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This is the start of a new series, that will hopefully bring new ideas and tactics to the forums. Each week, a new topic will be posted up about a different unit in the army book. This gives you your chance to discuss the unit to its fullest. So, please leave your comment!
This weeks topic is the Glade Guard. How do the wood elf players use this unit? Do you give them a full command, or keep them out of harms way and hope their bows do the work? What tactics do you have for them?
I go 15 man with full command.
Sometimes I give them one unit the Banner of Springtide, but I usually don't bother with it.
I chose this because you can adjust your formation to have 3 ranks, outnumber, hill (usually) and banner. That gives a static combat res of +5 against the normal "archer hunters", due to having a musician they need 6 wounds to win the combat. If the "hunter" is a character, issue a challenge to minimise casualties. This means the unit will generally win the combat and you can counter-attack with nearbu skirmishers.
I usually make my units 12 (all my wood elf units are divisible by 4) with a full command (OCD). I try and keep one unit on a hill, potentially two, though I sometimes will use the second unit as running bait, getting into short range and falling back into the woods, or just inching around to get near units about to break from close combat to take the rest of them out.
I won't put them in combat unless it's necessary, or hilarious (one enemy unit left on the board... nothing to shoot at... oh what the hell, it's a +1 )
Fantasy: Wood Elves, Dark Elves, Beastmen and Tomb Kings.
LotR: Misty Mountains and Rohan
Largest unit I've ever used is a unit of 14. My current list uses 2 units of 10 and a unit of 14. I would never take full command, only ever a muso.
Usually I use them to remove auxilary units from my opponent such as diverters and missile troops in the first couple of turns, if needed I will also use my GG as diverters or simply sacfrice them to a charging enemy (while using stand and shoot of course) if it means I can counter charge the unit next turn.
I ussually field them in units of 10, most of the time without any command.
I use them to shoot at the enemy's long range shooters, then the shorter ranged shooters, and so on until the shooters are dead. I also use them as a "dead trap" kinda thingy. setting up 2 units of GG with inbetween something with a high value (noble or something). Enemy charges noble, noble flees > my turn > GG wield, GG shoot at strenght 4, haha dead enemies.
I sometimes move up with my GG so that I shoot at short range, and then fall back about 2" every consecutive turn, to stay outside the charge range for a looooong time.
I really like GG because they're usually severely over or underestimated. People either ignore them until they've been made into an S4 pin cushion, or they freak out and chase them around the board, while still getting shot at. They're mobile, reliable, and hit hard in small units and work well either solo bow harassing or when focusing fire to take down something big. It's a shame they aren't skirmishers though. They really wouldn't be losing a thing if they were.
I use two units of 12. That way I can place them where I need them and not have to worry about defending them and it makes deployment easier
Well since I'm going to be starting a WE army pretty soon, I've already started to look around and I'm really intrigued with the eternal guard phalanx idea I saw at asrai.org, and from what I can tell I'm thinking of running either 2 to 3 units of 10x GG to support the EG phalanx's.
Why do some of you take a full command? I don't really get why, am i missing something?