Join Date: Jan 2009
Location: Worcestershire, UK
Against standard gunlines I normally combine the range of glade guard with the potential of dryads. The dryads run at handgunners/archers and rely on long range, skirmishing, cover and stand and shoot modifiers to minimise hits, and T4 5++ to minimise how many models I lose. Dryads are cheap but quickly look intimidating... so I can afford to lose a unit or 2 of them drawing fire (though they'll often survive). The glade guard have a range of 30", which means I can sit at long range and laugh at handgunners... though I prefer it when I can sit out of handgunner range and pelt warmachines: the change up for 4/5+ to wound to 6+ is pretty minimal, and only needing to inflict 2-3 wounds means war machines die pretty fast to glade guard shooting (and I run 3*10 units as standard).
Of course thats only the core of my army... I'll still have eagles, waywatchers and occasionally glade riders (used to use them a lot.. not so much anymore) hunting warmachines in combat (waywatchers march up shooting, then charge).
I played a nasty empire gunline at 2k yesterday: 2 blocks of 27 handgunners (yeah, I dont know why either), 2 detachments of 10 handgunners, 3 cannons, 3 mortars, 2 hellblasters a general, BSB and 3 units of outriders.
My WE were: Sisters of Twilight on eagle, BSB with sniper weapons, lv2 mage with hail of doom, 3*10 glade guard, 5 waywatchers, 2*5 wardancers, 2*12 dryads, eagle and a treeman.
- I hid my sisters behind a building so she couldn't get cannoned and my treeman advanced behind stonewalls and hills while my drads ran at his handgunners and my glade guard massacred the outriders (after my eagle and wardancers had made them run away from endless charges- had them almost going in circles). My eagle and waywatchers got into his warmachines and started tearing them apart (would have liked glade guard to help but mortars had torn them to shreds- I had 11 left after turn 3).
1 unit of dryads got mushed (I pulled last 4 back to not give away VP) while the other charged and beat one of the big units of gunners (with the general) and after I had already won a Blood and Glory victory we kept playing, my treeman getting into the second unit of hangunners (he had been protected by A Hidden Path spell most of the game: immunity to non-magical shooting), although the 1 turn I failed to get the spell through was the turn before he charged... when he took 5 wounds and almost died (though a close range hail of doom followed by the trrman charge ended the second unit of gunners).
We called it turn 5 with only 1 detachment of gunners and 1 cannon left alive... my army seemed pretty dead too, but that was because I had lost huge chunks of each unit... but almost no complete units (lost an eagle, a unit of glade guard ran off the board and my sisters got killed by a cannon after I had 'won'... thought I would overrun into the last cannon to stop it firing, and failed, but if I was playing seriously they would have stayed in hiding).