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What size would you recommend for a unit of Eternal Guard?
Small units pretty much negate the fact that Eternal Guard are a rank up unit, due to less ranks and large units are extremely costly and can either be avoided or simply destroyed from a few artillery shots. Should they sacrifice ranks for a larger frontage or vice versa?
I think a unit of 16 would be best, 20 is too big, 18 is pointless (6x3 ranks) Anything below 16 is too small and I just dont like odd numbers in unit sizes.
I run my Eternal Guard 12 strong with full command in a 2x6 formation.
Here's my thoughts.
I run them 6 wide, because I figure the widest enemy formation I might hit in the front would be 150mm (6 25mm bases, though this is very, very rare to see a unit in this formation (even 4 wide Ogres are only 160mm). Since my frontage is also 120mm, I'll get all of my attacks in. And, normally, the smallest enemy formation width you'd see is a mere 80mm across (four guys in the front). Optimally, I'd still get all of my attacks in this way.
That's my reasoning behind the width of the unit.
Making ranks with Eternal Guard, in my opinion, is a bad idea. At the very least, it will cost you 48 points to create another rank. When compared to other armies, this is wildly expensive for the bonus that it grants (consider 3pt Common Goblins - 12 points for an extra rank!)
The fact that your enemy may out rank you is rather moot, seeing as the Wood Elf list lends plenty of possible units to setup a flank charge to negate their ranks.
The points that you spend to bulk up the ranks of one Eternal Guard unit would probably be better spent making another unit of Eternal Guard (this isn't a problem if your general is a Highborn)
In my 2000pt list, I run two units of Eternal Guard, 12 strong, 6x2 with full command, and an Eternal Guard Noble attached to either unit. The two units generally march up the field side by side, and the Noble bounces back and forth between the units based on who I expect to see combat first and need his added punch, then the second unit usually acts as a flanker, or depending on how the combat is going, may sweep away to engage other enemy units.
Wood Elves are an elite army. All of their troops are expensive and must be used to their greatest potential, or we'll fall apart. Spending 48 points to generate a +1 to my combat resolution modifyer (which I might not even need, or see!) is not my idea of getting the best bang for your buck.
Why is it pointless? My eternal guard is in a unit of 18 all the time. Here is my thought.Originally Posted by pro_necron
With 18 you have 6 elves in the front (=13 A) plus after your charge, a further 6. You also have a +2 CR. I have meatgrinded black orcs with 2 hand weapons several times.
But I thought the idea of Eternal Guard was supposed to be a unit which took charges and held them for long enough so that another unit would be able to hit them from the flanks. In addition to that I also thought, seeing as they are the only rank and file unit, that the purpose was to mainly contribute Combat Resolution - what a classic attrition unit like the Eternal Guard should do.Originally Posted by MobiusPrime
As such, using them for charging flanks would not only negate the ability to use spears, but would effectively be not utilising the main strength of the Eternal Guard - namely, its ability to have ranks. If you wanted flankers or units that relied mainly on actual skill, wouldn't it be better to choose Dryads or Wardancers?
In any case, shouldn't you take more Eternal Guard to compensate for bowfire?
These are all good points to take in. Here's a couple of things to take back from it.Originally Posted by Schmeag
1. You're a Wood Elf. You should be getting the charge off most of the time. Even on Ogres (M6) or cavalry (M7-9) you should easily be able to set up a 'You charge my Glade Riders, I flee, you fail charge, I counter charge with my Eternal Guard' scheme. I agree that as Eternal Guard are really our only option to generate rank bonuses, I return to my cost point, that one additional rank costs at least 48 points, and depending on unit frontage, subsequent ranks would be even more expensive.
2. When you charge flanks, you don't negate the ability to use spears. You negate this ability whenever you charge, period. If your unit is in combat and they didn't charge that turn (either you were charged or you are in a protracted combat) you get to use spears.
Personally, I like using Eternal Guard to charge flanks because they are a little more resilient than my Glade Riders (who in my list are the only other unit aside from Glade Guard that can negate ranks). The enemy only has to kill a few Glade Riders to stop my rank negation, but he'd have to chew through a lot of Eternal Guard to get them to stop negating his ranks.
3. A good tactic I use is to deploy a unit of Glade Guard on both sides of my Eternal Guard and then screen the Eternal Guard with Scouts (this is esspecially a viable tactic if you can't find a place to put your Scouts to help with marchblocking). This makes any missile troops against us less effective, because they either have to shoot the Glade Guard, which, to me is okay, as I'll probably hit him easier and wound him just as good (unless he's a Dwarf), and it's just missile attrition at that point. Or he shoots at my skirmishers, and is -2 to hit for a while because of long range, and skirmish. (Note, I would never use this tactic with anything but Scouts or Dryads. Wardancers, Warhawk Riders, and Waywatchers are all too valuable to throw away like this.)
eternal guard aren't extremly costly. They are the same as saurus, which many people often play with 20 models in a unit. 20 is far from pointless, although it probably isn't worth all the extra points, you could take it if you had a specific purpose.
I Agree. I run my eternal guard at 19+Noble/Highborn, (5*4) It is hilarius when a unit of black orcs think they can crush you and then have to face up to 13+ weapon skill 4 attacks.
When life gives you lemons, shut up and eat your damn lemons.
Don't Eternal Guard have weapon skill of five?Originally Posted by kmm4_01
your right, Eternal urad have WS 5. i still remember the first time i said this against a unot of black orcs, i smached their front rankt in pulp.:yes:Originally Posted by Schmeag