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 Post subject: Glade Guard Horde
PostPosted: Fri Jun 26, 2009 4:22 pm 
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Asrai

Joined: Tue Sep 02, 2008 7:40 pm
Posts: 5
Hey everyone, I've been running this list, or slight variations of it, for awhile now and I've been using it to great success. It has gotten to the point where people accuse it of even being a little bit over the top, yet other people I talk to say the list is weak so I was just wondering what your thoughts and opinions were on it.

Lord:
Level 3 Spellweaver with 3 Scrolls - 290

Heroes:
Alter Noble with Hail of Doom and Helm of the Hunt, LA, GW, Shield - 158
Wardancer Noble - 105

Core:
5 Units of 10 Glade Guard - 600
2 Units of 5 Glade Riders - 240
8 Dryads - 96

Special:
5 WIld Riders with Full Command - 166
2 Units of 7 Wardancers - 252 (126 each)

Rare:
Great Eagle - 50
Treeman - 285

Now other variations usually lie in the heroe choices. Sometimes I'll take 2 Alters or even 3 instead of the wardancer and then drop the dryads and a unit of glade riders to fix the points cost. The Level Three always takes Beasts. I've found the people usually take a ton of magic nowadays or none at all, so either her defens (the main reason I bring her) is extremely valuable, or the beast cowers is equally beneficial, of course if I get it. Lately I've been thinking about switching her out though for a Wardancer lord with Blades of Loec, Annoyance of Netlings, and maybe the Stone of the Crystal Mere, and then taking two level 1 scroll caddies with the alter. The more I the Wardancer Lord the more I love him. Anyway, thanks for your opinions


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 Post subject: Re: Glade Guard Horde
PostPosted: Fri Jun 26, 2009 6:19 pm 
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The Poplar Sentinel

Joined: Sun Dec 02, 2007 12:12 am
Posts: 211
Location: Where the sun shines and people laugh
If you manage to deploy well, I can see why your opponents call the list "over the top".
There's plenty of shooting there, with a nice magic defense (At least for a couple of turns), and march interdictors.

It's esentially a more mobile gunline, with combat support that destroys most archer hunters.

This said, I can also understand other people calling it weak: with that many archers, it is not rare they'll block each other, and if an enemy charges them, dryads or dancers will usually break. Take tactical wheeling into consideration, and one mistake on your part may mean losing two units.
Since your weaver takes beasts, treesinging shouldn't be a problem for your opponent, and he can use woods for cover.

It also depends on which army your opponent is playing
Lots of shooting is a godsend against high elves, but against vampire counts, all your opponent has to do is keep raising zombie screens to block your archers: they'll be gone as fast as they come, but the actual units will reach combat more or less intact.

If it works for you, fine: as I said, if you deploy correctly, and can avoid blocking line of fire, the list is very solid. It is not my cup of tea, though.

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 Post subject: Re: Glade Guard Horde
PostPosted: Fri Jun 26, 2009 7:17 pm 
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Asrai

Joined: Sun Dec 02, 2007 3:49 am
Posts: 352
Location: Got an 8:30 rez at Dorsia... great sea urchin ceviche!
It rolls a lot of dice though. You gotta love that.

I agree with Elhann. Deployment and terrain would big your biggest liabilities. If you can play against that you should do well. And with 2 GRs and the Wildriders and Alter you can bring the fight to the most vulnerable enemies. I'd try to work in the Warbanner on those WRs, it will make a difference. And I'm sure the Treeman can really earn his keep against the right opponents.

I like it a lot. If you don't think it will weaken your potency, I'd drop 1 unit of archers for a 6th WR and Warbanner, and the lvl4 upgrade to the Weaver with the Ranu's Heartstone. You can through lots of dice at Beast Cowers or Hunter's spear and can reroll if you miscast.

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 Post subject: Re: Glade Guard Horde
PostPosted: Sat Jun 27, 2009 4:59 am 
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Asrai

Joined: Tue Sep 02, 2008 7:40 pm
Posts: 5
Thanks for the imput so far. Some things that really jumped out at me:
As far as the a lot of dice goes yeah, I get some flak for bringing "40k to Fantasy" with my army.

And for the tactical wheeling. My god. I'm designing a list for a brand new GT here in arizona called the Tides of War(http://www.warhammeraz.com/tidesofwar.php theres the link if you wanna check it out) and in order to get a above average comp score I'm running a large amount of dryads. I have one opponent in particular who's one of the best of our group and he drives me nuts with his tactical wheels. With each list I've been trying having 4-6 units of dryads it's been a field day for him.

For other armies, I actually stack up decently, or so I would like to believe. Most Greater Demons (AKA Not a GUO) I can actually kill in about 2 turns with a spot of luck on my side. Most Demon players in my experience are not very experienced and ones running blood thirsters feel they can take on my "puny" glade guard. About 40 shots hitting on 2s so about 33 hits which will give me about 5 wounds statistically. He'll have a 4 plus so save 2.5 and then his 5 plus might save about one. So statiscally my 40 shots will get 1-2 wounds on the bloodthirster a turn, Keepers and the Tzeentch Demons are even better odds.

With VC I just don't seem to really have a problem unless they are running the 7 blood knight deathstar unit. I can kill either 1 unit of 20 in one round of shooting or get it close to dead. Most games I will blow most of my scrolls in one magic phase, but it enables the killing of his general my subsequent turn.

I do have one final question though. What do you guys think of waywatchers in this list. My biggest problem would be freeing up the rare slot. My inner elf says drop the treeman and keep the eagle, which will also free up points, but I feel the treeman provides so much for this army. The march blocking of the eagle could be done by waywatchers, and the redirecting could be done by glade guard is what I'm thinking. Well thanks for reading all thanks and thanks again for the opinions!

I anticipate a lot of problems from lizardmen, especially a list like the one posted in the tactics section.


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 Post subject: Re: Glade Guard Horde
PostPosted: Sat Jun 27, 2009 3:43 pm 
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The Poplar Sentinel

Joined: Sun Dec 02, 2007 12:12 am
Posts: 211
Location: Where the sun shines and people laugh
On tactical wheeling:

It is (at least theoretically) possible to stop it, or at least limit it:
since your opponent has to charge the closest skirmisher, and can only wheel once during the carge, if you place said "closest skirmisher" in such a way that he has to wheel, you deny some overrunning path. You can also place the rest of the skirmishers in such a way that he cannot wheel without touching them first.

It is more RAW than RAI, but then, the same could be said about tactical wheeling in the first place. And it is fairly more difficult avoiding tactical wheeling than using it, anyways.

Finally, remember that skirmishers charging other skirmishers have quite explicit rules about it, which deny them the posibility of a tactical wheel.

On getting waywatchers: You're already shooting 60 times a turn, without stranglerooting and characters. Whatever advantage waywatchers may give you (and I'm of the opinion that watchers are basically a psychological weapon) is more than well covered by your archers and riders. Improving your shooting phase will get you more flak for 40K-doom (40K-ship? 40K-ness? making words up is not as easy as it seems :) )

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 Post subject: Re: Glade Guard Horde
PostPosted: Wed Jul 01, 2009 12:25 pm 
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Asrai

Joined: Sun Jun 07, 2009 6:18 pm
Posts: 16
I think it is a very good army list, and is very Wood Elfy in it's approach. Soften them up, and then charge them. However, how do you deal with armies like the Dwarves? Miners, Gyrocopters, units who are Stubborn and with scary armour saves, and so on. I can see a unit of Hammerers taking down the Treeman, for example, and having a unit or two of Miners will mess up your gunline. A similar concept may be Ogres, who have those Gorgers, I think they're called?

Also, what about those Brettonian armies? Lots of cavalry, with decent armour saves, and enough Men at Arms to meet you head to head? I'd hate to think our allies would turn on us, but we need to cover every circumstance for Athel Loren.

I'm merely curious as how you'd beat them. Against a lot of other armies, I can see good times ahead. (That'll teach those High Elves for abandoning us)

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