Hi! I want to make a solid 1000 points army of wood elves but I need some help and I don't have the book YET, sorry!
These are the models I have but I don't know if I should get magical arrows and what unit to get to complete the 1000 points
Is a lvl 2 spellsinger good enough for 1000 points? What do you think of the army composition, does it need more mavourability?
1 spellweaver lvl 2 on foot
18 dryads
14 glade guard, full command. <- spellsinger goes in here
14 glade guard, musician.
I also have a few glade guard left. I think I'm going to make a noble of one of them. Then I can add 4-6 glade guard to the list if that would be better.
1000 points New Player
Moderator: Council of Elders
- Mollesvinet
- Wild Hunter
- Posts: 1146
- Joined: 09 Nov 2011, 06:13
Re: 1000 points New Player
I would definitely get magical arrows. They make the glade guard much better, compared to their cost.
The most popular arrows are hagbane arrows and trueshot arrows. You could take a unit of each or simply use a single kind.
Dryads are not all that, so I would probably stick with just 10 of those if you must use them.
If you could get 3 units of 10 glade guard, that would be nice. Makes it harder to catch them and gives you the opportunity to shoot more targets, in case you fight against MSU.
You could change the spellweaver into a captain with the hail of doom arrow if you have the model, but I do understand if you want access to magic. In case you bring the singer, which lore would you use? There are many threads on lores, but metal and heavens would be a good place to look with only 2 levels.
Good luck!
The most popular arrows are hagbane arrows and trueshot arrows. You could take a unit of each or simply use a single kind.
Dryads are not all that, so I would probably stick with just 10 of those if you must use them.
If you could get 3 units of 10 glade guard, that would be nice. Makes it harder to catch them and gives you the opportunity to shoot more targets, in case you fight against MSU.
You could change the spellweaver into a captain with the hail of doom arrow if you have the model, but I do understand if you want access to magic. In case you bring the singer, which lore would you use? There are many threads on lores, but metal and heavens would be a good place to look with only 2 levels.
Good luck!
Re: 1000 points New Player
Thank you for your advise!
So these are the changes I made: I should be able to make 3 units of 10 glade guard, 1 unit with Trueflight and the others with Hagbane.
Then I'm going to drop some dryads and If I have points left I would take some glade riders?
So here is how it +/- looks.
Spellweaver lvl2
10 dryads
10 glade guard, full command and Trueflight arrows (+ spellweaver)
10 glade guard, mus and Hagbane arrows
10 glade guard, mus and Hagbane arrows
5 glade riders, mus
So these are the changes I made: I should be able to make 3 units of 10 glade guard, 1 unit with Trueflight and the others with Hagbane.
Then I'm going to drop some dryads and If I have points left I would take some glade riders?
So here is how it +/- looks.
Spellweaver lvl2
10 dryads
10 glade guard, full command and Trueflight arrows (+ spellweaver)
10 glade guard, mus and Hagbane arrows
10 glade guard, mus and Hagbane arrows
5 glade riders, mus
- Git
- Horsemaster
- Posts: 407
- Joined: 05 Apr 2011, 11:34
- Armies I play: Wood Elves, Orcs & Goblins, Skaven
- Location: Norway
Re: 1000 points New Player
At a 1000 points you can get away with only 10 glade guard in core (with trueflight), then use the rest as Deepwood Scouts with hagbane.
- Mollesvinet
- Wild Hunter
- Posts: 1146
- Joined: 09 Nov 2011, 06:13
Re: 1000 points New Player
Good point by Git, I second it. Played too much in the previous edition where glade guard where better than scouts
Did you consider about the lore on the spellsinger?
Did you consider about the lore on the spellsinger?
Re: 1000 points New Player
Cool! I never thought about the deepwood scouts! How are they diferent from the scouts in previous edition?Git wrote:At a 1000 points you can get away with only 10 glade guard in core (with trueflight), then use the rest as Deepwood Scouts with hagbane.
I haven't give it some thoughts..A Lore easy to cast perhaps?Mollesvinet wrote:Good point by Git, I second it. Played too much in the previous edition where glade guard where better than scouts
Did you consider about the lore on the spellsinger?
- Git
- Horsemaster
- Posts: 407
- Joined: 05 Apr 2011, 11:34
- Armies I play: Wood Elves, Orcs & Goblins, Skaven
- Location: Norway
Re: 1000 points New Player
They are worth their points. My thoughts about them vs. Glade Guard for poison shots is that they are easier to move to safety, or better firing positions (closer to targets in the rear of the enemy lines, like war machines). I like trueflight on my Glade Guard because they can stay 30" away, move or hide behind stuff and still hit on 3+ with armour piercing shots. They are also very useful when enemy shooters try to stay safe in a building.RedRanger wrote:Cool! I never thought about the deepwood scouts! How are they diferent from the scouts in previous edition?
Re: 1000 points New Player
NiiiiiceGit wrote:They are worth their points. My thoughts about them vs. Glade Guard for poison shots is that they are easier to move to safety, or better firing positions (closer to targets in the rear of the enemy lines, like war machines). I like trueflight on my Glade Guard because they can stay 30" away, move or hide behind stuff and still hit on 3+ with armour piercing shots. They are also very useful when enemy shooters try to stay safe in a building.RedRanger wrote:Cool! I never thought about the deepwood scouts! How are they diferent from the scouts in previous edition?
Re: 1000 points New Player
NiiiiiceGit wrote:They are worth their points. My thoughts about them vs. Glade Guard for poison shots is that they are easier to move to safety, or better firing positions (closer to targets in the rear of the enemy lines, like war machines). I like trueflight on my Glade Guard because they can stay 30" away, move or hide behind stuff and still hit on 3+ with armour piercing shots. They are also very useful when enemy shooters try to stay safe in a building.RedRanger wrote:Cool! I never thought about the deepwood scouts! How are they diferent from the scouts in previous edition?
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- Newcomer
- Posts: 1
- Joined: 08 Apr 2014, 01:26
- Armies I play: Wood Elves; Bretonnia; Eldar
Re: 1000 points New Player
I really like your army! Nice and shooty! Perhaps you want to invest in some waywatchers, their ability to do away with armoured models can be useful at low points