All,
The New Wood Elves are eager for their second outing...
2400 points of 'glass hammer' awaits your challenge.
Rab.
Game of WFB on the 13th of May?
Forum rules
Be excellent to each other
Be excellent to each other
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- Ancient Muppet
- Posts: 182
- Joined: Wed May 02, 2012 2:50 pm
Re: Game of WFB on the 13th of May?
I'll play you.
James.
James.
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- Ancient Muppet
- Posts: 380
- Joined: Mon Mar 28, 2011 5:26 pm
Re: Game of WFB on the 13th of May?
ok, see you on Tuesday.
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- Ancient Muppet
- Posts: 380
- Joined: Mon Mar 28, 2011 5:26 pm
Battle Report
ok, so second game with the new wood elves..against James and his VC.
I think I made some mistakes on Deployment and ended up with my way watchers in charge distance of his Dogs too early, this was of course traded off with the Waywatchers inflicting a bag of hurt on his Black Knight unit. I Need to try and learn weigh up the tradeoff in terms of points and impact on the next turns, and have a little more of a plan to deal with fast moving chaff.
I tweaked my list a little after the game with Richard last week. Dropped the Glade Lord, Smaller Wild Rider units, a waystalker, and a Lvl 2 wizard on death with the moonstone, and 2 small units of Wardancers.
Did the changes work? I think The addition of another caster made a big difference, I was just wasting power dice in the last game. Having a death wizard who can move freely and teleport from forest to forest is useful and I liked that combo, it wasn't particularly effective in this game but I could deinitely see the potential.
The Waystalker with Bow of Loren I liked, and I think that 2 sniper, no AS shots at BS7 could come in very useful. Poor deployment meant he didn't have too much impact on the game..but again lots of potential.
I am undecided on the smaller units of Wild Riders...yes, they are less points, and don't lose too much in the way of hitting power because of only 1 attack from the rear rank,but I felt it meant that when they did reach combat they were whittled down a little...which didn't happen with the bigger units.
The small units of war dancers turned out to be great. A small unit that can deal with weak with multi rank chaff, and ASF, I6, WS6, 2A killing blow models are brilliant character killers. I had a unit of 6 take out a Vampire Lord, then survived 2 rounds of combat to take out the Vampire BSB. True, James rolled slightly below average in his attacks...but that's a massive points gain even if the unit hadn't survived the game ( which it did! )
I would like to work in a Shadowdancer somewhere...but I am not sure what I would drop.
I am really liking my Glade Guard build of 18 with -3 AS, and 10 with no penalties to shoot ( which is amazingly flexible and great at finishing off units) and unit of 5 deepwood scouts with poison.
The big block of Archers with -3AS works amazingly well with Hand Of Glory ( especially when deployed in a forest for that extra rank of shooting! )
Rab.
I think I made some mistakes on Deployment and ended up with my way watchers in charge distance of his Dogs too early, this was of course traded off with the Waywatchers inflicting a bag of hurt on his Black Knight unit. I Need to try and learn weigh up the tradeoff in terms of points and impact on the next turns, and have a little more of a plan to deal with fast moving chaff.
I tweaked my list a little after the game with Richard last week. Dropped the Glade Lord, Smaller Wild Rider units, a waystalker, and a Lvl 2 wizard on death with the moonstone, and 2 small units of Wardancers.
Did the changes work? I think The addition of another caster made a big difference, I was just wasting power dice in the last game. Having a death wizard who can move freely and teleport from forest to forest is useful and I liked that combo, it wasn't particularly effective in this game but I could deinitely see the potential.
The Waystalker with Bow of Loren I liked, and I think that 2 sniper, no AS shots at BS7 could come in very useful. Poor deployment meant he didn't have too much impact on the game..but again lots of potential.
I am undecided on the smaller units of Wild Riders...yes, they are less points, and don't lose too much in the way of hitting power because of only 1 attack from the rear rank,but I felt it meant that when they did reach combat they were whittled down a little...which didn't happen with the bigger units.
The small units of war dancers turned out to be great. A small unit that can deal with weak with multi rank chaff, and ASF, I6, WS6, 2A killing blow models are brilliant character killers. I had a unit of 6 take out a Vampire Lord, then survived 2 rounds of combat to take out the Vampire BSB. True, James rolled slightly below average in his attacks...but that's a massive points gain even if the unit hadn't survived the game ( which it did! )
I would like to work in a Shadowdancer somewhere...but I am not sure what I would drop.
I am really liking my Glade Guard build of 18 with -3 AS, and 10 with no penalties to shoot ( which is amazingly flexible and great at finishing off units) and unit of 5 deepwood scouts with poison.
The big block of Archers with -3AS works amazingly well with Hand Of Glory ( especially when deployed in a forest for that extra rank of shooting! )
Rab.