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Playing wood elves myself hopefully I can give you an insight into what kicks my ass.

MAGIC AND CR!
These are the main things WE players have to be careful of.


Magic:
Offensive WE magic lists are little to none. Most defensive magic focused lists will have 5-7 rerollable DD. While 7 rerollable dd is no laughing matter, he sacrifices all his characters and a lot of points to get it. If he doesn't go that route then he should have 1-2 scroll caddies or hes asking for trouble.

I would suggest going magic heavy against him.


CR:
Most WE units are skirmishers, thus no rank bonus. Empire is great at CR. This might surprise you, but this is how I would suggest taking out his Treeman. Stubborn can only go so far when you have ranks and both flanks. If you can get the Treeman away from his main force, try and grab him in combat with 25 swordsmen and 2 detachments. He'll be running off the table before you know it.

Don't underestimate CR against WE. Just be careful not to get flanked yourself.


Glade Guard:
36" s3 bows that become s4 when you are no longer at long range. Very dangerous to state troops, not so dangerous to knights. 6 knights should be able to take out a unit of 10 without taking a wound (unless the dice gods hate you)


Dyrads:
Most wood elves have no armor at all, the only save dryads get is a 5+ ward save, which is great except that it cannot be used against magical attacks. 1 or 2 magic missiles and the unit of dryads will be severely diminished (if he uses the regular 8 strong dryad unit). They are t4 so use your knights or Halberdiers to clean up the rest.


Wardancers:
KEEP YOUR KNIGHTS AND HEROES AWAY FROM THESE. If charged he will use the 4+ ward save dance and then switch to the killing blow dance and take out your knights and heroes easily. Focus the rocket battery on this unit if you can. They only have a 6+ ward save when not in combat. Either overwhelm them with CR or shoot them down until they no longer pose a threat. If you're not careful you could very easily lose an entire unit to these guys.


Waywatchers:
KEEP YOUR KNIGHTS AND HEROES AWAY FROM THESE. 5 bs and Lethal shot (long range killing blow) when not at long range. These guys are my favorite unit by far. I've taken out a unit of 6 knights before they could turn around and charge me. Not much good news for you with these guys other than they cost 24 points each and they are as fragile as the rest of his army.

Depending on what your willing to sacrifice to get them, you could rack up 240 points for taking them out. That's why hes going to try and protect them with everything he can. If you can get into combat with them you should be able to win by CR, but good luck getting into combat. 5" movement speed, 360 line of sight, and no modifier for moving and shooting. Sadly empire has no medium cavalry which is perfect for taking these guys down. You will probably lose a lot of whatever you throw at them. What I would suggest would be to stay in long range of these guys, that way they are only 5-10 bs archers with no killing blow. He will try and move them closer, and when he does smash them into elf mush.


Treeman:
Scariest dude on the battlefield. Hit him with cannonballs, hit him with fire attacks from your lore of fire wizard (hes flammable/x2 wounds), and if he is not dead by then CR him off the table. This one is going to come down to dice rolls more than any others. I've lost my whole WE force except for my treeman and hes taken out the remaining 500 points of my opponents army by himself. Don't underestimate him.


You should be fine if you use these strategies.
Sorry If I was vague on a few things, there was just too much to write about. Good luck.
 

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I forgot to mention that dryads fear. Yeah, dryads are awesome.

Arch Lector of Sigmar, mounted + barding
w/ Armour of meteoric iron, sword of rightous stell
Good thinking with the SoRS to counter the WE high WS. You might want to give thought to a war alter. WE have no s7 attacks so it will give him a lot of trouble. If you put him on the alter I'd give him dawn armor instead of AOMI.

Battle Wizard (lvl 2) - fire
w/ Rod of Power, Ring of Volans (death)
I personally prefer the Doomfire ring.

Warrior Priest, additional hammer, heavy armour
w/Icon of magus
I prefer a 2hander.

24x Swordsmen, musician, standard, champion
(warrior priest & battle wizard goes here)
9x Free company
5x Archers
I'd use swordsmen and crossbowmen instead. Free company will fall very quickly to archer fire and surviving will be more important than more attacks.

10x Huntsmen

10x Crossbowmen

10x Crossbowmen
I would drop this unit, trying to outshoot WE would be impossible. 1 unit should be enough.

17x Flagellant Warband

7x Knightly Order, musician, champion
You could put the WP here. Don't underestimate rerolls. But he might be better suited where he is now with the icon of magnus.

6x Knightly Order, musician, champion
(Arch Lector goes here)

6x Outriders, musician, champion w/ Hockland long rifle
I'd keep these guys at 5 strong, and only bring the hochland if he has a alter kindred. (solo character than runs around and smashes face.)

Great Cannon

Helstorm Rocket Battery

Helblaster Volley Gun
Not sure if this is necessary. Might be hard to hit the skirmishers.
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Total: 2000 point
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Hey Tash, do you have his exact list? I would be happy to pick it apart for you.

To HighPlainDrifter:
Very nice tactica. There was one thing I was wondering about though: What units would you label "medium" cavalry (which would be good at removing waywatchers)?
Another thought I had was the mobility of a general on griffon or pegasus to help Tashin. Would you have any advice on that? The obvious advantage is a highly mobile combat force to counter the WE mobility. The big downside for both I think is the lack of armour on the monster meaning they can get shot relatively easily.
When I say medium cavalry I mean a movement 8 cavalry unit that can hold its own in close combat, not as fragile as fast cavalry(pistoliers), and not as expensive as heavy cavalry(knights). e.g. the wood elf wild riders. These would be able to take out the Waywatchers and you wouldn't lose too many points doing so.

If I were playing my WE and I saw a general on a griff or peg I would target him first because I knew he would fall very quickly from archer fire. Yet again this is where Waywatchers would shine. A lucky 6 on the first round and there goes your general. Same goes for the W Alter, I take back what I said earlier about it.

It might be worth it if the opposing army had war machines or if he had warhawk riders, but from what tash said he doesn't have them in his list and WE don't have war machines. He probably should get some warhawks to counter tash's war machines though.
 

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Alright Tash, Im going try a little experiment that I hope helps. I havent looked at your newest list yet and Im going make a list that I would take against Empire with just the units you mentioned that he has. Then Im going to compare it to your list. Hopefully you see this before you play him :(

Also I don't have any rule books with me so Im sorry for the mistakes. Im not going to be able to go that in depth with magic items either.
This is just an idea off the top of my head of what you might be up against. I might play different than some WE players, but this list should be pretty cut and dry average.

Lord:
SpellWeaver(Level 3-4 Wiz): Wand of the Witch Elm (Give rerolls for all dispel attemps), DeepWood Sphere(Damages enemy units in the same forest as the SpellWeaver)

Heroes:
SpellSinger(Level 1 Wiz, Maybe some scrolls)
SpellSinger(Level 1 Wiz)
Noble: Alter Kindred, Helm of the hunt(+1 attack on charge), Hail of Doom Arrow(3d6 arrows, one use only)

Core:
10 Glade Guard
10 Glade Guard
10 Glade Guard

8 Dryads
8 Dryads
8 Dryads

Special:
8 Wardancers
8 Wardancers
6 Wild Riders

Rare:
10 WayWatchers
10 WayWatchers


I feel like Im off on points. I think I might have 1-2 to many units. Id probly drop a unit of wardancers. Ok now lets see what I would do against your list.


Arch Lector of Sigmar, heavy armour, mounted + barding
w/ Enhanced shield, Holy Relic, Sword of Rightous Steel

Battle Wizard (lvl 2) - fire
w/ Rod of Power, Ring of Volans (death)

Warrior Priest, great hammer
w/ Icon of Magus, Armour of Meteoric Iron

You might get a few spells through, but with 6 rerollable dd I should be fairly safe.

24x Swordsmen, full command
(WP & Battle Wizard goes here)
11x Swordsmen detachment
5 x Archers detachment
Avoid at all cost. M4, if you ever get me in combat with this unit I will have failed at wood elfing. When there are no other targets, Ill pepper them with arrows and hit them from all sides.

17x Flagellant Warband
Bait/Flee/Avoid. Slowly pick off with archer fire.

10x Huntsmen
Stay in cover, skirmishers + soft cover + long range = hard to hit.

10x Crossbowmen, champion
Same as above.

5x Outriders, musician, champion
Focus fire with glade guards 2nd priority. Dryads clean up the rest. Move or shoot drops their priority for me.

5x Pistoliers, musician, champion w/ repeater pistol
Focus fire with glade guards 1st priority. Dryads clean up the rest.

6x Knightly Orders, musician, champion
This group belongs to the wardancers. 4+ wardsave if charged. Then switch to killing blow after. With 2 units of 8 wardancers this battle should go my way. Ill try and chase the rest down with my Wild Riders or alter noble.

5x Knightly Orders, musician, champion
(Arch Lector goes here)
Focus fire this unit with both waywatcher groups. I would try and stay in lethal shot range. It might only take 2 rounds to elimate your general. 20 lethal shots each round. The survivors will taste the spears of my Wild Riders or great sword of the alter noble.

1x Great Cannon
Third target of noble

1x Mortar
Second target of noble

1x Helstorm Rocket Battery
First target of Alter Noble. Able to get to it by the 2nd round.
After writing that I definitely feel like I over did it on the points.
Off the top of my head this is what I think would be the best all round strategy. I would be moving and running around trying to avoid being charged as well as the above strategies. I would feel pretty confident with this list against yours, but like avlenom said, the best laid plans mean nothing when your opponent doesnt follow them.


IMPORTANT!!!

If you see this formation:

-=Glade Guards
x=Dryads

^facing this way^
----------
xxxx
xxxx

Do not make a frontal charge at the Glade Guards. This is called the Wood Elf Shuffle. The glade guards will flee, you will fail the charge, and will be charged by the dryads. This is a common Wood Elf tactic.
 

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I like your hero set up. WP can do some nasty soulfire damage against dryads and treemen. Another option would be to throw a captain in there with the sword of fate, just to make sure that treeman dies 1000 deaths. What I would do (risky, but fun) is go with 3-4 lore of life wizards. Mistress of the Marsh, Master of the Wood, and The Howler Wind would hurt a wood elf army so bad he will never want to play again.

I would drop the state troop block and the huntsmen. Keep the flagellants. I'd even add a few to make them 20. A lot of units in WE are ItP which means they cannot flee from a charge. Use this to your advantage. It will take awhile for a wardancer unit to eat through 20 models, it might even take them out by itself. If not, then finish the job with a rear knight charge.

I would drop the outriders if you need points, but keep the pistoliers. If you don't need points put the outriders in key positions that your opponent will have to cross, like a gap in between 2 forests. Or give the champ the long rifle and snipe his alter kindred. (Expect to lose a unit or 2 of your fast cavalry from archer fire) Use the pistoliers in conjunction with the knights. Use his own WE tactics against him. If he charges your pistoliers, flee (Make sure they have a musician) and counter charge with a group of knights. Try 2-3 units of pistoliers and 2-4 units of knights. Killing blow might be scary when you have 6 knights, but when you have 24 knights you can risk it.

I like the war machine set up. You could always drop the mortar for some points if you need them.

You might run into a problem if he decides to hid in his forest for the whole game. This is where magic will come in handy. Lucky for him you don't have a stegadon with engine of the gods taking a stroll around the forest killing everything in a 2d6"(is burning alignment 2d6 or 3d6?) radius (lizard bastards god damn skinky sons of bi- *cough*). But there are still spells that have an area of effect from the caster. Master of the Wood will scare him out of the forest in a heart beat. This can draw him out without you getting tree sung to oblivion.

You said in an earlier post that he puts his general with his gg scouts right? Does he deploy them like a regular scout unit? (Out of sight on your deployment side.) If he does make him pay for separating his general from the rest of his forces. (Taking a page out of the WE book here, I'm realizing how much playing WE affects my Empire play style.) Place 1-2 quick moving units that can hold their own in combat near where you think he will deploy his scouts, but don't make it obvious. Place them so he will think it you don't know what hes thinking. Knights will be your best bet. Spin around on the first round, say a prayer to Sigmar and charge him.


Long story short, your list is good, but I would change a few things to make it more maneuverable.
 
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