Whoa, kooky lists there dudes. Yours, because it's got a unicorn lifeweaver (NICE

), his because he's got a lot of things that want to fight that shouldn't necessarily want to (grey seer,
BSB, big gutter cloud). Bummer he played down points, but if he's interested here's where I would take his list. Note that I left the S4 A2 seer in there, guessing he has some plan for that

(though actually, he'd be half decent with Death Frenzy behind him, if he weren't running all Plague spells?). Anyway:
L: Grey Seer - warlock-augmented weapon, talisman of preservation = 330
H: Assassin - weeping blade, potion of strength = 170
H: Chieftain -
BSB, armor of destiny, halberd = 122
C: 100 Slaves - pawleader, musician, shields = 256
C: 30 Clanrats - full command, shields, warpfire thrower = 225
C: 30 Clanrats - full command, shields, warpfire thrower = 225
S: 8 Gutter Runners - poison, slings = 136
S: 8 Gutter Runners - poison, slings = 136
R: Hellpit Abomination - spikes = 250
R: Doomwheel = 150
--------
2000
Assassin is a far stronger PoS build, and the
BSB is designed to live, not wave the stormbanner or whatever he was doing. Also, the halberd is going to make use of his stats much better than the great weapon. I added back in the second clanrat unit and their fire thrower, and while they are pretty small @ 30 he could easily add numbers by dropping gutter runners - if he takes both gutters down to 6-strong he can add 15 clanrats across both units (40 & 35 most likely). Split the gutters because they're meant to shoot and kill vulnerable things, not frontally assault anything. And then there are the slaves (who would probably be better as 2x 50 but 100 has a nice ring to it!) and the big gribblies. Basically, it takes what he had and makes it smarter
No advice on your list, though I am unsure of the lifeweaver's load out - partially because I don't know what half of it does

Glad you got the big treekin hammer when you hit 2000.
Cheers for the report, way to slug it out. The treeman deal did seem like a bad idea to me too, but as you said more than half of the doomwheel's lasers could have bounced off him (*,2,4,6), and frankly I wouldn't expect a wheel to drop a tree on the charge if the lasers failed. I guess the real deal is that the treeman's terror was possibly your best weapon against all those rats, like in your lower point game from before. Also, I have to admit that I shook my head when both you and your opponent insisted on taking the Auto-Win spells and then cast the living hell out of them. I ... guess that wood elves 'need' dwellers to deal with bunches of rats, but as you saw treekin murder them quite swiftly. On his part, he certainly didn't need 13th going up against
WE, particularly if he had chosen to play @ 2000 points

Frankly, I only bust out 13th when I go up against deathstars (gravestar, templestar) or warrior-heavy
WoC, because then the rats have a problem simply due to game mechanics, under-pricing, etc
All the same, thanks for the read.
- Salvage