Welcome to Librarium Online!
I'm looking to redo my WE list, in hopes to survive in 8th .
I've read through this forum, yet I still have some questions :
1# - So, everyone is favoring the Spellweaver, as a Lord choice . That's all well and good, as far as I'm concern . My question is, do the Highborn and Noble, still have a place ? The Noble has the ability to carry a battle standard, but my force was led by a Highborn with a magical bow . Could I still use a Noble, maybe with a magic bow ? Are the kindreds still viable ?
2# - What about HTH ? I have some Eternal Guard, but never used Wardancers . Am I just better off shooting everything, before they get to me ?
3# - I'm almost ashamed to say this, but when the current book first came out, I built a "tree" list . I would like to know, what is the role ( if any ) of dryads ?
4# - Do the "riders" still have a place ? Mounted troops seems a bit "nerfed", in 8th, to me .
5# - Tree Kin are favorites, I see, so what is their role now ?
6# - Always loved my Eagles, but do waywatchers still have a place ?
Thank you all in advance .
1. The Noble BSB is still useful, but the days of the Highborn have passed, for the most part. There are few builds that can justify him.
2. If you're not a Tree, you will die an ugly and painful death in close combat. I ran the math-hammer on this not long ago - Eternal Guard get their clock cleaned by Savage Orcs, Saurus, Gors, Dwarfs, you name it. One would think that Wardancers would fare better... until you recall that Skirmishers can't take Steadfast away from anybody, and that they're still swinging at that pathetic S3. Dryads are better than these guys in a scrap, sad to say.
3. Dryads these days serve the role of speedbumps and flankers. They're kind of fighty, so they should take a couple of guys down before they die, and Skirmishing grants them a good degree of mobility. They can also hunt enemy chaff reasonably well.
4. Nope, they suck, and badly. Glade Riders, Wild Riders, Warhawk Riders - all of them stink, the question is how much.
5. Tree Kin are used to polish off whatever the shooting has softened up enough for you to take down. These guys can actually fight, and they have some semblance of a rank bonus, and their statlines and defenses are quite solid.
6. Waywatchers are frankly overpriced. KB just isn't scary to anything that's not heavy cavalry, and that's a whole lot of points to pay for S3 shots. You could argue for the Scout ability, but you can give Glade Guard Scout, and they fill Core points (not saying it's particularly efficient, just saying that if you want Scouts, the option's already there).
Last edited by rothgar13; February 13th, 2012 at 22:42.
"The best defense is a good offense." -Gen. George S. Patton
My philosophy on gaming, courtesy of Herm Edwards.
Welcome My Friend to the Glades
First off...Our Best Lord Choice is the SpellWeaver...Wood Elves Have access to really good magic now, So use it and abuse it.
Dryads are terrible, ive only been able to use them to give points away to the other player, for their points, you can buy an archer than can pick off a few wounds and shoot down warmachines and cause panic tests
Our Fast Choices anymore are almost Worthless...Glade Rider, Wild Riders, and Eagle Riders, Wont do any good, unless you are Fielding an entire army of them, and even then it will be hard to get any points from anyone, but with the meta of huge units and no MSU spam, lots of crazy movement is hard to get ahold of, and I have achieved a few minor and solid victorys by not allowing the other player to catch any points while. This however does not work in the rgular glade guard/Tree People lists.
TREE"S are your best friends, without them our book would fall to Pieces, bring lots of Treekin and a couple treemen, or just trade out the Treemen for more Treekin.
Eagles are still good if you have an extra 50 points not soaked up into Treemen, they are ignored a lot, and can run down an gun unit from the side if lucky, or stop a warmachine
Good Luck Ill see yo uon the battlefiend
Yep, everybody has covered the main points already. To give you a little more help without repeating anyone else, I'll just give you the basic army template for 8th ed Wood Elves.
General - L4 SpellWeaver with Lore of Life or Beasts
This lovely lady gets some kind of defensive item normally (Talisman of Preservation for a 4+ ward at less than 50pts. A Divination Orb is usually a must-have in your army, for the extra free DD against practically every enemy casting attempt. If you have anything you like better, you might need an extra Singer to carry it all.
BSB - this is actually optional in my opinion, but if you're going with a guy carrying a magic bow, you may as well pay an extra 25pts for the re rolls. The reason he's optional is that he only really helps your Treekin, since your Elves are doomed anyways.
Core - most people take their minimum core split into units of 10-12 GGs with Musicians and SBs at most. Champions are right out, as they serve no purpose. The role of these units is to stay spread out, split your enemy's focus, and create a "pocket" of S4 shooting around your Trees. Understand that these units are extremely cheap compared to most larger enemy units, so sacrificing a few of them as speed-bumps, redirects, or decoys, is usually in the cards.
Some people like to take Dryads as Speedbumps or Flankers, but honestly, Dryads won't negate enemy ranks, so they don't help as much as flankers, and they hardly make a better speedbump than a dual-purpose unit of GGs.
Others will field GG Scouts, which I've seen. The idea is to take out enemy Warmachines and maybe draw an enemy unit out of the battleline early on. This is an entirely personal choice, and up to you of course.
Special - Treekin and more Treekin. Units of 6 are best. If you want Scouts, skip Watchers and go right for the GGScouts.
Rare - I like to have about 2 Treemen in my army, either an Ancient (for Cluster of Radiants) and a Treeman, or just two generic Rare Treemen. If you field an Ancient, he becomes your General, although you never give up your L4 - you need at least the magic defense.
That's my usual template, and it works. The strategy is to rush forward and get your GGs into range asap, while providing some fall-back distance once your enemy is in half-range. If you're charged, always consider a suicidal Stand-and-Shoot over an outright Flee! reaction. We're a backfield army, Fleeing can carry us off the board and also lets the enemy Redirect onto another unit if they wish, whereas S&S will normally kill more people than we will in Combat (with the added bonus of potentially halting a charge in it's tracks). Once the enemy is reasonably beaten down, you smash in with your Treekin and Treemen to finish them off, while you save as many of your GG as you can by getting them the hell out of Dodge.