View Full Version : Wood elves [friendly]
Woggie_666
11th December 2009, 17:58
i am soon going to go make my first few purchases, now its listed as friendly but i want it to be both really, is this a decent(ish) list.
Treeman ancient,lamentation if despairs,cluster of radiants-375
Spellsinger, level 2, calingors stave,divination orb-175
Spellsinger, 2xdispell scrolls-140
Spellsinger, 2xdispell scrolls-140
12 Gladeguard-144
12 Gladeguard-144
12 Gladeguard-144
8 Gladeriders, musician-201
8 Gladeriders, musician-201
15 Dryads-180
5 Wildriders-130
5 Wildriders-130
6 Waywatchers-144
Hiv0r
11th December 2009, 22:24
Again im not very experienced the only comment I can make is that i've seen waywatchers perform ridiculously well when placed in woods. =)
BlackDuck
12th December 2009, 08:07
Equally un-experienced, but having so many mages, and most of them being level 1 seems a waste. I'd definitely be making them level 2, the extra spell and power dice each is worth the 35 points.
Sgt.Garhak
12th December 2009, 08:25
Blackduck, they are both scroll caddies, but personally I think having two is a waste drop the second and pick up some more way watchers or guard.
Otherwise...
*awaits Vivi*
BlackDuck
12th December 2009, 09:08
I knew they were scroll caddies, but personally a scroll caddy should only remain so if you're just taking one. I'm pretty sure Vivi would agree with me on that one. Otherwise they just seem a bit of a waste, drop one and get a fighty hero, that or make them more offensive and get a decent magic phase, not a flash in the pan and a chance to move a tree.
Liam
12th December 2009, 10:09
I couldn't agree more, what on earth is with people filling lists of scroll caddies, I've been taking a single one to alot of tournaments this year, two to some without a comp on them and even at the GT I never felt overmagic'd with 5DD and 2 Scrolls.
I belive that taking a Treeman Ancient is just asking for trouble in todays enviroment, with flamers, skulltaker, vampies and so much more having entire units of flaming magical attacks your just asking for trouble and thats before you even start adding in any army with access to the lore of fire, which I'd feel my Lv4 would be taking against this list and would just aim at the Beastie knowing that once he died I'd have a good 500pts off you, and in most dark elf lists, thats too much of an advantage to give your opponent from turn 2.
A few things to concider, if your going magic heavy a Lv4 and a Lv2 will generally be enough, especially for defence. A normal treeman is usually as good an an ancient for the issues above. 12 Archers are a nightmare to deploy, units of 10 are better, cheaper and do more or less the same job. 15 Dryads are too many for a single unit, alot of lists take 2/3 units of 8, as you can't get more than 6/7 into combat most of the time and you won't get ranks anyway. Gladeriders are universally shit, if you do insist of taking them then units of 5 are better :)
6 Wildriders (with a standard, muscian and a warbanner on one unit) are fantastic at most things and wardancers are the best unit in the army list, 2 units are a must.
Thats about it really, enjoy :)
Woggie_666
12th December 2009, 20:41
Oki proper update soon but for now general consensus is 2 mages top and less gladeriders with smaller units and wardancers included.
I'm thinking lvl 4 as suggested with a level 2 caddy. Any opinions on a waywatcher noble with bow of loren(if he can take it)
Liam
12th December 2009, 22:10
I'm not a major fan, an alter noble (with a Great Weapon, Hail of Doom Arrow, and the Helm of the Hunt) is generally better in ever phase of the game compared to the waywatcher noble.
Woggie_666
13th December 2009, 10:56
Oki (at work atm so havnt got anything hard copied yet) but are alter nobles the one who can't join any units?
Woggie_666
13th December 2009, 15:55
ok apologies for double post, this list any better?
Weaver, level 4, elven steed,lamentation of despair,wand of wych elm-348
Spellsinger, level 2, 2c dispell scrolls-175
Alter noble,light armour, helm of the hunt,great weapon,hail of doom arrow-156
10 Gladeguard-120
10 Gladeguard-120
10 Gladeguard-120
8 Dryads-96
8 Dryads-96
8 Dryads-96
6 wardancers, bladesinger and musician-129
6 wardancers, bladesinger and musician-129
5 Wildriders, full command,Banner of dwindling-216
5 Wildriders, full command-156
6 Waywatchers-150
6 Waywatchers-150
Liam
13th December 2009, 21:00
Much, thuogh if given the choice, I'd drop the 1st Wild Riders (banner of dwindling) for a War Banner and use the points, along with some Waywatchers to get a Treeman, but you know, I've seen armies work with and without them in.
Woggie_666
13th December 2009, 21:45
I do want at a treeman at somepoint but I wonder if one large target would be aa point sink as it would attract too much fire (though I guess that would be the point).
it was mentioned above that glade riders are universally crap but why is this so, as cavalry that can move through trees and are armed woth long bows seem ok to me
Liam
13th December 2009, 22:00
They're still, single shot, T3, 5+ Save Elves, they're just not tough enough. Dark Riders have the same issue but are cheaper and come with dual shot weapons. Sure they can do good occasionally, but usually it's a point sink, not good :(
Woggie_666
14th December 2009, 10:47
Ah oki lol, well tbh only tried getting them in as they come with the battleforce
Sinister
14th December 2009, 10:51
how do people use waywatchers effectively? I mean you can't killing blow large models like ogres and things, and most heroes will be placed within units getting 'look out sir' so what is the killing blow used against?
Woggie_666
14th December 2009, 11:03
Accorfing to the tactica its very effetive versus cavalry of all sorts
BlackDuck
14th December 2009, 11:55
Killing blow ignore armour, doesn't it?
Woggie_666
14th December 2009, 18:02
i think so (on a 6?) but they, from what i have read, are great at cavalry as a result of their KB but also can deploy very close to the enemy with no real troubles. oh and BS 5 is always nice and at half range they are also str4 i think
Liam
14th December 2009, 18:41
They do ignore armour saves on the roll of a 6-to-wound. Try Shooting a Chaos Lord off his Dragon with them, get lucky and you'll piss opponents right off :)
Woggie_666
14th December 2009, 19:05
This seems as good a place as any to ask but for the wardancers talismanic tattoos with resistance(1) does this mean I can roll a d6 to try and dispell any cast on them or an 'free' additional dice using DD out of my predetermined pool?
Liam
14th December 2009, 19:53
Any spell cast on them, you get a bonus dice, in addition to any you want to use from your pool.
Hiv0r
14th December 2009, 22:43
As far as im aware you get an extra dice per resistance level when trying to dispel and you can use as many as you decide from your pool along side.
Woggie_666
15th December 2009, 14:12
awesoem i figured as much. at this points level would a noble on dragon be a tad OTT?
Liam
15th December 2009, 22:25
Nope, alot of competative builds use one over the Lv4. Usually with the Lord having Regen, the 3+ward for him and his mount till the first wound is taken, it's just ot keep the Lord alive while the dragon eats things, yay.
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