I am looking for overall tactical advice vs. woodelves. My first go at 2250 with a friend was a draw and we're playing agin soon. Ran the following: 2 units of 10 skink skirmishers, one with priest imbedded. (both got squashed, although one killed an eagle) 2 blocks or 18 saurus with spears one temple gaurd block of 16 w/ Slann, lore of life (miscast 2 or 3 turns). This unit was avoided completely. 7 cold one riders one sole salamander(worthless, took out 2 dryads and fled fighting 2 archers!) one skink priest w/ ancient stegadon mount. Blowpipes were less then effectual. Maybe i just had the luck of the dice against me that night, but i felt that i was being danced around with his cav units. (2 glade riders and 1 wild riders). He also fielded a dragon that swooped where it wanted and crushed a block of saurus from behind with a treeman and dryads charging from the front. My Slann way under performed, but not sure life was best choice. He whittled down two units of archers and scored a wound on the treeman. Howler wind was worthless as i miscast or he dispelled when i did cast right. The stone attack was the best one but even that was dissapointing. He pretty much avoided my steggy, sally, and cold ones on the right flank, while positioning and peppering with arrow fire on his right(my left). I felt like i had to hunker down with my troops to keep the slann in line of sight and not get terribly flanked. on a good note the other block of saurus defeated 1 unit of wild riders and 1 of glade riders in one combat turn, and the cold ones defeated then ran down the wardancers. Ok, this time i am considering hugging one side of the board and advancing with a line of infantry, 3 blocks 18 saurus and 1 temple gaurd w/ slann as anchor(lore of fire this time). I want to use the cold ones and 1 unit of skirmishers to protect one flank with an engine of the gods while i advance and force battle. will the EoG become target practice? Or should i think along a whole new line? Thoughts? Thank you.
you know... Wood elves are fast, so you wasn't unlucky with your dice. It's only light cavalry, they go down to blowpipes. To counter dryads seriously think of magic weapons, and blowpipes. I would've give you some more advice but I'm tired...
skink priest cant be on ancient stegadon with blowpipes. I also wouldnt take lore of life with the slann, lore of iron, lore of fire, death, and even heavens before the lore of life.
Lore of fire solid choice vs Woodelves...Lore of metal is not a good choice Imo because of Wood elves lack of armour saves... Blood Statuette of Spite is very good item... I generaly use this item for hunt my enemy's Alter Noble or spell singer(hero level wizard... I m not sure about its name ) ... even if I dont use it, my enemy save 2 dispel dice or a dispell scroll for that item...
skink priest cant be on ancient stegadon with blowpipes. I also wouldnt take lore of life with the slann, lore of iron, lore of fire, death, and even heavens before the lore of life. Right, it was a chief not a priest. Mis typed. Thanks.
I'm not tired anymore! Ok so if I didn't misunderstand anything now I can say the following things added on my last post. 1. as everybody already said Lore of life is BAD against WE, go with fire instead, or shadow if you got a nice scar-vet with a GW. 2. use Terradons, they're good for hunting lone guys, aka alter nobles, or just use the fra-zapp statue of doom(don't remember the name) 3. your cold ones... put 1 unit on each flank. 4. Sallies, advance them towards the middle of the field, this will push him onto the flanks if he sees the sallies as a big threat.(which they are against WE!) making his units easier to pick off with your cold ones. Also use 2 units of sallies if possible. 5. Try using an EoTG to kill those pesky forest spirits(dryads, wild riders, treemen etc.) 6. Over all wood elves rarely have an aromur save and if it's low. They got wards instead, kill them with magic! Magic items etc, if you get an old blood for example you can give him the blade of realities and a carnosaur/cold one and he'll kick that dragons @ss if he catches it. Ok, now you got my 2 cents, take 'em or leave 'em.
Ok, thinking about either 240 points worth of sallies in the middle of my line with a EoG right behind. Or... Run an EoG in a unit of ranked skinks w/ a chief to help keep the priest safe. Advice? Left and Right i plan to run two blocks of saurus and 1 saurus and 1 temple gaurd unit. 6Cold ones and unit of 10skinks with blowpipes to cover flank/rear when the dragon swoops behind to march block. i hope to line up one flank along a borads edge and hug it while i advance and wheel to force him to combat. Pesky wood elves! Thought? >>>
do like this to avoid that dragon charging you from behind. |Cold one riders|--------|Skinks|-------|skinks|------|skinks|---------|Cold one riders| ------------------|Salamander|-|Saurus|-|EoTG|-|saurus|-|salamander| -----------------------------------|skinks|-----------|skinks| Then you deny that rear charge of the saurus with a cheap skink unit, no more than 10 skinks in each. He can still charge from the side, but then he will be smited by the EoTG (burning alignment likes forest dragons) another 2 of my cents.
Engine of the Gods is a must, but i would be tempted to give the priest a ward save talisman against any killing blow shots. Also i must say that unless my wood elf player is using a treeman ancient with the annoyance of netlings (in which case they should be shot in the foot) i always take lore of life against the wood elves. -1 to casting value of lore of life and suddenly your 6 dice for your slann turn into 4 spells a turn, rain lord and howler wind are the key to keeping your army from becoming a pin cushion, and stone / woods to sort out the rest. Ever wondered how to stop an engine from getting killed gift of life my friends. PS if he takes a treeman ancient, take shadow and pit of shades the world
Glorystorm, may I ask you why you think Ancients are so good? I used to run them with netlings and I-get-more-DP-dice spite. It honestly didn't do anything, hitting on 6s in a duel isn't that horrible, you just avoid the treeman in itself. Just like regular Treemen it's most use is to scare people and move forests without using dice. That's very expensive for a thing that only moves 2 woods a turn. What you should worry about is Waywatchers, they like characters that's lone, a noble/hirghborn with waywatcher kindred is even meaner, or a regular noble/highborn with the bow that allows you to single out an enemy char even if it is in units.
Lost by 499 points. Ug! Cold ones on the flank got destroyed by wayatchers and some elf lord with armour piercing arrows, and the sallies did squat with flaming breath. They did however break some wardancers and run them down. EoG got off Burning Alignment twice causing ok damage. The Slann did great with Lore of Fire. Conflag of Doom is a great spell. The right flank colapsed and my stubborn steggy broke and ran. The missle ward was ok for a turn or two but nothing really big. Maybe saved two or three shots total. Overall for my second game at 2250, i'm not too bummed, good learning experience. Looking forward to some more playing....
i myself played the WE about a week ago heres my advice -put some skinks on the flanks, you can then give less attention to any flankers he may send -terradons need to take out his lone charecters, if he runs them like my friend did , it will probably on horses out in the open -avoid waywatchers, i dont have advice on these guys, they can saty out your line of sight on any of your blocked infantry -run one of your sarus blocks where he places his wild riders, they will bounce off -take shadows: pit, two movment spells and a 3d6 no armor save spell, fun against cavalry -run a steggy up the middle his movement isnt good enogh for the flanks i is too tired from witing two essays for school so have fun
shadows is good against treeman woodelves but if the guy runs a dragon, try running lore of beasts. Bears anger gives you a great spell to cast on unit champions/or saurus hero on foot (though coldone saurus hero seems better). Also, beast cowers on the guys dragon is a great spell as you can pretty much (if you get it off) position yourself for a nice charge for your next turn (as he will be unable to move ). This gives you a chance, also, to position a unit behind the dragon so it will be destroyed if it flees. EOTG is great with the area of effect shooting, magical s4 no need to hit or los, also that kind of spell is great against things in forests, like the 6th spell in light, death and any other spell that is area of effect and no los needed. I plan on using slaan with knowing all spells and +1 extra dice, saurus hero in cold one unit, skink priest on eotg and maybe a priest on foot or a skink chief on ancient with the spear, or another eotg, who knows but its all about just hunkering down on table quarters if you can and forcing WE out of a particular table quarter.