|The Lord and the Weaver, who will you choose? (assuming you play Wood Elves)|
So lets first look at the Glade Lord and his/her Pros and Cons:
The Glade Lord
- Forest Dragon: The Glade Lord can ride a Forest Dragon where a Spellweaver cannot (he can also ride a Stag but the Weaver's access to a Unicorn makes that a moot point).
- Greater Customization and Combat Roles: The Glade Lord can access a much wider armoury allowing him to fill many roles that a Spellweaver cannot.
- Better Leadership: Glade Lords have Leadership 10, and this is a definite advantage over the Spellweaver when choosing a General.
- Cheaper: A tooled up Glade Lord is cheaper than a tooled up Spellweaver.
- Very Limited Magic Access: With only access to the Wizarding Hat (which is 100 points) the Glade Lord doesn't have access to one of the more powerful parts of WHFB.
- Frontline Commander. Most people will have their Glade Lord end up in combat sooner or later and thats bad news. Wood Elves as a whole don't believe in Armour Saves and this applies to Characters as well. The best set of saves a Wood Elf Character can get is a 3+ Armour and a 4+ Ward (true they can get a 2+ armour from the Armour of the Slivered Steed but i think thats worse than a 3+ 4++). This means that Glade Lords tend to die easily in combat, and you want them near combat for their Leadership to take full effect.
- 10 Lores of Magic: With access to all 8 Rule Books lores, High and Dark magic the Spellweaver has a lot of choices when it comes to magical solutions to problems. Be it weakening or blowing up the enemies troops,buffing or resurrecting yours or just plain old turning into a Dragon and eating the enemy the Spellweaver can do it all.
- Access to Arcane Items: Dispel Scrolls, Channeling Staffs, The Scroll of Shielding and more are all examples of Arcane items that can protect your troops from spells.
- Miscasts: While there are ways to mitigate the damage from Miscasts (have your mage ride around on a horse out of base contact/small template range of your troops) nothing can mitigate the damage of having your mage general get sucked down a hole on the final turn of a game that you were winning (or any turn of any game of that matter), or have himself/herself loose enough magic levels to effectively make him/her a walking waste of points, points that are easy to kill and give the enemy 100 extra points if they do kill them.
- Easier to Kill: Less access to defensive gear, less wounds and less toughness all contribute to making the Spellweaver far easier to kill, and because you generally end up spending more on a Weaver than a Lord this is not a good thing
- Worse Leadership. While LD 9 isn't bad on a general you probably want the highest possible, and the Spellweaver has the worse LD out of the two options being looked at.
I am going to briefly mention my objections to the Treeman Ancient. Once he was a viable choice with access to some pretty ok upgrades. Nowdays Treeman Ancients aren't as tough combat wise as they once where and try to pretend they can be level 4 wizards with access only to the lore of life (for quite a big fee) and no access to any useful upgrades. If you have any desire at all to win a game you will not take a Treeman Ancient, grossly expensive and very easy to kill (Monstrous Large Target with a 3+ armour save and a 6+ ward), taking a Treeman ancient as your general would be like playing Warhammer on Insane difficulty, not impossible but very, very hard). Until next time.