Welcome to Librarium Online!
So I just started a small tournament/campaign with a group of a dozen or so players at the local club and so far I've fared pretty well because of the army building advice provided to other posters I was able to form what I believe to be a fairly rounded 1000 point army list. So far I have managed to win both games with clear massacres against Ogres (1496 - 0 ), and against Dark Elves (1360 - 70 for 1 wound on my branch-wraith) both of which had relatively small armies (these are the only 2 games I have played in over 4 years so I'm a little out of touch). I'm just asking if there are any tactics that you find useful against the following armies (the generic tactics posted in the WE Tactica on this site have been most useful):
-Vampire Counts (no clue what they are fielding)
-Orcs and Goblins (pump wagon, Boar boys/chariot, bolt thrower)
--A entire gobbo army (mostly night goblins, I remember seeing squibs, and a doom diver they were calling it?)
-Dwarfs (don't know the specifics... but the first game was the longest I have seen with dwarfs vs. dwarfs and it was turn 3 before they got into combat)
-Empire (Pegasus nights, and some crazy knights)
--a mainly dryad WE army (I'm gonna sit back and shoot this guy. He has 1 unit of 10 glade guard, 1 unit of 5 waywatchers)
Here is the list I have been using so far so you know what I have to work with:
The Helm of the Hunt
Hail of Doom Arrow
GW, LA, Sh
An Annoyance of Netlings
Level 1 Wizard
10 x Glade Guard
10 x Glade Guard
8 x Dryads
6 x Wardancer Troupe
6 x Wild Riders
Total of 991 points
Any advise is appreciated.
Last edited by Magnitude; April 20th, 2009 at 19:19. Reason: took out an unattended " 0) "
I have fought against dwarves enough to know that their slow speed is their weakness. Use your superior speed to out manover them and flank
their artillery and magic is probably the biggest threat and should be taken out first.
with just a lvl 1 wizard you will probably never get a spell off since dwarves naturally get two extra dispel dice, so don't rely on your magic for anything.
If they take crossbows they are move or shoot only but can punch through the light armor if they hit you, try to stay out of line of sight, force them to move or hit them from behind.
your dryads can probably hold their own head on with his melee units but you should take out as many at range as possible, or flank attacks with wild riders aswell. They are fairly heavily armuored (3+ if i remeber correctly), so your wardancers would be good with their killing blow.
Sirkently as usual thanks for the sound advise.
I'm really concerned about the Orc and Goblin army (not the Night Goblin army), its my friend and he has been playing that army for something ridiculous like 14 years.
Against the Dryad army would I be better off with the HODA (3's to hit short range and 4's to wound with no save), or the Winter Shard that causes -1 to hit and sending my noble in with the Wardancers to take out the Dryads? I know it will make my noble almost impossible to be hit by them, and I'm not too clear on the rules for stupidity but I'm sure it can't help them...
And I'm still looking for tips against Pump waggon and other Orc units.
for stupidity, its a psycology test and if the unit fails it they move half their move speed foward, or half speed in a random direction by dice roll if they are squirmishers (like the dryads). If they are engaged in combat they fight and dont need to worry about stupidity
well the pump wagon and chariots are.....chariots (gasp), so either lure them into terrain (ouch) or just make sure they don't get the charge and they should break. Apart from the snot wagon if general's in range seeing as its stubborn. Spear chukka won't do much against skirmishers, or GG if they're in 1 rank, could massacre WRs if they get a lucky flank shot. WRs should be a match for boar boyz, just makes sure you get the charge again