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hi i want to start collecting wood elves but only if i can crush the new daemons, if so which units can help me
The last two games I played were against the new daemons. (Both at 2250 PTS) The first one I lost, the second I won. So it can be done! The main thing I found is that same thing when facing all armies: make sure you know what your enemy units are capable. I made the mistake of going in against one of the crazy awesome rare units the first game I played and then I was stuck there. It helps to know that each man in that unit cost 100 PTS. So next time I played (against a different player) I knew that haha.
However, so real things:
You NEED a good magic defense. I saw some pretty powerful stuff and lots of power dice.
-Counter this with dispel scrolls and a cluster of radiance. Also, know which units have the weaker
spellcasters and attack them. I used a unit of warhawk riders and targeted all the attacks I could
specifically on the wizard and not the unit, fell back, and charged again. Great eagle might be able
to help here as well.
You must utilize the movement phase as always.
-Deny them the charge and bait away that expensive rare unit -> basically taking it out of the game
for multiple turns, who cares if you lose a unit of GG at ~100 PTS.
Hope this helps some.
Armies: Wood Elves, High Elves
Warbands Campaign 07: 1st
San Antonio Alamo GT
Forest spirits lose their wards save against all daemons, since they all have magical attacks. Dryads arent such a good idea since they have no normal armour save, but treekin and a treeman are still ok, but certinally not as good as they are against other armies.
You'll need a decent dispell pool, usual is 5 DD + 2 scrolls.
Also if you opponent use the almost unkillable bloodthirster you'll either need to get very lucky, try ignore it by sending sacrificial units at it, or beat it through combat res. I can assure you in any of those 3 its still going to kill alot.
If your building a list for just playing daemons, i would say go light on forest spirits.
Yeah, BTs are hardcore. The enemy can go for a cheap one with a 3+ AS, 5+ ward, and 7 s6 attacks that re-roll hits for less than 500 pts or a more expesive one with 2d6+2 attacks, a 3+ AS, 5+ ward, and re-rolls to hits for 545. Khorne heroes on a Juggernaught can have a 1+ save, 5+ ward, 3 s7 flaming attacks with KB and 2 s5 attacks with KB. 'nettes can have ASF with their herald and have a fair few attacks.
Things to remember:
- Daemons all use larger bases. This means you can get more guys into combat with skirmishers.
- Many daemons have bad armour. The only things with an armour save are Bloodcursher (theirs is mediocre), Heralds (very powerful armour), and BTs (good armour). Everything else depends on their 5+ ward. They also have lots of T3, so shooting can work wonders.
- Daemons are fast. 'nettes have move 6, BLs have move 5, and several Slanneshi things have mov 10. They are still rather fragile, though.
- The daemon army will likely be smaller than you because GDs generally take up between 500-650 pts and their heralds are usually around 150-200 points-> usually half the army will just be heroes.
- With their high T and lots of high I attacks, Dryads are likely still good against Daemons, especially since most daemons are T3.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Pretty much, the best way to deal with daemons is to play in typical wood elf fashion: Crush each unit individually before moving on. Their low toughness and mediocre saves (in most cases) makes them vulnerable to a massive multi charge, but their incredible offensive power really does tons of damage on the return.
Don't forget the glade guard/riders either either. Arrows are fun Vs. T3.