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Title: wood elf 3000 pts vs ogre kingdoms


Wilko - August 29, 2005 11:59 AM (GMT)
Alrighty here is my list, tell me what you think about it... I will put what the magic items do next to thier name

LORDS
Wood Elf Highborn (goes in an eternal guard unit)
-Rhymers Harp (him and his unit gets a 5+ ward save, and can move through all terrain/obstacles without any penalty)
-Helm of the Hunt (+1 attack on the charge, 6+ Armour save)
-Light Armour
-Great Weapon
(254 points)

Spell Weaver
-Level 4
-Armathine Brooch (3+ Ward save against non-magical attacks)
-Blight of Terrors (Cause Terror)


HEROES
Wood Elf Noble (Goes in other eternal guard unit)
-BSB
-Oaken Armour (Light armour, regeneration)

Spell Singer
-Level 2
-Dispel Scroll
-Dispel Scroll

Branch Wraith
-Cluster of radiants (+1 Dispel Dice)
-Murder of Spites (+D6 str 2 poison attacks)


CORE
12 Dryads, Branch Nymph
10 Glade Guard
18 Eternal guard: Command
18 Eternal guard: Command

SPECIAL

6 Wild Riders of Kurnous: Command
6 Wild Riders of Kurnous: Command
3 Treekin, Elder
3 Treekin, Elder

RARE
Treeman


Total points:2936
Power dice: 9+1 bound spell (treeman)
Dispel Dice: 7



Alrighty the plan is basically going to be the two units of eternal guard in the centre of the battle line with the treeman, supported by alot of other units, it will basically depend on the scenery. Having 3 stubborn units in the middle of the battle line with a re-rollable leadership 10 stubborn is just awesome... anyway tell me your thoughts.... ^_^


Swordsalot - August 29, 2005 12:12 PM (GMT)
I think it would be better if you spent fewer points on characters and their items. The truth is, they are unlikely to do much to the ogre characters. I would question the oaken armour and blight of terrors in particular.

Roland Durendal - August 29, 2005 03:26 PM (GMT)
I'm still new with the whole Fantasy thing, but WE excel at shooting. I'd try and get more GG in there to bolster your shots. I really don't see 10 archers being that effective.

@ztech - August 29, 2005 04:22 PM (GMT)
Yes, you should have more missile fire. Ogres are poweful in close combat, so you'll want to thin their number before they come within charge range. As they have low leadership, you'll easily send them out of the board if you make them take lots of panic tests. Fast cavalry will also be devastating against them. Just make sure they don't charge you: I'm not sure that even the Eternal Guard can stand a bull-charge. And don't ever underestimate their spells just because they're cast on 3+. It was my mistake last time I played against them.




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