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Hey ive been wanting to do a Wood elf army list for some time. I really love the idea of alot of Glade Guard launching death at the enemy from afar!! Im doing a pure Asrai army and i wanted to know. Haveing 40 to 50+ glade guard a good idea? They have strenght 4 bows and pretty much can take out anything with enough missel fire. Just like to here ur opinions and comments, thanks.
Only at short range do they have a str4 bow, I'm just starting too and I was looking at how I was going to build my army before I got the codex, after I got it some of my ideas changed because of the capability of some of the units. I suggest if you haven't already gotten the codex to get it before you set yourself on 40-50+ Glade Guard.
It is viable, but I think it would hold weakness to magical armies.
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As Pathofskulls said, you're only st4 at short range so for at least the first two turns of shooting you're looking at st3 hits. Against any kind of respectable armor, you won't be taking down huge amounts of models even with 50 archers.
This is, of course, assuming that you can get 50 shots off, since you're talking about lining up 40-50 models to prevent non-firing back rows. If you can somehow manage to pull this off without terrain or your own models blocking LOS, what you end up with is a very vulnerable line of archery.
From a thematic standpoint, I think this would be awesome - you're right in thinking that a wall of archers overpowering an opposing army would be very cool. I just wonder how practical it is in game terms. With so many troops capable of having 1+ or 2+ armor saves (sometimes re-rollable), a mass of st3 arrows just won't do much against that. Even if you focus the bulk of your shooting against units more likely to fail their armor saves, these units are typically not the ones you need to be concerned with.
Then, of course, there are armies like Bretonnians and Ogre Kingdoms - these guys will be right on top of you in turn 2 if you don't do something about it. Once any army gets to h2h with your archery line, it's game over. Glade Guard are definitely not a good cc force. My concern would be that, with 500-600pts invested in Glade Guard, you'll lack the cc strength to protect your archers.
That being said, I usually field a lot of Glade Guard, but I think 40-50 is a bit much. I find 20 to be a good starting number, and 30 is good once you get a good feel for the army. I only fielded 40 archers once (2500pt game), and found it to be a cumbersome number.
The st4 bows of the glade guard is one of the wood elve's many strengths, but the thing to remember is that the wood elf army is all about combining strengths. We don't have any single unit with a game-winning strength, but various units working in unison can take on just about anything your opponent throws at you.
I would definatly suggest Glade Riders to complement your GG, as they can march-block, shoot, flee charges, and generally annoy oncomming enemys.
Thats the problems.
They chew up your deployment zone and block a lot of LOS.
I would never take more than 30.
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i always take 30 gg. i usually have them so that they are spread out, or on hills so that i can get the most shots. that way, i can pour 30 shots a turn into 1 target, assuming im doing that to kill it. so 30 shots, 15 hits. then it depends on the race and armor save your against. against orgres expect to get around 5 lasting wounds. against empire regs expect to get around 8-9 lasting wounds. it all depends.
Well as said above the problem with having a lot of GG is getting them all a good field of fire.
With 4 units of 10 men deplyoed sibgle file, that takes up a lot of space.
i always use 20 GG and they serve me well, use you're 5'' movement to get around and then 20/30 GG will do fine.
Furthermore, might i juggest adding musicians to the units, they cabn tip the balance in a fight and when you flee from a charge it is handy to rally with.
To complement a GG heavy army?
Well i'd say Glade Riders but i hate them myself. They die way to fast for me and cost to much (IMHO)
So i'd say get a eagle (2k list) a unit of waywatchers and 2 units of dryads for sure. The dryads can support the GG if trouble should get close.
eagle and waywatchers can marchblock the hell out of the enemy or take on warmachines.
For special, get wardancers and warhawks, they fill in a good CC and distraction slot in you're amry.
Foremost I would suggest try out the combo's you like.
If you like GG, go GG.
It is you're army, you make it the way YOU want it.
Hope it helps
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