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Made in us
Regular Dakkanaut




I made one that wasn't too bad last edition, and this edition the list looks really "potentially" nasty. At the end of the day its all about how the dice treat me I suppose.

Lord:

Spellweaver (Shadow)
-Lv.4
-Bow
-Dispel Scroll

No save, but then again what in wood elves, yet alone my army, does with the exception of big trees? Pretty simple purpose here. Slow the enemy, bring down toughness with wither, kill a few along he way and possibly give my small squads a fighting chance in combat. And primary magic defense.

Heroes:

Waystalker 1

Waystalker 2

Waystalker 3

Character snipers, plane and simple.

Core:

Glade Guard (10)
-Standard
-Hagbane Arrows
-Banner of Eternal Flame

Monster Hunters

Glade Guard (10)
-Trueflight Arrows

Glade Guard (10)
-Trueflight Arrows

Glade Guard (10)
-Trueflight Arrows

Glade Guard (10)
-Trueflight Arrows

Glade Guard (10)
-Trueflight Arrows

Hitting on 3's at all times is really nice, allows for some really great versatility in the deployment phase as I wont have to worry about shooting through terrain and can deploy behind woods or ruins.

Special:

Deepwood Scouts (10)
- Hagbane Arrows

Deepwood Scouts (10)
- Hagbane Arrows

Deepwood Scouts (10)
- Hagbane Arrows

Primary warmachine and strafe killers. Also can help with monster hunting and overall just increases shooting capabilities, as well as maneuverability.


Rare:

Waywatchers (10)

Waywatchers (10)

Waywatchers (9)

Had to shave one off for 20pts to make it exactly 2500pts, but these will do work for sure. Ignore armor shots against elite stuff and double shots against hordes. Also increases overall maneuverability of the army.


As with the other all shooting list I made with the last book, there's obviously several flaws and the list overall is a bit of a dice gamble. You'll notice that I didn't include a BSB with Hail of Doom, it's not that I don't think its good, I just have had really bad experiences with the character every time I field it. I literally am cursed with the Hail of Doom Arrow and always roll below a 6 with 3d6, therefore I just stopped taking it and just rather max out on bows overall. Let me know what you guys think!?!


7000pts
(In Progress)

"I don't need to hold a single objective to win any of the missions" -FlingitNow 
   
Made in us
Killer Klaivex




Oceanside, CA

You cannot triple up on rare choices. Field as 2 units instead of 3.
Flaming banner does not work with magical weapons and the enchanted item (magic arrow) says that attacks made by them count as being made by magic weapons.
No flaming poison for you.

Outside of that, where you're going to struggle is against T5 with good armor. This army would be so much better with anything to counter charge. Right now, you've got no threat at all in combat. You just have to hope that nothing makes it to you.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Mighty Chosen Warrior of Chaos





Sorry can't disclose.....infiltrating

Much better to rock poison across the board, this list fairly weak IMO

As stated special arrows are magical and cannot stack with flaming banner, and you cannot triple up on rares

This list will just cave under any sort of real pressure, you have no real power to kill blocks of infantry, especially a mixed arms army with blocks and calv by the time you've dealt with one your doomed from the other

This list direly needs redirectors or some form of real punch

My Armies :
VC
Warriors of Chaos
Dark Elves
 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

Oh look! You have no BSB. Death and panic checks here we come!


This is a rather weak list.

As for improvements. Drop the Waystalkers. Get a ward on the level 4, a level 1 scroll caddy and a BSB. Get some Wild Riders. And the best place for a level 4 now is sisters.

This message was edited 1 time. Last update was at 2014/05/23 10:00:04


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

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Regular Dakkanaut




 HawaiiMatt wrote:
You cannot triple up on rare choices. Field as 2 units instead of 3.
Flaming banner does not work with magical weapons and the enchanted item (magic arrow) says that attacks made by them count as being made by magic weapons.
No flaming poison for you.

Outside of that, where you're going to struggle is against T5 with good armor. This army would be so much better with anything to counter charge. Right now, you've got no threat at all in combat. You just have to hope that nothing makes it to you.

-Matt


My bad totally forget about the rare choice rules where you cannot take more than 2. As, for the arrows + banner, it's sucks but is accurate and will have to be changed.

I am struggling to see the T5 with good armor, as this isn't something you'd usually run into and IMO have a small chance of coming up against. Right now, you're right I don't have any combat element, but then again that would be the theme of the list now wouldn't it?


Automatically Appended Next Post:
 thedarkavenger wrote:
Oh look! You have no BSB. Death and panic checks here we come!


This is a rather weak list.

As for improvements. Drop the Waystalkers. Get a ward on the level 4, a level 1 scroll caddy and a BSB. Get some Wild Riders. And the best place for a level 4 now is sisters.



I couldn't disagree more with the BSB. 12in reroll morale isn't that great when you're fielding an army that will no doubt spread the entire board, but this is just my opinion based upon past experiences through countless test battles and tournament games. I love a good BSB, just not in this particular list.

I am also not a fan of sisters in the least bit. IMO I'd much rather take multiple squads of Wild riders, but I won't because this list isn't necessarily about Fusion, its about the theme of all bows. I do agree with the ward on the lv 4.

This message was edited 1 time. Last update was at 2014/05/23 14:51:22



7000pts
(In Progress)

"I don't need to hold a single objective to win any of the missions" -FlingitNow 
   
Made in us
Killer Klaivex




Oceanside, CA

I've fought older armies like this and it does still throw out an impressive amount of wounds.
If you assume you are firing with either at range or after moving;
Against T3 you average ~48 wounding hits against T3 or 35 wounding hits against T4, all with save -1.
Alternatively, you can do ~30 wounds on T3 and 12 wounds with no armor save against T3; and vs T4 it's 22 with AP and 8 with no armor save.

That's not taking into account the characters, and I assumed you'd drop a waywatcher and pick up the magic bow for one of the waystalkers.

If you get 2 turns of shooting, you're scoring around 100 wounding hits on a T3 army. If you take a look army lists people are running, this has a good shot at Killing a huge chunk of an army before it crosses the table; It's killing 20 ogres before they charge (doing ~60 wounds after saves).

IMO, this is the way to do the shooting army. If you pick up wild riders, sisters, a ward save and a BSB, you're dropping 30 shooters and losing 33% of your ranged killing power. Does a wizard bunker, a bsb and 1 unit of wild riders make up for that?

If anything, I'd look at dropping the level 4 for 2 units of sisters. Having 2 spells that cripple movement might be better than having lore of shadow. Especially since you don't have anywhere safe to put the level 4.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Regular Dakkanaut




HawaiiMatt wrote:You cannot triple up on rare choices. Field as 2 units instead of 3.
Flaming banner does not work with magical weapons and the enchanted item (magic arrow) says that attacks made by them count as being made by magic weapons.
No flaming poison for you.

Outside of that, where you're going to struggle is against T5 with good armor. This army would be so much better with anything to counter charge. Right now, you've got no threat at all in combat. You just have to hope that nothing makes it to you.

-Matt


Yea that's something I've never considered, dropping for the two units of sisters. Like I said before I'ts all about the dice rolls, primarily the to wound rolls. Also, its always been hard for opponents to maxmize the amount of points that can be taken, as the points for this type of army are well spread out throughout the board, with the exception of the waywatchers perhaps.


7000pts
(In Progress)

"I don't need to hold a single objective to win any of the missions" -FlingitNow 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

ajsnips44 wrote:
 thedarkavenger wrote:
Oh look! You have no BSB. Death and panic checks here we come!


This is a rather weak list.

As for improvements. Drop the Waystalkers. Get a ward on the level 4, a level 1 scroll caddy and a BSB. Get some Wild Riders. And the best place for a level 4 now is sisters.



I couldn't disagree more with the BSB. 12in reroll morale isn't that great when you're fielding an army that will no doubt spread the entire board, but this is just my opinion based upon past experiences through countless test battles and tournament games. I love a good BSB, just not in this particular list.

I am also not a fan of sisters in the least bit. IMO I'd much rather take multiple squads of Wild riders, but I won't because this list isn't necessarily about Fusion, its about the theme of all bows. I do agree with the ward on the lv 4.



The point of the BSB is that it's a versatility piece, and even with double fle lists, it's ridiculously useful, as you can angle your flees to boost your rallying. The amount the army spreads is regardless, as you're going to be fleeing charges from stuff like crushers and fangs anyway.

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

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in it
Regular Dakkanaut




 thedarkavenger wrote:
Oh look! You have no BSB. Death and panic checks here we come!


People gotta snap out of the BSB phase. I've been playing about 10 matches since the new army book came out and taking a BSB when it can influence only 3 units is a pointless point sink. If I field a BSB, all he is going to do is help 2 units of 10 Glade Guard, which already have Ld 9 thanks to the general, and maybe another unit if I can't deploy everyone across the board. It seems the OP noticed the same trend with his army.

OP, consider reducing the Glade Guard and bringing some units of 5 Glade Riders with Trueflight. They are quite useful and will mess the enemy's tactics for the simple fact of being there. They can also slow down dramatically any unit that is too tough to kill in a couple of turns.

This message was edited 1 time. Last update was at 2014/06/03 21:32:53


 Etna's Vassal wrote:
*Rolls d6, gets... kumquat?* Damn you, Fateweaver!!!
 
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

Vetril wrote:
 thedarkavenger wrote:
Oh look! You have no BSB. Death and panic checks here we come!


People gotta snap out of the BSB phase. I've been playing about 10 matches since the new army book came out and taking a BSB when it can influence only 3 units is a pointless point sink. If I field a BSB, all he is going to do is help 2 units of 10 Glade Guard, which already have Ld 9 thanks to the general, and maybe another unit if I can't deploy everyone across the board. It seems the OP noticed the same trend with his army.

OP, consider reducing the Glade Guard and bringing some units of 5 Glade Riders with Trueflight. They are quite useful and will mess the enemy's tactics for the simple fact of being there. They can also slow down dramatically any unit that is too tough to kill in a couple of turns.



Then you're using the BSB wrong. He should be in a separate unit to the General, providing a 12" bubble of leadership, and the rerolls.

In an army with high innate leadership, such as elves, you need the rerolls. If I can force mass panic checks on a wood elf army to stop you from shooting me for a turn, then I have the game in the bag.

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

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Killer Klaivex




Oceanside, CA

 thedarkavenger wrote:
Vetril wrote:
 thedarkavenger wrote:
Oh look! You have no BSB. Death and panic checks here we come!


People gotta snap out of the BSB phase. I've been playing about 10 matches since the new army book came out and taking a BSB when it can influence only 3 units is a pointless point sink. If I field a BSB, all he is going to do is help 2 units of 10 Glade Guard, which already have Ld 9 thanks to the general, and maybe another unit if I can't deploy everyone across the board. It seems the OP noticed the same trend with his army.

OP, consider reducing the Glade Guard and bringing some units of 5 Glade Riders with Trueflight. They are quite useful and will mess the enemy's tactics for the simple fact of being there. They can also slow down dramatically any unit that is too tough to kill in a couple of turns.



Then you're using the BSB wrong. He should be in a separate unit to the General, providing a 12" bubble of leadership, and the rerolls.

In an army with high innate leadership, such as elves, you need the rerolls. If I can force mass panic checks on a wood elf army to stop you from shooting me for a turn, then I have the game in the bag.


The problem with the BSB in a wood elf army is that he is way too easy to kill for what you get. You don't need him for the re-rolls to break tests, as this build isn't going into combat at all. You aren't taking any psychology tests. The only use for him is panic prevention, and if I wanted to cause a lot of panic, I would do it by Killing the BSB. IMO, wood elves are more effective by spreading out to avoid panic bombs than to cluster up for the re-rolls.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

No offense, but this list will be terribly unfun to play/play with. Either you come up against an army that cannot handle you (WoC, Some Dark Elf Lists, Empire, Orcs) and you crush them without a single loss other then mayne 1 or 2 scour units or you find an army that can handle you and you get your butt handed to you on a shiny platter and there is nothing you can do about it (several High Elf lists, Ranged Ogres, any list with enough power dice to push through a few magic missiles).

Drop at least 1 Waystalker and get yourself a level 2, probably with Heavens. Because that mage of yours will be dead, she will get every stone thrower, magic missile and Organ Gun turned her way and she will be blasted off the board because she is, singularly, the most expensive unit you have, and she is defenseless. Take Starfire for Monster Hunters, most regen monsters are destruction anyhow so it should still work. Drop a unit of Waywatchers and a unit of Glade Guard, get yourself a unit or 2 of 5 man Wild Rider units and 2 Eagles. Drop Dispel scroll onto level 2 and try make some points for some kind of protection for the Level 4.

How does that sound?

**EDIT** I would say the BSB is one of the most important models in a Wood Elf army, our units are expensive and small, panic checks are easily forced and every unit fleeing is a unit not shooting. There is no circumstance when a BSB won't help an army, the problem always has been points. I use mine a little unconventionally, a BSB on a Great Stag with Spear, 2++ Vs flaming (we have a lot of Khorn Cannons around here) and Enchanted Shield. He works great as a chaff cleaner unit and is survivable enough with his great speed and other threats running round. Not saying he should do this, but he sure is fun!

This message was edited 1 time. Last update was at 2014/06/04 20:09:44


 
   
Made in it
Regular Dakkanaut




 thedarkavenger wrote:
Then you're using the BSB wrong. He should be in a separate unit to the General, providing a 12" bubble of leadership, and the rerolls.

In an army with high innate leadership, such as elves, you need the rerolls. If I can force mass panic checks on a wood elf army to stop you from shooting me for a turn, then I have the game in the bag.


To whom?
My army deploys exactly 5 units, characters excluded: 2x 10 glade guards, 5 sisters of the thorn, 2 eagles. The rest is scattered all over the table. You won't force mass panic tests because they will be too spread out to react to fleeing units.
Eagles and sisters leave, and the BSB will be babysitting 20 glade guards and a mage, unless he is on a mount - then I need to put him in a unit just to keep him alive.

Granted, OP's list has more drops, which means a lot of his army will be gathered on one side of the table.

If you want starfire for the flaming attacks, you're better off forgetting about the arrows and going with the flaming banner on one unit. Wounding on a 5 is nice, but I'd rather have more trueflight or hagbane, which are more flexible, and shoot after the flaming attacks hit.

This message was edited 1 time. Last update was at 2014/06/04 22:15:04


 Etna's Vassal wrote:
*Rolls d6, gets... kumquat?* Damn you, Fateweaver!!!
 
   
Made in gr
Regular Dakkanaut




You cannot have the same magic arrows on more than 1 unit, they are considered enchanted items, so no duplicate here.
   
Made in it
Regular Dakkanaut




If you tried to make that fly with me, I'd just shrug and not play with you Keyser.

 Etna's Vassal wrote:
*Rolls d6, gets... kumquat?* Damn you, Fateweaver!!!
 
   
Made in us
Evasive Eshin Assassin





Hey, it's a legit point. There's been several discussions about it.
If there isn't a clause somewhere in the Magic Arrows rules, then, well, they follow the rules for Enchanted Items. Because they are Enchanted Items. And you have to follow the rules.
Including the one that says you can only take one instance of a magic item in your army.

 
   
Made in gb
Deva Functionary





1. Take a single unit of 30 GG with Swiftflight arrows

2. Make the weaver High and get Hand of Glory

3. Roll ALL of the dice.

4. Victory!

(Tactic stolen from Asrai.org)

Az
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

Warpsolution wrote:
Hey, it's a legit point. There's been several discussions about it.
If there isn't a clause somewhere in the Magic Arrows rules, then, well, they follow the rules for Enchanted Items. Because they are Enchanted Items. And you have to follow the rules.
Including the one that says you can only take one instance of a magic item in your army.



The arrows specifically state that they don't limit you to one enchanted item per models. This *technically* means that they ignore the 1 per army limitations. A strenuous connection, but it's still there.

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

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in ca
Longtime Dakkanaut





Think you might have trouble vs dwarf and chaos dwarfs. high armour and dwarfs ability to shoot..alot could be a problem.

My wife plays woodies and she tryed a pure shooting list vs my chaos dwarfs I run in groups of 30 for the rerolls and mortars. In the 3rd turn she had nothign but 2 units of hawks and the 3 units of glave where running away.

Now she runs a shooting list with treeman or what ever he is called. No matter how much I know he is not a problem I tend to sink all shots at him instead. So maybe more units of wild riders may give you a buff.

I need to go to work every day.
Millions of people on welfare depend on me. 
   
Made in nz
Hunting Glade Guard





New Zealand

Well thats certainly an impressive list, Trueflight will make any opponent wary and 3 waystalkers may just be the magic number. I like the 29 Waywatchers as well. Overall its a very interesting list and i would be interested in seeing how it does
   
Made in us
Evasive Eshin Assassin





...except 3 units of Waywatchers is still illegal.

 
   
 
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