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Help me lay down the beat down on Tzeentch! I need ways to deal with three chariots, a lord on a disc, two units of horrors, and some knights and warriors.
I thought about a large unit of archers, 20 or so, led by a noble with a splendor of luminescents for taking out the horrors. And the hail of doom arrow would dispatch a lot of horrors, too. The splendor could also be good with a unit of wardancers to make their attacks magical.
It's three chariots that worry me most.
I was thinking a weaver, a singer, and a branchwraith with cluster to help against magic.
Chariots are a problem for Wood Elves, I'd hold back and fly in and hit him flyers to tie them up. Thats the best I can think of as of now.
Hmmm... chariots. I have yet to come up against any of those. I heard one WE player at GW talking about how, against a chariot army, he takes 3 treekin with an attached glamourweave kindred carrying a moonstone. I didn't stick around long enough to hear the full story, but it seems like that would take some luck (as far as terrain placement) to pull off. I think I'd spend a lot of effort trying to move trees in the way of the chariots, maybe going so far as to equip the weaver with whatever staff allows multiple tree singing attempts.
I've only played one game against Tzeentch (or any chaos for that matter), and, looking back on it, we did some stuff wrong, but I can tell you that I had a lot of fun murdering horrors with Dryads. I like your idea of the magic attack GG... forgive my ignorance, but would making their attacks magical serve only to negate the ward save? Sorry, but I really know very little about chaos armies.
As for magic, in my 1,000pt game I took a scroll caddy singer and a cluster-carrying BW, and that turned out to be quite sufficient to keep his magic in check. Some of that may have been luck, however, since he miscast a lot.
As for the hovering annoyance, I'd be tempted to try a scouting noble with the HoDA to shoot it down, or at the very least give it something to worry about. Waywatchers might do the trick too.
Then again, with my record it might be safer for you to just take the exact opposite of all my ideas and go for the sure win.
I took a lvl 4 weaver with wand of wych elm and scroll. A lvl 1 singer with scroll and divination orb (the only time he rolled more than three dice, he got irresisitable, so it was a wasted item). A branchwraith with cluster. And a noble with luminescents.
The noble joined 20 GG and made short work of the two units of horrors. The luminescents worked great.
My weaver miscast three times, wounding herself twice and allowing the treeman to suffer an enemy spell for three wounds, too. I killed all the spawns but was ultimately beaten down with magic. I held it off for the first half of the game, but couldn't manage the whole way. And those knights and chariots were a royal pain in the butt, as was the lord on a disc. I killed one chariot, but he managed to avoid my treeman who ran around treesinging and only got to stomp on a single spawn.
It was a solid loss for my WEs, but nearly as bad as what I would subsequently suffer at the hands of tomb kings! I was wiped out to a model in that game! First time with that list, and the last.
Sounds like a bit of a rough game. Those knights are a pain, yeah? What do you think is the best way to deal with them? Wardancers?
The Tomb Kings game sounds kinda rough. Feel like giving us a recap?
yeah, troubles with Tzeench if very familiar with me. The best player at my shop plays them and has only lost one game with that army mostly due to very very bad rolling on his part. I havnt ever gone against Chaos carriots(i just avoide the player at my shops chariot) but the other ones i have played against my dryads just ripped apart, my dryads just go on a warpath with chariots its really weird. What i take for a magical defence against Tzeench is a Weaver with the wand of the wytch elm(which helps amazingly at shutting down magic), div. orb and a branchwraith with cluster and LVL 1 wizard, just cut the singer out of the picture. The disk guys can be nasty, but mostly if they get their spells off. Knights i just pepper with my waywatchers untill i can(hopefully) spring a trap with wardancers. I would have done the same thing with the horros(only 2 seperate squads of archers) If i was getting desprate i would clash some wild riders on the Knights with the wardancers.
I have found though that the biggest weakness with Tzeench is that they are not immune to Psych. So if you can get lucky with terror, go you. But the biggest advantage to this is if you win a combat with any outnumbering fear units. So against tzeench i would probly take about 15 dryads(so that enough will be alive after combat and the trek to combat) or 6-8ish wild riders. If you get an instant break from their units than you can take out a unit alot faster and with much less casualties then normal.
thats all i got...
And you can imagine what 50 magically poisonous archers will do to forest spirits.
Plus, I'd set up a side of the board by taking out his archers with my own so that my other units could approach with less threat, but unless I took out the last archer, he'd just raise the bastards back. I needed more magic defense to deal with those TK!