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I gotta know exactly how to use my core units.
I'm not going to be taking eternal guard.
I am thinking of taking Glade guard but I'm not sure how effective they are. I did some calculations and I think that Imperial gunners are better than these guys at shooting but I can't be too sure.
Glade Riders sound like a lot of fun but the prospect of them getting shot seems to really get to me. Aside from that I'm not sure about how good they will be at close combat. Also I'm not sure if I should put them on my flanks or in my center.
Dryads seem to make a good center for my army. Is there something I should know about them? I mean they're tough and fast. They don't have ranks but they cause fear and seem to have good combat abilities for the amount of points they go for which means that these guys look like they should be a must for any WE army. But is there something I don't see amidst the numbers and their stats?
The general approach to core units it's that they are expendable. That's why the majority of us use small units.
Glade Guards (GG) are great at short range and a good bait to a trap. Plus in an odd situation can negate ranks.
Glade Raiders (GR) are extremely mobile, and the ultimate bait (better than GG). they also can negate ranks in a desperate situation.
Dryads are the hitters, the one that you usually will engage in the enemy's front.
The Wood Elf Tactica thread will be very useful to you, as it covers this and more.
The good thing about GG is that they move and fire without penalty, and shoot at str 4 on close range.
You can move them closer to the enemy, keep shooting, and fall back.
They even move 2.5" backwards if you need them to!
Dryads are just mean, all round stats of 4 with 2 attacks, fear causing, wardsave having monsters. The only downside is that they don't negate ranks when flank charging.
You have no idea what my dryads have had to suffer and survived, only to completely obliterate my enemy. I saved more 5+ wardsaves with these guys than 3+ armour saves on my treemen.
They are a pain for vs a shooting army, Skirmish + T4 + 5+ward + ITP means that they will survive to reach the enemy.
Best used in units of 8.
Wow, it seems I got a little carried away there, hahaha. But seriously, Imo, Dryads are the best bang for your buck in a WE army. They just need to be supported to beat large units since they dont have static combat res. like banners/ranks/outnumbering.
Glade guard are a staple in most wood elf lists. So are dryads and glade riders usually. You won't go wrong with any of these units. Play with them and you won't be disappointed.
Welcome to the forest,
I am right 94% of the time, why worry about the other 3%.
Woodelves have excellent core troops.
You simply cannot go wrong with them.
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.
I'm curious about your math with respect to handgunners.
There are basically four range brackets that matter in this comparison: 0-12", 13-15", 16-24", and 24-30".
Against non skirmishing, T3, 5+ AS opponents --
At 0-12", 10 glade guard inflict 3.7 unsaved wounds on average, 10 handgunners inflict 3.33 unsaved wounds on average.
At 13-15", 10 glade guard inflict 3.7 unsaved wounds on average, 10 handgunners inflict 2.22 unsaved wounds on average.
At 16-24", 10 glade guard inflict 2.08 unsaved wounds on average, 10 handgunners inflict 2.22 unsaved wounds on average.
At 24-30", 10 glade guard inflict 2.08 unsaved wounds on average, 10 handgunners inflict no wounds (out of range).
So at short range, glade guard are better -- especially between 13-15". At long range, handgunners are a tiny bit better. At very long range, glade guard are much better as the handgunners can't fire at all.
In addition, handgunners can't shoot at all if they move (I think), whereas glade guard can move and shoot without penalty. Glade guard are also faster than handgunners.
I don't know what the points cost for handgunners is off the top of my head, but model for model glade guard are pretty clearly better at shooting. Even if handgunners are significantly cheaper, one could argue that the mobility of the glade guard more than makes up for the difference in cost.
EDIT: I know this is kinda artificial, but if you imagine an enemy unit of ranked infantry, T3, 5+ save, 4" movement moving across an open field at your archers, you'll find that glade guard are like 75% more effective than the handgunners. That extra 2.5" move backwards really helps. GG will inflict 13.64 wounds before getting charged from 8" away on turn 5, while handgunners will only inflict 7.77 wounds before being charged from 8" away on turn 4. The movement basically gives the glade guard an extra turn of shooting. Of course, if you throw a march blocker into the equation the glade guard get even better -- enemy infantry will never catch them before the game ends.
Last edited by swarmofseals; April 15th, 2009 at 13:13. Reason: cleared up a typo about how much more effective GG are than HG