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swaydizzle
16-05-2009, 04:10 PM
Hi I'm new to WH, and I recently decided to play Wood Elves. After reading and trying to understand the strengths and weakness of the WE army i made an army list, I'm just not sure if it is optimal, can you help me?, feel free to comment or PM me :)
Since me and my friends are noobies, we decided to start off playing WITHOUT obstacles, which is a huge disadvantage for WE, am I right?
Well here is my army list:

Core:
10x glade guards

16x Dryads
(2x8 units, working as tank for the wardancers and eternal guards, while moving forward)

19x eternal guards
full command + Banner of dwindling

Special:

12x Wardancers
(2x6 units, dealing damage as they approach enemy)

6x Wild Riders of Kurnous
(1x6 units, flanking)

Rare:
9x Waywatchers
(with noble, taking out stronger units)

Heroes:
Noble
alter
Great weapon + light armor
Helm of the hunt + Hail of Doom Arrowws
(warmachine hunter)

Noble
waywatcher
peagent of shrikes + starfire arrows
(with waywatchers, cause panic on enemy army)

Branchwraith
wizard (1)
Luminescents
(+2 dispel dices, strengthens dryads)

Lord:
Highborn
Light armor+ Great Weapon
Eternal
Spite of Terror
Amber Pendant
(going as army general and with eternals do be the "centre" of the army

TOTAL 1995

I made a new lord and a whole new unit after some helpful comments, ty :). What do you think of the lord going with the eternals? and is it possible to let the lord be the army general?


Thanks in advance! :)
/Swaydizzle

SquallEvoker
17-05-2009, 01:18 PM
Well, first let me welcome you to Astro! Please make a thread here (http://astronomican.com/forums/forumdisplay.php?f=35) and read the rules here (http://astronomican.com/forums/showthread.php?t=1). Also, edit out the individual point costs in your post, as that is copyrighted GW material, and if they were to see it on this site, well.... they have a lot more lawyers than us. Point totals for an entire unit is fine, just not what each model is worth etc. Also, have some welcome REP. REP is REPutation. It's our way of rewarding people for very helpful advice, well painted models, and good strategies.

As for your list... I happen to be a wood elf player, and you'll want to field those dryads in two separate groups, so save the points of one champion. You don't need 11 wild riders in one group, so split them into two and let them ride that way. Don't run the riders behind the dryads, as their move of 9 can be enough to ride them up a poorly guarded flank without a problem. If your lord is to ride with the wild riders, he needs to be part of their kindred. Non-forest spirits cannot join units of forest spirits and vice-verse. Also, swap out the current wild rider noble for a branch wraith with the level 1 wizard upgrade and a cluster of radients. It'll boost your dispel pool by two, and help your dryads a lot. Hope this helps.

Hephesto
17-05-2009, 01:29 PM
Welcome to Astro mate, edited out those individual point costs (GW doesn't like it). Good to see another WE fan join up! Like the list quite a lott, though I would also split up the Dryads and get a branchwraith in there.

swaydizzle
17-05-2009, 02:25 PM
Hi both, and thx for welcome. I've edited the point costs, hope its right now? and sorry for the mistake, i was in a hurry when i registered so i didnt really have the time to read the rules completely.
Good idea with the branchwraith! ty.
as for the Lord i had in mind that he was to ride alone, I just put him on the steed for better mobility and the armor save (this works like this doesnt it? :P) is that a good idea or should i put him in the waywatcher instead of the noble?
Is the noble with starfire arrows and the peagent shrikes a good idea?

Well ty very much for the help :)

swaydizzle
17-05-2009, 02:42 PM
I dunno if i should pick the waywatcher noble or maintain the wild rider noble, because the dawnspear strengthens the wild rider unit quite much?

SquallEvoker
17-05-2009, 03:55 PM
Make the highborn a wild rider. He'll lose due to combat resolution on his own. Very few character can take a unit on alone.

swaydizzle
17-05-2009, 04:01 PM
I actually just thought of him as a archer on mount, and then keep him on range at all times, isnt that effective when he got the right equipment?

But if he joins the wild riders he looses his longbow, is a wild rider melee highborn effective?

swaydizzle
18-05-2009, 02:22 PM
^^^^^^^^^^^^^^^^^^
I redid my army list, you're more than welcome to comment and/or give some tips :)

SquallEvoker
18-05-2009, 02:39 PM
I like everything but your lord choice. He just seems too weak. Running around, shooting a few shots that ignore armor and taking out a couple models a turn isn't my idea of a good use of points. I still say make him a wild rider, give him the dawnspear, and give him the moonstone of hidden ways. That way you'll have your stronger wild rider unit where you want, when you want. No more being on the other side of the board trying to get to the next fight. *poof* *poof* You're there.

Funka Genocide
18-05-2009, 04:08 PM
I'm relatively new to the ways of the Asrai, having just started them as my second fantasy army, but there's something I feel bears mentioning.

Eternal guard.

One of only two (three if you count treekin, but they're prohibitively expensive to rank up) units in the wood elf army that can receive a rank bonus in combat. If I'm not mistaken.

Understandably, the wood elf army is a creature of swift, hard hitting combat specialists and incredible archery, but when the chips are down you're going to need a solid block somewhere in the army. You will lose combats to ranked enemies, it's just that simple.

A good starting place for a wood elf army is a strong unit of eternal guard with your lord and battle standard, make that your armies center, the stone upon which your enemies break and are then hacked apart by your more impressive, but less stolid beasties.

also, those mounted archery fellows who's name I can't precisely recall, they're incredible. Having some fast cavalry to wreak havoc on your opponents flanks and draw them into wreckless charges is an important strategy to bear in mind.

swaydizzle
20-05-2009, 10:00 AM
good point, I redid my army list AGAIN where i implemented the Eternal Guards, take a look and comment if you will ;)

gibbis
29-05-2009, 07:18 PM
Eternal guard.

A good starting place for a wood elf army is a strong unit of eternal guard with your lord and battle standard, make that your armies center, the stone upon which your enemies break and are then hacked apart by your more impressive, but less stolid beasties.


i think eternal guard are not very good( but i do like the 16 attacs with out any heroes) but they are s3.

i have tryed every unit in wood elves apart from great eagles. i like using aleast 3 warhawk riders( good for hunting wizards and cannons). they are also good working with other units. I like to use wild riders with war hawk riders charge the both in the flank (so they wont get any ranks for the first turn). they are also usefull for causing panics ( if you only kill 3 from a unit with your glade guard you still have atlest 3 warhawk riders to cause a wound that you need to make the unit panic)

grey_seer
02-09-2009, 10:52 AM
Well, first let me welcome you to Astro! Please make a thread here (http://astronomican.com/forums/forumdisplay.php?f=35) and read the rules here (http://astronomican.com/forums/showthread.php?t=1). Also, edit out the individual point costs in your post, as that is copyrighted GW material, and if they were to see it on this site, well.... they have a lot more lawyers than us. Point totals for an entire unit is fine, just not what each model is worth etc. Also, have some welcome REP. REP is REPutation. It's our way of rewarding people for very helpful advice, well painted models, and good strategies.

As for your list... I happen to be a wood elf player, and you'll want to field those dryads in two separate groups, so save the points of one champion. You don't need 11 wild riders in one group, so split them into two and let them ride that way. Don't run the riders behind the dryads, as their move of 9 can be enough to ride them up a poorly guarded flank without a problem. If your lord is to ride with the wild riders, he needs to be part of their kindred. Non-forest spirits cannot join units of forest spirits and vice-verse. Also, swap out the current wild rider noble for a branch wraith with the level 1 wizard upgrade and a cluster of radients. It'll boost your dispel pool by two, and help your dryads a lot. Hope this helps.

I advise a wizard.your army is vunurable to magic(definatly vunerable to the lore of fire)