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Is it true that almost no Woodelf unit can't flee from a charge because they are all Immune to Psych?
I mean: dryads, wardancers, wild riders, treeman, treekin all can't flee as charge reaction?
This destroys all my tactics and makes cool units like wild riders almost useless!
How can Woodelves survive without fleeing?
It's true. I face the same problems with my undead, and Slaaneshi troops. The advantage that you have however, is that not all of your units are bound like this. Glade riders are excelent fast cav, and dryads can hold their own regardless of who charged.
Being immune to psych has its ups and downs. Being unable to flee is a downer, but I overall feel you gain more from the other bonuses.
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98% of the population actually believes these stupid statistics. If you're part of the 2% of humanity with a brain, put this in your profile.
Yes, no ItP units can flee. I use wardancers, treekin, two treemen, and two units of dryads. And not a one can flee.
Often, I put a musician in my archer units and advance them in front of the fighters. The the archers will flee to open up the beefy units.
Eagles, warhawks, and glade riders are great for fleeing, but not so much for combat.
Thanks for the replies!
That's awful. I thought that WE were supposed to be the army to set up traps by fleeing. Unlike Slaanesh, we cannot take charges, and unlike Undead, we do not get unlimited refills . Wild Riders would fill out that role perfectly, because they are fast AND hard hitting. I suppose that any decent general will smell a trap made of glade guard and simply ignore them.
Knowing this, I will not take Wild Riders anymore. They are so expensive and soft to shooting or magic anyways. But now, I don't want them to stand in the path of this 10 Str5 attacks, WS10 Vampire. And light cav that can't flee is ridiculous.
dude belive me, WR are one of the best units you could use,Originally Posted by FlyingSorcerer
they have high S on the charge and cause fear, and have a whole bucket load of other nice special rules.
the key to WR is to let something else flee and have the WR charge in the flank/rear.
doing this they can break a lot of units and at least hold them up untill wardancers, or other units can come in and assist.
you have to build you're battle plan around this problem of "we can't flee"
hope it helps
"Ask not the Eldar a question, for they will give you three answers; all of which are true and terrifying to know"
Originally Posted by FlyingSorcerer
This is why units such as Glade Riders or Glade Guard, scouts war hwak riders etc are used as baited units. I'm not a Wood Elf player and don't really play the game at all [ ] but surely you'd use those who can flee to create the traps, most of the units you mentioned are quick enough to get into flanking positions with speed. You may have to sacrifice some of the weaker/basic units to gain the upperhand.
That or using hard units [ Dryads, Eternal Guard and Treekin etc] to hold off a charge whilst others get a flank charge in. Whilst it is true you cannot flee with the afore mentioned units, it doesn't mean there are no options left open to you.
what they said. B-)
Also, with most of the units that are Immune to Psychology, their manouverability should allow you to get the initial charge in any way, making the option to flee redundant.
Wood Elves 2/0/1
Orcs & Goblins 0/1/0
Next Army - Tomb Kings
fleeing is fo fools :[
Apparently not, and lookout.. You'll make Stonehamy really mad. =\Originally Posted by Loren Lord
Fleeing / Trapping seems like a pretty intrical part of the Wood Elf Battle plan.
Edit: Refering to the small post.. Apparently I'm the only one under watch for this though.
Last edited by Zombiekatfizh; August 10th, 2006 at 10:03.