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New Wood Elves: I have the Book. Spoilers.


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Munkie: Well, I've always bothered Jim so now that he's getting hot, I guess it's mission accomplished :biggrin:

 

Raindog: Must haves? I don't think there will be as you can shift your play style within the WE list a massive amount now. Since they're no longer the always skirmish, dancy army, opponents are going to have to plan better and WE players are going to need to think more about the lore's.

 

At first glance though what I'm seeing is for LV2's, I'd be inclined to go Beasts or Metal. Beasts for combat in general, but makes some of the specialist elf units pretty scary or Metal if you want more help with armour then Bodkins and Waywatchers provide. Plus Searing Doom should draw dispel dice nicely and the +1 to cast if in the wood is nice.

 

For a LV4 I'd be looking at Shadow or Death. Light as an outside choice for a Wild Rider army.

 

Shadows gets you Wither, making the S3 arrows less of an issue plus Pit and Miasma to help you out move people.

 

Death is tasty to scare monsters are let a old style WE army kill characters to pick up more points. The issue with dancing WE before was always picking up minor wins. Death lets you get points you couldn't touch before. That and being a LV5 Death mage is the woods is hawt. If you really want to get tricksy, if say the Arch mage had the Acorn, you could nab a BSB or a LV2 with the Moonstone. Plunk a couple of those forests close to where your opponent will likely deploy. Chuck Searing Dooms and Spirit Leaches the first couple of turns then teleport across the board to get Fate and such into easy range.

 

I think Light is a decent choice as well. Speed isn't great for the Elves but could be useful for any Forest Spirits tagging along. Pha's is nice for the extra -1 to hit, Net holds units in place but really the kicker is getting TimeWarp. Stick that on some Wild Riders or Rangers and go to town. The ASF obviously isn't useful but the double move or +1 attack on say Wild Riders boosting them to 4 WS5 S5 AP ASF attacks per model is hawt.

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Ratrek,

 

Must haves?

 

I think scouts will be a good mage bunker to avoid combats. The Sisters and Wild Riders seems like solid choices. The Eagles are as always, a 1+ choice. 

 

Losers.

 

Dryads.

 

They are over pointed with no armor and a puny ward save. Not being skirmishers and a strength drop makes them irrelevant to ASF Elves.

 

As for Spells, I am going to try Dark Magic for my first game, but Shadows is my second choice.

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I am currently waffling between Shadow/Beasts 2, Dark 4/Shadow 1/Beasts 1, or Life 4/Death 2.

 

Problem I run into is you can't build a strategy around hoping you get a specific spell. And much of my arrow selection decision have been circling around synergy of magic.

 

I have 6 lists created thus far that I created with different options and each centering around possible synergy but we will see what ends up being the "primary" choice.

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First glance I don't think anything but a Lv4 is a must have. Waywatchers might be close though. No AS or dual arrows is nice but what really makes them tasty is the elf ASF and the 2nd hand weapon so they can beat off non-elf light troops without suffering damage or reducing it a lot.

 

Forest sprits are so unimpressive. I can see the Lv4 Ancient as a T6 W6 Arch mage with is stubborn 10 and gives a 18" bubble. Maybe a regular Treeman for access to Tree Whack but even then.

 

I think WE are going to run into the standard elf thing of not enough dice to go around. I'd expect the average list to be packing a LV4, probably a LV2 and then maybe a Sisters unit.

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I think T4 block infantry are underrated in general, dryads certainly fill a role in this army of a tough steadfast unit. If they were still S4 and normal infantry it would be totally OP.... They would be BETTER than biguns which would be a travesty... ;) 

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MN, number 32 is a very strange rule but it is not a KB shot. It is only S3 and you get a ward save. Since the rule states it is an auto hit it will not be randomized if he is riding a monster.

 

Special rules are not treated like an attack. I don't even think this even counts as an attack. So no rerolls to wound, no KB weapons, no Look Out Sir or any of that. Just follow the special rule.

 

I don't know if I like it because it is a free out of phase attack on a character but it still only ends up being 1 wound at the worst.

 

(I have a feeling you know this very well and are just venting, but just wanted to being context back in. Have fun killing Zombies this weekend.)

Here we go:

You could spam this with multiple characters, correct?  This means you could take 3-4 shots at him, if that's how it works.  It's an auto hit not an auto wound.  Hits are randomized when shooting at characters riding monsters (I'll have to look at the specific wording).  Venting, sure, it's not a rule they should have put in this game.  It's pretty much the old sea guard rule for the WE characters.

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Here we go:

You could spam this with multiple characters, correct?  This means you could take 3-4 shots at him, if that's how it works.  It's an auto hit not an auto wound.  Hits are randomized when shooting at characters riding monsters (I'll have to look at the specific wording).  Venting, sure, it's not a rule they should have put in this game.  It's pretty much the old sea guard rule for the WE characters.

As others have stated already it is One shot no matter how many characters you have. I will try to get my hands on the book to look at the wording but you maybe right about the mount rule.

 

Don't like the rule myself but at least it is only one wound at the worst.

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It does sadden me that magic is a must have.

 

I have to disagree 100% with that statement. That's just the mindset for the majority of players because of what it brings and how the meta has changed in the last couple of month's. Magic isn't needed for any army. It's just devestating and destructive so it's cool to watch in full effect.

 

Imo, gunlines are more threatening than a level 4 level 2 combo.

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If you had the choice to spend the same amount points on war machine that you do magic, war machines is the better choice. For the cost of a L4 Mage with a scroll, I have an Cannon and a Flame Cannon with 75 points for runes at least

 

Glade Guard archers and Waywatchers can be vas effective as a L4 Mage..

 

A war machine would get sucked down a whole and take a 1/4 of a 300 point unit with it.

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Shooting Is far and away better than magic.

Name another phase your opponent gets no participation in ?

Shooting is the take it in the pants phase.

A significant shooting list will dominate a lot of the current meta.

 

I know a list like the following had beat me every game without fail

 

3x10 xbowmen

6x5 archers

1x10 archers

10+ knight bus

3x5 pistoliers

2 cannon

6 demigryphs

2 HBVG

Steam Tank

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Ho! Awesome comparison of enchanted arrows incoming: http://www.asrai.org/viewtopic.php?f=43&t=26375

 

You need an asrai.org login to see it, but it's incredible! Looks like poison for T4+ and no neg penalties (when there's a -2 or greater to hit, or when T<4 are the way to go. I'll try poison on my glade riders, but will stick with the no neg mods on my guard for the first go-through. I'm planning on piling on the negative modifiers (forests, moving, distance), so hopefully things will be worthwhile. The arcane bodkins seem like they are a distant second to waywatchers for high armour, so it seems like glade guard are best used to fill other gaps.

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