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Wood Elf tactica - Contributors Needed

34K views 373 replies 31 participants last post by  DavidWC09 
#1 · (Edited by Moderator)
Hey guys, what do you think about putting our (read: your) heads together and coming up with a wood elf tactica written by the members of LO? This seems to be one of the most active forums with a number of the mods playing woodies, and I think we could come up with something good. If this works we could extend it to all the army sub forums.

I can't find anything in the FB tactica forum or in the WE index where LO has written a WE tactica.

This thread can be used for posting thoughts and comments about the idea, if there is enough (read: any) support then I'll start a thread in the tactica section of FB for people to submit their articles. Then I'll link it in the WE index at the top of this forum:)

It can be as long or short as you want. If you want to only write a short paragraph on the best way to use glade riders then go for it. If you would rather write an entire review of every item in the book then that's great too! The idea behind getting lots of people to put their heads together is that one person is not bogged down with the responsibility of writing the whole thing!

So what do you think? Is you in or is you in?

Ciao

Stonehambey


Edit: This is a thread to sign up for contributions to the WIP, and to give each section exposure to comments and criticism before being put in the actual Tactica thread. Each section will be moved to the WIP Tactica thread after one week of being posted in this thread.

The WIP tactica thread may be found here


Here's the list of articles needed (red), those spoken for (blue), and those completed (green):


1. Characters
1.1. Lords
1.1.1. Highborn
1.1.2.
Spellweaver (Skarsgard)
1.1.3.
Treeman Ancient (Cyric the Mad)
1.1.4.
Mount: Forest Dragon (Skarsgard)
1.2. Heros
1.2.1. Noble
1.2.2. BSB - Skarsgard
1.2.3. Spellsinger (Skarsgard)
1.2.4. Branchwraith (Maraschino)
1.3. Kindreds
1.3.1. Wardancer Kindreds (Cyric the Mad)
1.3.2.
Eternal Kindreds (Skarsgard)
1.3.3.
Alter Kindreds (DavidVC04)
1.3.4.
Scout Kindreds (Skarsgard)
1.3.5.
Wild Rider Kindreds (Skarsgard)
1.3.6.
Waywatcher Kindreds (Skarsgard)
1.4. Special Characters
1.4.1. Orion (Remind)
1.4.2.
Drycha (Remind)
1.4.3.
The Sisters of Twilight (Remind)
1.4.4.
Skaw (ArchonFarseerGuy)
1.4.5.
Ariel (Cyric the Mad)
2. Units
2.1. Core
2.1.1. Glade Guard (Cyric the Mad)
2.1.2.
Glade Guard Scouts
2.1.3.
Glade Riders (ArchonFarseerGuy)
2.1.4.
Dryads (_Toast_)
2.2. Special
2.2.1. Eternal Guard (trodi)
2.2.2.
Wardancers (DavidVC04)
2.2.3.
Wild Riders (Skarsgard)
2.2.4.
Warhawk Riders (Skarsgard)
2.2.5.
Treekin (Skarsgard)
2.3. Rare
2.3.1. Waywatchers (Cyric the Mad)
2.3.2.
Treemen (DavidVC04)
2.3.3.
Great Eagles (Skarsgard)
3. Magic Items
3.1. Common Magic Items (Skarsgard)
3.2.
Magic Weapons (Skarsgard)
3.3.
Magic Armor (Skarsgard)
3.4.
Talismans (Skarsgard)
3.5.
Enchanted Items (Skarsgard)
3.6.
Arcane Items (Skarsgard)
3.7.
Magical Standards (Skarsgard)
4. Spites(Cyric the Mad)
5. Wood Elf Magic
5.1. The Lore of Athel Loren (GeordieSteve005)
5.2.
The Lore of Life (Skarsgard)
5.3.
The Lore of Beasts (Skarsgard)
6. Deployment
6.1. Retreating Fire-Line (The Wood Elf Cha Cha) (Cyric the Mad)
6.2.
Denied Flank (Skarsgard)
7. Use of Terrain
7.1. Effective Tree-Singing (Cyric the Mad)
7.2.
Woodland Ambush (Cyric the Mad)
7.3.
Use of Non-Forest Terrain
8. The Opening Turns - Skarsgard
9. The End Game - Skarsgard

10. The Principles of Attack
10.1. Specific Enemy Analyses
10.1.1. Enemy Type: Gunlines (ArchonFarseerGuy)
10.1.2.
Enemy Type: All Cavalry (Skarsgard)
10.1.3.
Enemy Type: Hordes (ArchonFarseerGuy)
10.1.4.
Enemy Type: Undead (Skarsgard)
10.1.5.
Enemy Type: Magic-Heavy (Skarsgard)
10.1.6.
Enemy Type: Armored Infantry (churchic)
10.1.7.
Enemy Type: Skirmishers (DavidVC04)
10.1.8.
Enemy Type: Monsters (DavidVC04)
10.2. Effective Flanking (ArchonFarseerGuy)
10.3.
Fast Cavalry (Skarsgard)
10.4.
Using Skirmishers (Skarsgard)
10.5.
The Multi-Charge (Brother Mike)
10.6.
Dealing with Warmachines (ArchonFarseerGuy)
10.7.
Using Psychology (Skarsgard)
11. The Principles of Defense
11.1. Reaction: Hold (Cyric the Mad)
11.2.
Reaction: Stand-And-Shoot (Cyric the Mad)
11.3.
Reaction: Flee (Cyric the Mad)
11.4.
Bait-And-Flee (Cyric the Mad)
11.5.
March Blocking (Cyric the Mad)
11.6.
Fast Enemies (Cyric the Mad)
 
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#65 ·
Nice stuff so far guys. :D Much help indeed.
Only thing I'd suggest Stones, is to add the permalinks of the finished articles to your first post. Like how I've done with the Domini Vulpes fluff topic. It might make it easier for people to find specific articles that way.

Thanks once again for the articles guys, keep up the good work in helping noob WE players like me XD *grin*
 
#73 ·
Okay, so it seems to me that the sections for Highborns and Nobles should be sectioned-off for each Kindred. So if you look at the list at the beginning of this thread, you'll see that I've done that. Since having another section solely for kindreds seems redundant, I'll remove it (since nobody has signed up for it anyway).

This means I'll put David down for the writeup on Alters. Would you like to do 2 writeups for Alters then?

Also, I've started moving writeups over to the WIP Tactica thread (here). I'll leave writeups here on the WE forum for a week before moving them, so if you have any comments or questions, get them up before they get moved. Think of this one as a WIP for the WIP.

Thanks heaps to everyone contributing to this effort. This is quite an undertaking for the WE community on LO, and I'm very proud of the contributions we've had so far.
 
#75 ·
Hey, is there anything else that needs to be contributed? Im not one to brag:shifty:, but i have a pretty nasty wood elf army....They are known as the scourge of the desert, because most people wont let my play with forests anymore...I dont mind really, it makes games flavorful. If you still need help, PM me, or post it here.

Edit*...duh, i should have looked at the first page more clearly{goofy} my bad, Ill do glade guard or dryads (my favorite choice of the 2) if they havent been chosen already and i missed it...
 
#78 ·
Effective Flanking
For a start, this is easy to do against most infantry-based armies. Just place a fast unit (Warhawks, Glade Riders, Wild Riders etc) on the flanks, and ride around the enemy, making a general nuisance of yourself. The general rule of thumb: Try keep out of LoS of enemy units. Fire as often as you can, and this will soften up most enemy units (even Chaos Warriors have something to fear when faced with the prospect of lots of arrows).

Alternatively, you can use the Moonstone of Hidden Ways to teleport a unit in behind them. A multiple charge suddenly becomes easier when you have units to the flanks and rear of the enemy.

You want to avoid a "battle line" unless it's particularly favourable. Move your units around and don't be afraid to use some "bait", especially if they can get away easily

Dealing with Gunlines
I know about gunlines. My other armies are Dwarves and Empire. If facing them, I will have to recommend to you the Alter Noble equipped with a Briarsheath. I've had very little more fun experiences than watching a BS5 Master Engineer hit you on 7's.

Another key aspect to remember is that you must NEVER hit them straight from the front (but more on that later), unless using a character with the Briarsheath, a skirmishing unit (preferably Dryads), or a unit that is at least 15 strong. Another thing to avoid is shooting battles, unless you're in cover (but even then...).

The thing to remember when facing gunlines is that the troops are fragile, expensive and will usually come in units no bigger than 10. Therefore, you even a unit of Glade Riders should be able to dish out significant damage on the charge. Just beware of the Stand and Shoot reaction. if you really want, you can get within 9" to prevent the S&S reaction, or you can try a multiple charge (as they can only S&S against one unit). However, if you can manage it, get in a flank or rear charge, it will save you so much pain. We swears it on the precious.

If you're not charging, try to keep out of the sight arc, to prevent thier deadly volleys. They WILL inflict significant damage.

Dealing with Warmachines
Warmachines are deadly, but they too have a fatal weakness. They cannot stand and shoot. This makes them vulnerable to anything with a move value higher than 7. The way I defeat them is with an Alter Noble that has a GW, the Amber Pendant, and the Briarsheath. He massacres Artillery Crews, has a long range, and is pretty well impossible to hit with careful positioning.

Bolt Throwers, well, don't worry about them unless you're a Treeman. We have no ranks (for most of our troops) and specialise in small units. Treat Cannons with suspicion. If they have the Run of Burning, they cause double wounds on our Forest Spirits, AND negate our saves. Just hope you don't end up facing that nasty combo. Never faced Stone Throwers, but they can do some easy damage with no rolling to hit required. Artillery isn't terribly powerful against Wood Elves. There are higher targets. They're just a pain, and if you have dispatched a unit or two for the task of bringing down gun-wielding units, you may as well take out the Artillery Crews as well. Easy VP's and it's less 360 degree shooting to worry about.

WIP- let me know if you want the other Principles of Attack done up.

-AFG
 
#80 ·
Here's the Dryads writeup, courtesy of _Toast_:

Dryads (The “Real” Fury of the Forest)

Strengths
Great Maneuverability
Highest toughness/strength for a core unit
Models get two attacks
High Initiative
Forest Spirits
Cause Fear

Weaknesses
No rank bonus
Cannot take banners or musicians
No Bows
Skirmishers (truly a mixed blessing)
A nasty target for magic

Unit Options and Composition
Branch Nymph – As stated before, Dryads do not have the ability to take a full command, so it is important for dryads to dish out as much pain as possible. This can be done by always upgrading one model to a Branch Nymph, which gives an extra attack, and the ability to make challenges.

Size – Because Dryads do not get rank bonuses, or the ability negate them, units should be fielded in smaller compact units. This means that the unit will have more maneuverability, and you get more attacking troops, rather than having a few just hanging out in the back. Fielding small units of 8-10 dryads in packs of 2, means that you can get 2x the amount of attacks you regularly would, if you fielded them in one huge group of 20

Characters – This unit can only be joined by Branchwraiths, or in some cases Drycha, so it’s important to realize what this means to the unit. If a unit is being joined by a non-wizard Branchwraith or Drycha, then it still functions as the unit normally would. If the Branchwraith has been upgraded however, then the unit takes on a more of a bodyguard stance. Wizard Branchwraiths are usually meant to be dispel dice generators, so it’s important not to throw this unit into the most intense regions of fighting. This does not mean that the unit should not advance, but rather it should move along the flanks, where it can still be used as an attack unit on weaker troops.

Tactics
Pack of Wolves – Dryads are not meant to be used as huge blocks of angry trees, but rather swift and agile packs of hunters. This means that units with dryads should move around close to each other, and engage targeted units at the same time, being swift and brutal on the charge. Dryads work well in picking off lone stragglers, and units that have been separated from the rest of the “herd”, so it is wise to put them in a position where they can do so. Moving them in areas with tree cover, or just having them sulk around the table edges, works best for this tactic. They can engage almost any type of core troop, but can only do so if all of the Dryads are able to charge.

Flank Protection – Small contingents of Dryads can also be used as support groups for other more conventional units, like Eternal Guard, and work well when positioned at the flanks of the bigger units. When being used in this manner, dryads offer 360 degree flank/rear charge coverage, and also work as shock troops for when the protected unit engages in combat.

Don’t Get Swamped – The only main weakness of Dryads is that to field them most effectively, they must be in small unit sizes. This means that being in prolonged combat or shooting zones will wear them down fast. They do have the saving grace of a high toughness and a decent ward save, but this should not be heavily relied upon.

Deployment
I always place my dryads on the ends of the table, as I rely heavily on the “pack of wolves” tactic. They can move freely around the table as skirmishers, so even if they are not totally in the best spot at the beginning of the game, with their fast movement and small unit sizes, can adeptly weave around the battle field. In a normal force, I would allocate 16 as hunters (2 groups of 8) and then another 8 as flank support for my eternal guard retinue.
 
#82 ·
well, ill have the glade guard done by midweek next week...btw, nice spelling/grammatic changes cyric the mad, you make me look smarter then i should be:D. English was always my kryptonite at school.
 
#83 ·
Concerning Dryads, I think it's important to note the pros and cons of taking a Branch Nymph. As Skarsgard pointed out to me, sometimes having a champion is a detriment in that a character you've caught on his own can then challenge and potentially even win combat or force a draw when otherwise your Dryads would have destroyed that character as a unit. Sometimes, you don't want a challenge.

There's also the opinion that the same points are better spent on another model, which means a net gain of 1 attack and 1 unit size over having a Branch Nymph. More unit size for a fear-causing unit can be important.

Last, I'd add something about using terrain with Dryads. As skirmishers, they can avail themselves of any difficult terrain to circumvent or flank enemies.



 
#85 ·
Those are all valid points...i think that its already in there (although hidden) that they can move around the battlefield quite easily, but i do hear what your saying with the branchnymph. It depends on how you play that they become more tactically sound. My way insures that there are always multiple units of dryads attacking, and the smaller frontage there is, the better. It doesnt matter if you refuse the challenge, she just goes to the back, and then you have 2 dryads take her place instead, meaning 1 more attack. The unit size is also valid, but i was under the assumption that the combined number of fear causing units are equated, not just one unit, so it doesnt matter if you combine charge. I personally field them always, but then again, i can see why you wouldnt want to. If you want, i can add some changes to the branchnymph part for revision, and maybe a section on moving through terrain and such.
 
#84 ·
@Toast - no sweat for the edits. Since I haven't written much for this yet, I'm glad I can contribute in some way. Thanks again for PM'ing me your write-up.

@David - You have some valid points about the Dryad writeup.

As for changes of this nature, would the original authors prefer to incorporate this feedback on their own, or would we rather it be a collaborative effort in the thread?

The Tactica is shaping up really well, folks. If you haven't had a chance yet, check it out (link)
 
#88 ·
The Multi-Charge

Hey all, I can’t believe that got around to doing this today but here it is:

The Art of the Multi-Charge
Now charging has never been my strong suit but in the games I have played over the week I started to understand more. First we will start with units that should never charge.

Support:

Glade Guard
This was a must, they support like no other and should be protected.

Great Eagle
Mostly for march blocking and warmachine hunting can be used as a last ditch effort.

Warhawk Riders
For the reasons of the Great Eagle.

Waywatchers
Come on, we all know why.

Next up are support charging units, the units listed below are never supposed to charge the front and are good for flank charges:

Flank Chargers:

Glade Riders
They are fast cavalry and have longbows to boot. Cool J

Dryads
These ladies can take so much punishment with a limited 5+ ward so I decided to put them in Flank Chargers.

Now for the most powerful Wood Elf units, the Frontal Chargers.

Frontal Chargers:

Wild Riders of Kurnous
These guys are amazing, free musician, cause fear on the charge, +1 weapon skill, strength, and leadership base. That’s enough said.

Tree Kin
Personally I run these guys in 3 with no champion. They have performed above and beyond expectations for me. 3 strength 5 attacks, toughness 5, a 4+ armor and limited 5+ ward. Tree Kin is good J.

Treeman
We all knew this was coming. He is a beast in all phases. Movement he can go 10 inches. Can cast Tree Singing in bound form to times a phase. He can do an artillery dice worth of hits in the shooting phase and is, as we all know a monster in combat. I always take one in 2k+.

Eternal Guard
These ladies and gentlemen are better for receiving a charge but they are sturdy enough to charge and stay alive until the end of the combat phase. And hey +1 attack because of additional hand weapons is nothing to sneeze at.

Wardancers
I decided in the end they could perform both support and frontal charge roles. The shadow dances are good for finishing combats and staying alive to survive or tie up a unit.

Now I’m going to go over some strategies that I use in my 2k build.

Bait and Switch
This one is pretty obvious I place some glade riders in front of a unit that is immune to psychology and once the glade riders get charged they flee and now they have a unit that is most likely powerful on the charge.

Support Charges
This is another obvious one. Now how I play is I have all my units paired up in twos. This way I have to units that are almost always going to have a unit flank charge hopefully FTW (for the win).

Not sure wait to call this one
This has become a personal favorite for me. In my 2k build I have many units that cause fear so I try to tie up an enemy unit for a turn and then flank charge them with a fear or terror causing enemy and has worked well for me.

Well, there you have it, a summary of all the units in the wood elf army and their role in the Art of the Multi-Charge.
 
#91 ·
Brother Mike, have to disagree slightly with some of your ideas mate.

Firstly, your never charge list.

Great eagles are perfect for taking out warmachine crews and lone mages.

Warhawk riders (see the warhawk tactica)

Gladeguard - shouldn't charge, but if the situation is advantagous (like denying rank bonus) then they should go for it. WS4 is a great protector.

Waywatchers- great for taking out warmachine crews, lone mages and weak skirmishing units (brettonian archers etc).

Secondly, I would think (others are free to disagree) that dryads with T4 and a 5+ward are better at the frontal assault than wardancers. I think the roles you have stated should be swapped for the two of them.
 
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