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I'm new to WHFB therefore i'm new to Wood Elves, me and a couple of freinds are wanting to start playing FB i have chosen Wood Elves while the other 3 have chosen: Dark Elves, Dwarfs, and Orcs and Goblins.
We are planning to by a box of units every 1-2 weeks. we are plannign to have our first match in about a week or 2 at this stage its going to be a 500pt round robin with the normal rules we will slowly buid our armys as the year progress.
so my questions are:
1. what shouild i buy next? (i currently have 16 Glade gard and 8 Glade riders)
2. Any ideas for what leader i should have?
3. Any tactics for the armys i know that 2 of them are using skull pass and the Dark Eves have a phalanx of some sort and a few on people riding some lizard things and i should be wary of axe of the executioner(sp?).
Thanks in advance.
I'm still new myself - so maybe don't take my things into account so much, but I'll still try to help you out.
1. Get a leader, obviously, maybe some type of CC foot
2. Try out the Lord w/ Great Weapon - just gotta know when to strike with him to make him least what I've heard, effective.
3. It depends on what they get later - but so far with what I hear that they got - each race requires a bit of a different tactic with the Wood Elves.
- O&G - Try taking them out quickly with some range as you can - and go in for the flanks, but don't get tricked or overwhelmed.
- Dark Elves - Nasty lil' buggers I hear they are, I'm not fully sure on their tactics so I can't help you there.
- Dwarfs - Your dwarf friend may try out a gunline. If you do verse him, be careful of his range attacks and try to outmaneuver his guys, range is key with these guys. Be aware of dwarfs toughness and wounds, as they are hard as nails to sometimes take down.
However - when vsing many types of armies, go for the flanks and time your attacks well, melee WE's can't really last in a long melee fight - use your CC squads when the enemy has been weakened with other attacks or is caught off-guard and can most likely guarantee you success.
Again - I'm still also fairly new, thought I maybe put my (tiny) bit of knowledge into this thread. The pro WE's and strategists will come, just you wait.
Honestly, I can't really help you very much at these extremely low point values. The problem with wood elves is that several of their most effective tools don't work at low points:
1. Treemen -- too expensive for 500pts. You can fit one in at 1000 points but some might consider it a bit cheesy.
2. Alter noble/highborne -- can't be the general, so he has to be a second character. Can't really afford 2 characters at 500 points, so probably has to wait for 1000. Hail of Doom Arrow is probably overpowered at 1k points, so you probably don't want to use that until at least 1.5k if not 2k games.
Wardancers and Wild Riders are both excellent special choices but are also a bit pricey pointswise.
You'll definitely be wanting some dryads, so that should be a safe purchase as a core choice.
As far as characters go, I might consider purchasing a branchwraith as your first character. They are inexpensive pointswise and can help in both combat and with magic. It's also pretty likely that you'll want to field one in your bigger games later on, especially if you don't take a treeman ancient. If you do go for a branchwraith, you definitely want a unit of dryads to protect her.
Another good character choice is the wood elf lord with great weapon. While I wouldn't field him at 500pts, he'll be your Alter Noble later on.
A final option is the wardancer lord model -- a reasonable choice at any points level, although you'll need some wardancers to field him with!
As you expand your forces, you'll almost certainly want wardancers, wild riders, dryads, and a treeman.
Some advice against the specific factions:
O+G: I actually don't know a whole lot about these guys -- shooting should be good against him, and you can exploit his low leadership. Try to isolate his units and gang up on them. This army is generally considered to be one of the weaker lists, but it can be very fun to play as and play against.
Dwarves: You should outrange his missile troops and you're guys are a lot faster than his. Watch out for gyrocopters though. Use terrain to your advantage to avoid his war machines, or try to engage them quickly with fast units. His guys are going to be tough to deal with in close combat. I've heard that WE vs Dwarves is one of the more boring and frustrating matchups.
Dark Elves: Dark elves can be VERY powerful but also take some skill to use properly, especially if the really overpowered/undercosted options aren't taken. This should be a fun opponent and a real bloodbath! His bolt throwers can be a problem for you, so try to take them out early if you can or stay out of line of sight. His combat characters should probably be avoided rather than confronted, although you can and should go after his mages. Watch out for hydras in low point games as they are very powerful and undercosted. Another major problem is the Standard of Hag Graef, which makes its unit always strike first. This is especially deadly in a unit of Black Guard. Another very powerful Dark Elf magic item is the Ring of Hotek, although this probably will be less of an issue for you as it's best against offensive magic, which you probably won't be using much of. The cold one knights are going to be tough for you to deal with at a low points level.
I've been toying around with a few 500 point armies recently, and played a series of four battles with them. I decided on a fairly solid set as follows:
Noble: Bow of Loren, Talisman of Prot, Lt Armour, Shield
Glade Guard x 10: inc Lord's Bowman
Dryads x 10: inc Branch Nymph
Wardancers x 5: inc Blade Singer
That's a total of 498 points and has a decent combination (for WEs) of shooty and hitty stuff.
I kept my noble and archers back as far as possible, prioritising magic-users and anything fast, while moving melee units up through woods on either side. Make sure to remember that both Dryads and Wardancers are skirmishers, so they have line of sight in any direction - which is invaluable for flanking ranked units coming at you from the middle.
Finally, although GG are fragile, don't be afraid to use them for flank attacks where appropriate - small point battles can be won or lost on a single crucial combat resolution, so do everything you can to win it... and there's a good chance that with the small numbers of units on the board you'll run out of shooting targets cos they're all in combat!
It's a tactic that worked well for me, anyway, so I hope it's of some use.
Last edited by SlyEli; April 2nd, 2009 at 17:02. Reason: Removed individual points values
Personally I'm not a fan of champions in wood elf units except for branch nymphs in a unit that will also include a branchwraith.
Also, generally you want to stick 8 men for a dryad unit, as adding extra ranks in close combat won't help you. The same goes for wardancers -- 7-8 men is usually the best size.
If using your list I'd suggest losing the lord's bowman, branch nymph, 2 dryads, and the bladesinger. That gives you 65 points to play with: 3 more wardancers plus a musician for the wardancers and a great weapon for your noble.
Another alternate configuration would be:
Wardancer Noble + Blades of Loec OR Amaranthine Brooch
10 Glade Guard + Musician
7 Wardancers + Musician
This list is very similar, but a bit more dangerous in CC and a bit less dangerous in shooting. I think I like this configuration a bit better as 3 S3 shots per turn for the archer noble probably won't do too much.