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Made in au
Fresh-Faced New User




Hey all, new to dakka, looking at starting a fantasy army, already play 40k as necrons, but my friend convinced our gaming group to move to fantasy as well, to change it up a little. I have read through a bit about wood elves on 1d4chan as well as dakka, and have come up with a simple 1000 point list that i'm thinking of purchasing. Any tips on what units i should get for starting out as well as strategies would be greatly appreciated. As of yet i know one of my opponents is playing Vamp counts.

Heroes
Glade Captain
-BSB
-Hail of doom arrow
-bow of loren

Spellsinger
-lvl 2 ( swinging towards lore of fire)
-dispel scroll
-bow

Core
Eternal Gaurd x 19
-full command
-shields

Glade Gaurd x 12
-musician
-Standard bearer(banner of swiftness)
-trueflight arrows

Special
Wild Riders x 5
-Full command(banner of eternal flame)
-shields

Rare
Great eagle

998pts

Thanks in advance
   
Made in gb
Deva Functionary





That's pretty solid. I would say that you probably don't need the BSB (though they are always useful) as the only thing you'll be wanting to see combat that'll have to worry about break tests is pretty dependable. The Hail of Doom Arrow is definitely nice but the Bow of Loren, though fluffy, isn't really worth taking.
I'd make the glade guard into Deepwood Scouts (ditching the banner of swiftness) as skirmish makes them much more manoeuvrable (they can run and still fire at full BS!) and gives them a measure of protection from enemy bow fire.
   
Made in au
Fresh-Faced New User




i didnt even consider using deepwood scouts but now you mentioned it, they would be so much better, thank you!. So because of the skirmisher rules i should drop the trueflight arrows, what enchanted arrows would be best for them? im thinking the poisoned ones or multishot. Also would you take them in a big bunch of 12 or so, or split them up into small man units? I only chose the bow of loren just to add some extra fire power, because after the use of the hail of doom arrow, the glade cap becomes quite useless. Should i arm him for melee? He will be put into the eternal gaurd unit...
And also, with my old list, the plan was to put the spellsinger with the GG, where could i chuck her now? Thanks
   
Made in gb
Deva Functionary





Ok, to clarify, the firing at full BS is from the trueflight arrows. Other arrows still get -1 for moving and shooting.

To be honest, the glade captain is probably not worth it at this point level. The only thing you'll want to see any combat in which you'll need a leadership test is your eternal guard, and they're Ld9 and stubborn anyway. Giving them a banner of discipline is pretty useful, if you want some extra reassurance.
The Hail of Doom Arrow, though lovely, doesn't really justify taking a captain for on it's own, and don't forget you might find yourself wanting to march the Eternals for much of the game, making a captain's bow useless.
As for arming him for melee, sadly Captains don't make for very powerful melee combatants due to their lack of a decent armour save. Have you considered a Shadow Dancer perhaps? Access to Killing Blow (on a decent WS), a 3++ ward save or being able to nullify the enemies rank bonus can probably do you more good than what the glade captain can put out.
If you did cut out the captain altogether that would give you enough points for a 10 man unit of glade guard with Hagsbane - always useful for stripping wounds from monsters and taking out enemy war machines. Then you could put the spellsinger there!

As to splitting the Scouts up, I'd personally suggest doing so. 2 units of 6 would allow you to split their fire if required or focus down on one target. Since a single unit would probably die horribly if anything charges it anyway, having 2 mean that at least the other one can hopefully get away.
One downside to this approach is that it makes it easier to cause 20% casualties from shooting or magic, so if you're facing a foe with many missiles it might be better to keep them together.

Az
   
 
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