Dori’s Wood Elf Tactica
PART I-CORE UNITS
Lets’ start this off with the uses of each unit and how it performs compared to the others of its kind.
Core
Glade Guard-Ok lets see…the average unit size is 10-12. S4 at short range will help a lot against T3 enemies and you can still move and shoot without penalty. Therefore your short Range for your Glade Guard Longbows is 20�. When deploying them, if your opponent sets up directly on the line, deploy 1� behind the line. The average man would get there in 3 turns while the average dwarf gets there in 4 turns. This is assuming there is no March blocking. When deploying 1� before your line, the opponents army will fail there charge (because they would probably assume that you deployed on the line), while you stand and shoot and therefore they will have to wait another turn to try to charge you. This protects your Glade Guard from being charged with anything less than an elf ( oh and when facing elves just deploy 2� instead of 1�).
Summary
1) Deploy 1� (or 2) behind line for an extra turn of shooting.
2) Short Range at 20� (if you move)
3) Never underestimate the power of S4 arrows…
Dryads-These guys are probably one of the best Core skirmishers in the WHFB world. With their good survivability and 2 attacks they are a foe to be reckoned with. Not to mention they Cause fear. I use these for mainly Flank Attacks, to aid my other units such as my wardancers and wild riders. Also they provide a good screen from missile fire to protect your vulnerable wardancers. All of this and its one of the cheapest models in the wood elf arsenal. Usually people won’t use big units of these unless fielding a tree spirit army. Two units of 8 have more potential and are more maneuverable than one unit of 16…although the person who took second at the German GT (I think it was) had two big units of Dryads.
Summary
1) Screen Wardancers
2) Good for flank charges
3) Awesome survivability
4) Use them in units of 8-10 instead of bigger, less maneuverable units
Glade Riders-Although these guys don’t look like much compared to Wild Riders they have their distinct advantages. First off while Wild Riders get all the bonuses they have with the loss of their bow, they also are Immune to Psychology. This means they cannot flee as a charge reaction, therefore making them unable to bait units. Also Glade Riders can pepper their enemy up with firepower while March blocking and also possibly baiting the unit and opening up their flanks. But watch out for enemy cavalry…it would not be wise to bait them for they can probably catch you and overrun you (if your that close). All Wild Riders get is more survivability and better combat skills.
Summary
1) Glade Riders are more Tactically Flexible
2) Wild Riders are meant for combat so use them for combat
3) Although 5 Glade Rider shots may not seem like anything, it can still force a panic test on the enemy
Eternal Guard- Only core if Highborn is taken. These guys are the best of the Elven Spearmen and with 2 hand weapons and spears there’s no reason they shouldn’t be. So let’s take a unit of 15 for example. Rank them up in 2 ranks, the first 8 and the second 7.
Everyone gets to attack and this totals up to be 23 attacks (without Champion). Place your Eternal Kindred noble in there and give him a Murder of Spites and that’s a potential of 32 attacks…6 of them poisoned! Give them the banner of midwinter (or whatever it is) and you’ll be able to hold any unit while massacring them yourself. They can also be used in smaller units to out maneuver the enemy.
Summary
1) These are the best spearmen in the game
2) 2 hand weapons and spears are GREAT!
3) Can be used in big units (possible to set up a stick trap) or many small units
PART II-SPECIAL UNITS
Wardancer Troupe-being tied for highest WS of any special unit this unit can really lay down some damage. With 2 attacks and +1S on the charge these guys can be quite devastating…
Dance Evaluation-
Whirling Death-Use when your playing Cavalry armies or when in combat with cavalry. Killing blow will chop through knights like butter (mmmmm…Those Chaos Knights are tasty on bread)
Storm of Blades-Use when charging and then each wardancer will have 3 attacks at WS 6 and S4…very deadly to lightly armored troops.
The Shadows Coil-Use when being charged, which shouldn’t happen very much if used correctly.
Woven Mist-I guess this can be used if being charged, but I woul still use the shadows coil if charged.
Summary
1) Use dances wisely…choose the best one for the situation
2) WS 6 is awesome
3) Always get the charge or hope for the best
4) Use in conjunction with dryads
Wild Riders- See Glade Riders for comparison
Warhawk Riders-Although people think of these as to expensive…they have many use to make up for it. First they have 2 wounds each and each of them are unit S2. They should be use for War machine hunting and mage hunting but also can be used for harassing units. Shooting them and then charging in and fleeing with the hit and run rule will really make your opponent mad…if they don’t die before all of this. They also can be used to destroy fleeing units (that were panicked by your Glade Guard or other shooting units). They can be used to help out other units by getting a rear charge.
Summary
1) They may be expensive and vulnerable but still are good if used properly
2) Destroy Fleeing units
3) War Machine Hunting, Mage Hunting
4) Good harasser
Tree Kin- the Ogre type unit of the wood elves, they are expensive but one of the toughest units of the Wood elves (except the treeman). Many people cant find any room to fit them in a 1000 points, let alone 1500 points. But they are good against cavalry and can hold their own while they wait for reinforcements. Their survivablility and attacks will ensure a good flank/rear charge.
Summary
1) Can hold about any unit in a charge
2) Very survivable
3) Can have a deadly Flank charge
Stay tuned for part III
PART I-CORE UNITS
Lets’ start this off with the uses of each unit and how it performs compared to the others of its kind.
Core
Glade Guard-Ok lets see…the average unit size is 10-12. S4 at short range will help a lot against T3 enemies and you can still move and shoot without penalty. Therefore your short Range for your Glade Guard Longbows is 20�. When deploying them, if your opponent sets up directly on the line, deploy 1� behind the line. The average man would get there in 3 turns while the average dwarf gets there in 4 turns. This is assuming there is no March blocking. When deploying 1� before your line, the opponents army will fail there charge (because they would probably assume that you deployed on the line), while you stand and shoot and therefore they will have to wait another turn to try to charge you. This protects your Glade Guard from being charged with anything less than an elf ( oh and when facing elves just deploy 2� instead of 1�).
Summary
1) Deploy 1� (or 2) behind line for an extra turn of shooting.
2) Short Range at 20� (if you move)
3) Never underestimate the power of S4 arrows…
Dryads-These guys are probably one of the best Core skirmishers in the WHFB world. With their good survivability and 2 attacks they are a foe to be reckoned with. Not to mention they Cause fear. I use these for mainly Flank Attacks, to aid my other units such as my wardancers and wild riders. Also they provide a good screen from missile fire to protect your vulnerable wardancers. All of this and its one of the cheapest models in the wood elf arsenal. Usually people won’t use big units of these unless fielding a tree spirit army. Two units of 8 have more potential and are more maneuverable than one unit of 16…although the person who took second at the German GT (I think it was) had two big units of Dryads.
Summary
1) Screen Wardancers
2) Good for flank charges
3) Awesome survivability
4) Use them in units of 8-10 instead of bigger, less maneuverable units
Glade Riders-Although these guys don’t look like much compared to Wild Riders they have their distinct advantages. First off while Wild Riders get all the bonuses they have with the loss of their bow, they also are Immune to Psychology. This means they cannot flee as a charge reaction, therefore making them unable to bait units. Also Glade Riders can pepper their enemy up with firepower while March blocking and also possibly baiting the unit and opening up their flanks. But watch out for enemy cavalry…it would not be wise to bait them for they can probably catch you and overrun you (if your that close). All Wild Riders get is more survivability and better combat skills.
Summary
1) Glade Riders are more Tactically Flexible
2) Wild Riders are meant for combat so use them for combat
3) Although 5 Glade Rider shots may not seem like anything, it can still force a panic test on the enemy
Eternal Guard- Only core if Highborn is taken. These guys are the best of the Elven Spearmen and with 2 hand weapons and spears there’s no reason they shouldn’t be. So let’s take a unit of 15 for example. Rank them up in 2 ranks, the first 8 and the second 7.
Everyone gets to attack and this totals up to be 23 attacks (without Champion). Place your Eternal Kindred noble in there and give him a Murder of Spites and that’s a potential of 32 attacks…6 of them poisoned! Give them the banner of midwinter (or whatever it is) and you’ll be able to hold any unit while massacring them yourself. They can also be used in smaller units to out maneuver the enemy.
Summary
1) These are the best spearmen in the game
2) 2 hand weapons and spears are GREAT!
3) Can be used in big units (possible to set up a stick trap) or many small units
PART II-SPECIAL UNITS
Wardancer Troupe-being tied for highest WS of any special unit this unit can really lay down some damage. With 2 attacks and +1S on the charge these guys can be quite devastating…
Dance Evaluation-
Whirling Death-Use when your playing Cavalry armies or when in combat with cavalry. Killing blow will chop through knights like butter (mmmmm…Those Chaos Knights are tasty on bread)
Storm of Blades-Use when charging and then each wardancer will have 3 attacks at WS 6 and S4…very deadly to lightly armored troops.
The Shadows Coil-Use when being charged, which shouldn’t happen very much if used correctly.
Woven Mist-I guess this can be used if being charged, but I woul still use the shadows coil if charged.
Summary
1) Use dances wisely…choose the best one for the situation
2) WS 6 is awesome
3) Always get the charge or hope for the best
4) Use in conjunction with dryads
Wild Riders- See Glade Riders for comparison
Warhawk Riders-Although people think of these as to expensive…they have many use to make up for it. First they have 2 wounds each and each of them are unit S2. They should be use for War machine hunting and mage hunting but also can be used for harassing units. Shooting them and then charging in and fleeing with the hit and run rule will really make your opponent mad…if they don’t die before all of this. They also can be used to destroy fleeing units (that were panicked by your Glade Guard or other shooting units). They can be used to help out other units by getting a rear charge.
Summary
1) They may be expensive and vulnerable but still are good if used properly
2) Destroy Fleeing units
3) War Machine Hunting, Mage Hunting
4) Good harasser
Tree Kin- the Ogre type unit of the wood elves, they are expensive but one of the toughest units of the Wood elves (except the treeman). Many people cant find any room to fit them in a 1000 points, let alone 1500 points. But they are good against cavalry and can hold their own while they wait for reinforcements. Their survivablility and attacks will ensure a good flank/rear charge.
Summary
1) Can hold about any unit in a charge
2) Very survivable
3) Can have a deadly Flank charge
Stay tuned for part III