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Yo dudes! So I've been reading the forums for a while now and I decided it was time for my first post!
Well here's my situation, my friend and I are new to the warhammer tabletop, As my first army I chose Wood Elves ( whoooo hell yeah! ) and he chose Warriors of Chaos, ANYWAYS he knows quite a bit more about the game than I do and I can garuntee he's going to try and be a huge douche about it ( basically hes gonna try and rape me so that I nerd rage...lol ) So I need your help to make a Wood Elf army so intensely cheesy that it's gonna look like I put fondu on the table instead of Wood Elves !!!
p.s. Don't get me wrong I'm trying to do my share of learning too!
To help with this I can tell you our games will be between 2000 and 2500 points, he's using marauders, knights, chosen, warhounds and he plans on using a nurgle sorcerer and a sorcerer using the fire lore ( That's all I've been able to find out )
Now these are the models I have:
sisters of twilight on forest dragon
wood elf lord with great weapon
wood elf lord with bow
24- glade guard
8- glades riders
5- wild riders
1- unicorn ( cant do an army without a magical murder horse )
I'm also thinking about buying some warhawks
So with that in mind I want you to help me decide if I need any more units and what items and combos would most likely work well against an army like my friends, also I haven't learned all the abbreviations yet so please spell it out for me
Thanks in advance for the help!
I think you best bet is too go with the "standard alter for the noble with bow". Then put in some spellsingers (the sorcery thing) with 2X Dispel Scroll to keep his magic down the first two rounds. Put in a lot of Glade Gaurd (20-30 ) in units of 10 in one rank... let those shoot the crap out of him. Use the waywatchers against his Chose one knights (Killing blow on short range).
For the rest, speed! go run circles around him! Make him crazy! You dont need to kill everything, you just need to kill more then he does So try getting two more Glade Gaurd and field those in two units of 5. Add 6 Wild riders, and there you go!
For combat... difficult, some groups of 8 dryads combined with a group (or maybe 2) of 8 Wardancers should do the trick. Do note that combat isnt our thing. Try to shoot the crap out of him first, and then kill the remaining models, not the other way around!
Not sure about the lord... You might want to field the sisters but Ive never played with those before... Or you could field the lord with GW as an waywatcher with the bow of loren and arcane bodkins (more kills on the High armour enemy's!).
So if you want cheese, go run rounds while shooting! Thats the cheesiest we can get
So, hope this helps
Hmmm why 6 more wild riders? that would put me at 11 ( I just wanted to know the reasoning, I'm a noob so I need all the info I can get >.< )
I enjoyed the waywatchers tip that killing blow should be nasty
Also could you be more specific on the alter noble? Like which bow and such
As for my spellsingers I know WE magic isn't that great but what out of beast, life and athel loren lore would be the best counter against fire and nurgle?
Also if I ever meet you IRL remind me to give you a pie
Last edited by pie; January 27th, 2010 at 16:55.
I think they mean a unit of 6 wild riders lol, so you would need one more. People do this because it means you can get more attacks basically, which is what you want for that kinda unit as thats the only combat res they're getting. You could go 7 wide but its a bit to wide to manouvre properly and you don't get all 7 in combat most times. If he is going magic heavy you would either want a wizard lord (giving 2 dispel dice) or 2 lvl 1 spellsingers (2 dice again). Wood elves themselves don't cast magic much, and lvl 1s can only have lore of athel loren, maybe lore of beasts though to screw his cavalry. Definitely use the treeman (rare or lord), they are our friends, and teh shooty alter is usually: hail o' doom, helm o' hunt and great wep (+shield).
Hmmm, i would say maybe just take the wild riders up to 6-7 strong with command. Wood elf tactics are based strongly about movement and victory point denial. Basicaly you dont want the unit so big that you cant move it about with great ease, and you dont want it carrying so many points that its loss is going to break the abck of your army.
Glade riders i would look at 1-2 units at 5 strong with a musician. With these you should be making people charge you then fleeing away to rally in your next turn. The musician will +1 to your leadership when trying to rally your troops so instead of Ld8 they will rally on a Ld9.
Glade guard. units of 10-12. just sit them back for the first turn then walk forward and fire. I only use these just to draw attention from my other units but they are also good at capturing/holding you own table quarters.
War Dancers are great and work well in units between 8 and 12 strong with a champion. It may also be worth looking into taking a hero/lord wardancer kindred with anoyance of netlings to challenge enemy characters who would otherwise decimate you fragile wardancer units.
Dryads one again units between 8 and 12 are good for getting in the way and flank charing enemy units, but like all wood elf units you should never look at charging an enemy without support of at least one other unit or things can go very wrong very fast.
Treekin. This is basically a moving wall behind which you can bunker units from missile fire when you can get them into a wood. They are also good at taking the brunt of most attacks for a turn in order for you to counter charge in your turn with glade riders, war dancers, etc.
I dont like waywatchers. They are very expensive, and despite how goo they are at the end of the day its just an elf with a bow. They only get killing blow at short range, which for alot of units you will want killing blow against (knights) is within charge range. Even then your looking at a 1 in 6 chance of all your hits getting a killing blow. I would rather just go for a skirmishing unit of gladeguard to run out and sit in objectives.
Treeman. Either take this as the general or as your rare choice, they are worth every point.
War hawks will wind him up royaly if you can get safely behind his knights, as within 8" of his units you will stop his units from marching. All this time you can shoot at other nearby units.
You could always stand infront of some woods and let him charge, flee away with no movement penalties and as soon as he hit the woods his movement is halved for moving in terrain, and then once in there he cannot march, so he is left from a march of 14", to a movement of 7", to just 3.5" in which he needs to turn around, and walk out of the wood. All this time you can cast tree singin on the wood and inflist massive dammage on his units.
I suggest you make a peie of terrrain if you dont already have one to use as your free woodland as described in your army book as it is an increadible tool for your army.
Hope this helps a little.
@ Akaroth Aaaaah ok thanks for clearing that up! I myself am also a fan of the treeman cuz I like the big ol honkin models lol what's not awesome about a giant tree monster kicking ass?
@ Saltrock Thanks for all the detailed explanations on the troops and their tactics, very helpful!
Keep the tips comin guys! I got a long way to go before he looks at me and swears he just saw chester the cheetah cuz of all the cheese lol
Last edited by pie; January 27th, 2010 at 17:51.
Does the Ent not burn extra hard with all the fire spells hes throwing at you?
(dont mind me im just audience)
Warchief Diggah o da Bloodmoon Squiggahs
@ Digger yeah my treekin and treeman are flammable but my hope is that he'll focus them thinking "duuuur teehee im gonna burn his tree guy and he'll be so pissed derp derp derp" While my more important dudes shoot the **** out of him then again I could be wrong I am total noobsauce which is why I made this post hah
yea, they should be pretty high on target list, but with fire most spells are only Str4, and trees are veeerrry tough and has armour saves, so its not that one-sided. Plus you can't target what you can't see, so sneak up as much as you can, maybe suffer one turn of enemy magic then get into combat, stopping him from casting magic. Dispel scrolls will also help. Its still worthwhile remembering that any tree can be felled by continuous attacks so don't push it
About the treeman, go for it! I totally forgot to mention it...
If you want to make the surprise extra nasty, field it as an treeman ancient with the annoyance of netlings (6's to hit only!) doing that means that you have a super strong fortress that acts as your army general. Field some dryads to back him up. And make sure your dispell scrolls silence the opponents magic phase (the first one or two) and then he is in combat...
also, I now see that I made a mistake (typo) in my first post. It says:But I mean:For the rest, speed! go run circles around him! Make him crazy! You dont need to kill everything, you just need to kill more then he does So try getting two more Glade Gaurd and field those in two units of 5. Add 6 Wild riders, and there you go!This is pretty essential cause GG (glade Guard) isnt good at running circles when compared to the GR (Glade Riders).For the rest, speed! go run circles around him! Make him crazy! You dont need to kill everything, you just need to kill more then he does So try getting two more Glade Riders and field those in two units of 5. Add 6 Wild riders, and there you go!