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Warhammer Palace > Wood Elves > 2000 Pts Woodies -> Using new rules


Title: 2000 Pts Woodies -> Using new rules
Description: yea/nay? ..&..alternative for dryads?


Lord Anathir - July 18, 2005 07:15 PM (GMT)
This is a 2000Pt list for Woodelves using their new rules. Im looking for a competitive list, but i want to stay away from treemen, treekin as much as possible. The only reason ive got the dryads in their is the fact that they cause fear. Comments Please!

Tactics: Sit back and whittle down units with archery fire. Marchblock everything. Use the move and fire to full advantage by moving back and back. When I cant move back any more I will multi charge with a number of fear causing units hoping to autobreak.

10 Archers
120 Pts
10 Archers
120 Pts

*these guys sit in the centre of the table and pretty much go around and cause as many panic checks as possible. Depending on what kind of units hes got I will either attempt to wipe out support units OR shoot on rank and file in order to hope to autobreak with fear.

8 Dryads
96 Pts
8 Dryads
96 Pts
6 Wild Riders wFC
192 Pts
8 Wardancers
144 Pts
8 Wardancers
144 Pts

*These guys all cause FEAR (except wardancers). Therefore, numbers count. I dont want to take them in large units, as im hoping that missile fire can whittle the enemy down a little. Wardancers are there to kill things, get stuck in and cause some casualties. They're not that expensive, so if my opponent gets distracted a little by them, thats a good thing.

5 Waywatchers
120 Pts
3 Warhawk Riders
120 Pts
1 Eagle
50 Pts

*Warmachines, Mages, Marchblocking. I have waywatchers there to shoot at riders on mounts in hope of getting a killing blow or something. They have BS 5, so they'll cause 3 or 4 killing blows a game or something. It could be quite useful when shooting at knights or stuff.

5 Glade Riders
120 Pts
5 Glade Riders
120 Pts

* B-A-I-T oh, and they're fast cav with bows...so 5 more bow shots cant be that bad. Both on the flank that doesnt have wild riders.

Highborn Anathir, Alter Kindred, Great Weapon, Helm of the Hunt, Amaranthine Brooch, Moonstone of Hidden Ways + Light Armour
279 Pts

*Hes just ur uber combat character. On the charge, WS8, St 6, A6, M9, I9. If he gets into trouble, i can teleport him out of there. Plus, the moonstone is just cool. Teleportation is just cool. The model is just SWEET. Alter Kindred is uber SWEET. /rant

Lvl 1, Scroll x2
140 Pts
Lvl 1, Scroll, deepwood sphere
140 Pts

*Should be enough magic defense until i kill the mages. Ive got tons of units to do it. I have the deepwood sphere in there so i could put beside my unit of glade guard in the woods...and when they are assulted by something, he gets wrecked by strength 5 hits.

Commants on army list or tactical use please!!! Also, if anyone knows of a a better alternative to using dryads I would very much appreciate it!

Mædhros - July 18, 2005 07:58 PM (GMT)
The only thing I see that could be a problem is that you have a LD 8 general. Alter-kindreds can't be generals.

Lucius - July 20, 2005 07:55 PM (GMT)
Well, I think this list will not hold up in 2k. From my reading through the book, WE rely largely on characters, and they are a way to make of break the army, so I will first comment on your characters.
As was noted, you have a Ld8 general. This prbably don't bother you, since you don't expect to want/need Ld10 if you fights, but trust me, 9is better than 8, and the extra Ld from a 10 is huge, for when you NEED your wardancers to stay. Your mages are also failry inept, and could be more useful with a little tweaking. Keep in mind, you can get your dryads to cause TERROR. Magic is GOOD. Oh, and you are wasting the huge potential of the waystones. Get that thing in a unit. THose 35pts can be put to much better use elsewhere.
Core: Good. No overkill on the archers, so they will be a nice support. Though getting them to 12 won't be amiss. I would go with more Dryads, but that is preferance. I like the fear, they are cheaper than Dancers, and fill out your army much better. T4 is very nice when you have such low saves everywhere. Like the Riders, though a musician would be invaluable here.
Special: Your lack of Eternal Guard is disturbing. You have NO CR from ranks or numbers. If make be worth it, also, to give you enemy a focal point. Good Dancers, and 8 is a fine size since they are immune to Psyche. Wilds are good, though a champ ain't neccessary. Warhawks are nice for warmachine hunting, though expensive, I hope they can play their part.
Rare: Why an Eagle? You have your warhawks? This seems a redundant role that does not need to be filled. Another unit of watchers would be beautiful. If not, sink the points elsewhere, theis eagle is not needed. Keep the watchers small as you have, though you can go up to 8 :-D

Other than that... I dunno. Have yet to really play test them to tell you more, so take what I say with a grain of salt. Just... the WE are going to be fine if you use them without thought, but a little thought cvan go a LONG way. Examine your characters, and your unit combinations better. Good start, but that's all I really see this as. Get more subtlety in the list and you will be a happy camper.

LordChilipepa - July 21, 2005 08:15 PM (GMT)
I think the Eagle is there for a different reason from the Warhawks: Eagles are the most pain-in-the-arse disruption troops in existence. Warhawks are nowhere near as good at dummying/feinting/baiting/general disruption as Great Eagles, who are simply beautiful for forcing your opponent to play your game rather than his. They are even more beautiful than skinks, and that's saying something. I'm surprised he doesn't have two.

That being said, it's always worth having more than one unit in the same role, so in that way they support each other as well. After all, how much more difficult will it be for enemy mages/shooters to escape the arcs of two fliers - and if one gets shot down, the other unit will still be operational.

Don't lose the Eagle. If anything, drop the Warhawks, and get more Eagles. Eagles are fantastic.

I'd be inclined to agree with Lucius, however, in that your army needs some static CR punch: as it is, I see one unit you have which can break flanks and can be engaging in combat (the Wild Riders). Ideally, you should be looking for three or more - and those Glade Riders don't count, they have bows. Since you don't want to use Tree-kin or Tree-men, that leaves you with a Forest Dragon (even more brutal than your Alter Kindred bloke... plus you get to keep the Ld10) or more Wild Riders, or perhaps one or two more units of Glade Riders, this time with spears. You don't need Eternal Guard to win the static CR battle - you just need to negate your enemy's static CR, and for that you need flank- and rear-breaking units. With a nice Rear Charge to cancel out the enemy Standard and Outnumbering, things should then come down to kills, and if with all that combat nastiness at your disposal you can't beat the enemy on kills, then something is going severely wrong.

Prince Cal - July 21, 2005 08:41 PM (GMT)
As a quick note I have to say I find taking an eagle in the new woodies very hard, treemen are just awesome and way watchers and just so needed to allow you to take out lots of war machines, mages etc. It doesn't help you only get 1 eagle per rare slot.

Xarhain - July 21, 2005 09:44 PM (GMT)
Agreed. There's no way I'm going to be able to sacrifice a rare slot that I could be using on exiting new stuff for a boring old eagle.

Actually no, not boring, not boring at all. It's just, for me personally, I've used them pretty much every game with high elves, and at that I've been getting two for a rare choice. I can't see myself taking eagles in the WE list.

On that note, I ordered the army box recently. Got it for £120 with free shipping from battle games by mail. Arriving around the 30th.

I DONT WANNA WAIT!! :( :(

Lucius - July 22, 2005 05:53 PM (GMT)
Heh, thanks for the rebuttal Chilli, but I identify with Xarahin here.

I am spoiled with 2pre choice as a HE, and yes, great eagles are hugely useful, but those rare slots are SO precious, that the eagle would have to fill a definate gap that my waywatchers could not. I know it is increadibly useful, I use them religiously. I dunno, just... not here. It's redundancy I don't think he needs.

Glade Riders DO have spears. At 24pts I should hope so! They don't hav ethe option, they HAVE to have both :( Anyway, I would still have more of them, and great suggestion on the dragon! Especially with the talisman thingy that gives him and his mount a 3+ ward, until failed.

Shadowknight - September 5, 2005 08:14 PM (GMT)
QUOTE (Lord Anathir @ Jul 18 2005, 02:15 PM)

Highborn Anathir, Alter Kindred, Great Weapon, Helm of the Hunt, Amaranthine Brooch, Moonstone of Hidden Ways + Light Armour
279 Pts





So, he has I9 but strikes last, effective.

Xarhain - September 5, 2005 08:31 PM (GMT)
You think it's not effective? I you're any good with your alter there'll only ever be one round of combat. Iniative won't come into it.

By the way, this is called necromancy; when you bring up an old thread without adding anything to it. And you havn't added anything, just a snide comment. Don't do it again please.

Shadowknight - September 5, 2005 09:24 PM (GMT)
Sorry, I though because it was at the top it was new ( didn't look at the date :s)

warrior of the woodland realm - October 10, 2005 01:51 PM (GMT)
hi im new to the wood elves but been playing for years and iv found out that playin defensivly like your tactics often end up in draws and i think use the wood elfs shooting capabilities to wittle down the enmy light armoured troops and move up with your other units in the centre and use fast cavelry not as bait but assistance as flankin units and getin rid of enemy arches and war machines but tou selection of army seems good id take more archers tho




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