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Discussion Starter · #1 · (Edited)
Hey all this is the list I'm considering for a 2500pts staff tournament.
Please tell me what you think!

Lords:

Spellweaver - (335pts)
- level 4 wizard
- wych wand of elm
- terrifying mask of eeeee…
(LORE OF LIFE)

Heroes:

Branchwraith - (115pts)
- cluster of radiants
- annoynace of netlings
(join dryads)

Noble - (127pts) GENERAL
- light armour
- enchanted shield
- sword of might
- potion of strength
(join eternal guard)

Noble - (125pts)
- BSB
- ironcurse icon
- gambler’s armour
- seed of rebirth
(join eternal guard)

Noble - (128pts)
- elven steed
- shield
- light armour
- spear
- dragon bane gem
- hail of doom arrow
(join glade riders)


Core:

9 Glade Riders - (243pts)
- musician
- standard bearer

10 Glade Guard - (126pts)
- musician


10 Glade Guard - (126pts)
- musician

10 Glade Guard - (126pts)
- musician

17 Dryads - (204pts)


Special:

40 Eternal Guard - (560pts)
- full command
- faoghir the banner of dwindling


Rare:

Treeman - 285pts


Total: 2500pts

Lords: 13.4%

Heroes: 19.8%

Core: 33%

Special: 22.4%

Rare: 11.4%
 

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I have found that with squishy armies like wood elves, their characters aren't worth their high cost. I'm not a huge wood elf army buff, but from looking at your list a few things stand out to me:

I would go for:
1 BSB
1 General
One combo of:
* Level 4 Mage
* Three level 2's
* Five level 1's

You need to up the model count, WE are notoriously squishy, possibly the squishiest in the game, so I would drop some of the lord/hero and add a lot more of the nice units, especially in the special section of your army.

I'll check the WE armybook later and give you some more targeted feedback, i'll check back later.
 

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Discussion Starter · #3 ·
The problem with low level mages is the Lore of Athel Loren has been thrashed into the ground and more so below it, Lore of Life however gives my "squishy" elves a possible T5-T7 with one spell for a whole turn making that big block of Eternal Guard exceptionally difficult to deal with as they can pump out many attacks and are stubborn to the very last man as long as 1 noble is in the unit! I did try having 1 highborn instead of 2 noble but found for a 5+ ward save on my one unit it wasn't worth it as I can regenerate them instead and you can only have one or the other!

As you have said, Wood Elf characters are very point costing and just having 3 level 2's standard is 375 points standard and with magic doesn't give me much in offence or defensive play bar 1-2 spells. and for 2 level 3's it costs 430 points standard and then adding wargear I'm looking at 500 odd points for just 2 wizards which takes a massive chunk out of my core units and size. Lore mof Athel Loren also has one down side - my spells can loose potency if there is only 1 woods (being the WE one) on the field which in the game now can happen easily.

Right now the main thing I'm considering is losing a noble for either warhawk riders or more glade riders in smaller units.

Current model count for this army is 102 which I don't think is bad, considering one army of my fellow staff has 253 models (being skaven all on foot)
 

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I like the list as a start, but I would swap it round a little, starting with lords.

I would take:
Treeman Ancient- cluster of radiants, annoyance of netlings (375)
Spellweaver- Lv4 (250)
That puts you right on the boundary (so no wych elm) but makes your treeman so much more efficective: I've been finding that a rare treeman struggles due to not being able to hide in challenges, while an ancient will beat almost enything in a challenge and with the thunderstomp should draw most fights (plus stubborn Ld9 if he fails, 60% the chance of a stubborn Ld8 fail).

For heroes I would cut them all except the BSB, and I would give him the hail of doom and briarsheath. Hide him in a unit early on and then just run for a forest (unless the opposition has a lot of direct damage/magic missile spells). You dont want him in combat since elven BSBs are so very fragile.


Other random thoughts- I would cut the riders down to units of 5, they are only really distraction units, not able to win much anymore (gone are the days when a flank charge can beat a unit of 20 bestigor.. shame). 5 Still gives them enough to march block, hunt war machines and generally be a pain in the arse, as they should be.
I would cut the dryads down to 8-12 and have 2 units, that way they can watch the flanks of the eternal guard.
After that I would start to look at the rest of the army book- warhawks if you like them, although my newest favorite are wardancers (though possibly not against skaven)... I've only had a couple of games with mine but they are tremandous fun: first game the wardancers dies and then the solo lord (only upgrade was the magic wardencer weapon) killed an orc lord, 2 units of 20 orc boyz and a unit of 20 night goblins. Second Game the wardancers destroyed a unit of 10 saurus in 1 turn, charged a unit of cold ones and forced a 1,1 which they got, got counter charged by 20 saurus and survived long enough for a hoard of ~25 glade guard to charge the cold one flank and smash both units in a turn (glade guard gave +3CR total, but it was again the wardancers the did the most). In 2 games ~350pt unit killed about 1300pts of enemy. Im only intending the character to be a hero, cutting the points by 90 and meaning that if you wanted to try something similar then you could fit it in- gives a great counter to elite enemies (skaven, I know...)
 

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Discussion Starter · #5 · (Edited)
Here is a revision, changed the characters around, dropped some glade riders and added some warhawks.

Lords:

Spellweaver - (335pts)
- level 4 wizard
- wych wand of elm
- terrifying mask of eeeee…
(LORE OF LIFE)

Highborn- (212pts) GENERAL
- amour of fortune
- shield
- sword of might
- ironcurse amulet
-dragon bane gem
(join eternal guard)


Heroes:

Branchwraith - (115pts)
- cluster of radiants
- annoynace of netlings
(join dryads)

Noble - (125pts)
- BSB
- gambler’s armour
- hail of doom arrow
(join eternal guard)


Core:

5 Glade Riders - (147pts)
- musician
- standard bearer

10 Glade Guard - (126pts)
- musician

10 Glade Guard - (126pts)
- musician

10 Glade Guard - (126pts)
- musician

17 Dryads - (204pts)

40 Eternal Guard - (560pts)
- full command
- faoghir the banner of dwindling
(now a core choice)


Special:

3 Warhawk Rider -(120pts)


Rare:

Treeman - 285pts


Total: 2496pts

Lords: 22%

Heroes: 10.2%

Core: 51.56%

Special: 4.8%

Rare: 11.4%
Total: 99.96%
 

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Potential T5/7 Eternal Guard?

That's just screaming for a Lord with Rhymers Harp and Elynett's Brooch. That unit will not be going anywhere.

If you can spare the points: BSB with Ariels Standard, and you have a unit with a 4+ Ward Save, and T7.

Couple that with the AP Banner and you should be able to tank most things.



 

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Discussion Starter · #10 ·
Vaz I had been experimenting with the Rhymer's Harp idea, they do have a 6+ ward vs warmachines though, all my characters have some form of ward bar the spellweaver who will normally have 10 glade guard as armour, I plan on using the regeneration spell alot if I can get it, the problem I have with the rhymer's harp is it's a few too many points for me with me still trying to keep up troop numbers and character impact, I may experiment with this list first and try it out then change it around and see what happens.

I'm not to worried about psychology tests as the BSB is there and most units will either be in range of the BSB and Ld of 10 or have Ld 9 or are already immune to psychology.

The BSB I did look at and would go the Magic Banner in the rule book that just gives Magic Resistance (1) as it's like a 1/7th of the cost but doesn't cause fear and a wood elf with a magic banner can then only take light armour meaning I have a 107pt character with a 6+ save (5+ ward if I have the rhymer's harp) in a front rank = not fun

I'll play with my points a bit more and see what I come up with!
 

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Whenever I've been using a WE BSB I've been hiding him away from the enemy as much as I can. This includes hiding out of LoS (behind buildings), staying in shooty 2nd wave units or just standing in a battleline unit and hopping out and hiding close behind when the enemy get close.
I havent been trying to protect him once in combat- magical items can only do so much... and saving the life of a T3 2W model is probably beyond them, which is why I go Hail of Doom and briarsheath: means he can hide from shooting in forests (your own if none other) and of course still pepper the enemy.
 
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