Switch Theme:

[2400] - Wood Elf - High Life  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Nimble Glade Rider





So Cal

All Comers Tourny List

Lord:
Spellweaver: 320 pts
-Lvl 4
-Acorn of the Ages
-High Magic

Heroes:
Spellsinger: 140 pts
-Lvl 2
-Dispel Scroll
-Life Magic

Glade Captain: 118 pts
-Hagbane Tips
-Moonstone of Hidden Pathways

Glade Captain: 110 pts
-Arcane Bodkins (Considering the Swiftshiver Shards)
-Hail of Doom Arrow

Core:
Glade Guard x20: 320 pts
-Musician
-Standard Bearer
-Hagbane Tips

Glade Guard x20: 360 pts
-Musician
-Standard Bearer
-Arcane Bodkins (Considering the Swiftshiver Shards)

Eternal Guard x20: 270 pts
-Full Command
-Shields

Special:
Wild Riders x10: 360 pts
-Full Command
-Shields
-Wailing Banner

Rare:
Eagles x2: 100 pts

Eaglesx2: 100 pts

Waywatchersx10 : 200 pts


Wood Elves: 2400 pts
Tau & Gue'vesa (IG): 9000 pts
Chaos Daemons 3500pts Fantasy

 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Why High on the level 4? Seems odd to even consider it without a big unit with swift shiver? Where as a lvl2 life seems equally odd. Life spells (dwellers excluded, though the miscast protection helps even that spell) need throne of vines to really work well which means you need a level 3 at least preferably a lvl4 before you take that lore. Looking at your list a lvl4 life and lvl2 shadow would make more sense.

I would consider splitting the Way Watchers and your glade guard. More units means more targets (unless you're going for a big Hand of Glory Swiftshiver unit, but even then you only really have 1 good spell in the Lore). I would dump the Eternal guard for something good. Perhaps Sisters who make a great bunker for a life wizard (allows you to get into range for dwellers).

Also the best arrows are trueflight. They allow you to play in so many ways and just do what you want whilst hitting on 3+ everytime. Hagbane are 2nd best and work great against warmachines and are needed if Nagash is in your meta. Swiftshiver are only worth considering on heros (due to high Bs) or a big unit for hand of glory. The other arrows aren't really worth it (just get Waywatchers instead of bodkins, or use Wild Riders to deal with armour: starfire are only worth it if Trollstar is prevalent: moonfire are useless as regen basically isn't used by forces of order).

Eagles should be used solo, spend that extra 100 points on more Waywatchers.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in it
Regular Dakkanaut




Waywatchers are always better than glade guard with arcane bodkins.
Your magic lores are strange, imho - compare them to others like Shadow, Heavens, Metal, Dark...
I don't think you need 4 great eagles - that's 200 pts right there.
Also, having a block of 20 GGs means you either have to use volley fire (with its drawbacks) or miss out on at least one rank (or two, if you have to move out of woods). Personally I field my archers in units of 12, but I reckon the good range goes from 5 to 15 (wait - is 5 even possible?).
If I played against you, I'd be happy to face a list with slow infantry that either marches or shoots, and that will fold easily as soon as combat starts. I'd just try to shoot the eagles quickly and then charge your infantry - which is not fast enough to avoid that.
Do try the EG if you want (I did), you'll make yourself an accurate opinion about their fighting prowess.

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






The Fallen Realm of Umbar

I played around with life on a level 2 for a bit, the idea just being to stick him in a unit of wildwood rangers and give the unit a 5+ regen, but to be frank, it is pretty hard for a level 2 to get off.

I found I was able to get much better protection by using the heavens signature for the -1 to hit from your enemy's biggest, most powerful unit (or just one that will go first). The other heavens spells ended up being quite useful for their relatively low casting cost.

I do highly recommend getting a level 4 shadow, getting the minus D3 T and S spells are absolutely disgusting and help you deal with monsters more effectivley.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

I think the level 4 either needs metal or death. The latter is if you get 20 waywatchers, the former can go without them.

Both of those, in conjunction with the 21-24 wild riders, allow the book to rack up points. Which is something that the rest of the army struggles to do.

This message was edited 1 time. Last update was at 2014/09/24 10:48:56


Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: