Viability of Wood Elf Light Council
Moderator: Council of Elders
- FriedTaterExplosion
- Bladesinger
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Viability of Wood Elf Light Council
How do you think something along these lines would do?
Wood Elf Light Council – 2500 points
Weaver
Lore of Light-Level 4
Elven Steed
Forbidden Rod
Talisman of Preservation
Singer
Lore of Light- Level 1
Elven Steed
Power Stone
Singer
Lore of Light- Level 1
Elven Steed
Channeling Staff
Singer
Lore of Light- Level 1
Elven Steed
Dispel Scroll
10 Glade Guard
Trueflight Arrows
Musician
10 Glade Guard
Star Fire Arrows
Musician
19 Glade Guard
Trueflight Arrows
Musician and Standard
10 Sisters of the Thorn
Standard with Gleaming pennant
7 Wild Riders
Shields
Banner of Eternal Flame
7 Wild Riders
Shields
Standard
7 Wild Riders
Shields
Standard
Great Eagle
Great Eagle
5 Waywatchers
5 Waywatchers
I guess the question for you, is what besides the light mages would you tweak in this?
Anybody think the light council just ain't viable for us?
Wood Elf Light Council – 2500 points
Weaver
Lore of Light-Level 4
Elven Steed
Forbidden Rod
Talisman of Preservation
Singer
Lore of Light- Level 1
Elven Steed
Power Stone
Singer
Lore of Light- Level 1
Elven Steed
Channeling Staff
Singer
Lore of Light- Level 1
Elven Steed
Dispel Scroll
10 Glade Guard
Trueflight Arrows
Musician
10 Glade Guard
Star Fire Arrows
Musician
19 Glade Guard
Trueflight Arrows
Musician and Standard
10 Sisters of the Thorn
Standard with Gleaming pennant
7 Wild Riders
Shields
Banner of Eternal Flame
7 Wild Riders
Shields
Standard
7 Wild Riders
Shields
Standard
Great Eagle
Great Eagle
5 Waywatchers
5 Waywatchers
I guess the question for you, is what besides the light mages would you tweak in this?
Anybody think the light council just ain't viable for us?
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- Horsemaster
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Re: Viability of Wood Elf Light Council
If I'm running a light council I'd run a brick of wwr.
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- Wild Hunter
- Posts: 1549
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Re: Viability of Wood Elf Light Council
Bogi of this forum was top WE at the ETC with a coven.
Main difference was he had mainly GR's in Core not archers. If you've got lots of archers I agree with kakwah.
Main difference was he had mainly GR's in Core not archers. If you've got lots of archers I agree with kakwah.
Re: Viability of Wood Elf Light Council
Sounds crazy but id drop the Wild Riders and take scouts. Run around and cast Shems, Banishment, Phas, and Net. Anything your arrows can't take down, Banish.
- Ember of the Hidden Paths
- Horsemaster
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Re: Viability of Wood Elf Light Council
I play against Undead legions pretty much every week now, and so have been running a light council every game almost.
The one bit of advice I would give above all others, that exists regardless of the rest of your list, is give ONE of your spellsingers LVL 2. Whatever spells you roll for him, keep the worse of the two and swap the other for shem's. This way, rather than having a 1/10 chance (roughly) of not getting banishment on your level 4, you have a 1/1200 ish chance. Well worth the points. I played a game where I didn't get banish once. The light council just isn't the same without it.
Furthermore an alternative is to run them all on foot and give one of the mages the moonstone. This is because if you stick them in a wood, you can 1 dice shem's burning gaze on all the little mages and have a 1/3 change of getting it off. My magic phase consequently usually looks like:
1 dice shem lvl 1
1 dice shem lvl 1
1 dice shem lvl 2
X dice Banishment lvl 4 (X= how badly I want it off. X>3)
1 Dice Shem lvl 4
The one bit of advice I would give above all others, that exists regardless of the rest of your list, is give ONE of your spellsingers LVL 2. Whatever spells you roll for him, keep the worse of the two and swap the other for shem's. This way, rather than having a 1/10 chance (roughly) of not getting banishment on your level 4, you have a 1/1200 ish chance. Well worth the points. I played a game where I didn't get banish once. The light council just isn't the same without it.
Furthermore an alternative is to run them all on foot and give one of the mages the moonstone. This is because if you stick them in a wood, you can 1 dice shem's burning gaze on all the little mages and have a 1/3 change of getting it off. My magic phase consequently usually looks like:
1 dice shem lvl 1
1 dice shem lvl 1
1 dice shem lvl 2
X dice Banishment lvl 4 (X= how badly I want it off. X>3)
1 Dice Shem lvl 4
One does not simply take a Wild Rider charge...
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- Trusted Bowman
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Re: Viability of Wood Elf Light Council
agree with the lvl2 upgrade. and dont stick the rod on your lvl4. fluff your dice once and your game is over. stickem on a lvl 1 and still get to keep banishment at 7, at 6 if the rod kills one of your 1ers. leaves room for another more useful item.
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
Coven players tend be very precise on their magic phases!
I remember Brewmaster's old thread on Ulthuan. He did a lot of magic dice analysis.
I remember Brewmaster's old thread on Ulthuan. He did a lot of magic dice analysis.
- FriedTaterExplosion
- Bladesinger
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- Armies I play: Wood Elves, Dwarfs, and Salamanders
- Location: United States- Vermont
Re: Viability of Wood Elf Light Council
I have some dice by my desk and I've rolled the chances of my level 4 (who has a 4++ ward save) killing themselves from the forbidden rod. It's actually a fairly low chance of her dying outright. The sisters lore of life attribute can restore wounds on her if she takes 1 or 2. I think the chances of her rolling three wounds and failing all three ward saves is very small.bjoernuhlig wrote:agree with the lvl2 upgrade. and dont stick the rod on your lvl4. fluff your dice once and your game is over. stickem on a lvl 1 and still get to keep banishment at 7, at 6 if the rod kills one of your 1ers. leaves room for another more useful item.
- FriedTaterExplosion
- Bladesinger
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Re: Viability of Wood Elf Light Council
And here is Bogi's ETC Light Council List. It just looks brilliant.
Team Serbia
Bogdan Obradović, Wood Elves
Spellweaver: General, Lvl 4, Light, Elven Steed, Moonstone of the Hidden Ways,Talisman of Presevation, Scroll of Shielding, 340
Glade Captain: BSB, Elven Steed, Asrai Longbow, Light Armor, Great Weapon, Hail of Doom Arrow, Charmed Shield, 149
Spellsinger: Lvl 1, Light, Elven Steed, Obsidian Amulet, 120
Spellsinger: Lvl 1, Light, Elven Steed, Dispel Scroll, 115
Spellsinger: Lvl 1, Light, Elven Steed, 90
12 Glade Riders: Trueflight Arrows, Standard, Gleaming Pendant, 279
3x 5 Glade Riders: Trueflight Arrows, 3x 110
9 Sisters of the Thorn: Musician, Standard, Standard of Discipline, 269
7 Wild Riders: Shields, Standard, Banner of Eternal Flame, 216
2x 7 Wild Riders: Shields, 2x 196
2x Great Eagle, 2x 50
Total: 2400
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
Hmm.
I thought you would only make a single Ward save and then roll a D3 per pg 45 but the item description does refer to "no armour saves" in the plural.
I thought you would only make a single Ward save and then roll a D3 per pg 45 but the item description does refer to "no armour saves" in the plural.
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- Newcomer
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Re: Viability of Wood Elf Light Council
+1Phil Rossiter wrote:Hmm.
I thought you would only make a single Ward save and then roll a D3 per pg 45 but the item description does refer to "no armour saves" in the plural.
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- Bladesinger
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Re: Viability of Wood Elf Light Council
Why no Earthing Rod on the L4?
A bad miscast could really ruin the game.
A bad miscast could really ruin the game.
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
She can 1/2/3 dice all the spells. Looks like a decent shout though.
I guess it would mean cutting the Ward to a 5+.
I guess it would mean cutting the Ward to a 5+.
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- Bladesinger
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Re: Viability of Wood Elf Light Council
I guess you're unfamiliar with miscasts on the first 2-diced spell of the game.Phil Rossiter wrote:She can 1/2/3 dice all the spells. Looks like a decent shout though.
I guess it would mean cutting the Ward to a 5+.
I usually manage to do that when attempting a Miasma or an Harmonic Convergence to draw dice.
Last edited by NonnoSte on 26 Sep 2014, 14:09, edited 1 time in total.
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
I guess Bogi thought the odds were OK. The list did pretty well for him.
- FriedTaterExplosion
- Bladesinger
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- Location: United States- Vermont
Re: Viability of Wood Elf Light Council
One thing that is interesting, is level 1 Wood Elf casters only need a 3+ to cast Shem's (if they are in a woods.) You have 3 or so level 1 casters, I think it's a good idea to simply single dice Shems. With four level ones you should have 2-3 successful castings of Shem's- with no risk of miscast.Phil Rossiter wrote:
I guess Bogi thought the odds were OK. The list did pretty well for him.
No other race's level 1s can single dice Shem's with our effectiveness, I'd argue.
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- Newcomer
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Re: Viability of Wood Elf Light Council
Has anyone thought to use Calaingor's stave in a light council?
Pro's:
2D6 Hits so could benefit from the lore attribute and get +1D6
Has an Ultimate that hits all forest within 12"
cast on 8+ or for ultimate 16+
Can be cast with one dice from a lvl 4 in a forest
You can move a venomous forest in front of a big unit to control movement
Ultimate can move all forest within 12" around
Is an augment spell... you can cast it into combat
only 20 points
Con's
Only range 18"
Enemy unit needs to touch the/a forest
Ultimate range only 12"
Ultimate still str 4
Need acorns of the ages for craziness?
Only one enemy unit per forest
Is an arcane item
Generates one less spell
Would love to discuss this before i test it out with a light council
Pro's:
2D6 Hits so could benefit from the lore attribute and get +1D6
Has an Ultimate that hits all forest within 12"
cast on 8+ or for ultimate 16+
Can be cast with one dice from a lvl 4 in a forest
You can move a venomous forest in front of a big unit to control movement
Ultimate can move all forest within 12" around
Is an augment spell... you can cast it into combat
only 20 points
Con's
Only range 18"
Enemy unit needs to touch the/a forest
Ultimate range only 12"
Ultimate still str 4
Need acorns of the ages for craziness?
Only one enemy unit per forest
Is an arcane item
Generates one less spell
Would love to discuss this before i test it out with a light council
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
I love this item, I just can't fit it into my list. But a Coven is spoiled for Arcane slots. Worth a try I believe.
Tree Singing has no Attribute. It is Wood Elf magic!
Tree Singing has no Attribute. It is Wood Elf magic!
- sunstrider
- Trusted Bowman
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Re: Viability of Wood Elf Light Council
It's an interesting way to include the stave, which most people choose to ignore, but if it goes on anyone, it shouldn't go on a level 1. Everyone at least needs Shem's in my opinion, so that leaves the level 4 or a level 2. And paying for a second level just to get Shem's + Stave doesn't sound like a wise investmentPhil Rossiter wrote:I love this item, I just can't fit it into my list. But a Coven is spoiled for Arcane slots. Worth a try I believe.
Tree Singing has no Attribute. It is Wood Elf magic!
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
Hmm, I'd say priorities for Coven mages are:
1) Up strength of Banishment
2) Improve lvl4's spell selection
3) Carry Arcane Item
So yeah, I'd definitely make it a lvl2 here, he has to know a Light spell to qualify for 1) above which the Stave removes if he's level 1. I agree though, is the Stave worth it at all? Maybe combined with Moonstone and/or Acorns.
A 'normal' list with two mages could afford to use the second Arcane slot on the Stave (first goes to Dispel Scroll IMHO).
1) Up strength of Banishment
2) Improve lvl4's spell selection
3) Carry Arcane Item
So yeah, I'd definitely make it a lvl2 here, he has to know a Light spell to qualify for 1) above which the Stave removes if he's level 1. I agree though, is the Stave worth it at all? Maybe combined with Moonstone and/or Acorns.
A 'normal' list with two mages could afford to use the second Arcane slot on the Stave (first goes to Dispel Scroll IMHO).
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- Newcomer
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Re: Viability of Wood Elf Light Council
So how does the spell function in regard to attributes, all new spells have lore attributes, even the sisters two spell function with attributes.Phil Rossiter wrote:I love this item, I just can't fit it into my list. But a Coven is spoiled for Arcane slots. Worth a try I believe.
Tree Singing has no Attribute. It is Wood Elf magic!
treesinging has no lore attribute noted in our book, so since it more or less replaced one of the spells the weaver/singer would otherwise know, i assumed it would gain the lore attribute from the lore that the weaver/singer knows. Since a weaver/singer would only "know" spells from his or her lore unless it was a "bound" spell like ring of ruby fire.
That is also the reason why didnt think about a lvl 1. My assumption was that treesinging became part of whatever lore the weaver/singer has selected
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
It could be argued that way, I just disagree. Page 163 states "Some" lores have an attribute. It also states that Attributes only apply to spells from that Lore. I'm not sure that Tree Singing becomes a Light spell.
On the plus side, it would give the extra hits. On the minus side, this is the only spell in the game unique to us anymore, flavour is important!
On the plus side, it would give the extra hits. On the minus side, this is the only spell in the game unique to us anymore, flavour is important!
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- Newcomer
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Re: Viability of Wood Elf Light Council
The whole "some" lores have attributes is just a way for them to excuse, that the old army books didnt get an errata that gave their unique lore's attributes.
so they could wait and just write it into their respective new 8th edition army book.
so they could wait and just write it into their respective new 8th edition army book.
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- Wild Hunter
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Re: Viability of Wood Elf Light Council
But now we're into RAI vs RAW.
Best to simply agree it beforehand with opponent, gaming group or TO I suggest.
Best to simply agree it beforehand with opponent, gaming group or TO I suggest.
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- Bladesinger
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Re: Viability of Wood Elf Light Council
Don't Vampire Counts have something similar in their book?
Lizardmen too have Lord Kroak's own spell with no attribute.
Lizardmen too have Lord Kroak's own spell with no attribute.