Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I am posting this both as a way to learn any new tricks you guys might have, and to share what I happen to know on the subject. I probably play about 19 out of 20 games against DE armies, mostly due to the fact that the DE player I know is the most active and we get a few games in every week. I play Dwarves and now Wood Elves. On occasion, I play Deamons, Vampire Counts and Orcs.
I have only recently started WE with about 4 games to my name. The first two games resulted in my army getting massacred and barely pulling off a tie. The two more recent I massacred him quite badly, i.e 1 DE model left on the board.
I am currently playing a very mobile army. At 2000 pts I bring 3x10 GG, 2 great eagles, 1 unit WildRiders, some GladeRiders, 7 WarDancers, 1 unit wind riders and 2x8 dryads. Characters are Alters or on Eagles generally.
For my losses I learned that I suck with tree men (yeah, not to helpful to you. I would advise against them, but I really think i just personally suck with them.) I also learned that if he takes 2 repeater bolt throwers, you cannot just ignore them. They will decimate your army. (old dwarf tactics got me in trouble there).
I also personally believe that if you see a large unit of black guard, do not engage it. Every time I have engaged blackguard I have regretted it. Same goes for a hydra. (I have not tried treekin for these yet). Another no-no is getting into hand to hand with a blood cauldron. I have yet to find a combination that doesn't end with my opponent cackling with glee.
Instead of engaging the blackguard and hydra, I use the great eagles to march block them. With two eagles you can reasonably keep a unit of blackguard and a hydra blocked and out of the game (last 2 games only the hydra got into H2h on turn 6). If you intend to march block, you will need to take out his X bow Fast Calvary. They are pretty easy to kill, i tend to focus all my fire on them first turn and can take down as many as he brings. Another danger can be large groups of x bow men that are stationary. I find if he has to move them, they tend not to hit. If they can stand still and get good shots off, ie on a hill, they are dangerous. With those priories addressed, all that is threatening is the magic. I personally like using a sniper noble to kill off his mages. They are low T with no armor. One turn of shooting can reasonably kill a level 2, or panic into hiding a level 4.
The general strategy I take is to keep the GG near trees for a flee response and fire away. The rest of my army is moving out of charge ranges or out of effective charge range, i.e can flee and get the enemy into the woods. After his shooters and magic are under control I start picking a soft unit to multi-charge and start taking victory points. All the while pouring shots into the expensive blackguard or softening up other rank 'n file for a multi-charge.
Recently I took a sniper noble to the hydra with great success. knocking off its handlers was pretty easy, and gave the hydra stupidity on LD 6 which cost it a turn.
I am wondering if anyone else has any experience killing or dealing with hydras, and if you have any ideas for another way to take them out. Also if anyone knows of a good way to take out a blood cauldron I would appreciate the advice. As it is, I have just been ignoring it.
If you have any DE specific questions or issues, by all means lets heard em. I've likely bumped into it, if not with WE's then with one of my other armies.
Based on 7th Edition Rulebook
7th Edition Wood Elves Book
On the other hand, there no 7th Edition Wood Elves Book yet and be never will be (rumour
said that the new one will appear on the begging of 8th ed)
I presume Wind Riders are actually Warhawk Riders?
Against Hydra and RBT the Treeman may work well. No terror from the Hydra and hiding in trees and treesinging to get towards the RBTs for a shot. Can move and use strangle roots until you get there for extra attacks.
As for Asrai Vs Druchii, Woodsies really need to utilise range and mobility versus the range and intensity of the dark elves. It's all well and good having GG with 4S in close range... but you're going to get peppered by repeaters as well, with no save, just fall back and regroup to shoot back.
On the other side of the coin, three units of glade guard can be unneccessary, as eventually dark elves WILL close in. Have you tried Waywatchers or perhaps Treekin? The former can help prevent the CC units getting close and also target RBT crew. The latter are a compromise between dryads, structured units and a little sprinkling of treeman punch.
Keep forest spirits AWAY from the Hydra! Even if that means deploying all FS units after the Hydra is put down. Fire is not your friend. You are made of wood.
Flank! Flank! Flank! Dark Elves are not as skirmishy as wood elves and their flanks are weak spots. Once in combat they cannot shoot at you, leaving archers to deal with shorter range crossbowmen and ensuring all units are effective in a round.
Warhawk Riders are mobile units, their best use is to get out of LoS of units and pepper, harrassing smaller units to keep them away from the weaker ones and being a large, flappy nuisance on the board. Otherwise they are not the most effective unit available to you.
Blood Cauldren.... lure the people away, it has a limited range and once they're drawn out of that from necessity... just keep it useless. There's little more frustrating than a unit or really cool model you simply can't use!
I have been playing both Druchii and Asrai for half a year. Asrai a little longer, losing a handful of battles in the first few months. I have not played much with them overall (a couple of dozen battles) but I have not lost with my Druchii or Asrai since the beginning months before I had 2k armies.
(That may change when I start going to vets nights regularly enough to play more though )
Is there a special rule for the Sniper Noble? If not, he has to shoot at the Hydra and not the handlers.
Thanks for the correction on book edition Dago. Also, thanks for the correction on the Warhawk Riders names Speople. I tend to write away from my book, and i get all these elfy names confused.
DavidVC04, Luckly the handlers are not armored or have a 6+, and have toughness 3. To hit is generally a 2+ or 3+ to hit. If i remember correctly, 4+ with the sprite, but its str 4 so that offsets the negative.
Altogether you have a pretty decent chance of doing a wound, with an ok chance of killing both on the first turn. I don't take the sniper nobel expressly for that purpose, but after he gets a mage or 2 its definatly worth my time ot turn his attention on the hydra. I tend to put my sniper on a great eagle and use him as the birdy to marchblock.
I have been thinking about taking some treemen into the next fight. My only concern is that he will get at least one good flame hit on them with a hydra before i can get them in close combat. With the flamability that can hurt a bit. 4+ to wound, a 5+ ward, but double wounds. As for the tree man, he is a bit expensive to get tied down to a hydra, especially if i can just avoid him.
Hydras aren't that tough for a treeman. They can only do 1 wound a turn, doubled to 2, if it gets past your 5+ armor and 5+ ward saves. Strangleroots is nice against a hydra. Enough shooting will wound it and once it's wounded, it's much easier to deal with.
You can't kill hydras. Ever. for that matter, it is illegal to kill any Dark elf. It say so in the rulebook. Look it up.Well, cauldrons of blood are a monumentally stupid waste of points and money and if your opponenet has actually even considered buying one...just ignore it. It doesn't really do anything. Shoot at it if you have any expendable shooting.I also personally believe that if you see a large unit of black guard, do not engage it. Every time I have engaged blackguard I have regretted it. Same goes for a hydra. (I have not tried treekin for these yet). Another no-no is getting into hand to hand with a blood cauldron. I have yet to find a combination that doesn't end with my opponent cackling with glee.
Black Guard are our only good all-round infantry and the are awesome, but their armour save isn't great (it's 5) so they're very vulnerable to shooting. Don't let them get near your troops. Hydras are pretty much impregnable. I personally have never lost one. Maybe use really heavy shooting? Don't let any treemen near it, as it has a flammable breath attack.
The basic thing is Dark elves suck on the defensive, but are pretty good attacking.
Worshipper of Dice
Last game: Victory Dark Elves vs High Elves & Orcs & Goblins
WDL: Dark Elves:37/6/8 Space Marines:7/3/3
I would hardly say the Cauldron is a waste of points, it works very well with certain units. If a DE player takes the Cauldron and he's smart he'll use it to provide he expensive units like BG with a +5 ward to reduce the wounds taken from WE shooting, and lets face it, if your not shooting the crap out of his BG your missing alot of VPs because he's probably got a hero/lord in there too. A DE player will also use the cauldron for KB or +1 A on units like frenzied corsairs, witch elves, and the dreaded CoK. No WE unit will stand up to a CoK unit charge when they get 2 attacks per rider, this would even decimate a treeman.
DE shooting shouldnt be under estimated too, while he wont hit much, his sheer number of shots easily makes up for it, they will also likely take at least a lvl 2 sorc so you'll cop some magic missiles, and a smart DE player will use these to kill things trying to hid from shooting in woods like alters and way watchers.
Hydra isnt a big issue imo, sure its pretty strong for its points value. Just throw some dryads at it, the should tie it up for a turn or 2 and maybe do some wounds. And its flammable breath weapon becomes much less threatening once it loses wounds. Tie it up and deal with units like BG, Corsairs, Witch elves and Execs with shooting first before you move onto it.
Watch out for assassins too, the most obvious places for them are Shades (If they take them), inside a BG unit, or in a unit to protect a sorceress.