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		<title><![CDATA[Latest posts for the thread "Tornament Tactics help needed"]]></title>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[  Hey everyone,<br /> <br /> I am entering a tornament in September with my Wood Elves. I haven´t played in a tornament for years so looking to have a bit of fun but not get thrashed. Last torney I went in was I think 05 or 06 (Brisbane <span class="glossaryitem" onmouseover='gp(48);'>GT</span>) where I came third but was out in front on battle results (1st was like 2 points ahead of me). I think four of the rounds I left the opponent with 1 model or less at the end of the game. I ran wood elves then too (2000pts, 1 ancient, no second tree).<br /> <br /> Anyway from trawling the forums it appears that dark elves, daemons and vampire counts are tops at the moment. I haven´t played them much recently (apart from dark elves) so I am looking for is advice on what the priority targets are. I figure if I know what to take out first I will stand a better chance as with my manoverability I will then be able to set the pace and combats of the rest of the battle. Any tips on good (or bad) unit match ups would be good as well (e.g. normal treeman Vs bloodthirster bad, unit of glade riders leading the frenzied bloodthirster around by the nose good)<br /> <br /> Here is my list. I´m not looking to change it as I am quite happy with it as is.<br /> <br /> (400) 1 Treeman Ancient - Annoyance of Netling, Murder of Spires, Cluster of Radiants<br /> (175) 1 Spellsinger - 2 scrolls, LV2<br /> (175) 1 Spellsinger - deepwood sphere, 1 scroll, LV2<br /> (130) 1 Noble - Battle Standard Bearer: Asyendi´s Bane, Hail of Doom Arrow<br /> <br /> (120) 10 archers<br /> (120) 10 archers<br /> (96) 8 dryads<br /> (96) 8 dryads<br /> (129) 5 glade riders - musician<br /> <br /> (147) 7 wardancers - musician, champion<br /> (147) 7 wardancers - musician<br /> (243) 7 wild riders - Standard, Champion, Warbanner<br /> <br /> (285) 1 Treeman<br /> <br /> TOTAL - 2249<br /> <br /> maximum of 5 spellsingings per turn<br /> <br /> <br /> Thanks for your help<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 21 Aug 2009 10:54:28]]> GMT</pubDate>
				<author><![CDATA[ leighr3029]]></author>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[ As a <span class="glossaryitem" onmouseover='gp(138);'>VC</span> general i hate wood elves.<br /> <br /> 1) Find the generals unit.<br /> 2) Teleport / manouver (you can do this) into firing position & hail of doom arrow at it.<br /> 3) Charge it in the flank/rear with something scary (wildriders or wardancers come to mind)<br /> <br /> <span class="glossaryitem" onmouseover='gp(411);'>WE</span>'s are the best army end of story for taking advantage of the classic <span class="glossaryitem" onmouseover='gp(138);'>VC</span>/<span class="glossaryitem" onmouseover='gp(418);'>TK</span> weakness of the general/heirophant, and one of only two armies that can do it reliably (the other being empire gunlines - if you shoot 4 cannons a turn at the <span class="glossaryitem" onmouseover='gp(138);'>VC</span> general he's going to fail a look out sir eventually)<br /> <br /> Otherwise, avoid fighting Graveguard with the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span>, and blood knights at all costs.  If the <span class="glossaryitem" onmouseover='gp(174);'>BSB</span> has the drakenhof banner, best work around that unit too...it's too slow to kill and that one unit can soak anything the <span class="glossaryitem" onmouseover='gp(411);'>WE</span>'s can throw at it, thereby killing the momentum that you rely on.<br /> <br /> Hope this helps.<br /> <br /> Cheers<br /> <br /> Gaz-A-Tron]]></description>
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				<pubDate><![CDATA[Thu, 10 Sep 2009 22:57:26]]> GMT</pubDate>
				<author><![CDATA[ Gaz-A-Tron]]></author>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[ Agreed.  I always seem to have trouble with <span class="glossaryitem" onmouseover='gp(411);'>WE</span> with my <span class="glossaryitem" onmouseover='gp(138);'>VC</span> as well.  <br /> <br /> You're going to have trouble with Daemons (but who isn't) but you should do well vs. most other matchups.]]></description>
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				<pubDate><![CDATA[Thu, 10 Sep 2009 23:40:01]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[ Hail of doom arrow makes a mess of cairn wraiths, as do dryads and wild riders (magical attacks)<br /> <br /> Also way watchers are excellent vs the blood knights and the other knights (hell I have a <span class="glossaryitem" onmouseover='gp(138);'>VC</span> army and can't remember their name) thanks to killing blow.]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 09:41:52]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[ <blockquote><div><cite>Waaagh_Gonads wrote:</cite> (hell I have a <span class="glossaryitem" onmouseover='gp(138);'>VC</span> army and can't remember their name) </div></blockquote><br /> <br /> You mean Black Knights. <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 10:08:53]]> GMT</pubDate>
				<author><![CDATA[ BAWTRM]]></author>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[ That is it!<br /> <br /> I was at work and as it was day 5 of my working week and do 14-16 hours per day, I lose the ability to remember pretty much everything I don't write down. ]]></description>
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				<pubDate><![CDATA[Fri, 11 Sep 2009 12:05:13]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Gonads]]></author>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(138);'>VC</span> - Assasinate General.  I am not sure I agree with the other posts that this is easy but it should be our goal.  Most of the highly competitive <span class="glossaryitem" onmouseover='gp(138);'>VC</span> armies are going for the caster general who is raising ghouls or skeletons at an unbeliveable rate.  I normaly either try and punch through his lines with a hard hitting fast moving unit and then turn around and hit the vamps unit in the side or rear.  The problem with wood elves in this area is that your fast moving units are not all that hard hitting and if you leave even one or two ghouls/skelies left he will be able to raise that unit back to 20 the next turn.<br /> <br /> A couple of priority targets for you:<br /> Kill the black coach.  If he gets that thing up to full power it is a true beast.  Kill it early.<br /> Snipe down any necromancers/small vamps that you can.  The wod elves have two reliable sniping mechanisms youmay notlter the models but I woul take this ability as knocking down a caster is big in this list.<br /> Pick one unit with a vamp in it.  Shoot everything you have at it to knock that unit down to 0 and kill the vamp.  Remember if you leavehim with any models he will have a ful unit of 20 back by the end of his magic phase.<br /> <br /> Dark Elves -<br /> Avoid the black guard.  You have nothing that can take this unit. Don't kid yourself, the best you could hope for is to run in and hold your own which will take some luck. Use your manuevarbility and just avoid it.  It is suseptable to shooting though so feel free to luanch arrows into it.<br /> Treeman on Hydra's will net you a win.  Treeman lord on dragon lord will net you a win with the annoyance of nettlings.<br /> Demons - If he is playng a bloodthirster of doom you have lost.  Sorry.  You have no answer.  Feed him small units spread your army out so once he charges and kills a unit he does not fall into another unit.  If you can limit his damage to killing 3 units he will make his points back but he wont wreck your list.<br /> Khorne dogs - Here is why I stopped playing my wood elves.  I ran a strong unit of wild riders into a unit of khorne dogs.  He not only beat me he beat me badly.  Most deamon lists are running units of these.  They are fast manuevarble and not susceptable to shooting or magic.  I was at a loss on how to go after these guys.  A treeman maybe?  Treekin maybe?  Hail of dom arrow maybe?  Wardancers with killing blow maybe?  Bait and flee and then charge to the side is probably the best but a good deamon player will be looking for this and try and avoid the situation.<br /> Kill the heralds. - The deamon army works off of its characters.  I believe the ability to snipe into a unit is key.  Kill the heralds out of the units and the units get significantly weaker.<br /> Knock the horrors down to 5 (I believe).  They stop adding dispel dice and the ability to cast at a certian point.  Knock them down and your magic will get better.<br /> Flamers - Even with your skirmish they can prove dificult.  They will target your non skirmish units first so make sure you screen them with your skirmish units.  They have to be close to shoot so a dryad unit should wrork to engage and destroy them as on his turn at 18 inches he will be at long range moving and skirmishes so 6's to hit.  Then when you charge he will probablybe at skirmishers and charging so 5's to hit.  A squad of 10 should be able to weather this fire until it can reach <span class="glossaryitem" onmouseover='gp(58);'>hth</span>.]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 17:44:37]]> GMT</pubDate>
				<author><![CDATA[ BrPrometheus]]></author>
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				<title>Tornament Tactics help needed</title>
				<description><![CDATA[ It's pretty easy to kill black guard with some arrows. I don't care if they're ItP, or even unbreakable, a 5+ save is laughable to anything with a strength value.<br /> <br /> Now Pheonix Guard are crazy...]]></description>
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				<pubDate><![CDATA[Sun, 13 Sep 2009 20:02:35]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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