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The Lost Glade News
Leading Kindreds

1st: Alter
70pts
2nd: Spellsinger
50pts
3rd: Eternal
30pts


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 A fresh start
sae-thal
Posted: May 31 2010, 11:07 PM
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Citizen of the Glade


Group: No Kindred
Posts: 319
Member No.: 37
Joined: 28-December 05



After not really using my wood elves for at least 18 months and even toying with the idea of selling them I was about ready to scrap them.

But then my gaming club decided to run an almost tale of four gamers campaign. I was all ready to use my new skaven but epicly failing to even get my starting 500 pts list built meant I ended up using my woody's.

And now I've fallen in love with them again wub.gif wink.gif

Decideding to make a new army and sell all my old broken and badly painted stuff I've wrote a list of things I would like to use for my 2000 pts army.


SO tell me what you think?

Noble - wildrider, great stag, the oaken armour 210pts

Noble - way watcher, haild of doom, sword of might 160pts

Spellsinger - level 2, divination orb, dispell scroll 175pts

Spellsinger - level 2, calaingor's stave

10 glade guard - musician 126 pts

10 glade guard - musician 126 pts

5 glade riders - musician 129pts

5 glade riders - musician 129pts

10 wardancers - full command - 201 pts

5 wild riders - full command 166 pts

5 way watchers 120 pts

8 dryads 96 pts

8 dryads 96 pts

8 dryads 96 pts


Any thoughts?
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Hillbilly Carl
Posted: Jun 1 2010, 02:37 PM
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Spear of Orion
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Group: Ancient
Posts: 994
Member No.: 32
Joined: 28-December 05



Its definitely an interesting and balanced list. I'm not sure about your two heros, especially the waywatcher, but if used right I suppose it might work and he'll certainly improve the quality of the waywatcher unit. The glade riders will be useful harrassers and the wild riders will be your knockout punch. I'm a bit concerned about your lack of any real heavy hitters, you'll be hard pressed to deal with any big monsters or heavily armoured units but I suppose you can avoid those for the most part.

One thing I'd be tempted to do is to split your wardancers into two units of 5 with a champion and musician in each. It is rare that you'll get all 10 into combat at once if they are in a single unit and if they are divided you have more versatility and can afford to lose one unit. Plus you'll have 2 champions rather than just one so if you do charge into the front with both units you'll still get more attacks. You can even do two different dances - one unit does the killing blow dance to try to get in a few lucky shots and the other does the +1 attack to try the quantity approach.

If you expand to 2500, the first thing you need is a treeman and probably another unit of glade guard but I think you have a good list even without the big guy and I hope it works out for you.
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sae-thal
Posted: Jun 1 2010, 03:57 PM
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Citizen of the Glade


Group: No Kindred
Posts: 319
Member No.: 37
Joined: 28-December 05



Well I did want a tree man again but kind of ran out of points tongue.gif

I've gone for some units and combinations I never used to bother using for example a hero in my waywatchers. I used to really struggle to know what to do with my hero's. I pretty much only ever ran an alter and scroll caddies before.

Monsters will be a pain but I hoped the hide and hope they go away policy might work XD
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Zelt Arruin
Posted: Jun 2 2010, 12:00 AM
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Citizen of the Glade
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Group: Ancient
Posts: 519
Member No.: 19
Joined: 25-December 05



I never use treemen or treekin, finding both units rather underpowered, due to their movement capabilities or because I just don't like them, irrespectively. What I would suggest, is doing away with those mages, they likely will do very little in your magic phase, and will do marginally more on your opponents turns. Those 325 points could be better spent on more units, like 10 more wardancers and some extra dryads, or perhaps another unit of waywatchers. I often find that waywatchers need no support and are more of a suicide unit, because against dedicated resistance, they will die. On the other hand, it is worth paying 120 points for them just to slow your opponent down for two turns and snipe a couple knights.
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Varnu Heartleaf
Posted: Jun 2 2010, 07:55 AM
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Citizen of the Glade
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Group: Ancient
Posts: 301
Member No.: 599
Joined: 29-February 08



I agree with Zelt on the mages. Either run them dry like I do (meaning no magic items and only 125pts) or ditch them. Not many of the items open to Spellsingers do much for the game and the better ones are all 50pts+.

Again I agree with the remarks towards your nobles. My list used to include a WW Noble and a WD Noble. But after a few play testings with and without them in their units, I found they didn't really add much or died quickly and that the units got on fine without them. Either way it's a waste of pts.

Treemen are overated and expensive. If you have to take trees make it Dryads or Treekin at a stretch.

As already mentioned, you lack not only monster-killing power but you have very little in the way of solid, hard-hitting troops.

Maybe you should drop one of the Spellsingers for another unit of Wild Riders or perhaps some Eternal Guard. I never use to use them but in my last few play tests they've performed very well (until the part in two tests were they were later ripped to shreds).

One last note, Dryads are brilliant but I find if you take less than ten in a unit they don't hit hard enough or last long enough. Just a thought.

This post has been edited by Varnu Heartleaf on Jun 2 2010, 08:04 AM
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sae-thal
Posted: Jun 2 2010, 01:41 PM
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Citizen of the Glade


Group: No Kindred
Posts: 319
Member No.: 37
Joined: 28-December 05



I'm not sure on the dryads I've only ever run them at bare minimum with a branch nymph and never really had any issues. I can see why you saying to take larger units especially with the amount of magic attacks floating about now a days.

I might tweak the list to go magic heavy. Never having had much success with Welf magic thought I might try it properly.
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Silly Dragon Elf the Third
Posted: Jun 6 2010, 10:35 AM
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Spam Bot of the Year
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Group: Ancient
Posts: 2,365
Member No.: 156
Joined: 27-February 06



Dryads are essentially my 'shield wall' against missle fire. Or supporting a bigger more stronger unit like Wild Riders or Wardancers. So 8 is the perfect number for me and NO champ! 96pts is cheap for an Elf core unit save points for Wardancers etc.

My army usually consists of 2 units of wardancers at 6,7 or 8 strong with champs. Two units of Wild Riders one 5 another 6 stong full command to 6 strong. 3 units of Dryads 8 strong 1 treeman and 1 unit of waywatchers 5-6 strong. NEVER use lord choices except if i have points for nothing else and upgrade one of my spellsingers. ALL spellsingers for characters as i just find that combat Elves just aren't tough enough.

I also try to always have at least one unit of Eternals (though being speical choices really makes lists hard to make and (rarely) a unit of Glade Guard.

Usual tactics is control of terrain (forests obv) and attack from one flank. I don't see a field as square i see it as diamond i hold up in a corner and use that method of view (actually makes it more room to move about in i found). I don't actually like shooting so i would drop the Glade Riders they just never work for me and too expensive).

SDETT
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