[WFB] Woodelves, old vs new 1500p Armylist

G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

Hi,
I was trying to put my favourite 1500p. woodelf army (or the closest
thing possible) together with the new rumoured rules.
The old/current style army:

Core:
Archer 13ppm *10 130
Archer 13ppm *10 130
Glade Rider 21ppm *6 musician, banner bearer 150

Special:
Wardancer 15ppm *13 195
Scouts 15ppm *8 120
Dryads 20ppm *10 200

Rare:
Waywatcher 20ppm *6 120

Characters:
Mage: lvl2, disp. scroll 130
Mage: lvl2, disp. scroll, energy stones 155

Hero: giant war eagle, hoda, shield of ptolos, spear, light armour 169
66 modells, 6pd 4dd for 1499p

Without changing miniatures I'll have the following 'new' list:

Core:
Archer 12ppm *10 120
Archer 12ppm *10 120
Dryads 12ppm *10 120

Special:
Wardancer 18ppm *13 234
Scouts 15ppm *8 (when they stay the same) 120
Wild Hunters 26ppm *6 musician, banner bearer 174

Rare:
Waywatcher 23ppm *6 138

Characters:
Spellsingers are now 90p instead of 70, what does the level two upgrade
cost?
I guess with the new strong magic list it is close to other elves +40p?
Mage: lvl2, disp. scroll 155
Mage: lvl2, disp. scroll, energy stones 180


The hero is 5p more now, but is the eagle even available? What about
the arms?
Does the shield of ptolos still exist?
Hero: giant war eagle, hoda, shield of ptolos, spear, light armour 174
66 modells, 6pd 4dd for 1535p I'll probably have to use 2 wardancers
less, or have core units of 9 elves/dryads each.

Does this change the way the army is played a lot?
I do not think so. The glade riders have always been a closse combat
unit in this army, the wild riders are a not as mobile but it will
work. I'm not sure I can still have my hero on war eagle, but then I do
not need him -it's a flavour choice. I might add the hero on a horse to
the wild riders equiping him for close combat, this will save points
for more riders or wardancers. I do not need the hail of doom arrows as
much as before when I had no other strength four shots, now the glade
guard is a very valuable part of this army. I'm not sure thet the way
watchers are worth their points in this army anymore, I'm tempted to
try using two eagles instead, saving more points for wardancers, wild
hunters or dryads.
Somthing more like this:
Core:
Archer 12ppm *10 120
Archer 12ppm *10 120
Dryads 12ppm *10 120

Special:
Wardancer 18ppm *12 216
Scouts 15ppm *8 (when they stay the same) 120
Wild Hunters 26ppm *8 musician, banner bearer 226

Rare:
Giant War Eagle 50ppm *2 100

Characters:
Mage: lvl2, disp. scroll 155
Mage: lvl2, disp. scroll, energy stones 180
Hero: elven steed(12p),wildrider kindred(35p),helm of the hunt 142

This is a 1499p army again.
I lost some shots, but the shots I have are a bit stronger and the
archer units more mobile than they have been so far. I lost some close
combat ability with the now weaker dryads, but I won a much stronger
cavallry unit and the two eagles which I never used before.
I would really like to play test this army...
Christof
 
G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

>Core:
>Archer 12ppm *10 120
>Archer 12ppm *10 120
>Dryads 12ppm *10 120
>
>
>Special:
>Wardancer 18ppm *13 234
>Scouts 15ppm *8 (when they stay the same) 120

17pts now, sadly (they're a Core upgrade for Glade Guard, +5pts). Even
with the benefit of firing on the move without penalty, I strongly
suspect thy're too expensive. I'll still use them to find out.

>Wild Hunters 26ppm *6 musician, banner bearer 174
>
>
>Rare:
>Waywatcher 23ppm *6 138
>
>
>Characters:
>Spellsingers are now 90p instead of 70, what does the level two upgrade
>cost?

I'm assuming 35pts as normal.

>I guess with the new strong magic list it is close to other elves +40p?

Unlikely - that reflects the fact that other Elves get the special
abilities associated with their magic lore (i.e. bonus to
power/dispel), which the Wood Elves rightly don't get.

>Mage: lvl2, disp. scroll 155
>Mage: lvl2, disp. scroll, energy stones 180
>
>
>The hero is 5p more now, but is the eagle even available?

Probably - it's in the army list as a unit, after all, and High Elves
get it as a character mount as well as a separate unit. It's not
mentioned in any of the Kindreds, but then neither is the dragon and we
know WE can still take that (unless the Twilight Sisters are the only
Wood Elves in the game who can use a dragon, which seems highly
unlikely).

> What about
>the arms?

Look as though they'd all be fine.

>Does the shield of ptolos still exist?

I doubt it - shields seem to have been removed from the army list
altogether, apparently to prevent Eternal Guard and cavalry having a
save better than 5+. Even Wild Riders, who have a free hand, don't seem
to have them.

>Does this change the way the army is played a lot?
>I do not think so. The glade riders have always been a closse combat
>unit in this army, the wild riders are a not as mobile

They are. Wild Riders are still Fast Cavalry.

>I do not need the hail of doom arrows as
>much as before when I had no other strength four shots,

Save 5pts by giving him Arcane Bodkins.

Philip Bowles
 
G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

While we're making lists, based on my prospective purchases (given the
new range I'm looking to start an army from scratch while in
Australia):

Highborn: Scout Kindred. Bow of Loren, Arcane Bodkins, Glamourweave,
light armour 260pts + ?
Noble: Wild Rider Kindred, Elven Steed, Spear of Kurnous, light armour,
Helm of the Hunt 162pts
Spellsinger: Level 2. Dispel Magic Scroll
longbow. 150pts


8 Glade Guard: longbow 92pts
8 Glade Guard: longbow 92pts
8 Scouts: longbow 136pts
12 Dryads 144pts
8 Glade Riders: spear, longbow. Musician 200pts

8 Wild Riders: Spear, light armour. Standard bearer, musician. 228pts

8 Wardancers: Bladesinger, musician 165pts
8 Wardancers: Bladesinger, musician 165pts

9 Waywatchers: Longbow. 207pts

Total: 1993pts (maybe give a musician to a GG unit)

This follows my army from back home pretty closely, containing all the
main elements of that - I've got additional Wardancer command models,
much the same number of cavalry and as many shooty skirmishing units.
I've got less firepower overall, but the increase in close combat punch
makes up for that to some extent. I'd use the units much as I did
before - despite their spears I'll keep the GRs mostly at range, but
they will be even more effective as a secondary close combat unit
thrown at an enemy flank to bolster my unit strength. The Lord will
deploy with the Scouts, or with the Waywatchers when he won't hamper
their deployment (Waywatcher Kindred is too expensive to be worth the
improved deployment ability for him). The horse hero might be swapped
out for a Branchwraith with magic and sprites or an infantry Hero with
the Dryads, but I like the Wild Rider Kindred and the kit selection
available to cavalry characters (I'm trying to stay WYSIWYG, so no Helm
of the Hunt on bare-headed infantry characters).

Philip Bowles
 
G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

> >Core:
> >Archer 12ppm *10 120
> >Archer 12ppm *10 120
> >Dryads 12ppm *10 120
> >
> >
> >Special:
> >Wardancer 18ppm *13 234
> >Scouts 15ppm *8 (when they stay the same) 120
>
> 17pts now, sadly (they're a Core upgrade for Glade Guard, +5pts). Even
> with the benefit of firing on the move without penalty, I strongly
> suspect thy're too expensive. I'll still use them to find out.
>
I was assuming that Scouts still exist as a special entry in the list
and that core glade guard is a non skirmishing unit which you can
upgrade to scouot, but you are probably right, so it is seven 'scouts'
only -but another free special slot.

> >Wild Hunters 26ppm *6 musician, banner bearer 174
> >Rare:
> >Waywatcher 23ppm *6 138
> >Characters:
> >Spellsingers are now 90p instead of 70, what does the level two upgrade
> >cost?
> I'm assuming 35pts as normal.
>
> >I guess with the new strong magic list it is close to other elves +40p?
>
> Unlikely - that reflects the fact that other Elves get the special
> abilities associated with their magic lore (i.e. bonus to
> power/dispel), which the Wood Elves rightly don't get.
But why should the additional power level be more expensive for high
elves? They have the +1 dispel as level one mages as well as level two
mages.
The flexible woodelf lore is good, and a level two wizard has more
benefit from this list.
We will see if the archmage gets the +1 to his casting roll.

> >Mage: lvl2, disp. scroll 155
> >Mage: lvl2, disp. scroll, energy stones 180
> >
> >
> >The hero is 5p more now, but is the eagle even available?
>
> Probably - it's in the army list as a unit, after all, and High Elves
> get it as a character mount as well as a separate unit.
I was just wondering what kindred I'll have to take to buy his weapons.

> It's not
> mentioned in any of the Kindreds, but then neither is the dragon and we
> know WE can still take that (unless the Twilight Sisters are the only
> Wood Elves in the game who can use a dragon, which seems highly
> unlikely).
Let's hope that there is more than one dragon for the woodelves. I'm
still curious about the rumours that we will get more information about
'woodelves' outside loren as there are probably not that many dragons
in the small loren forest.

> > What about
> >the arms?
> Look as though they'd all be fine.
I just kept the old point values for them, the new kindred rules have
made them cheaper so I guess this should be fine.

> >Does the shield of ptolos still exist?
> I doubt it - shields seem to have been removed from the army list
> altogether, apparently to prevent Eternal Guard and cavalry having a
> save better than 5+. Even Wild Riders, who have a free hand, don't seem
> to have them.
I'll buy the 2+ save for the last wound then.

> >Does this change the way the army is played a lot?
> >I do not think so. The glade riders have always been a closse combat
> >unit in this army, the wild riders are a not as mobile
>
> They are. Wild Riders are still Fast Cavalry.
They are? Great, that's very good. I should reread the rules... I did,
in a forum were the format was a little bit better than here google
reprint. I think I know haow wardancer weapons work now: Zhey _always_
give +1A *and* they give +1S on the charge only -makes sense to me.

>
> >I do not need the hail of doom arrows as
> >much as before when I had no other strength four shots,
> Save 5pts by giving him Arcane Bodkins.
Which make sense only when he has several shots -not to good for a
hero.
I'll have the hero with the wildriders next time.
Christof
 
G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

> While we're making lists, based on my prospective purchases (given the
> new range I'm looking to start an army from scratch while in
> Australia):
I would like to do that with an army, but I would have to give one of
my other armies away to do so -which I do not really want to do. The
new wood elves are very tempting as they are some of the best
miniatures GW has made for a while.
Still I keep my old WE and I already have probably more of them then I
will ever need.

>
> Highborn: Scout Kindred. Bow of Loren, Arcane Bodkins, Glamourweave,
> light armour 260pts + ?
This is too expensive for my liking. 4* S3 shots (hits most of the
time) even with no armour saves is not that good for 260p. If the
archmage is still 200p I'll always prefer some extra dispel dice and
the new spells for more mobility and the same (or even more) power in
extra ranged attacks.

> Noble: Wild Rider Kindred, Elven Steed, Spear of Kurnous, light armour,
> Helm of the Hunt 162pts
Two f evers three woodelf armies or even more will contain this
character.

> Spellsinger: Level 2. Dispel Magic Scroll
> longbow. 150pts
You should try to have at least two of these imo.

>
> 8 Glade Guard: longbow 92pts
> 8 Glade Guard: longbow 92pts
> 8 Scouts: longbow 136pts
> 12 Dryads 144pts
> 8 Glade Riders: spear, longbow. Musician 200pts
I never tried glade riders as archers. I would always take empire
pistoliers with short ranged s4 weapons, but archers do not really need
horses in wfb imo.

> 8 Wild Riders: Spear, light armour. Standard bearer, musician. 228pts
I think I have senn this unit before...

> 8 Wardancers: Bladesinger, musician 165pts
> 8 Wardancers: Bladesinger, musician 165pts
Why do you includ a bladesinger? I can't see any benefit from having
one, and I do not want to give my opponents the opportunity to
challenge a bladesinger, when I can have three wardancers attacking his
hero with killing blow.

> 9 Waywatchers: Longbow. 207pts
You did the math, so they are effective against heavy cavallry units
and probably much better than scouts point for point. I will have some
in my 2000p army as well, which will contain more cavallry units and no
eagles.

> Total: 1993pts (maybe give a musician to a GG unit)
I'd drop a bladesinger upgrade and get another wardancer...

> This follows my army from back home pretty closely, containing all the
> main elements of that - I've got additional Wardancer command models,
The drummer is very nice. I'll add one to my army as soon as possible.

> much the same number of cavalry and as many shooty skirmishing units.
> I've got less firepower overall, but the increase in close combat punch
> makes up for that to some extent.
I have lost some models in the army, but overall the units still got
stronger.

> I'd use the units much as I did
> before - despite their spears I'll keep the GRs mostly at range, but
> they will be even more effective as a secondary close combat unit
> thrown at an enemy flank to bolster my unit strength.
And take away the rank bonus.

> The Lord will
> deploy with the Scouts, or with the Waywatchers when he won't hamper
> their deployment (Waywatcher Kindred is too expensive to be worth the
> improved deployment ability for him). The horse hero might be swapped
> out for a Branchwraith with magic and sprites
Not a bad choice as you might want some more (counter-) magic.

> or an infantry Hero with
> the Dryads, but I like the Wild Rider Kindred and the kit selection
> available to cavalry characters (I'm trying to stay WYSIWYG, so no Helm
> of the Hunt on bare-headed infantry characters).
I think I have mounted elf with helmet -but he carries an axe iirc...
Christof
 
G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

>> While we're making lists, based on my prospective purchases (given the
>> new range I'm looking to start an army from scratch while in
>> Australia):
>
>
>I would like to do that with an army, but I would have to give one of
>my other armies away to do so -which I do not really want to do. The
>new wood elves are very tempting as they are some of the best
>miniatures GW has made for a while.
>Still I keep my old WE and I already have probably more of them then I
>will ever need.

So have I but they're in the UK, and anyway there's not much in the old
range I'd use in preference to the newer models (the Waywatchers are
pretty much it). Besides which, the new range isn't a very good match
for the old one so there's not much that could be mixed between them,
and it will give me an opportunity to start from scratch with a new
paintscheme (getting away from GW paints in the process, which I was
rather tied to in order to maintain consistency across the army).

>> Highborn: Scout Kindred. Bow of Loren, Arcane Bodkins, Glamourweave,
>> light armour 260pts + ?
>
>
>
>This is too expensive for my liking. 4* S3 shots (hits most of the
>time) even with no armour saves is not that good for 260p.

He's not exactly bad in close combat either... 4 S3 shots with no
armour save costs 55pts, not 260 - the rest of the Lord's abilities
aren't useless. On the other hand I'm not a fan of Lord fighter
characters in general because they don't enough to justify their cost -
this is just a very tempting combination. I'll probably replace him
with a Branchwraith and some points for Sprites etc. though.

>> Spellsinger: Level 2. Dispel Magic Scroll
>> longbow. 150pts
>
>
>You should try to have at least two of these imo.

New magic or not, I've never relied on magic in a Wood Elf army - I've
mostly used mages for dispels.

>> 8 Glade Guard: longbow 92pts
>> 8 Glade Guard: longbow 92pts
>> 8 Scouts: longbow 136pts
>> 12 Dryads 144pts
>> 8 Glade Riders: spear, longbow. Musician 200pts
>
>
>
>I never tried glade riders as archers. I would always take empire
>pistoliers with short ranged s4 weapons, but archers do not really need
>horses in wfb imo.

360 degree fire arc, 18" move allowing them to target practically
anything on the board and still be in short range of most of it, the
ability to move and fire in the turn they rally are all valuable. The
fact that they don't sit in one place to be run down is nice too, and
they're capable flankers, since flanking units don't need strength but
do benefit from speed and high unit strength. They're a great
multipurpose unit, though I'm distinctly unimpressed that they now have
only 6+ saves.

>> 8 Wardancers: Bladesinger, musician 165pts
>> 8 Wardancers: Bladesinger, musician 165pts
>
>
>Why do you includ a bladesinger?

WYSIWYG. I'm wanting to include every model I buy in the army, without
a surplus, and at a guess the Wardancer command blister will contain
one Bladesinger and one Musician. I could count them as normal
Wardancers, but in this configuration there's not much else I'd be
spending the points on anyway, except the dispel dice staff.

> I can't see any benefit from having
>one,

Well, with Wardancers now 18pts a model and the Bladesinger 14pts,
there's a little more sense in taking a Bladesinger rather than an
extra dancer.

> and I do not want to give my opponents the opportunity to
>challenge a bladesinger, when I can have three wardancers attacking his
>hero with killing blow.

As opposed to having to fight one Wardancer with three attacks and
killing blow? :)

>> 9 Waywatchers: Longbow. 207pts
>
>
>You did the math, so they are effective against heavy cavallry units
>and probably much better than scouts point for point.

I'd drop the Scouts in favour of more Waywatchers, but as far as I know
they're still 0-1 and an army of this size needs more than one
skirmishing ranged unit. That makes Scouts the only option, and besides
I'll have 8 Glade Guard I'll need to incorporate into the army one way
or another.

>> Total: 1993pts (maybe give a musician to a GG unit)
>
>
>I'd drop a bladesinger upgrade and get another wardancer...

Not an option unless I mail order Wardancers individually (which would
be a way of adding the Mail Order-only poses to my army, it's true),
and they're hardly necessary - the 12 I use normally are plenty; 16 in
this army list should be enough..

How about this:

Sedric the Sure: Scout Kindred, Bow of Loren, light armour 110pts +
armour
Gilthoriel, Noble: Wild Rider Kindred, Elven Steed, Spear of Kurnous,
light armour,
Helm of the Hunt 162pts
Illariel, Spellsinger: Level 2. Dispel Scroll, dispel dice item
175pts
Wychelm, Branchwraith: Level 1. 115pts

8 Glade Guard: longbow 92pts
8 Glade Guard: longbow 92pts
8 Scouts: longbow 136pts
12 Dryads 144pts
8 Glade Riders: spear, longbow. Musician 200pts

8 Wild Riders: Spear, light armour. Standard bearer, musician. 228pts
8 Wardancers: Musician. 151pts
8 Wardancers: Musician. 151pts

9 Waywatchers: Longbow. 207pts

Total: 1963pts, leaviang a fair few points spare for sprites or an
additional item for Sedric.

The Dryads and Wild Riders each have a fighter character leading them
(as do the Scouts, very useful for a bit of extra punch to support an
attack even without negating the flank bonus). It's also stronger on
magic (and anti-magic), and if one of the Dryad's sprites is a bound
spell (Annoyance of Nettlings, for instance) so much the better.

Philip Bowles
 
G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

pbowles@aol.com schrieb:
> >> While we're making lists, based on my prospective purchases (given the
> >> new range I'm looking to start an army from scratch while in
> >> Australia):
> >
> >
> >I would like to do that with an army, but I would have to give one of
> >my other armies away to do so -which I do not really want to do. The
> >new wood elves are very tempting as they are some of the best
> >miniatures GW has made for a while.
> >Still I keep my old WE and I already have probably more of them then I
> >will ever need.
>
> So have I but they're in the UK, and anyway there's not much in the old
> range I'd use in preference to the newer models (the Waywatchers are
> pretty much it).
Waywatchers and metall archer. I do not like plastic that much.

> Besides which, the new range isn't a very good match
> for the old one so there's not much that could be mixed between them,
I already mix different woodelf ranges so they will all be from
different tribes or something like that.

> and it will give me an opportunity to start from scratch with a new
> paintscheme (getting away from GW paints in the process, which I was
> rather tied to in order to maintain consistency across the army).
Not a bad idea, but I'll do that with a new army. I will not make the
same army a second time.

> >> Highborn: Scout Kindred. Bow of Loren, Arcane Bodkins, Glamourweave,
> >> light armour 260pts + ?
> >This is too expensive for my liking. 4* S3 shots (hits most of the
> >time) even with no armour saves is not that good for 260p.
> He's not exactly bad in close combat either...
He is not that good in close combat. He will be t3 and die quickly, the
ward save works only against magic attacks...Not the lord of my choice.


> 4 S3 shots with no
> armour save costs 55pts, not 260 - the rest of the Lord's abilities
> aren't useless.
No the main part is paid for his leadership imo.

> On the other hand I'm not a fan of Lord fighter
> characters in general because they don't enough to justify their cost -
> this is just a very tempting combination.
I like fighters as army comanders, but as you say they are to expensive
compared to mages -or magic is still to useful.

> I'll probably replace him
> with a Branchwraith and some points for Sprites etc. though.
>
> >> Spellsinger: Level 2. Dispel Magic Scroll
> >> longbow. 150pts
> >
> >
> >You should try to have at least two of these imo.
>
> New magic or not, I've never relied on magic in a Wood Elf army - I've
> mostly used mages for dispels.
Another dispel dice will be useful as well as another dispel scroll and
two is not to many.

> >> 8 Glade Guard: longbow 92pts
> >> 8 Glade Guard: longbow 92pts
> >> 8 Scouts: longbow 136pts
> >> 12 Dryads 144pts
> >> 8 Glade Riders: spear, longbow. Musician 200pts
> >I never tried glade riders as archers. I would always take empire
> >pistoliers with short ranged s4 weapons, but archers do not really need
> >horses in wfb imo.
> 360 degree fire arc, 18" move allowing them to target practically
> anything on the board and still be in short range of most of it, the
> ability to move and fire in the turn they rally are all valuable. The
> fact that they don't sit in one place to be run down is nice too, and
> they're capable flankers, since flanking units don't need strength but
> do benefit from speed and high unit strength. They're a great
> multipurpose unit, though I'm distinctly unimpressed that they now have
> only 6+ saves.
They are nice as you said a multipurpose unit. They just lack the numer
of shots to be useful for shooting imo. I wonder if they have s4 shots
too.

> >> 8 Wardancers: Bladesinger, musician 165pts
> >> 8 Wardancers: Bladesinger, musician 165pts
> >Why do you includ a bladesinger?
> WYSIWYG. I'm wanting to include every model I buy in the army, without
> a surplus, and at a guess the Wardancer command blister will contain
> one Bladesinger and one Musician. I could count them as normal
> Wardancers, but in this configuration there's not much else I'd be
> spending the points on anyway, except the dispel dice staff.
OK.

> > I can't see any benefit from having
> >one,
> Well, with Wardancers now 18pts a model and the Bladesinger 14pts,
> there's a little more sense in taking a Bladesinger rather than an
> extra dancer.
One extra attack instead of two and another model/wound.

> > and I do not want to give my opponents the opportunity to
> >challenge a bladesinger, when I can have three wardancers attacking his
> >hero with killing blow.
> As opposed to having to fight one Wardancer with three attacks and
> killing blow? :)
Yes, I prefer six attacks to three attacks most of the time.

> >> 9 Waywatchers: Longbow. 207pts
> >You did the math, so they are effective against heavy cavallry units
> >and probably much better than scouts point for point.
> I'd drop the Scouts in favour of more Waywatchers, but as far as I know
> they're still 0-1 and an army of this size needs more than one
> skirmishing ranged unit. That makes Scouts the only option, and besides
> I'll have 8 Glade Guard I'll need to incorporate into the army one way
> or another.
If scouts have s4 they will be very good units.

> >> Total: 1993pts (maybe give a musician to a GG unit)
> >I'd drop a bladesinger upgrade and get another wardancer...
> Not an option unless I mail order Wardancers individually (which would
> be a way of adding the Mail Order-only poses to my army, it's true),
> and they're hardly necessary - the 12 I use normally are plenty; 16 in
> this army list should be enough..
>
> How about this:
>
> Sedric the Sure: Scout Kindred, Bow of Loren, light armour 110pts +
> armour
Where are the bodkins?

> Gilthoriel, Noble: Wild Rider Kindred, Elven Steed, Spear of Kurnous,
> light armour,
> Helm of the Hunt 162pts
172 actually.

> Illariel, Spellsinger: Level 2. Dispel Scroll, dispel dice item
> 175pts
Good choice.

> Wychelm, Branchwraith: Level 1. 115pts
No sprites?

No lord character? I wanted to try this as well three lvl2 mages and
eagle hero though...now it would be a branchwraith instead of one of
the mages.


> 8 Glade Guard: longbow 92pts
> 8 Glade Guard: longbow 92pts
> 8 Scouts: longbow 136pts
> 12 Dryads 144pts
> 8 Glade Riders: spear, longbow. Musician 200pts
>
> 8 Wild Riders: Spear, light armour. Standard bearer, musician. 228pts
> 8 Wardancers: Musician. 151pts
> 8 Wardancers: Musician. 151pts
>
> 9 Waywatchers: Longbow. 207pts
>
> Total: 1963pts, leaviang a fair few points spare for sprites or an
> additional item for Sedric.
10p for Gilthoriel and then 25 for bodkins :) no sprites I'm afraid.

>
> The Dryads and Wild Riders each have a fighter character leading them
> (as do the Scouts, very useful for a bit of extra punch to support an
> attack even without negating the flank bonus). It's also stronger on
> magic (and anti-magic), and if one of the Dryad's sprites is a bound
> spell (Annoyance of Nettlings, for instance) so much the better.
I like this army better than the first if I had to play with it. I
would still have the hail of doom arrows instead of the bow of loren
and some sprites instead of the bodkins ;-)
Christof
 
G

Guest

Guest
Archived from groups: rec.games.miniatures.warhammer (More info?)

Christof_Bell@web.de wrote:
> pbowles@aol.com schrieb:
> > >> While we're making lists, based on my prospective purchases (given the
> > >> new range I'm looking to start an army from scratch while in
> > >> Australia):
> > >
> > >
> > >I would like to do that with an army, but I would have to give one of
> > >my other armies away to do so -which I do not really want to do. The
> > >new wood elves are very tempting as they are some of the best
> > >miniatures GW has made for a while.
> > >Still I keep my old WE and I already have probably more of them then I
> > >will ever need.
> >
> > So have I but they're in the UK, and anyway there's not much in the old
> > range I'd use in preference to the newer models (the Waywatchers are
> > pretty much it).
> Waywatchers and metall archer. I do not like plastic that much.

I don't much care what models are made of (though plastics are cheaper
and easier to convert/use for bitz) - the new Glade Guard are simply
excellent models.

> > >> Highborn: Scout Kindred. Bow of Loren, Arcane Bodkins, Glamourweave,
> > >> light armour 260pts + ?
> > >This is too expensive for my liking. 4* S3 shots (hits most of the
> > >time) even with no armour saves is not that good for 260p.
> > He's not exactly bad in close combat either...
> He is not that good in close combat. He will be t3 and die quickly, the
> ward save works only against magic attacks...

Most characters will have magic attacks, making him good in a
challenge. With 4 S4 attacks he'll usually kill most or all
rank-and-file in base contact, and has the I to strike first.

> > On the other hand I'm not a fan of Lord fighter
> > characters in general because they don't enough to justify their cost -
> > this is just a very tempting combination.
> I like fighters as army comanders,

Noble's Ld9 - that's as good as most armies get. I can live without an
Ld10 general.

>> > >> 8 Glade Guard: longbow 92pts
> > >> 8 Glade Guard: longbow 92pts
> > >> 8 Scouts: longbow 136pts
> > >> 12 Dryads 144pts
> > >> 8 Glade Riders: spear, longbow. Musician 200pts
> > >I never tried glade riders as archers. I would always take empire
> > >pistoliers with short ranged s4 weapons, but archers do not really need
> > >horses in wfb imo.
> > 360 degree fire arc, 18" move allowing them to target practically
> > anything on the board and still be in short range of most of it, the
> > ability to move and fire in the turn they rally are all valuable. The
> > fact that they don't sit in one place to be run down is nice too, and
> > they're capable flankers, since flanking units don't need strength but
> > do benefit from speed and high unit strength. They're a great
> > multipurpose unit, though I'm distinctly unimpressed that they now have
> > only 6+ saves.
> They are nice as you said a multipurpose unit. They just lack the numer
> of shots to be useful for shooting imo.

No more so than an 8-strong Glade Guard unit, the size I'm using.

I wonder if they have s4 shots
> too.

It would make sense, but probably not - with their mobility it would be
too good.

> > > and I do not want to give my opponents the opportunity to
> > >challenge a bladesinger, when I can have three wardancers attacking his
> > >hero with killing blow.
> > As opposed to having to fight one Wardancer with three attacks and
> > killing blow? :)
> Yes, I prefer six attacks to three attacks most of the time.

The point is that even when challenged a Bladesinger puts up a good
fight - he's not the sort of unit champion most enemies will *want* to
challenge except in desperation (i.e. because the alternative is those
6 attacks).

> > >> 9 Waywatchers: Longbow. 207pts
> > >You did the math, so they are effective against heavy cavallry units
> > >and probably much better than scouts point for point.
> > I'd drop the Scouts in favour of more Waywatchers, but as far as I know
> > they're still 0-1 and an army of this size needs more than one
> > skirmishing ranged unit. That makes Scouts the only option, and besides
> > I'll have 8 Glade Guard I'll need to incorporate into the army one way
> > or another.
> If scouts have s4 they will be very good units.

They're 2pts more than they used to be, and they already had the major
benefit of S4 in the -1 save modifier, so they'd be good but
fairly-priced, certainly nothing over the top.

> > >> Total: 1993pts (maybe give a musician to a GG unit)
> > >I'd drop a bladesinger upgrade and get another wardancer...
> > Not an option unless I mail order Wardancers individually (which would
> > be a way of adding the Mail Order-only poses to my army, it's true),
> > and they're hardly necessary - the 12 I use normally are plenty; 16 in
> > this army list should be enough..
> >
> > How about this:
> >
> > Sedric the Sure: Scout Kindred, Bow of Loren, light armour 110pts +
> > armour
> Where are the bodkins?

Oops, I forgot to note that he's now a Noble - so he can't afford them.
Besides, the 20pts he has spare will hopefully give him the points for
the S4 ranged sprite attack.

> > Gilthoriel, Noble: Wild Rider Kindred, Elven Steed, Spear of Kurnous,
> > light armour,
> > Helm of the Hunt 162pts
> 172 actually.

Noble: 65
Wild Rider Kindred: 35
Magic items: 50
Steed: 12

Comes to 162 by my calculations.

> > Wychelm, Branchwraith: Level 1. 115pts
> No sprites?

Don't know the costs. I'll probably choose an Annoyance of Nettlings
given the option - a Murder of Sprites would be nice, but at a guess
it's 50pts (since it effectively adds a Jungle Swarm base to the
character) and I don't have that much spare.

> No lord character?

No, I usually do without them except for thematic reasons or if one's a
Slann or High Elf Archmage.

Philip Bowles