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I was wondering which would be better in a 2000pts game? Two units of 10 glade gaurds or one unit of 20 eternal gaurd with full command.
i'd say both.
the EG are the only good ranked up unit we have, and they are good, ad a noble or highborn and they rock.!:yes:
the GG are the best archers in town. enough said.:sleep:
the GG can sit at the flank of the EG and shoot at the enemy and in teh clash are possible to flank charge (do this only if you know that it will benefit you!!)
I only have enough points for one or the other. If I take the eternal gaurds I'll have almost no shooting but I realy like the modles.
Do you want pretty models or do you want a winning list? ^_^Originally Posted by Eltharion
If it's down to one or the other, I'd take archers any time. If you want a more static game, take the EG. If you want to use missile fire to soften up the enemy before your hard-hitting units like Wardancers, Wild Riders, and Dryads move in, then go with the archers and adopt a more fluid style of play that doesn't rely on static placement of infantry units.
I've learned that if I go with lots of archers, it's best to advance them on the field of battle, especially since they don't suffer from a movement penalty to their shooting roll and fire Str 4 arrows at short range. Plus, GG can flee from a charge, setting up a countercharge from your combat units. At that point in the game, the archers won't have much to shoot at anyway. If you find yourself with spare points, spend some on a musician for the archers because you'll want to rally them before the game ends.
Eternal Guard have worked really well for me when accompanied by a Noble with the Battle Standard. I give him the Oaken Armor and a mundane banner. EG are stubborn on a 9 and can then reroll failed break tests. A Treeman or, less often, Treekin support the EG. A Treeman has the benefit of being stubborn on an 8 and can also use the Battle Standard for rerolls when stubborn fails.
Which list is this for? Have you posted in the Army List section? If so can you link to it?
well what's that!Originally Posted by Eltharion
an Wood elf amry with no shooting? :w00t:
take gG in your situation, they are versitale and shoot the crap out of everybody! at clsoe range they will loose a lot of fire.
make two units of 10, this will let you manouver easy throughout the battlefield.
hope it helps
My army list is here: http://www.librarium-online.com/foru...-friendly.html (2000 point WE (friendly)) but I have an idea. What about makeing the glade gaurd units 7 strong skimirishers. Then they all get to shoot and they're more manouverable for just three less modles each.
yeah, but skirmishers can't move-and-shoot (i think, correct me on this one) and then you loose the S 4 at close range.Originally Posted by Eltharion
SO DON"T DO IT!!!!!!!!!!
those two points above make them the best archers in town.
i see that you already have scouts, and one unit is more tha enough.
stick with the two ten man GG units.
Thanks for your help everyone. I think I'll go for the glade gaurd but I have one more question. How many ranks shound I put my glade gaurd in?