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Who would you use in the woods to use the moonstone of hidden ways, and how would u use it, when would u use it in the beginning or middle of the game. Would u use wardancers dryads treeman or wildriders
Since only a character can get it, that leaves out the dryads and treeman. I would think wardancers would be the best choice. But you could use it also with a character in a glade guard unit, or waywatchers might be interesting. But I do think wardancers would be the best. Stick them in a woods were the enemy can just see them. After the charge, teleport them out. Make sure you have a treeman on the other side of the woods or a wizard with the deepwood sphere or both, so on your turn you have an enemy unit in the woods for your strangleroot attack or the sphere attack.
Rejoice WE players! we finally get an FAQ :party:
This makes the Moonstone an excellent tactical choice:
You may activate it at the end of an opponents movement phase, and the best part is that it can teleport you away if you are in combat, thus leaving an opponent to their fate in the woods, and suffer treesinging bash forever. Because we now know that this use of the spell has unlimited range!!!!!
We can use it during the opponents Magic Phase?!?
Oooooohhhh, AFG liksey liksey.
Almost all of my opponents won't believe this *goes to print off the FAQ*
I am going to change my opinion. I thought wardancers would be best, but having thought on it overnight, I realized that being skirmishers, when you form up to his unit some of your models could end up out of the woods, making the moonstone useless. So I would have to say that there really isn't a great unit to use it with. They would all seem fairly equal. So lets go through them:
Glade guard: Nice if you have a wood in your deployment zone and the opponent reaches them.
Glade riders: With feigned flight, not overly useful
Eternal guard: Hard to fit a big unit in the trees, but could get you to a better position
Wardancers: Hard to use for the reasons above
Wild Riders: Could get them out of a sticky situation, or draw a unit into the trees
Treekin: Get across the board quickly is nice, the enemy in the trees is a bonus
Waywatchers: Could save the unit, but the same problem as wardancers
So I would say that wild riders are best at luring people into the trees. It could also be interesting on a wild rider noble in a unit of treekin. But overall, I think it will see limited use.
Put it with an Alter Highborn w/ Bow of Loren/arcane Bodkins Harassing Knights/Heavy Armor units.
When the Knights charge him. Bounce out. and have a treeman or two nearby to Strangleroot (St5 if the unit is even partially within a wood)
I run two treeman, thats a potential for 20 ST5 hits. Few units can stand up to that.
Remember, Its the opponents movement phase. Meaning combat doesnt happen. They can just vanish, and then its your turn next to treesing (no range/LOS needed) and Strangleroot the hell out of them (Or hell, cart a Deepwood Sphere around just for kicks)
If baited right. You could demolish, or seriously cripple any heavy unit. This item is much much better.
Well the way i'll be using it mostly for is if a unit ever exposes their flank or rear to a wood.I then teleport to that wood at the end of the oppenents movement phase and charge with 7 wardancers and a hero with great weapon in my phase. Devastating.
This item suddenly got very good in my opinion. You can use it in your opponents movement phase and you can use it AFTER they have moved their army.
Next turn you could be charging them from behind or getting in amongst the soft warmachines, getting flank charges with wildriders. Oh, my! I would give it to a non kindred character as it would allow you to use it with different unit types.
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.
Last edited by Vascariz; April 28th, 2008 at 02:47.