Glade Guard Vs Waywatchers - Warhammer 40K Fantasy
 

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  1. #1
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    Glade Guard Vs Waywatchers

    Hi, I am competing in a tourny soon and was to finish the army off I was wondering wether adding another unit of 10 Glade Guard (for a total of 32) or 5 Waywatchers.
    I love the Waywatchers modles but already have the Glade Guard.

    What do you experienced Wood elf generals find more genraly effective in battles? Any tips for useing either are apreciated aswell. Thanks:yes: .


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    Member D1storter's Avatar
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    why not glade guard scouts? cheaper and can have magic banner

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    Member Mannfred von Carstein's Avatar
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    I'm no WE player (anymore), but I would doubt between this choice.

    Now, Waywatcher strenghts include:

    - Killing Blow

    - Scouting rule

    - Skirmish

    - March Block specialists

    - High BS


    Waywatcher weaknesses include:

    - Costly

    - Small units

    - Are likely to die through the battle

    - Low AS/WS, or none at all (don't know what they have)

    - Expert Warrmachine crew and character killers.

    - Takes up a Rare slot

    Glade Guard strengths include:

    - Most likely last through the battle.

    - Can provide a minor rank bonus (when 10 models placed 2 by 5)

    - Cheap

    - Take up a Core slot

    - Can discourage a player to move in line of sight with these guys, which means influencing the game (very important strenght)


    Glade Guard weaknesses:

    - Can be so numerous they don't have a real function

    - No march blocking nor scouting/skirmishing... that's where Woodies are good in.

    - Aren't suberb in CC... if placed in an awkward position when they have to fight.

    - Nearly no AS.

    So pick your choice. Most times Waywatchers are used to harass the enemy. They are not meant to über-own your enemy unit. Perhaps a useful flank charge + a WE unti on the front, but it will still be risky. Waywatchers rock at killing off lone characters and Warmachines, as well as march block. But it does come at a cost.

    Glade Guard are Core. This means you can't do without them. You need some at least. They can discourage enemy movement to move in line of sight with these guys, which I think is a very important factor with Wood Elves too. Influencing your enemy's movement to your will is the WE strenght to success. This comes at a fairly cheap cost for what they are capable of.

    I think Scouts are really not worth their points.

    Good luck picking your choice

    Cheers,
    -MvC

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    Actually, let me just point out some thoughts here.

    Glade Guard Scouts are what +5 points each?

    1) They lose the Glade Guard str 4 bow when you make them scouts

    2) Can still carey a magic banner

    3) Have the Scout ability


    Waywatchers for 6 points more then a Glade Guard Scout have:

    1) Attack with two weapons in CC

    2) Killing BLow

    3) Forest stalkers ability (Basically -3 to hit them in woods Skirmish, soft cover and stalker)

    4) Have a much better Scout ability that allows them to depLoy closer then Glade Guard Scouts


    I think I'll take the Waywatchers thank you. I know a guy that's been play WE old and new and he swears by the Waywatchers even though many people seem to give them negative press.

    Honestly, they just need to be used right. They can be good march blockers, killing blow is good for a few things:

    1) Character/Mage Killers

    2) Psychological threat

    3) Distraction

    The same player I refer to also places a Waywatcher kindred Noble in the unit. I believe he gives him some magic bow and/or arrow, but I can't remembre what it was. Might be Bow of Loren with Arcane Bodkins or the Bow that allows you to snipe. Hail of Doom is always nice when launched from a Forest stalking unit.

    Just wanted to point these out as Mannfred von Carstein doesn't realize that Glade Guard can be scouts. He mentions using GG with Ranks and such, but obviously that's if you are using them as regualr Glade Guard.

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    Member Mannfred von Carstein's Avatar
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    I can vaguely remember that WW's only have Killing Blow on short range. Not sure on that though. Also, Killing Blow is only able to kill man-sized models in 1 time. Also, this means it doesn't affect OK characters and such.

    Also, I'm sure Scouts cost 17 points per model and WW's 26.

    Yea, I know Scouts are an upgrade now from GG's

    2) Psychological threat
    What's this now? Their unit is too small to ever kill 25% of a unit, nor do they cause Terror or Fear. So what's up with this point?

    Ah, I totally forgot the GG's have S4 and WW's can deploy closer.

    Cheers,
    -MvC

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    Senior Member Ickebeebon's Avatar
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    Waywatchers only have killing blow at short range, you are right. waywatchers excel at character killing and march blocking, but thats the only use i can see for them. i woudlnt take them when you can use a unit of scouts for the same thing. but if you have a decision between them and waywatchers with your points left, take waywatchers.
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    scouts are 17 and waywatchers 24. waywatchers are much harder to kill tho since they are skirmishers -1, in soft cover -1 and forest stlakers -1. Personally ithink scouts are far better becuase the ysave points and acheive about the same thing. If your opponet sees ur waywatchers he'll put his lone chractors in units or next to them. And scounts with banner of zenith restrict march movement form 12" rather than 8".

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    Member AlterEGo's Avatar
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    They both may be used for the same reason, but waywatchers are worth their points if used for certain situations. If you want to just kill crewmen and cause havoc, scouts are the way to go, but if you want to do more damage to.. lets say chaos mortals like chaos chosen knights, what good is their +1 save against KB? All depends on how you use em. Simply put IMO waywatchers are better and worth their cost since you arent restricted to get glade guard as well since you can only have scouts if you have glade guards which shouldnt be a problem for most lists, and waywatchers look way better

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    Well scouts are better march blockers because they can have the banner of springtide, personaly I would go with 10 dryads or gg. They are cheap and your core should win the game for you. Also could you give us an idea of your army, that would help a lot.

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    DId you mean banner of zenith to block marching. Springtide allows you to satnd and shoot even if they are within half your charge range.

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