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I have a 2250pt battle with an O&G army this weekend. I've never fought them before, so i'm curious what standard things I might need to look out for since I haven't looked at their new book yet.
I'm fairly positive he'll be bringing a Giant and some war machines. I'd love to see my Treeman go up against the giant.
Any general tactic help against them?
Well you'd have to think of their weakness. What is it? Theyre like a horde army which might mean it's kind of cumbersome and slow. So maybe you can exploit that and take his units one by one attacking it from the flanks and stuff.
Also you might be able to make a large part of his army running because they have kind of low leadership and you might have some terror causing models and even more fear causing units.
I heard that shooting a gaint with lots of longbows brings it down pretty fast If you roll alot of 6's to wound that is
Well lets look at the advantages and disadvantages you have over the O&G's
1) Your faster than they are and more maneuverable than they are. (except wolf riders)
2) You are better at shooting. (although they can have war machines)
3) Goblins fear you!!
4) You have some of the best skirmishers in the game!! (Dryads!!)
1) They get static combat resolution.
2) They have the choppa rule.
3) They are tougher than you.
4) They will outnumber you.
Looking at this I would say the best way for you to win is to attack their flanks and fronts with combined charges, using you maneuverability and shooting to weaken units then smash them with full on charges and attacks.
I hope this helps :ninja:
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Do not, I repeat, do not send your treeman into the giant. I thought the same thing and learned the hard way what a giant's special attacks against large targets can do.
Giant rolls "Thump with club"
Giant rolls two dice and gets 7.
Treeman takes 7 hits automatically with no armor saves.
Treeman picks up 7 dice with a frown on his barky face and prays to Ariel to make some saves since he's already down to 3 wounds.
Treeman crashes to forest and suffers one last humiliation as giant pees on him
I've seen one giant destroy both my treemen. Then in a game against another WE player, the same giant killed two more treemen.
Now, I just avoid it and use my archers to take out the giant. They're unarmored and str 4 shots will get him down, or wounded enough for wardancers or wild riders to work.
Against O&G use eagles and warhawks to bait and flee frenzied troops. Fast cav behind enemy lines are great.
Starfire arrows for goblins, and even Orcs. It'd be worth taking the bow of loren just to make sure you get a wound through.
I have played 2 games against wood elves as a practice for going to a GT qualifier and the wood elf army wins, hands down.
In the first game my opponent had 5 units of 8 dryads, a treeman, a treeman ancient and some archers, and I think a couple of spell singers. I had 20 black orcs, 20 savage orc biguns, 20 orc boyz, 20 night goblins and 3 units of fast cavalry. All he did was run the tree men straight down the middle after positioning units of dryads for flank charges. I attempted to WAAGH for my animosity test and charged with 3 units, bearing in mind orcs on the charge are supposed to be lethal. By turn 2 most of my fast cavalry had been mown down by the archers, my war machines were ineffective against skirmishers (bolt throwers only got one turn of firing at the treemen and couldn't hit the dryads). I had one unit in combat and everything else was fleeing. As we were treating it as training we debriefed after the game and my opponent said although I had done nothing particularly wrong there was no point where he thought he could lose. The dryads hitting flanks of units just deliver so many attacks at strength 4 that having ranks doesn't mean much.
In the second game I was playing against a less able wood elf player, he took a treeman ancient, 4 treekin, 14 wardancers 2 units of archers and the rest of the army was dryads. I changed my army around to try and rule out fear etc and took Grimgor Ironhide with 20 black orcs (he makes them immune to psycology and is a machine) , 20 savage orc big uns, 20 boyz, 20 night goblins, 3 units of fast cavalry and a unit of savage orc boar boyz. This time I sat back to keep my infantry blocks together and used fast cavalry to cover my flanks. He sent the treeman, the treekin and some dryads at the unit of boyz and let Grimgor run rampant with the black orcs and savage orcs only facing the wardancers and a unit of dryads. The wood elf losses were much heavier this time but it still turned out to be a win by around 700 points to them.
You really should not be troubled playing orcs and goblins at all. The weakest link in the wood elf army is the wood elves, the tree spirits are awesome.
Helper monkey, bring me beer and donuts
The magic really has had the guts ripped out of it, which to be honest it did need. Little waagh is now for goblins only and big waagh is for orcs only, rather than being based on levels.
Orcs and goblins no longer receive an additional power dice and dispel dice per unit of 10 or more orcs or 20 or more goblins in combat in that magic phase. You now only get one extra power dice no matter how many units are in combat, goblin units no longer count toward it and you have to have 20 or more orcs in the unit.
Night goblin shamans now have to pay for their magic mushrooms rather than getting them for nothing when you buy the shaman.
The spells themselves are more than capable of spoiling your day but to actually get any spells cast you need lots of levels of magic.
It is also worth noting that a character on its own can now be targeted if they are within 5 inches of a friendly unit, so as protection you really need to put shamans in a unit or they will become pin cuhsions.
Helper monkey, bring me beer and donuts
Maybe if you let us know what you have we can give more advice.
I'd like to say "use this.." and the "use that.." but if you don't have those units its a waste of time.
But David is 100% correct. Do not allow the treeman to fight the giant. Take it out with something else. Even a unit of dryads, after its lost a wound or 2, are better at doing it.
Starfire arrows and the bow of loren. Almost guarranteed to pay for itself.
An eagle to draw out fanatics.
But my biggest tip is do not spread out across the entire battlefield. Pick a flank and fight on that flank. As stated you have a lot of mobility and your opponent doesn't. You can effectively put half his army out of the battle with a refused flank deployment. Sucker him in, put some fast units on the flank your planning on quitting and in your first turn get them out of there.
Glade riders will also be a great unit, fast, can shoot and can support a charge.
Hope that help
ps: if you post the units you have we can give more specific help.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
Basically I own the army box, 3 treekin, waywatcher lord, and 1 treeman
I'm thinking something like this:
2250 Pts - Wood Elves Army
1 Alter Highborn
Alter; Longbow; Light Armour; Shield
Bow of Loren
Stone of the Crystal Mere
Magic Level 2; Lore of Athel Loren; Longbow
1 Skaw The Falconer
Hawks; The Falconer
The Cape of Feathers
The Lash of Claws
1 Skaw's Hawks
10 Glade Guard
10 Glade Guard
3 Warhawk Riders
1 Waywatcher Noble
General; Waywatcher; 2ndWeapon; Longbow
Hail of Doom Arrow
Casting Pool: 4
Dispel Pool: 3
Models in Army: 72
Is this enough magic for the army?
No, it's not enough magic, neither for offense nor defense. I'd say either a lvl 1 user with two scrolls or a branchwraith with cluster.
If you want offense, then you'll need two magic users.
I think a scout noble will pay off just as well as a WW noble and is cheaper to boot.