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Hi, everyone, this is my first post. I am relatively new to WH and I just recently finished a wood elf army. I have 40 GG, 3 Treekin, a Treeman, 2 Spellsingers, 8 Waywatchers, 6 riders, and 12 Eternal Guard available to construct an army with. My problem is that I mainly play against a Beastman army, which seems to have many of the same abilities as Wood Elves (ie lots of skirmishers and can move through woods). So my question is does anyone have suggestions on building an army to battle beastmen or any ideas for tactics to use against them. I always seem to be out-numbered as well as his units being better. I used an army of all archers and won but he called it cheese.
Hello, zeromage, and welcome to LO.
Looking over your post, I've got to agree with BigPappa here. Sounds to me like your friend was just being a sore loser. From my understanding, shooting is indeed the best way to deal with beastmen. While I don't know about taking an all-archer army, I would like take an archer-heavy army against them, with a few solid combat units for flank charges and assorted mayhem.
I've never played against beastmen using WE. Since we're all in agreement that his friend is a sore loser for calling cheese, does anyone have any ideas what he can do besides maxing out on archers?
Seeing what you have to work with, it only seems that your viable tactic is Archers. But if you got some more eternal guard and got a unit of 20+ with a noble/highborn in there, you could try and throw him off with an offensive close combat army. Compliment them with dryads, wardancers, and wild riders. Dont get rid of your archers though, sit back and let him come to you. When he gets close, bait him with the archers and pick and choose the fights. And if he stays in the trees for a turn, use tree singing on him.
Also, does he use frenzied units?
Take a Spellweaver with Calaingor's Stave.
He won't stay in the trees for long.
With your other singer and treeman thats 8 treesinging spells per turn. (Of course not all of them will get off, but the ones that do force 2 dispel dice...)
Well, my friend is a pretty smart guy. The other thing is he's been playing alot longer than me. I am not so much worried that he called my army cheese, I'm more looking for some "non-cheese" tactics to use for a wood elf army to counter beastmen. Every time I've used my EG (12 with a command squad) they get torn apart rather quickly and seem to be a waste of points against the numerically superior beastmen. My Treekin were likewise beaten...they didn't die in combat, but broke against a squad with superior numbers and ranks and were run down. My thinking is perhaps to purchase some wardancers or dryads. Which works better against beastmen? Anyone have any experiences with this? Has anyone made an army list that has worked better than average against them?
I have not had to play beastmen before, but if you want to hear a story about eternal guard, i had one charged by a unit of orc boyz, the boyz won combat but i had a highborn so they were stubborn and didnt break. During that turn, i i had a unit of wardancers that were overrun. The unit of boyz that ran them down hit the flank of that same unit of eternal guard. Next round, wardancers hit the flank of one of the boyz, did the dance of an extra attack and 9 boyz died. Won combat and both units fled and were ran down. If you are going to bring eternal guard, you want to have a pretty good size unit. This will give you more ranks for combat res. Also, putting a noble or a highborn in there will make the unit stubborn. And if charged and you dont break, you should have a unit of dryads/wardancers/wild riders to hit him in the flank.
Well the units you have limit you a lot.
Dryads would be great against beastmen but you don't have any.
One tip. Do not be afraid to charge with your archers.
One thing I have found is that beastmen players love to ambush. Use it against him. Move your entire army forward. Coordinate your charges. Not unit in your army should tale on a beast unit one on one. Hit them with 2 or 3 units. Work your units together, pair them up. A unit of glade guard paired up with a treeman and the waywatchers. Another unit with the treekin and eternal guard. Use them as a team.
Psycology. Beasts have fairly low leadership. Use it. Shoot at a unit until you force a panic check and then move on. Use your treeman to cause terror. Some of the units are bound to panic.
Be aggressive. Go after him. Don't sit back and let him dictate play. Use your riders to flank. Just make sure you declare charges in the right order.
Proxy. Try to proxy your Eternal guard for wardancers. Try them out.
Hope some of that helps.
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.