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Allmost every army list in the army list section fields 8 man strong dryad units. The reason for this is that the dryads are dispensable and you can field more dryad units. (So more targets for the enemy.)
I have used these 8 man squads for a few games, and I really prefer the 10 man squads. Here are the reasons:
1.)10 man units can take a lot more damage before it looses in terms of usabillity. A unit of 8 dryads can only take 1,2 wounds (depends on the base size of the enemy) before it looses attacks, where a 10 man unit can take 3,4 wounds. This allmost triples his durability.
2.)10 man units will scare the heck out of you're opponents. (Really a 10 man unit looks so much bigger!) This will make them direct their fire and magic in you're toughness 4, 5+ ward save units, instead on the fragile (but devastating) wardancers, warhawk riders, wardancers and waywatchers.
3.)10 man units will outnumber an enemy much easier than an 8 man unit. The average enemy units consist of 15 man, and that means you will only need to do 6 wounds. (This is allmost average with 15 attacks if you hit a normal unit with ws4/3 and t4/3.) An 8 man unit will need to 8 wounds with 15 attacks, and you will need realy lucky dice rolls for that. An outnumber don't only gives you +2 to combat resolution (you're enemy doesn't get the +1, and you get +1 so thats 2 combat resolution for you to gain.) But the enemy needs to roll double 1 for leadership if you win combat.
4.) If you look at the combination of 1 and 3, this dryad unit will be far more effective in holding a long combat, what will give you're army some rare staying power. This will give the rest of you're army the chance to redeploy and to setup flank/rear charges.
The most players will have an other look on the use of dryads, so feel free to discuss. I would also like to point out that the purpose of this post isn't to show that the 10 man dryad unit is the only way to go, but that the 8 man dryad unit isn't the only way to go either.
Also, before you completly reject the use of the 10 man (cool, another reason you need to use them in units of 10, it sounds catchy ), I would strongly recommend to play test it first.
Comments greatly appreciated!
Dont anger the dragon, he'll let it rain on you all day long. :P
Nothing wrong with units of 10. But months ago there was a discussion about dryad unit size, and the two numbers that where generally considered optimal where 8 or 12. Your points apply equally well, or even better to 12 man units. And units of twelve, as do unit of 10 need to get down to two models before they can't rally.
The other thing I would say is that if your opponent is shooting your 10 man dryad squad over your 8 man wardancer squad, or any of the others you listed, then he really needs to give his head a shake. They are core troops for a reason, even though really good core troops.
So, I have nothing against 10 man squads, but other than eagles, they are the throw away units in a wood elf army, so for the most part, keeping them at minimum size gives your opponent less vp's.
I am right 94% of the time, why worry about the other 3%.
You have to bear in mind, Dryads are skirimishers. If you move two damaged units into charge distance, one with 5, and one with 3; charge the one with 3, then the one with 5 and you'll still rank up like you had 8.
Basically, if you're going to use Dryads, and want staying power invest the points two units. That way you can make sure you get your maximum across the front, use them for screening purposes, set up flank charges, and deny enemy fire. It's far more flexible, and if you get in a tight spot, oh well, you still have your second unit.
It's 72 more points than taking 10, but, 72 points with the potential to get 2x the attacks, if you get a flank charge. (you have to remember, with skirmishers, you can move 2 units of 8 like they are 1 unit of 16. Okay, only kind of, you can't literally move them both at the same time, but you can line them up so it's the same thing.)
(and, 10 units is trickier to maneuver and get in tight places than 8, due to base sizes)
Yeah, while I agree there is nothing wrong with 10 man units per se, I still think 8 is better. The numbers you give cite a single unit charging, but you don't actually want to do that very often with dryads or any other unit. You want to be charging with two different units, which will make it much easier to get the outnumber. Also, if you are sending your dryads into the flank you won't need very many models to max out attacks.
I must agree with swarmofseals here. I find it very unfavorable to have a single unit charging another enemy unit. Like most battle plans out there for the wood elves its all about multi-charging. If i cant charge you with two seperate units of dryads its going to give me more attacks (assuming i dont charge the same side of the enemy) as well as giving much more numbers. The typical WE tatic is bait and counter charge with multiple units or assualt from all angles with small highly manuverable units.
I concur with those above I like the 8 man units size for 2 reasons.
1. I like the small units size because it is much easier to hide. I like to hide my dryads in the woods and then counter out of the woods or lure them into the woods to bog them down. And 2 more dryads is much more room but in a 6" wood every cm counts.
2. Like they said before you are going to be flanking with them or combi-charging and any models over the max # of attcks are kinda a waste of points. They are a good throw away unit that can stand up for a while.
-The Ruler of the Golden Owl Asrai
few things on the original post most people can probably ignore but i feel forced to comment
A) on point 1 how does adding 2 models triple it survivability you would need to triple the unit surly to get that (and i know the max is 20 )
b) yes theymight be more afraid of the dryads but only if they have never seen them before (or their night goblins go leadership 5)
c) how is it much easier to out number someone if you have 2 more guys, on what bases is the avarage number of attacks 15 (is it if you charge a 5 wide unit remember that most alot of units have smaller bases then dryads and... ok he seems to have editted the next point while i was typing
d) How does 2 men give you much more staying power the only staying power in the Wood Elf army is that nice ability to run into a unit from 2 sides and remove the fighting ranks their for not allowing them to hit back
thats about all i have to complain about so ill say 8 men are better so you get more units except the unit you want to put a branchwraight in or you have a creative way of making your foe shot that unit then make it 10 men or more
Last edited by Servent of The Emperor; May 3rd, 2009 at 09:02.
My main battle problem is i take uber units as a challenge as to how many units i have to throw at it before it dies rather then tactical bring it down
Archion in a unit of 50 chosen Knights back up the Dryad Truck Larry
As for everybody who said that 8 man units are better, has anybody play tested it ?
Dont anger the dragon, he'll let it rain on you all day long. :P
While I personally don't have a lot of experience I have watched and/or read a lot of bat reps and WFO games involving dryads, and I have yet to see a situation where 2 extra dryads in a unit would have made a positive difference.