen Slaan list. A large unit of temple guard and lots of skinks. I ignored the temple guard unit and killed everything else. Lost both units of dryads to magic and the treeman held up a unit of skinks for the four turns before getting support from the wardancers. Wardancers did really well, wiping out a unit of skinks and overrunning into Cold One knights and killing 4 out of 6 with killing blow. The Slaan caused a lot of problems for me. I just ended up hiding key units out of LOS once the damage had been done. Minor victory for the Wood Elves.
In summary, magic was the bane of this list. I may drop the second branchwraith for a scroll caddy, against anything with moderate magic I was struggling a little.
The Alters are a great combo. The ability to do that many attacks with 20mm base characters proved to be invaluable as it prevented them from being flanked. Might drop the treeman for some wild riders and give it another crack.