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 4000 points vs Goblins
Geep
Posted: Sep 22 2009, 12:39 AM
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Citizen of the Glade
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The list looks decent, but you may have trouble protecting the treeman, dragon and eternal guard.

I don't know what your friend usually takes, but one of the best things for goblins is to have a heap of war machines. Spear Chukkas are very cheap and can easily bring down a dragon or treemen when fielded in large amounts (he could take 12 at 4000 pts). Rock lobbers can also be a threat to large creatures, but will also worry your Eternal Guard. Doom Divers are another popular machine, and they threaten everything in your army very well- able to be adjusted in position after scatter they do D6 Str 5 hits, so they don't care about your skirmishing or anything similar.

Waywatchers are a god counter to most war machines, but there's only so much they can attack at one time.

Goblins also have squig hoppers- these guys move 3D6" every turn, not slowed by terrain, and they count as charging any enemy they hit (even if it was out of LOS or was oitherwise unable to be charged normally). They hit fairly hard, with 2 Str 5 attacks each, and are great for clearing you out of forests. They die fairly easily though.

Spider riders are another unit able to pass straight through terrain, but they're less of a threat. They still need LOS to charge, and you usually won't fear a shooting match with them.

I'd expect the goblins to be magic heavy, and they do have some decent items, so don't expect to rely on magic.

You'll need a sacrificial unit to draw out the fanatics- I'm guessing this will be the glade riders. NormallyWood elves can draw out fanatics and deal with them easily, but I'd expect a lot of fanatics in the goblin list and charging through them will really hurt Wood Elves.

Good luck for the game!
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Glim
Posted: Sep 22 2009, 03:54 PM
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I don't really expect fanatics, because I will just lure them out while standing in a wood. For those who do not know, fanatics die when touching terrain. I always move a forest toward any night goblin unit in the army, since only night goblins can contain fanatics.
I expect heavy magic and a lot of war machines.

The Wardancer Highborn will be my general and will serve as bait for Wyverns. A Treeman will escort him. The Dragon will be on the other side of the battlefield. Alongside 2 or 3 units of Wild riders who can keep up with him.
As an experienced opponent he will not let any openings for my Waywatchers to shoot from, so they will be a decoy and annoyance unit.
The Etarnal guard, well I don't really know. Guess I will hold them back until turn 5 and use them as a sweeping unit. 7 broad/width (is that the word?) guess I could get rid of one dryad unit to make the eternal guard unit bigger.

Overall tactic will be letting them come to me and try to sneak around. Taking warmachines, wolf riders and chariots down first.

Should I take Amaranthine Brooch of Armour of the Fey on the BSB? couldn't quite decide.
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Hillbilly Carl
Posted: Sep 22 2009, 08:19 PM
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I think making your Eternal guard unit bigger is a very good idea. They are your only big unit so they instantly become a target. That means they are going to take casualties so the more you can beef up the unit the better. I'd say to make the unit at least 21 strong (3 ranks of 7) and maybe even 26 (gives you the max rank bonus and if you put the lvl 2 wizard and BSB in there it gives you 4 ranks of 7). That would be a really nasty unit for any opponent. Static combat resolution is important in any infantry unit so make the most of it.

The glade riders seem a bit out of place and but I suppose it is good to have a unit that can flee from a charge. They also give you at least a few ranged shots. I'd still rather have a unit of glade guard but Glade riders do have their uses.

Careful with the wild riders and the dragonrider. The fimbulwinter shard is good but I just can't justify taking it when there are going to be forest spirits close by. Remember that if you make your wardancer highborn your general your wild riders will be testing for stupidity on their own leadership of 8. Make sure they aren't following your dragonrider too closely!

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Glim
Posted: Sep 23 2009, 05:09 PM
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removed one dryad unit to gain 8 eternal guard.

Dragon mounted Highborn, shield, Oaken Armour, Fimbulwintershard, Sword of Might.

Wardancer Highborn, Blades of Loec, Amber Pendant, an Annoyance of Nettlings.

Spellweaver L4, steed, Wand of Wych Elm, scroll.

Battle Standard Bearer, Amarinth Brooch.

Spellsinger L2, 2x Scroll.

Branchwraith L1

Branchwraith L1, a Cluster of Radiants

1x 5 Glade riders
5x 8 Dryads
1x 25 Eternalguard (core) full command, warbanner.
1x 7 wardancers, mus, champ.
5x 5 Wildriders, mus, stb.
1x 5 Waywatchers
1x 1 Treeman

0 points left

this means that including two characters, the eternal guard are 3 ranks of 7 and a rank of 6. Maybe I'll move the Spellsinger out of the unit when I get close to the enemy. I would really like the unit to have Ryhmer's Harp, and I already constructed a 5000 point list with that combination. The 4000 or 5000 point choice I left to my opponent.

I read the O&G Special characters, but will he take one? I thought the Chariot character was very good, but the others I don't know. He could take 2 Wyverns...
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Hillbilly Carl
Posted: Sep 23 2009, 05:20 PM
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I like the list. It has some pretty nasty punches and some good tricks too. Do you actually have all the models to make this list? That is a lot of dryads and wild riders.

The best Orc special character is the orc Lord on foot (Grimgor?) He is nasty in close combat. The night goblin with the giant squig is also pretty good.
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Glim
Posted: Sep 24 2009, 05:12 PM
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:D Almost, I have enough dryads for 6 groups and a lot of glade riders will be used as wildriders. the rest I've got. when I started I bought two battalion boxes. And soon after the rest. I even have a dragon and the mounted Noble on steed can sit on it's back. After that I stopped buying, I'm still painting, but it does not go fast...
And one army is enough for me. If Chaos Dwarfs would ever come out, I'd make an exeption, but it's not likely to happen any day soon.
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Glim
Posted: Oct 16 2009, 02:12 PM
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The battle is going to happen! the weekend of 24 on 25 we will be playing our massive 4000 point battle.

I will go with my last list, unless someone has any other suggestions.
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Glim
Posted: Oct 31 2009, 10:29 AM
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So I kicked some serious Orc butt! I'll just give highlights.

his army had 2 Wyverns, 2 Giants, Savage Orc boars with character, one block Black orcs with a L4, Orc unit with a L2 and a BSB, two night goblin units with one fanatic and one L2 each. a couple of chariots and a couple of wolf riders. For artillery he had two doom divers and 4 spear chukkas. That's about it. really empty battlefield for O&G.

I let him charge my Dragon in round 3 with a Wyvern, I got no wounds, and won the combat with 3 or 4 overran into Black orcs. did 2 wounds on the L4 and 4 on normal Orcs, tried to hold so I could charge his Wyvern with General, but rolled double six. Dragon lost combat and was overrun.
His magic and shooting failed a lot.

Giants both went down due to dryads.

On his Generals Whaaagh the complete boar rider unit got whiped.


Overall it was a good battle. Poor use of Wyvern, his bad timing of his whaaagh and a little bit bad luck on his side cost him the game. Eternal guard, Treeman and Wardancers didn't do anything the whole battle. So thats about one third of my army. Lesson learned: get out to fight sooner when it is going your way. Only got a minor victory when I could have gone for the Massacre.




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