Welcome to Librarium Online!
I've been playing both Warhammer Fantasy and 40k for quite a while and recently got into the Wood Elf army. I know the mechanics of the game and got a fair idea of how to deploy your army and execute well played tactics. So I started this thread to open a discussion about how to compose your army, thereby optimizing a wood Elf player's competitiveness before putting the army on the board.
From what I can tell by looking through the army book (and correct me if I'm wrong) this is how I look at the options we've got:
Treekin: Hammer unit of the army - Only unit that can make a frontal charge and come out victorious (handy if opponent cluster together and is hard to flank)
Treeman: Anvil of the army - Stubborn, high toughness and multiple wounds, causes terror, plus relatively small base size (reduces incoming attacks) can stop most units in their tracks and slowly grind they down - Perfect for setting up a side / rear charge
Dryads: Multi purpose units -
1) Given Wysan's wild form from lore of beasts, these thing become beasts! 2 attacks, initiative 6, strength 5, plus relatively durable for their price. Hit them in the side or rear of enemy unit and it goes poof!
2) They are skirmishers, this is a positive and negative attribute at the same time - they have no ranks, but are steadfast in woods (wood elves can place their own wood which is perfect for securing a battle line) If enemy models walk into the woods, your dryads can tie them up and enemy units lose their steadfast!!! Use tree singing from your treeman if you have to relocate. This is a perfect way to protect the sides of your battle line.
3) if in small numbers, they may be able to scoot through enemy lines outside charge arch and start harrasing.
Glade guard: Support - Relatively mobile and decent at short range, but NOT bread and butter! If you do the math hammer they won't win fights for you actualy only do a few wounds. They are good at softening up light but dangerous enemy units like blademasters or Minotaurs. Given a musician (to swift reform) you can cover the rear of your battle lines from fast cav, scouts, flying units and other pesky non-durable fast units. Glade guard are also essential for bunkering your fragile characters.
Great Eagle: Support - handy for taking out war machines (worst nightmare of your treeman) and can be setup to redirect enemy units if needed.
Characters: Wouldn't spend too many points on them. Grab a BSB and keep him near your treeman should it break from combat, and grab a spellweaver aswell. Either ways bunker them in a glade guard unit. Lore of Life and beasts are both good.
Beasts = Good offensive signature spell, amber spear, curse and transformation of Kadon are all good depending on the situation
Life = More Defensive - Nice buffs, every spell cast will heal your treeman if in range! This makes him extremely hard to kill! Dwellers is also a very powerful spell
Conclusion: All depending on how many points you got my conclusion would be to
- Grab a unit of treekin, a treeman and at least one medium sized dryad unit. Glade guards are mandatory but don't overdo it! Too many will make your army list a gunline army and wood elves are really bad at this purpose. Grab a cheap bsb, and a spellweaver with either beasts or life (life if you feel like you need defense, beasts if you need offense). If you got the points consider getting an eagle or 2.
All open for comments and criticism (Can go more into detail about how to deploy if people are interested in this post)
Glade Guard can be a bread-and-butter unit, if you field them in an MSU style. That means several squads of 10 GG's flitting around, with one bigger squad to bunker your characters in. This makes for an army that's mighty annoying for CC-centric opponents to catch, and it gives you TONS of deployment drops to set your Trees up where they can do the most good.
"The best defense is a good offense." -Gen. George S. Patton
My philosophy on gaming, courtesy of Herm Edwards.
By the sounds of your analysis, you've pretty much got it figured out. Don't underestimate Glade Guard though.
Also, it sounds you're a fan of the trees. I'd you're going tree-heavy, eagles are more valuable than people give them credit for. You can rush them in and tie up/destroy war machines usually on turn 2-3. Cannonballs eat treemen, fear them.
I don't know who your opponents are but cheap options to help are a basic wood elf noble with either Arcane Bodkins or Starfire Arrows (idk if spelled correctly?)
The bodkins let you ignore armor, if you can get that noble in a team of waywatchers with a kindred, you have a solid heavy cavalry killing unit (assuming you can stay back. But skirmisher's march and shoot helps a lot :p)
And the starfire is really only giggleworthy. If you've got a few extra points or are facing a cowardly army, take them. Forcing panic tests every time you wound?usually isn't reliable, but when it works, it can ruin a well-thought-out plan.
Just wanted to point those out to you. Welcome to the Wood Elves, you're on the right track.
thanks for the replies guys!
As for setting up your whole army to be based around Glade guards might do the trick. I'm personally taking my distance to that army composition as it's going to be extremely frustrating and hardly any fun to play against (from your opponents view) and just shooting arrows hoping for the best also seems rather cheesy ... (but that's just my opinion)
Wood Elves aren't meant to fight fair, but can still come out victorious in close encounters if played right I reckon. I like your advice with arcane bodkins on a character in order to take out heavy cav. If I can fit the points in larger games I thought about having a Highborn with arcane bodkins (and the bow that lets you fire arrows equal to attack profile ... forgot the name) in best case scenario you can give him savage beast of horros (7 arrows BS6 that ignores armour knights grinds the floor)