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HI here's some of the tactics i use when playing WE and i wonder what YOU think about 'em;Y
when i have my glade guard i make in a line of 18 guards in-a-row
the glade riders is the first to charge so i use 'em as a distraction for my dryads to flank
i charge the enemy's whit my eternal guards and distracting the enemy when the glade riders are gone
my waywatchers i put in a 6" wood every game and there usually not "noticed" so i use treesinging on the wood to make 'em get closer to the enemy for Leathal shot
-check the lords&heroes-
Lords & Heroes
i often make it into a wardancer noble and just runs in to enemy's (whit Blades of Loec) and hopefully kills many or i join a unit of eternal guard and slay things whit 'em
the spellsinger's i use as scroll caddy's and dispeldice makers, healers and support (hidden path and treesinging)
the treeman (my personal favorite) is the general and the punching force of my team, i equip it whit Cluster of radiants, Peagant of shrikes, Muster of malevolents, and A murder of spites, and through the special rule for treeman ancients i can do treesinging twice, so i moves woods both to damage enemy's and moving units every turn
So what do you think of my tactics? or you just sleept all the time:z? Feel free to replie0:
ow my eyes!
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Agreed. Though I'll have a go.A firing squad. Nice. Just be careful about how much space it takes up. I use mine in a row of 10 and they work fine. The other 6 I assembled as Scouts.when i have my glade guard i make in a line of 18 guards in-a-rowRemember NEVER to send a WE unit in alone. They can and will get desecrated. Also I think the GRs are too expensive to use just to get a flank charge from the Dryads. They work just as well in the front.the glade riders is the first to charge so i use 'em as a distraction for my dryads to flankEternal Guard will never be able to do GRs jobs. Sorry, but that's just what I think. They function very well in combat. The best combat block in the WE arsenal, they can go head to head with lots of other units and come out better off, which is more than can be said for most other units.i charge the enemy's whit my eternal guards and distracting the enemy when the glade riders are goneInteresting idea there. Though I think you'll find that a careful enemy takes notice of all units. I'd rather cut straight to the chase and place them behind an enemy unit to begin with. Bang, they're even closer now, and can do their Lethal shot in Turn 18Y, and will force a unit or 2 out of the game for about 2 turns.my waywatchers i put in a 6" wood every game and there usually not "noticed" so i use treesinging on the wood to make 'em get closer to the enemy for Leathal shotDefinitely join him in a unit. Characters are utterly incapable of taking on fully ranked-up units and winning. With the EG, he will be a destructive force and will potentially tip combats.i often make it into a wardancer noble and just runs in to enemy's (whit Blades of Loec) and hopefully kills many or i join a unit of eternal guard and slay things whit 'emWE magic is supportive. Remember that and you'll do fine. Don't expect big, immediate things from it.the spellsinger's i use as scroll caddy's and dispeldice makers, healers and support (hidden path and treesinging)Just don't give him the Netlings. People will cry cheese and you will be luck you ever have an opponent again. Radiants are good as Magic defense, the Malevolents and Shrikes give him a nifty shooting attack and the Murder adds to his strength in combat. If you have the points spare, take a BSB to go with him. That will se you do very well, and make him very tough to break.the treeman (my personal favorite) is the general and the punching force of my team, i equip it whit Cluster of radiants, Peagant of shrikes, Muster of malevolents, and A murder of spites, and through the special rule for treeman ancients i can do treesinging twice, so i moves woods both to damage enemy's and moving units every turn
Though be warned, he won't win the game for you. You have to get them working together. I don't think you have that rhythm yet. You're relying too much on the Dryads and him to win you the game. I've seen my TM fall to a unit of Goblins. You've invested lots of points into yours, don't let it happen to you. All it takes is one botched Break test and that's a large chunk of your troops gone.
On to other things:
AFG has some really good points, here are some additions:
I'm not 100% on how you are using your Glade Riders, but I would suggest that if you are trying to use them to open a flank that you do not charge the enemy with them and that you flee when you get charged. (you can harass with the few shots they have each turn, march blocking with them, and putting your GR on their flank/rear: This will either give you a flank/rear when you charge with dryads and GR or it will force the enemy to wheel out of position to address you)
As to WayWatchers, I would take advantage of their ability to start sooo incredibly close to the enemy. Use this to march block them on turn one and to get some leathal shots in right away.
Lastly, take to heart what AFB said about your treeman, he is nasty but don't solely rely on him!!! Use him in an overall kick butt strat other wise he'll be ignored or taken down.
You need some heavy hitters, like wardancers and wild riders. You seem to be strong in everything else, but lack anything (besides the treeman) that can really deliver a powerful blow.
well thank you for saying that
but what if i said im getting warhawks and treekin?:party2:
any suggestions? for that would make it better
the best thing atleast is that i got a bunch of tips;Y
I use both Wild Riders and Treekin, but everyone here plays 2250 so it makes it easier to get those units into the list.
If I could only choose one, I would take Wild Riders in a heartbeat. They hit as hard as Treekin, when charging, and while they suffer much lower toughness, they have the same limited ward save. The real advantage, though, is their maneuverability. Fast cav with a movement of 9, that's too much. They are incredibly versatile. Treekin, on the other hand, are much less mobile and can get stuck in situations that Wild Riders could avoid.
I like Warhawk Riders quite a bit, as well, but I prefer Great Eagles. I use one just for marchblocking, baiting charges, and assaulting war machines. Then I place a highborn or noble on a great eagle. Unlike Warhawks, they can't gain a flank/rear charge bonus, but eagles are so cheap, that I prefer that route.
Oh yeah, welcome to LO! The Wood Elves forum has some great members (but you need to use that shift key! )
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.
Of course. The name ArchonFarseerGuy has 3 capitals in it!8Y(but you need to use that shift key!)
BTW another disadvantage is that they have worse armour. What opponents do you have? I'm thinking about adding one of those 2 units to me own collection.