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Discussion Starter #1
hi guy's
l have a little model (battalion and some hero)
lt's my army list

Lords
-Glade Lord - hagbone tips
- Arorns of the ages
Hero
-Drycha

Core
-Dryads x 10 -branch nymph
-Dryads x 10 -branch nymph
-Glade Guard x 12 - champion ,Musician,Standard Bearer, hagbane tips
-Glade Guard x 12 - champion ,Musician,Standard Bearer, hagbane tips
-Glade Riders x 5 - glade knight,musici an

Special
-Deepwood Scouts x5 - champion,hagbane tips

Rare
-Waywatcher x 5 - champion

total 1488 pt

is this army not bad?
 

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Benevolent Dictator
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It seems like it could work. I get the idea of using the Acorn along with Drycha's ambushers rule might be good.
The two standouts that I see are your General not having a Ward, you not having a BSB, (both byproducts of your strategy) and the fact that you have a lot of shooting, two units of Scouts who can't hide in the trees (because of the Dryads) and no real combat muscles.

You also don't need Champions in your units unless you are escorting a character (in which case you drop a model from the regiment to displace them). Musicians and Standard Bearers are better all around.
Also, I would advise against Hagbane tips in this situation. They're good for taking down Warmachines and big monsters, and in small games like this there aren't going to be a great deal of either. The Waywatchers will be awesome or they'll be useless - because if the opponent invests in Knights or other heavy armor, they'll be very small units and count for a lot of their army total, so killing them off would be devastating. Of course, if the opponent can't afford the armor, then you're wasting a situational unit.
Remember that Glade Riders also Ambush, so they don't get to start on the table, and they come in from an edge. It's the biggest problem with Glade Riders. Personally, I would ditch the Glade Riders to make the Dryads bigger, and then swap a unit of Scouts (Deepwoods or Watchers) for something really heavy hitting - either Wild Riders or Tree Kin.
 

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Discussion Starter #3
thank you for your advise ^^
I think, woodelves's combat is not batter than shooting. so I used a lot of shooting units
it is my first WHFB army and game
I don't know, how to use Dryads. (korea has a little of wood elves user ㅠ_ㅠ)
Dryads doesn't have shooting and hard armor. only use Drycha's ambushers rule?
I watched some youtube battle report.(so hard.... my English skill is not good)
some people are many Glade Riders. that's good?
When i buy unit. what am i buy first?

thank you for reading my question.
 

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Benevolent Dictator
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thank you for your advise ^^
No problem, glad to help!

I think, woodelves's combat is not batter than shooting. so I used a lot of shooting units
The problem is that there are potentially 2x more Combat phases than Shooting phases. Also, consider that with Shooting, you are dealing with 'To Hit' modifiers that you don't see in Combat. With 'Always Strikes First' you normally get to reroll missed attacks, because Initiative 5 is very good for basic troops. Both shooting and combat are resolved at Strength 3, but certain Wood Elf combat units get Strength 4 or higher. Finally, if you cause an enemy to fail a Leadership Test during the shooting phase, you don't have the option of Pursuing them. In combat, if they fail their Leadership and Break, you can Pursue them and destroy their unit instantly.
Overall, combat is the stronger of the two phases in Warhammer. Wood Elves do have very good shooting, but they still need solid combat options to deal with the things that Shooting won't hurt. For Wood Elves, they have problems with big units like Skaven Slaves. You can't kill 100 Skaven Slaves with shooting, and those Slaves will eventually reach your archers and defeat them in combat. Wood Elves need something that can go and fight those Slaves, and stop them from reaching the archers.


I don't know, how to use Dryads.
Dryads doesn't have shooting and hard armor. only use Drycha's ambushers rule?
Dryads aren't bad. Use them just like any Close Combat regiment, but if you're using Drycha there is no reason not to use the Ambusher rule. If you can attack an enemy in the side or back, instead of the front, you have a better chance of winning the fight. Dryads do not wear hard armor, but they are still a bit difficult to kill because of their Toughness 4 and Ward Save.
Most people prefer to use Tree Kin, Wildwood Rangers, or Treemen as their combat units though. The Treekin and especially Treeman can stand in the way of those big units like the Skaven Slaves, and even if they don't win the round of combat, they will keep the Skaven occupied long enough for your Archers to escape and do more damage.
Wild Riders and Wildwood Rangers are good at hunting down units that are weakened from your shooting. Because combat can Break an enemy and allow you to automatically destroy them, it's good to finish off weakened units with Combat rather than Shooting. Wild Riders are fast and have good attacks, so they'll have a better shot at winning the round and Breaking the enemy. Wild Riders cost a lot of points though, so some people take Wildwood Rangers instead.

some people use many Glade Riders. that's good?
The trouble with Glade Riders is that they are supposed to be used as Screens and sacrificial units, or to hunt down warmachines like cannons and small shooting regiments. Because they are Ambushers though, you can't start them where you want - you have to bring them in on the turn they arrive, and they show up on a random board edge. I think that it's hard to make a good strategy based around Glade Riders. However, I have never seen anyone make an army with many Glade Rider units, or use them in big units. That might work, and especially if you were using Drycha and her Ambusher rule with some Treekin and Treemen, and Dryads. You could have an entire army that doesn't start on the table, and that could be very hard for an opponent to fight.

When i buy unit. what am i buy first?
When you purchase models? This army is pretty small, but I would start with 500pt blocks first. So buy up a box or two of Glade Guard, and Drycha to use as your General, then maybe some Dryads or Scouts or Waywatchers. Then add another 500pts, which would probably mean more Glade Guard (for your minimum Core) and then whichever units you didn't already buy.
If you are asking what to spend points on first when you are building units, that is different. Take Musicians on all of your Cavalry, and on your Glade Guard units. They are likely to use 'Flee' as a charge response, and you need to be able to Rally them on the next turn. You also want to use the 'Quick Reform' rule on your Glade Guard, so that they can escape enemies or get into better positions to shoot them.
Some scenarios require Banners, so you need to take a few of those. The best option would be to give them to your Glade Guard, since they will be safer there. If the enemy kills or captures your flags, he gets Victory Points. In 'Blood and Glory', this can mean that you lose the game.
Only units who are guarding a Character should take a Champion. The Champion lets you accept challenges from enemy characters who might try to kill your Lord or Hero. Normally, a Champion only adds 1 attack, or +1 To Hit with shooting, and isn't really worth the points that they cost.
 

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Discussion Starter #5
There list is my army, I have that model's only
I played game with Lizardman and Dwarf. always lose T.T
so I buy some unit, spellweaver, 5 Wild Rider, 1 treeman ^^
thank you.
 

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You posted this a while ago, but I wanted to give some advice. I will use simple English.

Wood Elves have several things that work good together. Dryads are decent combat troops and are Immune to Psychology. Eagles are very mobile and can block enemy troops and force bad charges. Wildwood Rangers are soft but hit very hard. Here is simple Wood Elf strategy using power of units to win. Imagine big Skaven Unit come close to you. Fly Eagle in front and face him in direction that leave Skaven in bad place if Charge when Eagle flee. Skaven charge, chase, and run down Eagle. But now in charge range of Dryads who charge flank. Rangers swing around and charge Skaven rear. Skaven will break, 100 Skaven units dead.

Think about things like this, use Wood Elf strengths. Move fast and a lot. Shoot hard. Get dangerous enemy units in melee then surround and crush. Here army:

WFB13.jpg

Lots of options in that army. Strong caster bunkered in dangerous ranged unit. This clears chaff and controls magic.

Two Eagles to bait enemy, hunt war machines, and deliver deadly rear charges.

Two Dryad units to trap enemy units for multi charge.

Two Ranger units to deliver quick decisive flanking charges. Also have a BSB.

Finally, three flying knights to take advantage of opportunities or deal with problems.

Think about tactics as Wood Elves. Not Ogres. Move fast, shoot from far away. String enemy army out and defeat unit at a time with trapping movements and combined charges.
 
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