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From The Battle Glade, credits to Irol, who bothered to write it and play with the new Woodies:
Well, firstly, the list I took in both games was:
1 Spellweaver, level 4, Wand of Wych Elm, Glamourweave (item, not Kindred)
1 Noble, Wardancer Kindred, Moonstone of the Hidden Ways
1 Noble, Battle Standard Bearer, Royal Standard of Ariel
The Spellweaver was taken almost entirely for magical defense. The Wardancer Noble was taken to increase the unitâ€™s killing power, and to teleport them around the battlefield. The Battle Standard Bearer was to serve multiple roles. Firstly, he was placed into the Eternal Guard both games, making them very hard to break (but not impossible, I found to my dismay ). Secondly, the Fear from the banner was part of my attempt at exploiting all the cool psychology the Wood Elves can now use. And thirdly, the MR from the Banner was to further increase my magic protection.
2x10 Glade Guard, Musician
The Glade Guard were put in the list to protect my flanks from fast cavalry/skirmishers/flyers and to divert attention from my much more valuable units. The Dryads were added for the same purpose as the banner, to exploit fear. They would also serve to fill any role that needed â€śfillingâ€? at any given time.
1x14 Eternal Guard, Champion
1x7 Wardancers, Musician
1x8 Wild Riders, Stanard Bearer, Banner of Dwindling
The EG would form the center of my force, and served as an anchor for the army. Since they caused fear (Royal Standard of Ariel), they would be of great helps against tough enemies like Orcs, Chaos Warriors and Saurus. The Treekin were to operate algon with the EG, hovering along side them, waiting for a flanking opportunity, or providing cover when necessary. The Wild Riders and Wardancers were assigned to be the main assault force, with the Wardancer able to teleport from Wood to Wood, and the Wild Riders ready to run down the flanks.
With almost nothing to march-block, warmachine-hunt or mage-hunt with I needed something that cold do so well with my few points left. I was tempted to go with Scouts with the Banner of Zenith, but chose not to because I preferred the two hand-weapons on the Waywatchers to help kill warmachine crews.
First Battle: Lizzies
Now, my friend took three blocks of Saurus, two led by Scar-Veterans and the third led by an Old Blood. He also took several Javelin-Shield Skinks (I think three units), a unit of Saurus Cold One Riders. And SIX salamanders!
I was relieved by the lack of his usual Slaan, but the addition of several more Sallies got me worried.
The game was a minor victory for me.
The Wild Riders dispatched one of the Sallie units. The Treekin and Wardancers kicked the Old Bloodâ€™s unit to death (as well as all of their grandmas) but not before my EG with a BSB Noble failed a break test against them!!! Gah, a ten followed by an eleven. I lost the standard, but got it back when my Treekin and Wardancers slaughtered the lizards in vengeance, taking their banner to boot. My Dryads distracted one of the Saurus blocks allowing me to bring my Wardancers and Wild Riders down on them. The other Saurus block and Cavalry were too far away for much harm. I would have been in a world of hurt had my Glade Guard (both units) not spent the game keeping the other Sallies at bay (though both GG eventually died in the end). I was very surprised with the performance of the Waywatchers, who single-handedly took out two units of Skinks in hand-to-hand, freeing up a forest so my Wardancers could teleport behind the Old Bloodâ€™s unit. The Spellweaver was actually really useful, as I got Treesing, Fury of the Forest, Arielâ€™s Blessing and The Hidden Path. The last two of those spells were pivotal in protecting my units from annoying skink javelins and blasted salamanders. The last turn of the game, my Spellweaver cast Treesing against the last skink unit, followed by Fury of the Forest. This brought the Skink unit down to one model, which was promptly dispatched by her bow . This was actually one of the most fun games of Warhammer Iâ€™ve ever played. MVPs go to the Wardancers and Treekin and Spellweaver.
Second Battle: Brets
I played against one unit of Knights Errant, two units of Knight of the Realm, one unit of Questing Knights, one Grail Knight, the mandatory BSB and, to my horror, two Damsels and a Prophetess with Life lore.
This game was tense, full of hard choices, but by no means fun for either player. It was a draw in my favor.
The Bret prayed (which he kicked himself over and over again realizing his mistake), so I got first turn. My Waywatchers, who had deployed 12â€? from his Knight Errantâ€™s flank moved into march-block range, and spent the game shooting them up close and personal. By turn four the three remaining knights booked off the field. My EG took a charge from one unit of KotR, and thankfully did NOT break this time, allowing me to bring the Treekin into their flank the next turn, hurt them pretty bad and break them from fear. My Wild Riders spent the whole game both pinned by and pinning a Knight unit in place, both playerâ€™s knowing that if one tried to advance the other would hit them. My Wardancers got hit by Wood Master, bringing them down to two Wardancers and the Noble. This of course did not stop them from mutilating five knights by themselves. Now, definitely, my GG deserve a serious mention. They were responsible for killing five Grail knights AND the Prophetess that was with them before being slain by the remaining GK. My Dryads got the charge against the Knights my Wardancers were in combat with and broke them with fear. I had successfully managed to seriously break his army into isolated sections, but I probably would have lost without both the lucky arrow fire on my part and two miscasts on the other playerâ€™s. The magic hurt a good bit, but I was able to minimize the pain with both Arielâ€™s Blessing and the MR from the Royal Standard of Ariel. MVPs go to Waywatchers, Glade Guard, Treekin and Eternal Guard.
Post-Game Opinions on WE:
Alright now. I will definitely never go to the table without my Treekin. These bad boys can takr a ton of damage, even flaming (stupid Sallies), and when combined with EG you can really mess someone up with the Stick and Flank (SAF) tactic. Soak up the damage with the EG, smash the enemy with the Treekin.
As for Waywatchersâ€”theyâ€™ve earned back their position of respect. I will be taking them often. Theyâ€™ll be useful against just about anyone, whether that is hacking up Skinks with two hand weapons or slowing down Knights, hunting mages or warmachines, attacking fast cavalry. Iâ€™m starting to think that the points hike was in part do to flexibility now granted with KB and two hand weapons, rather than the actual kill strength. Theyâ€™re useful, but you must be careful.
Athel Loren magic: this is just what the new WE need. They say the best defense is a good offense, and I think that will be the major lesson that WE will need to learn. In contrast to Lestatâ€™s opinion, I always had a use for one of my spells at any given time, whether that was protection from Sallies with The Hidden Path or Arielâ€™s Blessing to use against Wood Master. Taking mages with Athel Loren lore increases magic defense two-fold: we get dispel dice and arcane items, as well as spells to protect your warriors. Coupled with all our mage-hunt potential, Magic offense may be better defense than dispel dice.
Dryads: These guys were hardly useful to me at all in either game, though this is my fault. A unit of twelve skirmishers on 25mm bases is just way too unwieldy. I had intended on capitalizing on fear, but ended with a unit too bulky to be used effectively. Iâ€™d never recommend more than 9 to a unit unless youâ€™re intending a â€śDryad Swarmâ€? like some use Fell Bats for in VC.
Royal Standard of Ariel: Not worth it. As with the Dryads, I took it for the fear, and thought that the MR from the banner would help more than it did. Itâ€™d be better if it were split into a 50 point fear banner and a 50 point MR(2) banner. The Royal standard tires to do both at once and lands face first in the mud.
Eternal Guard: A very good, solid troop choice. Making my regular roster.
BSB Noble: The marriage between this guy and the EG is an everlasting one.
All in all, the new WE are really fun to play with, and my friend agrees it is fun to play against. Units that have earned an almost eternal place in my roster: Treekin, Eternal Guard+BSB, Waywatchers, Wardancers.
Now, I have some more games Iâ€™m goning to play soon. My new list looks like this:
+Battle Standard Bearer
+An Annoyance of Netlings
+Hail of Doom Arrow
-10 Glade Guard
-10 Glade Guard
-17 Eternal Guard
I plan on using this list to try out the Alter character, two Spellsingers as opposed to one Spellweaver, the Treeman, and see how well WE do without Wild Riders or Dryads (its just as important to know what you shouldnâ€™t leave out as to know what you shouldnâ€™t take). This list will also experiment with a character heavy theme.
Iâ€™ll report the results later.
Dude! How did that guy get the new woodies before everybody else. Anyway, great BR and don't forget to post a BR on the new list. And you totally convinced me to get some tree-kin :p !
Last edited by Bane_of_the_Mon'keig; July 4th, 2005 at 21:41.
so how's the new lore and do you find woodies overpowered?
"Heresy is like a garden weed, it won't stop feeding until you... BURN THE WHOLE DAMN GARDEN WITH A FLAMER, BURN IT, BURN IT TO HELL!!!!!" "Is there a wittle puppy in the garden? ITS A DAEMON! BURN IT!"
I forgot to ask you. Are the Wild Riders as good as they look? Do they get the lance rule? Cuz if they don't I'll just get some Glade Riders instead. And once again, great battle report :p !!!!!!!!!!!
Mannfred didn't fight in the Battle Report - it is by Irol, and originally from Machiara's Battle Glade forums.
Wild Riders get neither Lances nor Lance Formation, but they do have a ton of special rules (let's see: Forest Spirit, Wardancer Rules (minus Dances), Fast Cavalry... do I need to go on? This grants them, for example, a 5+ Ward against mundane attacks and a 6+ Ward against magic. They have Magic Resistance, etc.)
Use Light, Beasts, Metal instead of Heavens
NecroLords: Use at least one Death Mage
Brets: Use Peasants&Damsels
Skaven: Don't use Skryre SAD
Teron is absolutely right. Oh gosh I atually forgot I have posted this ... And somebody e-mailed me ... :mellow:
Morten to answer your question(s): with the actual release of about everythingit is quite possible to set up your own Army List and Bat Rep. Another way was Advance Ordering the Army Deal, and therefore getting it earlier. Not many people have that yet though... at least I think. There has been a shortage in the Army Deals they say.
Bane_of_the_Mon'keig: I don't know if the Wild Riders get Lances, highly probably not, but they do become Core if you take Orion... yeah right if anyone takes him. ^_^
To my dismay I can't tell what overpowerd. I can estimate that Waywatchers, Wardancers, Wild Riders and ALL Core choices are worth taking
I have seen many generic, even big like this one, WH sites which just lack info. I'll post some stuff up tomorrow (Sunday). Or today... The Wood Elf specific sites got all the stuff ya know. Check out this site for example, and the We General Discussion area (it is now just so active and kept up... for such a small site... WOW): link to site