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is it good too have 3 tree kins in a 1000 pts close combat wood elf army or should i rather take 15 eternal guards with full comp???
thanks for answears.
Last edited by lynta; April 13th, 2008 at 20:40.
I've used treekin in 1k before with mixed results. Both units you mentioned have hefty price tags. In 1k, I've found that it is usually more effective to use several dryad or dancer units instead of treekin.
"...and thee shall know the Emperor's might when thy enemies fall before thy guns. No crude Orkish blade can pierce thy anointed armor, nor any twisted alien resist the sting of thy sword." ~Major Kaelen Rhodes
Go with Treekin, they are all round pretty awesome in combat.
I've tried it, and its true you get mixed results. 3 Tree-kin sometimes can't put the wounds in to win a combat,(remembering that time they got chased off by a simple beast herd still brings tears to my eyes) and they are expensive. i had reasonable success, but i never faced an army with war machines with that list. their real strength is to get them in combat with another of your units. Dryads and wardancers to the front as the larger frontage of the enemy means more attacks, and Tree-kin to flank/rear as they can negate the enemy's rank bonus, and still cause some harm.
Although, i did use them together with a treeman... and they beat an entire 1000pts ogre army on their own! just remember people will avoid them, paranoid of the punishment they can deal, but they will go for them eventually, and unsupported they can be dead in one round of combat. (not by wounds, they're too tough for that, just damned combat res)
I'd say take a unit of 3 or 4 at 1K. But, when you take 3 or 4 units, that's when that little red light should be flashing.
But yeah, I would prefer the Dancers and Dryads in small games (mind you, I don't own any Tree Kin). A unit of 5 Dancers will accomplish pretty much the same results, but will cost you significantly less.
If given the option I would say none of the above. I am not a fan of eternal guard. And treekin are really expensive at this point level, and I generally use them 4 wide. If forced to choose, I would go with the treekin. But I would recommend dryads, wardancers, even more glade guard over either unit.
I agree with the others at 1000 pts you really don't need them. If you want something, a small unit fo wildriders will do the job nicely.
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the thing is that i usually meet orcs and goblins and the goblins gets lots of bonuses from flags and ranks( its usually 25 of them) so dryads and dancers just flees from them because of nets, fanatics and so on thats why i was thinking of eternal guards they can bee stuborn with a noble and then some wild riders could flank them.
skirmishers dont get any rank bonuses so they ussualy just flee if i dont roll very good with the dices.
(friend plays orcs and goblins and i often play with him)
My best mate plays the greenies so i can help ya here.
Use your shooting to destroy small fast cav units early (spider riders are target of choice), if he has deployed them close to other units and you wipe them out in a round of shooting, everyone within 6" takes a panic test. This also means your cavalry will rule the board, which really swings a game for you as Wood Elves.
Wood Elves are best equipped to deal with fanatics; just deploy scouts in woods so released fanatics won't be sent at them, because if they hit the wood they are destoyed. If scouts aren't an option stick a unit in a wood and 'treesurf' them up the board. The only trick to stopping fanatics is to have them released before your opponent is halfway towards you, they will just get in his way if you succeed. Failing that, your alter noble (assuming you use one, otherwise ignore this) can use his single shot a turn to pop a fanatic in your way, or one that's looking threatening. His 360 degree vision and 30" range makes this easy.
If rank bonuses are beating you, try wild riders. The guys on this site got me on to them recently, and i never play without them now. get them in the flank and a dryed unit in the front and the number of wounds will be obscene. Then as long as you win combat on the same turn wild riders charge they cause fear. Coupled with dryads you will probably ounumber them so they must pass a Ld2 test (insane courage) of flee.
Finally, and what i believe to be pivotal to wood elf success vs. greenies: beware gobbo shamans!!! their spells don't need line of sight to be used, and they can all put a serious dent in wood elf units. Some people put them in units, which makes it easier for you to get them: just scare the unit or charge and assassinate him! Sometimes they just stick them in terrain somewhere that they cant be seen. If your opponent makes to absurd oversight of sticking him in a wood (trust me they can make this mistake), then treesing the hell outta him until he doesnt dispel it and the wood bashes the gobbo to death.
Hope that helps ya out some