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hello i was wondering how many people use waywatchers and then for what sort tasks. An in what unit size the are en their deployment.
Furthermore is it really true they can march (skirmishers) and still shoot those lovely Killing blow arrows?
my usual adverseries wont let me use them that way , is it written anywhere?
Skirmishers can not march and shoot, unless they have a special rule, which WWs don't.
One of the most effective armies I ran included two units of ten waywatchers. And they kicked butt. It was against a Nurgle army, so I really had him outmatched for movement. And twenty shots with the potential of killing blow really helped. I used eternal guard up front, along with dryads and treekin. It was my most decisive win with WWs.
I used my GG models for the game, and now I'm painting the WW models. And let me tell you, they are a pain! It's like painting five character models. Still, they look good once done (I hope).
Normally I'll run one unit between five and eight though. I can't always assume that there will be cover for them, or other enemy units that won't skirmish or fly or something and eat them up.
okay, thanks. I'm painting them myself right now, all those leaves, nightmare. just this, were do you place them? every time i deploy them they are charged in turn 2 or three or i am trying the entire battle getting them in posting, not firing a single shot! how can i use them?
One trick Ive found effective is to put them in a clump of trees between my line and the enemy's. Even though they're not behind enemy lines, they can still be effective. The lesson I learned, though, is to make sure that I have them more than two inches into the woods, regardless of who goes first. That way, if my opponent goes first, my WWs won't get charged. If I go first, I simply edge them forwards and open fire since there's no move and shoot penalty. Also, when in the woods, they are nigh impossible to hit at -3 for soft cover, skirmishers, and forest sneaks or whatever that rule is called.
Otherwise, I try to deploy them just as scouts do, but with their special rule, letting them get as close as possible so they can start marchblocking and letting fly with their killling blow.
But sometimes, I have to give up their shooting and move a full 10" to stay out of harm's way. I haven't done it yet, but if they had a soft enough target, I'd let them charge in with their two attacks apiece.
And getting charged isn't always bad. They can flee and set up the enemy for a counter charge. Of course, assuming that they rally, they won't be able to shoot on the turn when they do actualyl rally.
I just want to add in my two cents that if you're buying Waywatchers for killing blow, you're really buying them for the wrong reason. They cost twice as much as a glade guard member, and their shooting is actually relatively on par with them, with Waywatchers having the slight edge on heavily armored opponents, and Glade Guard having the advantage on less armored opponent.
T3 Knights with a 2+ Save:
Glade Guard at Short Range: 0.15 killed per shot.
Waywatchers at Short Range: 0.18 killed per shot.
T3 models with Light Armor and Shield (5+ Save):
Glade Guard at Short Range: 0.37 killed per shot.
Waywatchers at Short Range: 0.32 killed per shot.
Really, Waywatchers are there to be survivable marchblockers, and flee'ers. With two attacks apiece, they can charge Warmachine crews and win combat fairly reliably (minus Dwarven crews), which says a lot for scouts. If you're buying them for shooting, you're sinking your points into the wrong unit. The fact that they can shoot fairly well is a bonus, but not their main purpose.
PS Before anyone says anything about lone characters and killing blow, anyone who has their characters out in the open and alone against a Wood Elf player shouldn't be a challenge to beat anyhow, as that's a major tactical flaw.
Glade Guards might cost half the amount that Waywatchers do, but the GG scouts are only seven points less.Originally Posted by OmnipotentKiwi
But you're right about your main point. They're an expensive killing blow unit. And that's why I took them in large numbers, but that's too unreliable a fix. Still, if you leave Glade Guard out of an army and take WWs for rare units, you can stack the core with dryads and eternal guard. At the very worst, one of your WW units doesn't deploy behind enemy lines but performs the role of GG, just as skirmishers. All you need is a Highborn general to make EG core.
So would you take a great eagle instead? They marchblock and are a heck of a lot cheaper.
My rare choices will be 97%+ of the time:Originally Posted by DavidVC04
1 Great Eagle.
I love Great Eagles. They are such a steal, and they are our CHEAPEST unit, by a whole lot. They are a great march-blocker, harasser. The nice thing about great eagles is you can put them literally 2 inches away from block infantry, so that all they can do is charge the eagle, or just barely inch anywhere, and if they charge you can flee successfully most of the time, leaving them hopefully in a worse problem.
Originally Posted by DavidVC04
unless they are using a hellblaster volly gun (automatic hits). My waywatchers were blown out of that foorst the very fistr turn (he got turn one):cry:
Oh yeah, I wouldn't get near one of those things unless I thought I could stay out of sight until I could step out and shoot it up. But even that's risky. And cannon's firing grape shot are bad, too. In that case, however, Wood Elves charge a bit farther than grapeshot shoots.Originally Posted by elfwarden
Don't forget Skaven Ratling Guns either.Originally Posted by DavidVC04