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Made in gb
Hunting Glade Guard





Hi all,

I'm taking part in a tournament next week and I have created the following list, was hoping someone could give me advice on it?

Lords (510)
Spellweaver (High Magic)
Level 4, Talisman of preservation
Spellweaver (Lore of Life)
Level 4, Dispel Scroll

Heroes (165)

Spellsinger (Lore of Fire)
Level 2, Asrai Longbow, Hail of doom arrow, Scroll of shielding

Core (760)
Glade Guard x 11
Musician, Banner, Hagbane Tips
Glade Guard x 11
Musician, Banner, Hagbane Tips
Glade Guard x 10
Hagbane Tips
Glade Guard x 10
Hagbane Tips
Eternal Guard x 10
Shields

Special (445)
Deepwood Scouts x 5
Swiftshiver Shards
Deepwood Scouts x 5
Swiftshiver Shards
Wild Riders x 5
Shields
Warhawk Riders x 3

Rare (490)

Treeman
Strangle Roots
Treeman
Strangle Roots

 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Those Mages look mighty vulnerable. Assuming they'd go in one of the Glade Guard units it seems like they are a lot of points (comparatively to the rest of your units) in a slow, unarmoured unit that can barely fight off Dire Wolves. Also not seeing why you need to run 2 level 4's, it's a huge amount of points to put totally on the whims of the Winds of Magic.

I assume it's a model problem? I would suggest dropping the Life Mage and give the High Magic user a Unicorn. With a Unicorn and High Magic she is very fast so can easily avoid combats, with magic resistance 2 she is all but immune to magic missiles and with High Magic counters she laughs at cannonballs. The only danger is mass BS based shooting followed by a Cannon but of course she never needs to get into this position. She usually ends up around 350pts, but 350pts that are hard to get is far better than 250pts that are just begging to be charged.

What's the purpose of the Eternal Guard? They look pointless. Remove this unit and replace with Glade Riders, having an ambushing unit will allow you to have a reliable threat to war machines without relying on 6's to hit. Then with the points saved from ditching the level 4 get yourself a BSB. Then swap the Hail of Doom Arrows over to him, as he has a higher BS. The only thing standing between your juicy archers and the enemy are those Treemen, it is absolutely essential they do not break from combat. If they break from combat, all you can do is spread out and hope he can't catch to many points. So a BSB turns Stubborn Ld 9 into Stubborn re-rollable 9. Not to mention with so many small units you are bound to take multiple panic checks.

Just some suggestions that don't change the over all play style.

 
   
Made in gb
Deva Functionary





All good points. The 2 Spellweavers are definitely a lot of points to be tied up to a 2d6 roll, especially with the Spellsinger too. Personally I'd ditch the Highweaver, and one of the regular Treemen, for a Treeman Ancient. While they aren't going to win many combats the extra wound and leadership means they can more reliably tie up enemy units in melee - not to mention being able to regain wounds from Lifebloom. Having a BSB nearby is still highly recommended of course.
An added bonus to this is an extended Ld bubble, and one at Ld 10 to boot.

Of course, it would still be vulnerable to cannon fire. Shielding it with the Warhawks and the other treeman until it can get into combat (with something unlikely to kill it preferably) is advisable.

Other tweaks I'd make would be to shift the banner from one of the glade guard units to the Wildriders, who would at least get some use out of it.

Again, the 10 Eternal Guard do seem pointless. Personally, I'd rather boost it up to 20 or so. Boosted by Life magic they can be a real thorn in the side of your opponents. Possibly even literally!

The Level 2 could probably live without the HoD arrow - but if you're getting a BSB you can pass it there! BS6 rather than 4 makes all the difference.

Hope this helps!
   
 
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