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I have been looking through the wood elves armybook to search for tactics in the new rulebook and I came across Wardancers. How do I use wardancers? They were good in 7th ed because after you struck, its most likely they would not be able to attack back. But now that enemies can almost always attack back, the wardancers are screwed.
I thought up ways of using them.
Hero killers- with their extraordinarily high initiative of 6, they would attack on par or faster than most heroes. They can go up to them and do the killing blow dance. with usually 3 on base contact and 3 supporting, there is 12 hits right there. A single 6 to wound would involve a dead hero.
Wardancers can be combined with many spells from the lore of life to help boost up there resistance in combat.(toughness 7 or/and regen of 4+)
These are just my views on wardancers. Please tell me yours.
elton, those are great ideas, but we still lack in the magic department and spells are still largely random.
That is true. Our magic has probably the worse direct damage spells but our support spells can usually be very effective if it goes off. That's probably why I don't rely on it. It is also true that we lack magic. Only our spellweavers can take the lores from the new book.
Back to wardancers, what would be the best unit size now? I am not sure because I have not play tested it yet.
A friend plans to use them as carrion, they pick off what's left. Shoot a unit to thin it, than Wardancer it down to shoot other units. He actually plans to use Dryads this way too, combo charging after some arrow fire and any Magic he can.
Since you can move your cover and Skirmish, you're -2 to shoot, -3 at long range and who knows what else, only war machines hurt you and Wood Elves have a toolbox of ways to kill war machines. Seems like it will be a nice 1-2 punch army but he's only tested such combos at low points, but they work well.
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They are best as a counter insurgency unit. Wait for things to try and get to your glade guard. Then use them to counter punch. Also a decent character bunker.
I am right 94% of the time, why worry about the other 3%.
I teamed them up 2 dryads and 1 wardancer. Picked the horde unit I wanted to kill and attacked them with one unit per turn. By the time the wardancers charged in they could win combat. Allowed me to focus shooting on other stuff as I new that the two dryad units would soften up any horde unit enough for the wardancers to overcome them.
With our skirmishers min sized units seems to work well against ranked infantry.
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