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Made in us
Beardling




Bloomington, IN

Hello!

I'm relatively new here, so please bare with me if i don't post this in the optimum format.

I recently decided to start painting again, after a short hiatus due to life, and when i went into my bits box I found 12 dryads, Drycha, and a total of 28 Glade Guard. No clue where the other few Glade Guard went, cannot find them anywhere. This discovery prompted me to dig up some Warhammer rule-books, only to find that there is a new one since my last time playing. I've secured that, my wood elf army book, and have been working on the Dryads to ease my way back into painting. My initial goal is 1000pts of Wood Elves, purchasing as little as possible. So, using the above models, a box of Glade Riders I got on the cheap, and a Citidel Wood that is on order, I started tinkering. My goal is to have the best, most flexible force I can have with the models I have available. Once I get what I've purchased fully painted and play a game or two, I'll upgrade my units and flesh out some more, so I'll put my thoughts on expansion after the army list.

I would love to hear peoples thoughts on the army list, as well as what you'd change and how you'd grow it. Again, keep in mind I'm very much in a 'work with what you already have' mindset.

Wood Elves - 995pts

Heroes
Glade Captain - 110
Additional Hand Weapon, Trueflight Arrows, Hail of Doom Arrow
Branch Wraith - 75

CORE
Glade Guard - 330

20 elves, Trueflight arrows, Full Command
Dryads - 142
12 dryads, Branch Nymph
Glade Riders - 206
8 elves, Trueflight Arrows, Full Command

SPECIAL
Deepwood Scouts - 132

6 elves, Swiftshiver shards, Full Command

I'm planning on putting the Captain with the Glade Guard, in a 7x3 formation. Keep them moving as much as possible to avoid being charged, and keep shooting (hence the trueflight arrows). The Dryads will be joined by the Branch Wraith in a 5x3 formation (with the back row missing a few models ... for now), and will be my 'holding' unit. I know it's a poor choice for a holding unit, but it's what I got. The Glade Riders I hope to keep mobile and use to shoot at people from behind, and possibly flank with the dryads if possible. I'll likely run them 4x2 until I can upgrade them to 10 riders. The Scouts will be, hopefully, an annoyance. Get them into position, and just unload arrows with them. *shrug* I had some pieces and points left over.

I also thought about dropping the Scouts, and running 2 units of Glade Guard, both 14 elves (7x2, with the captain in one of the units). I may play it both ways and see how it goes.

My first expansion goals are to get the Riders up to 10 men (5x2), and to get the dryads up to 5x4.

Once that's done, I want to get a unit of Waywatchers going, just not sure how big. I like them, so I may shoot for 10. After that I want to add a Spellweaver (I think that's the lord level caster?) with the Acorn. I think that 200pt expenditure will be a staple for me, I just like how it works.

Beyond the above, I'm open to all suggestions.

Thanks for reading!

b.


Automatically Appended Next Post:
Also, I forgot to mention, I'm wanting to pick up at least one unit of 5 Wild Riders. I'd like to have 2 units of them, but one unit at a time, else my wallet cries tears of pain.

This message was edited 1 time. Last update was at 2014/08/26 17:08:49


b. 
   
Made in it
Regular Dakkanaut




Give the captain the Bow of Loren and the Starfire? Moonfire? shafts (the ones that work against disorder model).
I'd split the glade guards into two units; I also don't see the point in having a champion in a unit of archers.
Hagbane is usually better for static glade guards; the poisoned arrows cost the same as the truflight arrows, so I suggest you try both and choose the one that you prefer.
Swiftshiver shards are usually not worth it, unless you can raise the BS somehow (usually using High Magic). Between moving and multishot penalties, your scouts are going to hit on a 5 - which means that your unit of 6 will be lucky to do 1 wound during each shooting phase.
In general, I think you have too much core. You might want to promote all your glade guards to deepwood scouts.
When you decide to raise the points total, you should add a mage and some waywatchers (which you can convert from some wildwood rangers who had their arms replaced with the shadow warriors arms - if you can pick up the HE bitz, it ends up being cheaper and they look good).
You might also want to pick up a great eagle (or a The Hobbit eagle box for 2 eagles - I think the box is more expensive, but look at those damn models - just beautiful).

 Etna's Vassal wrote:
*Rolls d6, gets... kumquat?* Damn you, Fateweaver!!!
 
   
Made in us
Beardling




Bloomington, IN

Vetril wrote:
Give the captain the Bow of Loren and the Starfire? Moonfire? shafts (the ones that work against disorder model).

I didn't think you could combine the Bow of Loren with Magical arrows. If so, then yes, that's what i'll likely do.

Vetril wrote:
I'd split the glade guards into two units; I also don't see the point in having a champion in a unit of archers.
Hagbane is usually better for static glade guards; the poisoned arrows cost the same as the truflight arrows, so I suggest you try both and choose the one that you prefer.
Swiftshiver shards are usually not worth it, unless you can raise the BS somehow (usually using High Magic). Between moving and multishot penalties, your scouts are going to hit on a 5 - which means that your unit of 6 will be lucky to do 1 wound during each shooting phase.

How big would you make both units? I've got 27 models to work with, since the 28th got made into a Captain. Would you drop the whole command, or just the Champion?

Vetril wrote:
In general, I think you have too much core. You might want to promote all your glade guards to deepwood scouts.

There is a lot of core for now, mostly because I'm trying to re-learn, and I wanted what felt like a rounded collection to start with. I think it's most likely I'm going to end up with a ton of scouts and little to no glade guard. But until I know how to play, I'm sticking with the glade guard.

Vetril wrote:
When you decide to raise the points total, you should add a mage and some waywatchers (which you can convert from some wildwood rangers who had their arms replaced with the shadow warriors arms - if you can pick up the HE bitz, it ends up being cheaper and they look good).
You might also want to pick up a great eagle (or a The Hobbit eagle box for 2 eagles - I think the box is more expensive, but look at those damn models - just beautiful).

Thanks for the input! Would you say go for Waywatchers before Wild Riders?

This message was edited 1 time. Last update was at 2014/08/26 17:44:01


b. 
   
Made in it
Regular Dakkanaut




You're right on the Bow of Loren - it has Multiple Shots (A+1), whereas I thought it gave the wielder the rule - as it is now, if you use an enchanted arrow, it will replace the multishot rule with its own. On top of it, magical arrows are explicitly forbidden by the BoL rules. Too bad.

You can make GG units out of 10, 12, 15, 20 models. I prefer 12 models on 3 ranks, but that means they won't have the rank bonus if they ever get in combat. I find it irrelevant because if they are in combat it means I am losing; on the other hand, the smaller front size means I can easily stick multiple units in the same wood.
Try 10 (5x2) and see how it goes.
As for the command group, the standard bearer is usually taken for Blood and Glory; the musician for swift reforms. Both of them have a precise purpose.
The champion is taken to... have a shot that hits on 2+? I'd rather pay some extra points and buy another archer.
Finally, what unit to buy first depends from your opponents. Waywatchers are, point for point, better than GG at handling lots of weak infantry, thanks to their higher BS and multishot option. They also excel in taking down heavily armored units.
Wild Riders are normally used to break units that have already been weakened by your archers.
In general, I personally find the WW more useful, since they are more flexible; WR, on the other hand, do only one thing well and you will play games in which they won't be able to contribute because they'll get killed as soon as they'll charge.

 Etna's Vassal wrote:
*Rolls d6, gets... kumquat?* Damn you, Fateweaver!!!
 
   
Made in us
Beardling




Bloomington, IN

Sorry for bad format, but I'm on my kindle.

What do you say about this:

Glade Captain - 108pts
Trueflight arrows, hail of doom arrow
Branch Wraith - 75

Glade Guard - 200
11 elves, streetlight arrows, musician, standard bearer w/Banner of Swiftness
Dreads - 142
Branch nymph

Greenwood Scouts - 138
8 elves, hagbone tips, musician

Watchers - 130
6 elves, Sentinel

That's what I have, and it comes to 793. It also covers my core expansion for a bit.

I'm going to add in Glade Riders to get to 1000, but still working on outfitting them. Thinking of:

Glade Riders - 186pts
8 riders, trueflight arrows (or hagbone, not positive), musician

But this only gets me to 979pts. Any advise on how to fill that last 21 points?

b. 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Throw a Great Weapon on the Glade Captain so he can put out some I6 Str 6 attacks. Light Armour plus enchanted shield would get him a 4+ Sv for cheap. I'd also suggest swapping the Generals Arrows for Starfire. Firstly his BS is such he iswill usually hit easily anyway and secondly it will give you something to strip regen off of things like Trolls and Helpits and Crypt Horrors, most of which are destruction.

 
   
Made in us
Beardling




Bloomington, IN

Thanks for the advise!

Can I stack a Magic Shield with a Great Weapon? Or would I just have the option of using Great weapon or hand weapon/magic shield?

Stupid question i feel, but I'm still trying to figure everything out.

b.

b. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Your magic shield will only work against shooting not in combat if you have the great weapon.

mean green fightin machine 
   
 
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