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So I've been playing warhammer fantasy for a bit over year with a chaos warriors army and I wanted to try something completely different. So my eyes have been on the Tomb Kings, the Skaven, and the Wood elves. As you might be able to infer the lack of shooting that chaos has it showing up in my desire to have a shooty army. Wood elves have been the strongest of the choices so far, having glanced over all 3 books, but never seen either of the 3 in play is my dilemma. I'm very competitive with my friends and I want to win, but I don't mind losing. I loose a lot since I mostly play Lizardmen, High elves and Dark elves. Yes I play the other elves a lot. So I have a list of questions for you kind folks:
1.- How DO you play your Wood elves?
2.- Do I have a chance at winning or at least getting a draw versus the armies listed above?
3.- What do you recommend for a newbie lik me (with only enough games under my belt as fingers in my hands)?
4.- Does the fact that wood elves are still not revamped to 7th hinder me much?
Please feel free to comment on anything I said. Any ideas or thoughts would be greatly appreciated it. Cheers and thanks for looking at the post.
I am right 94% of the time, why worry about the other 3%.
1 I deny you woods, I shoot you up, I try and get combats on my terms, and I try to get combat from turn 3 ownwards.
2 You can compete with anything and anyone - don't imagine you can play brainlessly and beat people up by charging acorss the board - be sensible, pick your targets, and play the metagame to the max.
3 The base units of wood elves are glade guard and dryads - it you can learn to use these then all else follows. The most imporatnt lesson you need to learn is that every other army is better than you - but every other army has weaknesses that work to you advantage. Whatever you do - do it to the max and rub their nose in it. Oh and if you play smart then infantry will never get to fight your glade guard until you have shot it to death - i.e. they will never fight it.
4 You need to learn to suck the lemon in the magic phase - suck the lemon, stick on your game face and bluff that you are still in the game (and wish that in the review the lore of Athel Loren gets some decent offenive spells)
1. I tend to play a very evasive list with lots of small units. I don't use Treemen or Treekin. I also don't use my Wild Riders that often. I use lots of shooting, two or three units of dryads, two units of Wardancers (almost always, best unit IMO), glade riders, always an eagle, probably glade riders, maybe warhawks.
Nothing costs too much (unless I'm using Waywatchers which I take in units of 10). I delay combat as long as I can so that shooting can take effect. I eliminate the enemy's fast units first: flyers, fast cav, anything that can disrupt my ability to move and position.
I avoid powerhouse enemy units, though I might throw a unit of dryads or wardancers into a suicide situation if it means taking out an enemy character.
2. Yes. Fighting VC and DoC can be tough but play it smart, don't make mistakes, and hope for decent dice. If there's a bloodthirster, do your best to enjoy the game.
3. What do you mean? Units to field? Models to buy?
4. They're still good, but it is getting tougher IMO. WEs do really well with a balanced list. Shooting, combat, maneuverability: those are your strengths, use them.
Thanks for everyone that has replied so far. All of your answers have enforced my original thoughts on wood elves so far. Maneuverability, speed, shooting, and playing smart seems like things I have to get used to with time for this particular army. I mist admit, having played chaos, half of the time I can arm chaos chosen to the teeth send them in rushing and they win combat. So It's a different mind set but that's the main reason I was looking forward an army like the wood elves. I'm probably going to get a battalion box set soon, with that said I have a couple other questions:
1.-I will mostly be playing Lizardmen, High elves and Dark elves. Lizardmen and Dark elves like to play magic heavy. Besides positioning and scroll caddies how do I deal with them?
2.-How do I deal with warmachines? I'm mostly worried about dark elf and high elf ballistas.
3.- I'm probably not going to go past 1000 to 1500 point games for a while until I learn how to use them properly, what kind of set ups would you recommend against the armies listed above? Should I concentrate of core, skirmishers all over?
Any other thoughts or comments would be greatly appreciated.
Most useful piece of advice I believe for wood elves is to make the most of the terrain deployment phase, assuming you do it as the game suggest you should deploy the terrain as follows.
1st: every time it is your turn to place put down a forest.
2nd: place the first piece in between the two deployment zones as close to the middle as possible, and if you get a second piece put it on the other side of the middle in the same spot.
3rd: if your opponent doesn't say he is done placing terrain then start putting forest in front of hills or on top of them.
4th: never be the one to end the terrain placement unless fighting another wood elf army with more magic then you.
5th: when normal terrain has be placed use your extra woods to fill in the 12" bubble in the middle as best it can or a gap you might of missed on one of the flanks.
These five guide lines will give you a great physiological advantage verse your opponent and will make almost all war machine type units they may have useless. I have actually had people say to me after terrain deployment "well this doesn't look good" or something along those lines and I have won every game when that has happened by at least 1/3rd the point value being played (500+ vp difference if say a 1500 point game). Add in some decent shooting and flanking moves/march blocking and you will have all but of won the game. Once your opponent is overcome with defeat in his mind he is defeated on the field.
It has gotten to the point were the people I play a lot place the one piece they have to and then say they are done with terrain deployment. Even this is in your favor as you will still get one last piece plus your extra piece of forest and generally leaves them without any advantageous terrain to use themselves while you still have some.
This is the reason why I am glad they left terrain deployment rules in the book as while it doesn't matter much in 40k which is sad it does in fantasy. As where you fight is more important then what you have to fight with. It is also why I dislike tournaments for fantasy as they almost always have preset terrain which I feel takes away a huge part of the tactical aspect of the game, however it does make for even more challenging play, even if some times you have to accept the fact you can't win and play for a draw instead.
As for you second set of questions.
1: wardancers and wildriders are great units and have magic resistance, also a level 1 branchwraith with cluster and annoyance is hard to kill and provides good magic defense.
2: great eagles, waywatchers, alter nobles, wild riders and basically anything that can out move their units to get into a spot to threaten, if you have casters and get the immune to non magical shooting spell it can work really well for this too.
3: the branchwraith listed above, the standard alter, a unit of 8 dryads, 1-2 units of 10 glade guard and a treeman would be a great start, then fill in later with some wild riders/wardancers.
Last edited by Lyzaru; October 12th, 2009 at 01:15.
- You must set fire to water or you will be extinguished.
I have to be honest, Lyzaru. I find that a bit unsporting. Trees in front of hills, on top of hills? I mean, it's enough to stack the table with trees but to sabotage other terrain. Myself, I wouldn't play that way.
That is fine if you seek to be friendly then by all means but I was just trying to give advice on winning, and choosing or in the case of the game making a battle field suited for your army is simply a smart thing to do, your opponent can and should play the same way.I mean, it's enough to stack the table with trees but to sabotage other terrain. Myself, I wouldn't play that way.
To me letting them have advantageous terrain when you could prevent it would be like not taking the musician for wild riders. It gives your opponent an advantage that could be countered for free.
Besides all is fair in love and war. (that includes war gaming)
No hard feeling David and to each his own.
- You must set fire to water or you will be extinguished.
To disable warmachines you can go for an eagle or a group of waywatchers that can shoot from a forest near the warmachines. Unfortunately that forest won't help you against template weapons or organ gun because they don't have to roll to hit.
A Battle Standard can be handy to win CC, skirmishers don't get rank bonusses so the +1 to combat resolution and the re-roll of break test can come in handy.
If you can disable his magic phase those wizards are not much of a threat. If you want you can go for a sniper noble= hunters talon & a pageant of Shrikes to pick off characters
(there are better setups for your WE noble).
It's not even a reliable strategy since some groups have a limited range of scenery options. And when you are out of your comfort zone you'll struggle as well. Playing the game is about how well you use the army, not how you can engineer the battlefield to work in your favour.
You should be playing the game, not attempting to play the system.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone