Personally, I'd drop the waystalker. On their own they rarely make much of a difference. 4 extra Waywatchers (plus change!) will probably serve you better.
The glade lord has potential, though I would leave it out of the Wild Riders- They hit hard enough on their own (and you can always combine charges if necessary), and if the Lord is with them they can't vanguard.
I'd drop the Diath's Reaper for a Asrai spear and use him for chaff clearance and swinging combats in your favour.
Points saved there can be used for a dispel scroll (to stop your wild riders dying to the first magic missile) and maybe a potion of Strength- for either the lord or Shadowdancer. 5 S7, WS8 attacks can be a nasty surprise.
Keep the dancer and the Spellslinger (which is totally what I'm calling those guys from now on) within 18" for Shadow lore attribute shenanigans.
As for the troops, consider splitting the Glade guard into 3 units of 10, one of which with trueflight. Hagsbane are pretty cool, but if you've got enemy bunkered in a building or hidden behind walls trueflight really shines.
Eternal guard can be relied upon to hold the line, but a small investment in a banner of discipline and they become a real beggar to shift (2 leadership tests in one turn once!). Consider running them in 3 ranks of seven- the extra attacks will probably offset the loss of 1 rank bonus. Of course, if they're in a wood, that's not required.
Have fun!
Az
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