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Made in dk
Fresh-Faced New User




So I'm attending an escalation league, we start at 750, then 1000, 1250, 1500 and so on. I decided to go with a Wood Elves army, lets just get straight to it.

Heroes:
Spellsinger, lore of shadow
Level 2
Asrai Longbow

Core Units:
x20 Eternal Guard

x12 Glade Guard w/ Trueflight Arrows

Special Units:
x5 Wild Riders

Rare Units:
x5 Waywatchers

To the tactics.
The Spellsinger hangs out in the back with the Glade Guard, debuffing and making targets more squishy for the Glade Guard
Wild Riders flank, take out core or special units.
Waywatchers take out hard and important targets.
And the Eternal Guard just move up the middle, while the Glade Guard just shoots through them with their Trueflight Arrows
Critisicm always welcome.

This message was edited 2 times. Last update was at 2014/06/01 13:07:25


 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

I think Eternal guard will die like flies in that role. Maybe more glade guard or sit the eternal guard in a wood in a defensive capacity.

mean green fightin machine 
   
Made in au
Stubborn White Lion





Only problem with sitting Eternal Guard in a wood is that they will stay there all game and do nothing, because no one is going to engage them whilst they are in a wood.

Warhammer is the right of all sentient nerds!
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

That is a good thing if its a character bunker for BSB and wizards.

mean green fightin machine 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

20 Eternal Guard in rows of seven (Mage goes here) in a Venom Thicket is more dangerous then you would think. 21 attacks hitting on 3's gives you 14 hits (3 Poison), the re-roll gets you 5 more hits (1 Poison), so 14 hits and 4 Poison, wounding on 4's gives 7 wounds. So 11 armour piercing wounds striking before anything else is enough to put a considerable dent in some units. Add in some buffs and they can be even more...uninviting to charge. I recommend Metal Magic over Shadow, you don't have enough shooting for Withering to be effective and you are lacking high armour, as 5 Waywatchers won't be enough, while the Magic Missiles will always be helpful, Arabian Blades will allow Trueflight to hit on 2's and Glittering Robe gives Eternal Guard a Save thats worth a dam.

Just my $0.02

This message was edited 1 time. Last update was at 2014/06/11 16:19:07


 
   
Made in au
Stubborn White Lion





BAN wrote:
That is a good thing if its a character bunker for BSB and wizards.


Then they might as well be Glade Guard so they can actually do something.

 ALEXisAWESOME wrote:
20 Eternal Guard in rows of seven (Mage goes here) in a Venom Thicket is more dangerous then you would think. 21 attacks hitting on 3's gives you 14 hits (3 Poison), the re-roll gets you 5 more hits (1 Poison), so 14 hits and 4 Poison, wounding on 4's gives 7 wounds. So 11 armour piercing wounds striking before anything else is enough to put a considerable dent in some units. Add in some buffs and they can be even more...uninviting to charge. I recommend Metal Magic over Shadow, you don't have enough shooting for Withering to be effective and you are lacking high armour, as 5 Waywatchers won't be enough, while the Magic Missiles will always be helpful, Arabian Blades will allow Trueflight to hit on 2's and Glittering Robe gives Eternal Guard a Save thats worth a dam.

Just my $0.02


Except this has the exact same problem. Who is going to charge a Wood Elf combat block when they are in a venom thicket? Do they still get to make use of poisoned attacks with shooting? If so, apart from the 5+ save that Eternal guard have, don't Glade guard come out ahead in every other way?

This message was edited 1 time. Last update was at 2014/06/12 02:15:53


Warhammer is the right of all sentient nerds!
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

I'd just worry that if the glade guard end up having to take a charge they get slaughtered and you lose your character bunker.

mean green fightin machine 
   
Made in au
Stubborn White Lion





I have to confess to not owning the Wood Elf book, but lets take ALEXisAWESOME's example from above and have a look at it this way...

A unit of 20 Eternal/Glade Guard (with a character) deployed in 3x7 formation within a forest or venom thicket get to both fight and shoot in 3 ranks.

- The Eternal Guard have armour piercing spears and a 5+(?) armour save.
- Glade Guard lose this in favour of being able to stand and shoot in the majority of cases and whittle the approaching unit down as it approaches in preceding shooting phases.
- Both have ASF and the same stat line, so the unit is putting out the same amount of attacks once a charge is made.

Against a dedicated combat block a 5+ save isn't really going to be making a massive difference. Armour piercing is nice... but are Eternal Guard really going to last any better? As I mentioned I don't own the Wood Elf book, so I'm relying on my read through of a friends copy, so by all means if I'm missing something then tell me!

Warhammer is the right of all sentient nerds!
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

They have steadfast.


Automatically Appended Next Post:
and they are cheaper than GG


Automatically Appended Next Post:
also higher leadership I think.

This message was edited 2 times. Last update was at 2014/06/12 13:09:20


mean green fightin machine 
   
Made in dk
Fresh-Faced New User




Hey, thanks for the feedback so far.
As it is now, it seems like some are hinting to get rid of Eternal Guard in fsvour of Glade Guard, whilst others are saying I shouldn't, would Glade Riders be better than Eternal Guard? Or just another setback? Maybe Dryads instead of Eternal Guard, even though they have been squished?
I don't think I mentioned this, but we have to use the same list all the way through, though I can add units and upgrades, but I can't remove the units I use in the first round.
Again, thanks!
   
Made in au
Stubborn White Lion





BAN wrote:
They have steadfast.

Eternal Guard have Stubborn? Thats pretty cool... or does the Wood Elf native special rule grant steadfast when in woods as well? If so, Glade Guard would get it also.

Locksy wrote:
Hey, thanks for the feedback so far.
As it is now, it seems like some are hinting to get rid of Eternal Guard in fsvour of Glade Guard, whilst others are saying I shouldn't, would Glade Riders be better than Eternal Guard? Or just another setback? Maybe Dryads instead of Eternal Guard, even though they have been squished?
I don't think I mentioned this, but we have to use the same list all the way through, though I can add units and upgrades, but I can't remove the units I use in the first round.
Again, thanks!


I think in that case Glade Guard are definitely going to be the better choice. More options for upgrades, so once you get a feel for the rest of the league's army compositions you could tailor your choice of arrow upgrade towards them. Eternal Guard are going to remain as a S3 dedicated combat block throughout the various stages. I think you just get much more utility from Glade Guard.
   
Made in dk
Fresh-Faced New User




alex87 wrote:
BAN wrote:
They have steadfast.

Eternal Guard have Stubborn? Thats pretty cool... or does the Wood Elf native special rule grant steadfast when in woods as well? If so, Glade Guard would get it also.

Locksy wrote:
Hey, thanks for the feedback so far.
As it is now, it seems like some are hinting to get rid of Eternal Guard in fsvour of Glade Guard, whilst others are saying I shouldn't, would Glade Riders be better than Eternal Guard? Or just another setback? Maybe Dryads instead of Eternal Guard, even though they have been squished?
I don't think I mentioned this, but we have to use the same list all the way through, though I can add units and upgrades, but I can't remove the units I use in the first round.
Again, thanks!


I think in that case Glade Guard are definitely going to be the better choice. More options for upgrades, so once you get a feel for the rest of the league's army compositions you could tailor your choice of arrow upgrade towards them. Eternal Guard are going to remain as a S3 dedicated combat block throughout the various stages. I think you just get much more utility from Glade Guard.


Thanks Alex, I would just be worried about the Glade Guard if I do take more of them, they wouldn't be able to take a charge. The rest of my army wouldn't be there to help. Or will tge Glade Guard be fine? I just can't see how I can do it? Maybe just focus on all Glade Guard this month, and then just get lots of infantry next round??
   
 
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