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I am wondering how many people take what would be considered "unusual builds" for Wood Elves in their armies?
One of my examples is
15 gladeguard with full command and the banner of springtide, &
15 gladeguard with full command and warbanner.
These two units have served me well in many tournaments and yet fly in the face of the usual minimalist approach that most Wood Elf players embrace.
Please share any unique or unusual unit build here.
How are you using those? Reforming to take a charge?
My build is mostly standard right now.
3 x 10 GG
3 x 8 dryads
2 x 6 wardancers
The waywatchers are the iffy part. I used to dislike them, but they've grown on me quite a bit. They can cause problems from turn one.
I tend to have them on hills if possible in two ranks. If I am facing an opponent who sits back I advance and move, shoot and use the change of formation rule as required.
The beauty of these guys is the static combat resolution and WS 4. I actually win a fair few combats with my archers.
I am Mr. Normal when it come to unit structure. I don't have the outside the box thinking that you have Skars.
I am right 94% of the time, why worry about the other 3%.
I never ever put command in Wild Riders.. :/
Don't know how "unusual" that is.
And I run magic resistence alot.
Well I am new to Fantasy, but not the hobby. I am trying to start taking weird compositions and unit sizes. The wood elf army is hard enough to set-up against. Just think how confused they would be...LOL.
You say you put 2 sets 15 on a hill ?, I have tried the "hill" idea but I find if you move full towards the enemy, not only having him guess why you run toughness 3 towards him but when you flee you don't leave the table....lol
I have a team tourny coming up and I have to come up with 1500 points to team up with dwarves......hmmmm
Last edited by ArchonFarseerGuy; February 18th, 2009 at 05:08. Reason: Adding capitals
Well, alot of the "common" builds are "common" because they work extremely well.
The list is old, and there's a limit to the number of competetive combinations; I'd that most of these ones, by this point, will be commonly used.
True to a point.
WHFB is a living game, armies get changed and even though the Wood Elves haven't had an update recently several other key armies have. Changes to their army books will change their lists, it stands to reason that we will need to tweak our slightly to adapt.
My point? Yes I do have one.
The lists that worked 12 moths ago may not be as competative now. You need to constantly re-evaluate your army and look at those units/tactics that you don't use often and ask. "Are they now a better choice than before?"
I'll use an example.
The Spellweaver with Wand of Wyche Elm and dispel scroll was never in my lists before the new genre of magic heavy armies came out. Have the rules for the 'Weaver changed? No, but a lot of people have very magic heavy armies and I was forced to adapt.
That's why forums like LO where people challenge preconcieved notions of "this is the way it works" and "these are the only competative builds".
I am not having a go at you gnomish, far from it. Your comments have perfectly displayed why I started this thread.
As Sirkently stated, sometimes you have to think outside the box. Who knows maybe in 6 months time 15 man gladeguard units will become "standard" for a Wood Elf army. (though I do doubt it).
Okay, yeah! That makes perfect sense. And I wouldn't have thought you were "having at me", even if you were, I'm quite used to it. Very good point though.
Honestly, "thinking outside the box" is why I'm seriously considering actually building an Orion Wild Rider list. His dispel pool, strength, and the amount of magic resistence makes it seem like a good choice in todays environment. Psychology and bolt thrower are nice additions too.
So, actually, that'd be one for the "strange build" in a way. Taking Orion as magical defense. Not so much the character so much as the army, really.