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[ 3 posts ] |
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Enakan
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Post subject: Tame 2250pt list Posted: Wed Apr 01, 2009 1:29 am |
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| Wood Elf |
Joined: Fri Mar 27, 2009 2:16 am Posts: 2 Location: Running with the Pack!
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Trying to play "fair".
Is this going too far? A list that is still competitive, can dance, can shoot, has some magic offense and defense? That can deal with VC, Daemons, and DE?
Lvl 2 with Calaingors Stave and scroll
Lvl 1 with Hail of Doom and Ranu's Heartstone
Lvl 1 with Pageant of Shrikes and Hunters Talon
I have three nice old Zoats, the mages will be all mounted. I want them to be able to flee, so no other benefits for them. Just horses...
Three units of 10 Glade Guard, musician only
Three units of 5 Glade Riders, musician only
Three units of 8 Dryads
One unit of 6 Scouts, musician
Two units of 3 Warhawks
One unit of 5 Wild Riders, FC
One unit of 5 Waywatchers
One Great Eagle.
I do have points left over, only own four Warhawks, so might have to drop one of those units unless I find two more in a month for a future event.
Thoughts?
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willowdark
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Post subject: Posted: Wed Apr 01, 2009 4:24 am |
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| Asrai |
Joined: Sun Dec 02, 2007 3:49 am Posts: 353 Location: Got an 8:30 rez at Dorsia... great sea urchin ceviche!
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Welcome to the glade, Enakan.
The list is certainly tame, but I think that you can make it work.
I'd like to see some Wardancers in this list. Perhaps, if you drop 2 Warhawks and combine the rest into one unit of 4, that'll free up 80 pts, then drop the scouts all together, for another 85 pts, that should be enough for 7 wardancers with full command. That should give you some combat utility and an option to support either your Dryads or your Wild Riders. I think its always better to spread the field with Dryads, so I wouldn't count on winning every battle by combo charging you Dryads and Wild Riders into every critical combat. Wardancers will help you pick your battles and give you a tactical threat to tease your enemies with.
If you like Waywatchers, that's fine, but I have to say something and I can't stress it enough.
5 WAYWATCHERS ALONE ARE USELESS.
The best advice I can give you is to drop them all together and take a second eagle and use the extra points to boost your Wild Riders to 6 or 7 w/ the Warbanner. 5 alone with just a musician are great as an expendable unit to hit support units, but if you take a standard you might as well shell out the points for the warbanner, which is the best option for injecting static combat rez where its needed. And if you are that far, its better to have more for more attacks and to buffer the unit against taking shooting casualties.
The problem with waywatchers is that they aren't good for what they do, they're good for what they MIGHT do. A ranged KB threat will influence your enemies deployment and deny him lanes for his lone monster riders or heavy cavalry. But only if he believes there's a threat. With 6 Waywatchers, you have a one in six chance of landing a KB, if everyone hits and every hit randomizes (when appropriate) to the rider. With 5, odds are you won't land a KB all game, and good opponents know that, so they won't be afraid of them and the advantage goes away.
If you really want Waywatchers, I wouldn't go with less than 8. 5 might be good for warmachine hunting or march blocking, but you have GRs, WHs and an eagle for all of those things. 5 WWs just aren't worth the points.
its not that I hate on them either. My last game against WEs was against an army with 2 units of 8. With out a doubt those 16 models influenced the game more than anything else in his army. I just think you'd be better off with 2 eagles and a beefed up unit of WRs.
hope that helps.
_________________ "I'm on the verge of tears as we arrive at Espace since I'm positive we won't have a decent table. But we do. Relief washes over me in an awesome wave."
In the winter, The long and hallow eaves of the willow Dance like the shadows of Loec.
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Enakan
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Post subject: Posted: Fri Apr 03, 2009 1:38 am |
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| Wood Elf |
Joined: Fri Mar 27, 2009 2:16 am Posts: 2 Location: Running with the Pack!
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Thanks for the reply Willowdark!
I second your opinion on the WW's, I played some Khorne Daemons last night with a slightly modified version of this list (on what figs I had on hand!). Magic rocked, Treesinging really blocked him from moving and hitting me until turn six. Five Waywatchers didn't land ONE killing blow the whole game, I was aiming at his Flesh Hounds the whole time.
What I did like about them was the "no" minimum distance for dropping them as scouts, they tied up one flank of his army when he took his side of the table with a nice woods on one flank. And put three units close to that woods. For that point alone they worked, for the "closer" march move denial. They sure are dang expensive though!
I know other armies will give me a harder time, but Khorne? I felt a bit bad at games end, I had lots of figs/units on the board, his were gone or all shriveled up. Do Wood Elves have consciences? My high point of shooting was in turn 5, where two units of Glade Guard totally wiped out his Crushers. That unit is NOT what it used to be!
"Dancing" sure is fun though!
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