Tsilber wrote:If you run beast, you will get +2 to cast if in the woods and casting on the wold riders or treekin, throw a treeman in also to justify having a beast mage.
As for eternal guard, not sure what to do with them. I have 20 in my list because the models are to awesome not to use. I stuck a branchwraith and a shadowdancer hero with potion of might in the unit. Worked well.
Treekin are monstrous infantry and gain no bonus from lore of beast. The bonus isn't +1 to cast, it reduces the casting value of the spell; the difference being that it is easier for you to cast a spell without making it harder for me to dispel.
As for the list:
Spend the 1 point per model to make the 15 gladeguard scouts. You've got more than enough core, and gaining scout and skirmish is totally worth 1 points.
Warhawk riders > Treekin.
For lores, I'd go shadow and dark magic. You can bunker the characters in the eternal guard, and then pop the moonstone when an enemy gets uncomfortably close. With the acorn, you'll have plenty of options to pop into. Being able to teleport your unit and pop off a black horror vortex is pretty rad.
-Matt