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one again the dwarves and eleves are at it again. im going to be using my wood elves against a dwarf gun line that gots like 40 thunderers, 2 units of 20 miner, 2 bolt throwers, cannon and grudge thrower and malaki manson hewer. hereoes i have not idea what hes using. since this is a gun line im going to try and get into combat as fast as possible to limit his shooting so this is what i have
Wild Rider kindred
Moonstone of the hidden ways
murder of spites
annoyance of netlings
20 glade guard in 2 squads
20 eternal guard
7 wild riders
basically my tactic is to have my highborn roll up his flank taking on as many warmachines as possible. 5 S 6 attacks is enough to do it. plus having 5+ 3++ 4+++ makes it really hard to get through him. since he has no magic, my ward saves will come in handy
the wild rider noble with wild riders is somewhat of a distaction as well as flank charging and maybe some warmachine killing
wardancer noble will transport first turn, and then charge out next. hoping to target malaki manson cause he is beast, but if not get something in the rear.
branchwraith and drayads will be hard to hit since they are skirmishers, and they are no slouches in combat. they will protect the flank from the miners that will show up
glade guard are there for firing
eternal guard are there to soak up hits and get into combat. the warmachines will definetly be focused on them. sure its and expensive distraction, but it gets the job done
what is a wood elf army without a treeman. sure hes also going to be the target of warmachines but thats why hes going to be hidden in the woods and treesing it up then move farther and farther until he gets close enough, or until my highborn takes out his cannons and bolt throwers. then my treeman can take whatever is thrown at him and get into combat and wreack it.
here is basically my set up. since his is a gun line, its probably going to be box formation.
Wardancers after moonstone DWARVES
highborn Treeman Dryads glade guard Eternal guard glade guard Wild Riders
So what do you think
Well, all i can say is that your screwed...im sorry, but gun lines are unstoppable if they involve dwarves. Also your logic on the ward saves are wrong. You only get ONE ward save, they dont stack up...look at the rulebook. I was dissappointed when i learned that too. The trick will be to protect your guys with terrain, meat shields... unfortunatly, thats what your dryads will ahve to become. I would use them as a screen for the eternal guard, because they will turn into pudding fast. Also, if he has a gyrocopter, avoid having your wildriders get close. That stupid steam attack has destroyed whole units by flank blasting the whole unit. Your up against a tough fight...steel yourself for the up coming slaugther
"This sure ain't no pansy Eldar Armor, Son"
185th Cadian Armored Div.
"One Shot, One Kill"
Western Border Patrol of Athel Loren
i know he only gets one ward save
he has a 5+ armor save
he has a 3+ ward save
he has a 4+ regneration save
all of those are completly different so he gets them all
ehh i will do what i can and see how it turns out.
you might as well drop the shield, 5+ armor save will do absolutely nothing to help you against dwarven firearms.
Don't try to pull off tree surfing with your treeman either. your low power level bound spells vs. his 4 DD is just bad odds.
If you do bring wizards though, upgrade them. The hidden path makes you INVULNERABLE to mundane shooting. You might need a lot of power dice to pull it off, but it will work wonders if it does. If you want to waste enemy dispel dice, get a wizard with calaingor's stave, and pump out as much tree singing as you can. however, with the abundance of DD, you have to go all-or-nothing with the magic route.
you should consider getting briarsheath armor on one of your heroes though. the -to hit bonuses stack up fast, especially for lone models in woods.
Last edited by arishnakoger; September 10th, 2007 at 00:54.
so basically i should replace my branchwraith and wild rider noble to get a Lv 2 on a unicorn and cast hidden path as much as possible.
not exactly. i just said that if you do try to get magic off, go all the way with it. You'll probably need to be able to cast at least 6 power dice per turn to deal with 4 DD somewhat reliably. on top of that, it isn't guaranteed that you'll roll and get hidden path, though tree singing does help restrict line of sight.
If you're not going to make a serious commitment to magic though, don't expect very many spells to go off.
Personally, I'd be tempted to not use Glade Guard at all. Dwarves have good armor and T. If you are allowed to change your list, I think some Warhawk Riders would be very useful for speed and "hit and run." Also, the wardancers with the Moon stone looks great here. If you want to go more magic, hidden path will be great for your eternal guard, but arishnakoger is right that you would need to invest a good bit of points in a couple mages. Hope this helps.
Armies: Wood Elves, High Elves
Warbands Campaign 07: 1st
San Antonio Alamo GT
I would convert one of your characters into another Alter.
This gives you a bit more backup for your lord.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
If the bolt throwers, cannons or grudge thrower have a rune on them then you won't get your ward either