2400 Pts - Wood Elves Roster - Call to Arms List v 1.1
Spellweaver (1#, 305 pts)
1 Spellweaver, 305 pts (Always Strikes First; Blessing of The Ancients; Forest Stalker; General; Level 4 Upgrade; Asrai Longbow; Hand Weapon; Volley Fire)
1 Elven Steed (Fast Cavalry; Vanguard)
1 Channeling Staff
1 Talisman of Preservation
1 The Lore of High Magic
Shadowdancer (1#, 185 pts)
1 Shadowdancer, 185 pts (Always Strikes First; Blessing of The Ancients; Forest Stalker; Level 1 Wizard; Hand Weapon; Extra Hand Weapon x1; Immune to Psychology)
1 Glittering Scales
Glade Captain (1#, 150 pts)
1 Glade Captain (Battle Standard Bearer), 150 pts (Always Strikes First; Forest Stalker; Asrai Longbow; Hand Weapon; Battle Standard Bearer; Volley Fire)
1 Gambler's Armour
1 Hail of Doom Arrow
Spellsinger (1#, 150 pts)
1 Spellsinger, 150 pts (Always Strikes First; Blessing of The Ancients; Forest Stalker; Level 2 Upgrade; Asrai Longbow; Hand Weapon; Volley Fire)
1 Dispel Scroll
1 Ironcurse Icon
1 The Lore of Beasts
Waystalker (1#, 110 pts)
1 Waystalker, 110 pts (Always Strikes First; Forest Stalker; Hawk-eyed Archer; Asrai Longbow; Hand Weapon; Extra Hand Weapon; Scouts; Sniper; Volley Fire)
1 The Bow of Loren
Eternal Guard (20#, 265 pts)
19 Eternal Guard, 265 pts (Always Strikes First; Forest Stalker; Musician Mus; Standard Bearer Std; Hand Weapon; Asrai Spear; Light Armour; Stubborn)
1 Eternal Warden (Always Strikes First; Forest Stalker; Hand Weapon; Asrai Spear; Light Armour; Stubborn)
1 Standard of Discipline
Glade Guard (10#, 170 pts)
10 Glade Guard, 170 pts (Always Strikes First; Forest Stalker; Musician Mus; Standard Bearer Std; Hand Weapon; Asrai Longbow; Trueflight Arrows; Volley Fire)
Glade Guard (10#, 160 pts)
10 Glade Guard, 160 pts (Always Strikes First; Forest Stalker; Musician Mus; Hand Weapon; Asrai Longbow; Trueflight Arrows; Volley Fire)
Glade Guard (10#, 160 pts)
10 Glade Guard, 160 pts (Always Strikes First; Forest Stalker; Musician Mus; Hand Weapon; Asrai Longbow; Trueflight Arrows; Volley Fire)
Deepwood Scouts (10#, 160 pts)
10 Deepwood Scouts, 160 pts (Always Strikes First; Forest Stalker; Hand Weapon; Asrai Longbow; Trueflight Arrows; Scouts; Skirmishers; Volley Fire)
Deepwood Scouts (10#, 160 pts)
10 Deepwood Scouts, 160 pts (Always Strikes First; Forest Stalker; Hand Weapon; Asrai Longbow; Trueflight Arrows; Scouts; Skirmishers; Volley Fire)
Treeman (1#, 225 pts)
1 Treeman, 225 pts (Forest Spirit; Tree Whack; Causes Terror; Flammable; Large Target; Scaly Skin; Stubborn; Thunder Stomp)
Waywatchers (5#, 100 pts)
5 Waywatchers, 100 pts (Always Strikes First; Forest Stalker; Hawk-eyed Archer; Hand Weapon; Asrai Longbow; Extra Hand Weapon; Scouts; Skirmishers; Volley Fire)
Waywatchers (5#, 100 pts)
5 Waywatchers, 100 pts (Always Strikes First; Forest Stalker; Hawk-eyed Archer; Hand Weapon; Asrai Longbow; Extra Hand Weapon; Scouts; Skirmishers; Volley Fire)
Nick was taking (Roughly):
2400 Pts - Dark Elves Roster
High Beastmaster (2#, 305 pts)
1 High Beastmaster, 305 pts (Always Strikes First; Hatred (High Elves); Murderous Prowess; Hand Weapon; Spear; Light Armour; Sea Dragon Cloak; Scaly Skin)
1 Scourgerunner Chariot (Ravager Harpoon; Chariot)
1 Beastmaster Crew (Always Strikes First; Hatred (High Elves); Murderous Prowess; Repeater Crossbow; Spear)
2 Dark Steed
1 Charmed Shield
Supreme Sorceress (1#, 240 pts)
1 Supreme Sorceress, 240 pts (Hekarti's Blessing; Always Strikes First; Hatred (High Elves); Murderous Prowess; Level 4 Upgrade; Hand Weapon)
1 Dark Steed (Fast Cavalry; Vanguard)
1 The Lore of Light
Master (2#, 188 pts)
1 Master, 188 pts (Always Strikes First; Hatred (High Elves); Murderous Prowess; Hand Weapon; Lance; Heavy Armour; Sea Dragon Cloak; Shield; Scaly Skin)
1 Dark Pegasus (Flyer; Stomp; Swiftstride)
1 Talisman of Preservation
1 Potion of Foolhardiness
Corsairs (20#, 250 pts)
19 Black Ark Corsairs, 250 pts (Musician Mus; Standard Bearer Std; Always Strikes First; Hatred (High Elves); Murderous Prowess; Hand Weapon; Extra Hand Weapon; Light Armour; Sea Dragon Cloak; Scaly Skin)
1 Reaver (Always Strikes First; Hatred (High Elves); Murderous Prowess; Hand Weapon; Extra Hand Weapon; Light Armour; Sea Dragon Cloak; Scaly Skin)
Dark Riders (5#, 130 pts)
4 Dark Riders, 130 pts (Musician Mus; Standard Bearer Std; Always Strikes First (Riders only); Hatred (High Elves) (Riders only); Murderous Prowess; Hand Weapon; Repeater Crossbow; Spear; Light Armour; Shield; Fast Cavalry; Vanguard)
1 Herald (Always Strikes First (Riders only); Hatred (High Elves) (Riders only); Murderous Prowess; Hand Weapon; Repeater Crossbow; Spear; Light Armour; Shield)
5 Dark Steed (Fast Cavalry; Vanguard)
Dark Riders (5#, 120 pts)
4 Dark Riders, 130 pts (Musician Mus; Always Strikes First (Riders only); Hatred (High Elves) (Riders only); Murderous Prowess; Hand Weapon; Repeater Crossbow; Spear; Light Armour; Shield; Fast Cavalry; Vanguard)
1 Herald (Always Strikes First (Riders only); Hatred (High Elves) (Riders only); Murderous Prowess; Hand Weapon; Repeater Crossbow; Spear; Light Armour; Shield)
5 Dark Steed (Fast Cavalry; Vanguard)
Dark Riders (5#, 120 pts)
4 Dark Riders, 130 pts (Musician Mus; Always Strikes First (Riders only); Hatred (High Elves) (Riders only); Murderous Prowess; Hand Weapon; Repeater Crossbow; Spear; Light Armour; Shield; Fast Cavalry; Vanguard)
1 Herald (Always Strikes First (Riders only); Hatred (High Elves) (Riders only); Murderous Prowess; Hand Weapon; Repeater Crossbow; Spear; Light Armour; Shield)
5 Dark Steed (Fast Cavalry; Vanguard)
Shades (5#, 80 pts)
5 Shades, 80 pts (Always Strikes First; Hatred (High Elves); Murderous Prowess; Hand Weapon; Repeater Crossbow; Additional Hand Weapon; Scouts; Skirmishers)
Shades (5#, 80 pts)
5 Shades, 80 pts (Always Strikes First; Hatred (High Elves); Murderous Prowess; Hand Weapon; Repeater Crossbow; Additional Hand Weapon; Scouts; Skirmishers)
Scourgerunner Chariot (1#, 150 pts)
1 Scourgerunner Chariot, 150 pts (Ravager Harpoon; Chariot)
2 Beastmaster Crew (Always Strikes First; Hatred (High Elves); Murderous Prowess; Repeater Crossbow; Spear)
2 Dark Steed
War Hydra (1#, 180 pts)
1 War Hydra, 180 pts (Fiery Breath; Causes Terror; Large Target; Scaly Skin; Thunder Stomp)
War Hydra (1#, 180 pts)
1 War Hydra, 180 pts (Fiery Breath; Causes Terror; Large Target; Scaly Skin; Thunder Stomp)
War Hydra (1#, 180 pts)
1 War Hydra, 180 pts (Fiery Breath; Causes Terror; Large Target; Scaly Skin; Thunder Stomp)
Kharibdyss (1#, 160 pts)
1 Kharibdyss, 160 pts (Causes Terror; Large Target; Scaly Skin; Thunder Stomp)
In short it was a Storm of Arrows Vs a Horde of Beasts. We decided to roll for the scenario and we got Blood and Glory, and we both had 5 fortitude. We rolled for sides and proceeded to set up our forces.
Le Field of Battle |
Wood Elf Deployment (right hand view) |
Some of the Dark Elf Deployment |
Wood Elf Deployment (from the left) |
Anyway Nick won first turn and started with a general forward advance, with his Dark Riders and Shades dancing around my left flank, his monsters walked through ominously. In the magic phase Nick failed to cast his spell and so the magic phase ended. In his shooting phase he 2 hit my poor Treeman, killing him before he could kill a single Dark Elf (or Dark Elf pet monster), he also shot at the units on the left and inflicted some moderate damage.
With the loss of my Treeman in the opening turn it was time for me to inflict some damage of my own. On the left my Glade Guard repositioned themselves to better shoot at the Dark Elf threat. On the right my lines mainly held fast and aimed their weapons. In the magic phase i arcanely unforged the BSB's Talisman of Protection (and inflicted a wound in the process). In the shooting phase i shredded his chaff (and vindicated my choice to pump this list full of Trueflight Glade Guard), at the end of the phase he had only a Dark Rider remaining (he started with 10 Dark Riders and 10 Shades). On the other flank i only knocked a wound off a Kharibdyss .
Nick opened turn 2 with his BSB flank charging a Glade Guard unit and the last Dark Rider front charging the same unit. His Hydra's walked up in preparation for a Eternal Guard BBQ and the Kharibdyss went Waywatcher hunting. The remaining Dark Riders and mounted mage scooted behind the Wall-O-Hydras, on the right flank the Corsairs advanced and finally the chariots stumbled around a bit. In the magic phase Nick cast the Net of Amyntok on my Eternal Guard (i underestimated the danger of that spell and let it through) and in the shooting phase Nick BBQed my Eternal Guard, out of 20 only 4 remained (and the characters). In the combat phase my Glade Guard killed the Dark Rider but were killed in turn by the BSB who overran into a unit of scouts.
My turn 2 began with a failed (due to that damm net spell thing, which finished off the Eternal Guard) Shadowdancer charge which became a Waystalker charge into the only Hydra not to have flamed my Eternal Guard and was followed up with Glade Guard/Scout/Waywatcher dancing. In the magic phase i cast Savage Beast on the Waystalker with the faint hope he would be able to slay the beasti. In the shooting phase the Net stuck again and prevent me from shooting the HODA (but did wound anyone else) but i was able wipe out Nicks remaining Dark Riders and mage in addition to knocking a few wounds off a assorted monsters. In the combat phase my Waystalker failed to kill the Hydra and was eaten and my Scouts were murdered my the BSB.
Turn 3 began with Nick charging 2 Hydras into my characters and a Kharibdyss into my Waywacthers. He then proceeded to move the Hydra who had not yet flamed onto my other Waywatcher units flank. The chariots positioned themselves to fire at some scouts and the Corsairs advanced. In the shooting phase the Waywatchers were BBQed down to two models(apparently crispy Wood Elf is a Dark Elf delicacy) and the Chariots fired ineffectively into the scouts. In the combat phase the Hydras slaughtered the characters but the Kharibdyss failed to kill the Waywacthers, reducing them to a single model who not only knocked a wound off the Kharibdyss but didn't run, way to go Waywatcher!!
My turn 3 began with my mage jumping out of his unit and running around to face down the BSB (who had his back to him) in preparation to magically blast him. My Glade Guard general backed away from the closets targets they could see. In the magic phase i hit the BSB with a 4d6 Soul Quench and knocked only a single wound off him and in the shooting phase i hit the corsairs a few more times and the other 2 Waywatchers failed to wound one of the Hydras. In the combat phase the last Waywatcher reduced the Kharibdyss to a single wound before being stomped on.
Turn 4 saw Nick charge both his chariots into my final scout unit, one of his Hydras into my last 2 Waywatchers and his Corsairs into one of my Glade Guard units. Also his BSB turned to face my mage with evil intent and his Kharibdyss fled into a corner. Skip straight to the combat phase and Nick killed every unit he charged, things were looking quite grim.
In what was to be my final turn i started by shuffling my last Glade Guard unit to the left in order to get a shot in on the Kharibdyss. The magic phase saw me melt the BSB into a puddle with Arcane Unforging (love that spell) but unfortunately i failed to kill the Kharibdyss.
In the final movement phase of the game Nick charged my Glade Guard unit with the standard, who fled, were charged again only to flee again and get run down thus loosing me the game.
So what did i learn from this practise game? Well for one thing i need to plan the deployment phase. I can do fairly well in the other phases but the deployment phase is my weakest and i need to learn how to do it better as my poor performance in it looses me games. Also the Treeman is out of the list and a unit of 6 Treekin mainly because Treekin cant get 2 hit by bolt throwers, and with Wildform they can hit as hard (even better in some instances) as a Treeman. Time (and my game next Thursday) will tell if they are the better choice. Until next time.
Rex
good coverage. the only things you got wrong in the army lists were that only one unit of Dark Riders have a standard, and non of them have heralds. also the shades have additional hand weapons
ReplyDeleteCheers, i had a feeling i missed something. I will make the changes now
ReplyDeleteCan the Shadow Dancer take glittering scales with teh lvl1 upgrade? BRB states that wizards can only buy magical armour if they can also wear mundane armour...I dont think the Shadow Dancer has a mundane armour option. Slaughtermaster gets around it with an FAQ stating that an ironfist is armour for the purposes of allowing the purchase of magical armour.
ReplyDeleteJoel v
That didn't actually cross my mind, i guess he cant until a FAQ comes out saying he can (or cannot).
DeleteIt doesn't actually matter ay more as in the new version of the list he is no longer a level 1 mage
Greetings!
ReplyDeleteA small question, if I may...
>> Waystalker (1#, 110 pts)
1 Waystalker, 110 pts (Always Strikes First; Forest Stalker; Hawk-eyed Archer; Asrai Longbow; Hand Weapon; Extra Hand Weapon; Scouts; Sniper; Volley Fire)
1 The Bow of Loren
>>
In my copy of Wood Elves army book, Waystalker is listed as having 1A... What's the point of giving him the Bow of Loren? Or is his number of attacks FAQed somethere?
Thanks!
The bow of loren allow you to fire A+1 worth of shots per turn, this allows the waystaker to fire 2 armour ignoring shots per turn
Delete