Search found 61 matches
- 13 May 2015, 14:50
- Forum: The Glade of Generals
- Topic: Wardancer Block
- Replies: 16
- Views: 2645
Re: Wardancer Block
I definitely find the 5 man units useful as a versatile unit. They can serve to give other units time to move with the 3+ ward save, and they can be useful against heavily armoured models and characters because of killing blow and AP dance. 10 WS6 ASF attacks should be hitting most things on 3s, and...
- 13 May 2015, 09:56
- Forum: The Glade of Generals
- Topic: Wardancer Block
- Replies: 16
- Views: 2645
Re: Wardancer Block
No infantry can only ever have one supporting attack. Thats why the primary dances I would use would be 3+ ward and killing blow dance.
- 13 May 2015, 09:04
- Forum: The Glade of Generals
- Topic: Wardancer Block
- Replies: 16
- Views: 2645
Re: Wardancer Block
At the moment my plan has a 19 wardancer block set up 5 wide with the back 15 armed with asrai spears and a lv 4 life wizard in with them. They aim to sit in the venom thicket in front of trueflight glade guard. I gave everyone in the back ranks spears because I figure they can only make one attack ...
- 13 May 2015, 03:12
- Forum: The Glade of Generals
- Topic: Wardancer Block
- Replies: 16
- Views: 2645
Wardancer Block
I'm really keen to try a combat orientated wood elf army, and I love wardancers for this. I usually use them in 5 man units and I love their rules, but do any of you guys have a way they could work as a big block? Im thinking along similar lines to what was said in the wildwood ranger discussion, wi...
- 12 May 2015, 10:23
- Forum: The Pool of Enlightenment
- Topic: Few questions after a game
- Replies: 23
- Views: 7824
Re: Few questions after a game
I've conferred with my gaming group on this, looks like I'm the only one who is thinking they should be in combat. So it appears Im wrong on every point I tried to make haha
- 12 May 2015, 00:22
- Forum: The Pool of Enlightenment
- Topic: Few questions after a game
- Replies: 23
- Views: 7824
Re: Few questions after a game
No Phil, it's still there. I'm not home ATM so I can't give pg. reference, but I know it's there. 3. If the fleeing unit it blocked by an enemy unit, they aare not caught but the pursuing unit is in combat with the blocking unit. For impassable terrain/friendly units, the pursuers still dont catch ...
- 10 May 2015, 11:51
- Forum: The Pool of Enlightenment
- Topic: Few questions after a game
- Replies: 23
- Views: 7824
Re: Few questions after a game
Ah you are right sir. Misinterpreted that one.
- 10 May 2015, 09:27
- Forum: The Pool of Enlightenment
- Topic: Few questions after a game
- Replies: 23
- Views: 7824
Re: Few questions after a game
2. You pursue the full distance (per pg 57 of rulebook) 3. If the fleeing unit it blocked by an enemy unit, they aare not caught but the pursuing unit is in combat with the blocking unit. For impassable terrain/friendly units, the pursuers still dont catch the fleeing unit, and stop 1 inch away from...
- 10 May 2015, 09:18
- Forum: The Pool of Enlightenment
- Topic: Incomplete ranks and steadfast.
- Replies: 6
- Views: 2207
Re: Incomplete ranks and steadfast.
I thin he's actually right. So long as you have 5 models in a rank they count for rank bonus and steadfast. Pretty sure theres a reference to that exact situation in the rules around combat resolution.
- 10 Mar 2015, 15:03
- Forum: The Glade of Generals
- Topic: Trouble with Brettonia
- Replies: 5
- Views: 1441
Trouble with Brettonia
Ive been playing a mate a lot recently who has gradually developed a strong Brettonian list style. He has two large lances (12-15 knights) with character wall as the bulk of his points, which is what Im having trouble with. I havent really had success doing enough damage to his lances to get enough ...
- 04 Mar 2015, 08:55
- Forum: Off Topic
- Topic: Thanks to the Admins
- Replies: 1
- Views: 2477
Thanks to the Admins
Just wanted to stop in and say thanks to all the admins who keep this site running. Having it down made me realise that there is actual real work that goes into keeping this up, and I just wanted to say thanks for the effort guys.
- 09 Feb 2015, 08:50
- Forum: The Glade of Generals
- Topic: scouts unit size
- Replies: 14
- Views: 1831
Re: scouts unit size
My theory is usually based on how many points I want to invest in a unit rather than which arrows. So for scouts being special I want to take 3 units, just so that I can split fire if needed, take different arrows, not present an especially large target for the enemy, that sort of MSU mentality. The...
- 07 Feb 2015, 12:34
- Forum: The Hall of Discussion
- Topic: Revised 8Th Edtion - Need Game Designers
- Replies: 19
- Views: 2235
Re: Revised 8Th Edtion - Need Game Designers
Theres more to this than just editing rules. If you get a flank charge to negate steadfast, wild riders are suddenly worth a whole lot more points, and big blocks of infantry become less valuable. Crown of command would be more valuable too. As would models that always have stubborn, like eternal gu...
- 05 Feb 2015, 03:08
- Forum: The Call of the Hunt
- Topic: Help!! 2100pts vs WOC
- Replies: 22
- Views: 1485
Re: Help!! 2100pts vs WOC
Ive found that the waystalker usually cant do a good enough job wounding to be worth 90 points (or 110 with bow of loren). If he ignores armour he gets two shots with bow of loren, which will both likely hit, then probably one will wound (but against chaos characters youll be wounding on 5s or 6s). ...
- 04 Feb 2015, 16:10
- Forum: The Call of the Hunt
- Topic: Help!! 2100pts vs WOC
- Replies: 22
- Views: 1485
Re: Help!! 2100pts vs WOC
Scouts not counting towards who finished deploying last is in the FAQ. And in close combat you can direct attacks on characters and unit champions with any model in base contact with that character/champion (or in a supporting rank directly behind a model in base to base). In some cases with larger ...
- 04 Feb 2015, 14:57
- Forum: The Call of the Hunt
- Topic: Help!! 2100pts vs WOC
- Replies: 22
- Views: 1485
Re: Help!! 2100pts vs WOC
Waywatcher will make short work of those armour saves (even at T4). Other than that wild riders can try to go wizard hunting if he's basically entrenching himself around a strong magic phase. Wardancers would be really useful once they get across the field, since they can do the killing blow dance (...
- 04 Feb 2015, 08:55
- Forum: The Call of the Hunt
- Topic: 1500 pnt Unicorn Vs Beastmen
- Replies: 27
- Views: 3083
Re: 1500 pnt Unicorn Vs Beastmen
It will depend what lore he takes, but if he has shadow or beasts drain magic is a must. Fiery convocation is great because he will probably be running a couple of big units (or at least I always do with Beasts). Tempest probably isnt too useful since he wont have any decent shooting. When running a...
- 04 Feb 2015, 00:22
- Forum: The Call of the Hunt
- Topic: 1500 pnt Unicorn Vs Beastmen
- Replies: 27
- Views: 3083
Re: 1500 pnt Unicorn Vs Beastmen
Go hagbane arrows rather than trueflight. Pretty much everything he fields will be T4, so the help wounding will be very useful. But honestly if you're about even in skill, i would suggest taking a fun list because any optimised list will chew through beastmen, and its always more fun having a close...
- 31 Jan 2015, 08:00
- Forum: The Call of the Hunt
- Topic: 2 Ridiculous units supported by the usual
- Replies: 9
- Views: 1636
Re: 2 Ridiculous units supported by the usual
You'd be pretty vulnerable to a dwellers on either unit (more the sisters than wild riders though). Also with a unicorn in the sisters you lose fast cav rule, which means it would be far easier to pin them down. But I like wyssans on Sisters, str 4 poisoned AP javelins can do well, ive never run my ...
- 29 Jan 2015, 23:07
- Forum: The Pool of Enlightenment
- Topic: Dispelling Throne of Vines
- Replies: 21
- Views: 2099
Re: Dispelling Throne of Vines
I would never play it this way but technically he is right. The rules for miscasts say to resolve the spell effects first, and the miscast after, which implies that there is a theoretical gap between the two effects (which is why if you miscast throne of vines you can still ignore it on a 2+). The r...
- 19 Jan 2015, 22:32
- Forum: The Call of the Hunt
- Topic: 750 attempt at infantry avoidance list - advice please?
- Replies: 6
- Views: 1228
Re: 750 attempt at infantry avoidance list - advice please?
The acorn and moonstone is, from what I have read and seen, probably the most effective tactic for wood elves these days, but Ive never run it myself. Im not sure how well it would work at 1000 points, but it would definitely be better to put the acorn on a lv 4 if youre going to try it, as a naked ...
- 19 Jan 2015, 13:11
- Forum: The Call of the Hunt
- Topic: 750 attempt at infantry avoidance list - advice please?
- Replies: 6
- Views: 1228
Re: 750 attempt at infantry avoidance list - advice please?
Hmmmm well I pretty much always play with one or two regular forests on the board before placing the wood elf one, so the moonstone would be a solid idea where I play, but if its the case that there is a decent chance you wont have any more than your forest on the board then I wouldnt be confident p...
- 19 Jan 2015, 07:15
- Forum: The Call of the Hunt
- Topic: 750 attempt at infantry avoidance list - advice please?
- Replies: 6
- Views: 1228
Re: 750 attempt at infantry avoidance list - advice please?
If youre going to go avoidance, I would suggest putting the glade guard into one unit, and finding a way to fit the moonstone on one of your wizards to teleport that relatively immobile unit around.
- 03 Jan 2015, 08:10
- Forum: The Call of the Hunt
- Topic: 2400/2500 pts -- double dragon
- Replies: 12
- Views: 2045
Re: 2400/2500 pts -- double dragon
The lord has two magical armour items, and he can only have one so its either Helm of the Hunt or Enchanted Shield. Also Warhawks have a minimum unit size of three. As far as double dragons go, I would be worried about how vulnerable they are to cannons, but it depends on the environment you play in.
- 19 Dec 2014, 14:23
- Forum: The Call of the Hunt
- Topic: 2500 swedish 14.4
- Replies: 27
- Views: 3715
Re: 2500 swedish 14.4
I think I would drop the glade lord for three units of 5 wardancers (giving you a few more points to play around with). This wouldnt change the comp score, and I find wardancers to be one of the most effective units in our armybook. They can capably fill the role of chaff, chaff hunter, character as...