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I had an idea for an army (modeling wise) that would cause my forces to be all Elf. Now i was wondering if all elfs is competitive? I'm not looking to win the GT's but i do enter the occasional RTT and I do like to Win. So should i pursue and all elf force? If I did would i loose every game? Are there certain tactics I would need to know to play said army (as in any abnormal ones)
All Asrai lists work really well. They don't suffer any of the monotony of a Forest Spirit list.
Two units of Wildriders and two of Wardancers are pretty much going to be your special choices. Eternal Guard work really well as as tar-pit.
With Glade Guard and Glade Riders as core (I recommend 3 units of the former and two of the later) you have most of your bases covered.
Your characters need to pack a punch, a couple of Alters and a spellsinger should be good. If you take Eternal Guard, I recommend taking a Highborn to make them core.
Eagles are a great unit to include and I would have two of those bad-boys.
Hope that helps.
i was thinking more skirmishy, heavy shooting, guerrilla esque army so i dont think ill be using EG. Is the highborn still the best bet for a lord choice? im thinking Bow of loren and Arcane Bodkins is a pretty tasty combo
I'd take a small unit of WWs as well, if you're entering a tourney. They're just ultimately useful.
The problem with all-Elf lists is that every unit is T3 (OK, the Eagle's T4- but that's beside the point), you lose some resilience afforded by your Tree spirits.
Ken Kennedy wrote up some good Tacticae, they actually helped me get started with WE tactics. It's a GW one, but it's still good .
ED: HBs are really effective, they have a nifty statline and are flexible. You can have a CC monster, a shooting maniac that kills Knights easily, or you can have a "Commando" even.
Last edited by ArchonFarseerGuy; December 16th, 2007 at 22:26.
Highborns can be good.
Just be wary of using them at less than 2000pts as they can chew up the points.
The skirmishing idea is quite hard to pull off. You need something that can negate rank bonus and in an all Elf list that is pretty much Glade Riders and Wild Riders.
You also need to pack some punch. Wardancers are good but with strength 5 on the charge, Wild Riders have their role to play.
Waywatchers are a good idea. A small unit of 6 will help slow down the enemy. But I wouldn't go any bigger than that.
@AFG ~ If someone has a rep power of 0, they cannot affect your rep so it comes up with the little box instead of a star.
lol, thanks for clearing that up.:C
I don't take more than 5. They're expensive, and you never need a whole lot to function efficiently.
I believe that all elf armies are very good. You do have to realize your disadvantages and act accordingly. As mentioned you don't have anything with T4 really. This means it is that much more important not to be charged and to bait charges into what you want. I would suggest EG as being really helpful here because they can take a charge and consistantly hold up the enemy until you pick at the rest of their army or come to aid your men. :C
Armies: Wood Elves, High Elves
Warbands Campaign 07: 1st
San Antonio Alamo GT
But the point is at 2000pts a single character running in at 200+points is a really big investment. Add in some token magic defence and your nearing 400-500pts for characters.
Wood Elves are great as they tend not to rely on their characters to pull them through. Some builds need the characters, i.e. Eternal Guard units.