@Beithir Seun, I know you use EG regularly and so you can make your own long instructional post, or just a list of things I will edit in up here... either that or someone with god-like powers (aka Nag) can arrange all of your posts at the top of this thread!
There are probably others of you who use EG just as regularly so feel free to do the same!
So here is what I know:
1. Use as a Stick Unit to be charged by enemy forces and flank with Wild Riders and/or wardancers and/or treeman and/or treekin
a. must increase unit point cost, however, as a noble or lord is required to make the unit stubborn.
Question: Are EG worth it without the character? Would the Banner of Midwinter make up for this (as it is only one round of combat)
2. EG are best 6-7 wide to gain extra frontage. But, in situations, against high armor and high static CR units, you will want 5 wide to gain more rank bonuses.
3. The Character in your EG may be a BsB to increase stickiness.
Question: Use as babysitter for archers?
4. If using over 30, recommend use of the Rhymers Harp.
Thats all I got. Please help!
-Seth
PS: I can point out their downsides, but as I now have a fairly negative view of EG, it would be somewhat counterproductive
Editing in as comments are given!
Beithir Seun's Comments!
Beithir Seun wrote:Understandably, this topic caught my attention Thanks Seth
As Nag said, there are quite a few different ways of using Eternal Guard. I would say that a "medium" sized unit of 15-30 is the most common configuration, with full command and, usually, an accompanying character. There is also the infamous Theban Phalanx style, using 50+ EG in one unit and, of course, there is the MSU EG using units of 10 or 12. I'll try and outline the uses, advantages etc. of these three main styles below.
MSU 10/12 man unit
MSU is probably the most difficult way to use EG. Without the advantage of large numbers or characters, MSU EG units are hard-pressed to hold charges. Their main use is as a flanking unit. As one of the few Wood Elf unit capable of breaking ranks, they are extremely useful when used on the flank of an enemy unit either in conjunction with Wild Riders or Wardancers, or even another MSU EG unit. Understandably, they lack the advantages of the other types of EG units but MSU unit do have a few of their own - they are generally more manoeuvrable, are more likely to be ignored by an opponent and are relatively expendable. If you happen to have a Noble or Highborn in the army, you can also temporarily make them Stubborn should the need arise. Their small size can often be deceptive and so an opponent may feel confident of breaking them, even with Stubborn, and so they can be used as a surprise tarpit unit against an unwary opponent.
Because of the difficulties involved, MSU Eternal Guard isn't especially common and can be hard to get right so I wouldn't recommend trying it unless you already have experience using Eternal Guard within a Wood Elf army.
"Medium" Unit 15-30
This unit gives a large amount of 'room to manoeuvre' when it comes to incorporating it into an army list. Basically, you can have it configured in nearly every way. I'll go through a few of the common configurations that I've seen:
-Naked 15-man unit :
A unit of 15 with full command can provide a good holding unit for the vital turns where you want those combined charges. While they aren't big enough to withstand turn after turn of heavy casualties, they are usually enough to hold up an enemy unit for a turn or two, relying on their static CR to win or draw the combat (or at least to not lose too badly). Having a unit this size keep the unit as cheap as possible while still maintaining its Anvil-like characteristics but, without the Stubborness granted by an accompanying character, are not going to be able to hold off enemies for long. As such, this is the type of unit you want to employ for that single decisive combat. They will likely take several casualties when receiving the charge but, with their good static CR, they *should* be able to hold long enough for you to charge in Wild Riders and the like and break said enemy unit.
-Tooled-up 20-30 man unit:
I say 20 man unit, but this would also include the various sizes used to enable different formations (such as 3x7, 4x6 etc.). Basically, this is the 'standard' EG unit type - big enough to withstand significant casualties and still dish out damage, with a large static CR and accompanied by a character to make them Stubborn. This is essentially the ideal Anvil EG unit. The Stubborness makes all the difference here and will often more than earn the points back.
While this size unit puts you back a significant amount in points, this EG unit is probably the only Wood Elf unit that can reliably handle a one-on-one combat. The typical +5 CR (3 ranks, standard and outnumber) is usually enough to stop all but the heaviest cavalry in their tracks, and even if that isn't the case the Stubborn rule will keep them in place 83% of the time.
This sort of unit can be lead by either a Highborn, Noble or BSB. The BSB obviously bestows the +1CR for a Battle Standard as well as a re-roll on the Break Test, raising the probability of the unit holding to 97%. A Highborn can use his 100pts of Magic Items to benefit the unit as a whole - Amber Pendant with a GW can allow the highborn to kill enemies before they attack the unit, Blight of Terrors can bestow Immunity to Fear and Terror on the unit, Rhymer's Harp can bestow a 5+ Ward Save. Personally, I find Rhymer's Harp to be a bit OTT on this size unit but some people find it can still be useful. Having either of these characters in an EG unit can also be beneficial to the rest of the army, with both the BSB and the General's Leadership most likely being available to several other units besides the EG.
Personally, I use both a Highborn and a BSB in my Eternal Guard, allowing me to benefit from the advantages of both characters. This does, however, result in a fairly costly unit.
-Gold-plated 50+ man unit:
I don't have much experience with this size unit but anyone who has read King Leonidas' Theban Phalanx thread will know both the advantages and the disadvantages of such a unit. Obviously, this unit has the potential to take massive casualties but, by the same token, it needs to be massively tooled-up to make it worthwhile. With such a large number of men, a BSB is absolutely necessary and a Highborn with Rhymer's Harp is wholly worthwhile with such a large unit. I would advise anyone interested in the Theban Phalanx to look here