Hey guys, so my local club is taking part in the Global Campaign that starts this Saturday for the new Storm of Magic expansion. A few things to note, last Saturday there was a series of introductory games to learn the new rules and due to the overwhelming victories by the players who follow the Lore of Life our team gets an additional +2 to cast lore of life spells since we are Ascended. This should change from week to week. It should only be 1000 point games to maximize the number of games however i suspect larger games later in an escalation sort of setup. Without further ado, here is my list:
Lords
Spellweaver
Level 4 Wizard
Lore of Life
Heroes
Spellsinger
Level 2 Wizard
Core
10 Glade Guard
10 Glade Guard
10 Glade Guard
10 Dryads
10 Dryads
Bound Monsters and Magic
Chimera
Iron Hard Skin
Fiend Tail
Rending Fangs
This list comes pretty standard overall. Plenty of archers, plenty of Dryads and 2 wizards to maximize my chances of getting Magical Dominance as well as giving me some extra channeling, a chance of getting the better lore of Athel Loren Spells etc etc. My Bound Monster is the Chimera, not only is a fantastic model to build, paint and look at it is pretty darn good in game. Whilst i would have liked to have the S4 Breathe Weapon, points restrictions limit it unfortunately. Luckily however he comes in with 6 S6 Attacks + an additional D3 S6 Tail Attacks which get +1 to hit on the rear and +1 S6 Chomp Attacks with armour piercing and if i am hitting a large target i get +1 to hit. Finally he gets his Thunder Stomp Attacks giving him a grand total of 17 attacks maximum. Add to this Terror, 4+ Scaly Skin and fly and you have quite the beast. His only downside is his low Ld and his Initiative of 2...hopefully he will be able to get those hits in before biting the dust!
This blog is designed to be my step by step walk through life as a Wood Elf player in Warhammer Fantasy (8th Edition). As we all know, Wood Elves have become one of the hardest armies to play but it is my goal to take the world by storm and show you all how to use your Army to its fullest...oh and now there is Beastmen lurking the blog! - Azeebo
Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts
Monday, 11 July 2011
Saturday, 2 July 2011
1000 Point Sethayla Themed List
Hey guys,
So i thought i would post something NEW today, i have been focusing a lot on tactics and thought i would go against the norm and post something WILD and out there...a type of army very few people because...well...its hard...very hard...possibly the hardest competitive theme to play with...but its fun...oh so fun because its just horrendously fast. Lets have a look see at my Sethayla list:
Heroes
Noble
Light Armour
Shield
Spear
Hail of Doom Arrow
Helm of the HuntGreat Eagle
My general...and only character. At first having NO wizard might seem a bit of a disadvantage...and i agree but focusing on THIS character is actually a hidden strength for the style. He comes in with S5 T4 Armour 4+ and 4 attacks, his mount comes in with 2 S4 attacks and a Stomp attack. This makes him tough (for a wood elf) and very damaging...specifically in the case of Wizards. Get this guy into Base to Base contact with a wizard and watch him destroy them instantly. If he dies...its a shame but you have just taken out a powerful weapon against this type of list. And of course if he lives he lives to cause more havoc as he is a pretty good combat character. Optionally he can be used as a support charger etc. His HoDA also gives him some good ranged potential on turn1.
Core
10 Glade Guard
Hate to say it but this is a unit filler and distraction. My biggest unit and simply their to draw attention and do light ranged damage...and that's it
5 Glade Riders
Musician
5 Glade Riders
Musician
My glade riders are key to the list. They have an insane movement keeping them from getting caught up in any combat i want to avoid and they have no move and shoot penalty. Basically these are going to run circles around my enemy pelting them with arrows and possibly getting in some rear and flank charges (double teaming...or triple teaming with other fast units)
Special
4 Warhawk Riders
4 Warhawk Riders
I love these guys. They are dangerously fast, very hard hitting and can hit and run. Whats not to like? Run circles around your foe, pelt with arrows get a flank charge and unleash a bucket load of S4 attacks...and remember from flanks and rears your foe gets not supporting attacks...then hit and run out of combat to charge again later. Again teaming up with other units will help greatly. These are also perfect for killing warmachines and hunting wizards...love them
Rare
Great Eagle
Great Eagle
More fast moving death. Again wizard hunters, unit support, harassment and warmachine hunters. simple as that.
The idea of the army is to avoid combat unless i WANT to be in combat. The speed will let me do this easily. My speed also lets me redeploy constantly. I could focus all my attention on one flank and as they move to counter me i swing around to the opposite flank and harass that flank basically, running around them preventing them from doing harm and with all my anti wizard based units my lack of wizard will not be to much of a problem.
The list is not without flaws and weaknesses but its fun and at 1000 points is surprisingly deadly on the battlefield.
So i thought i would post something NEW today, i have been focusing a lot on tactics and thought i would go against the norm and post something WILD and out there...a type of army very few people because...well...its hard...very hard...possibly the hardest competitive theme to play with...but its fun...oh so fun because its just horrendously fast. Lets have a look see at my Sethayla list:
Heroes
Noble
Light Armour
Shield
Spear
Hail of Doom Arrow
Helm of the HuntGreat Eagle
My general...and only character. At first having NO wizard might seem a bit of a disadvantage...and i agree but focusing on THIS character is actually a hidden strength for the style. He comes in with S5 T4 Armour 4+ and 4 attacks, his mount comes in with 2 S4 attacks and a Stomp attack. This makes him tough (for a wood elf) and very damaging...specifically in the case of Wizards. Get this guy into Base to Base contact with a wizard and watch him destroy them instantly. If he dies...its a shame but you have just taken out a powerful weapon against this type of list. And of course if he lives he lives to cause more havoc as he is a pretty good combat character. Optionally he can be used as a support charger etc. His HoDA also gives him some good ranged potential on turn1.
Core
10 Glade Guard
Hate to say it but this is a unit filler and distraction. My biggest unit and simply their to draw attention and do light ranged damage...and that's it
5 Glade Riders
Musician
5 Glade Riders
Musician
My glade riders are key to the list. They have an insane movement keeping them from getting caught up in any combat i want to avoid and they have no move and shoot penalty. Basically these are going to run circles around my enemy pelting them with arrows and possibly getting in some rear and flank charges (double teaming...or triple teaming with other fast units)
Special
4 Warhawk Riders
4 Warhawk Riders
I love these guys. They are dangerously fast, very hard hitting and can hit and run. Whats not to like? Run circles around your foe, pelt with arrows get a flank charge and unleash a bucket load of S4 attacks...and remember from flanks and rears your foe gets not supporting attacks...then hit and run out of combat to charge again later. Again teaming up with other units will help greatly. These are also perfect for killing warmachines and hunting wizards...love them
Rare
Great Eagle
Great Eagle
More fast moving death. Again wizard hunters, unit support, harassment and warmachine hunters. simple as that.
The idea of the army is to avoid combat unless i WANT to be in combat. The speed will let me do this easily. My speed also lets me redeploy constantly. I could focus all my attention on one flank and as they move to counter me i swing around to the opposite flank and harass that flank basically, running around them preventing them from doing harm and with all my anti wizard based units my lack of wizard will not be to much of a problem.
The list is not without flaws and weaknesses but its fun and at 1000 points is surprisingly deadly on the battlefield.
Tuesday, 21 June 2011
2500 Point Wood Elf List
This is my core list for my 2500 point army. It is up for a bit of a change up in the future but for the time being here it is:
Lords
Spell Weaver
Level Four Wizard + Lore of Life
Divination Orb
Spell Weaver
Level Four Wizard + Lore of Athel Loren
Wand of the Wych Elm
Heroes
Branch Wraith
Cluster of Radiant's
Core
20 Glade Guard
Standard Bearer
Banner of Eternal Flame
10 Glade Guard
10 Glade Guard
8 Dryads
8 Dryads
8 Dryads
Special
6 Treekin
Rare
Tree Man
Tree Man
Tactics
The list balances the high movement and ranged superiority of the Elves and the strong, tough nature of the forest spirits to strike a balance. My magic offense will primarily be using the tactics used here and since i have 2 tree men for the bound spells and a decicated loren weaver i have some serious potential when it comes to using this:
http://wanderersglade.blogspot.com/2011/06/lore-of-athel-loren-and-its-uses.html
However my magic defense is very potent. 2D6 and take the highest +1 for cluster +1 when opponent uses more than 3 power dice for a spell + 2 for channeling + reroll to all dispell attempts keeps my foes magic at bay.
Offensively my large unit of Glade Guard will be striking at anything with regeneration to down them quickly or at units held up in a building such as during the Watchtower mission since i would get those all important rerolls to hit. Dryads are perfect flanking units and great for holding out inside a wood for steadfast which would play nicely in my forest control schemes whilst the Tree Men and Treekin will be my Anvils and Hammers depending on the situation (example: Treekin anvil, tree man hammer).
Will update as games progress
- Azeebo
Lords
Spell Weaver
Level Four Wizard + Lore of Life
Divination Orb
Spell Weaver
Level Four Wizard + Lore of Athel Loren
Wand of the Wych Elm
Heroes
Branch Wraith
Cluster of Radiant's
Core
20 Glade Guard
Standard Bearer
Banner of Eternal Flame
10 Glade Guard
10 Glade Guard
8 Dryads
8 Dryads
8 Dryads
Special
6 Treekin
Rare
Tree Man
Tree Man
Tactics
The list balances the high movement and ranged superiority of the Elves and the strong, tough nature of the forest spirits to strike a balance. My magic offense will primarily be using the tactics used here and since i have 2 tree men for the bound spells and a decicated loren weaver i have some serious potential when it comes to using this:
http://wanderersglade.blogspot.com/2011/06/lore-of-athel-loren-and-its-uses.html
However my magic defense is very potent. 2D6 and take the highest +1 for cluster +1 when opponent uses more than 3 power dice for a spell + 2 for channeling + reroll to all dispell attempts keeps my foes magic at bay.
Offensively my large unit of Glade Guard will be striking at anything with regeneration to down them quickly or at units held up in a building such as during the Watchtower mission since i would get those all important rerolls to hit. Dryads are perfect flanking units and great for holding out inside a wood for steadfast which would play nicely in my forest control schemes whilst the Tree Men and Treekin will be my Anvils and Hammers depending on the situation (example: Treekin anvil, tree man hammer).
Will update as games progress
- Azeebo
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