Warhammer Army - Wood Elf
The following is some advice on a 2000 point Warhammer Wood Elf army. To check out the army while reading the below go here.
Warhammer Army list - 2000 point wood elf army
I could hardly contain myself when I saw the new Wood Elf codex. As much as I love shootie types I have never been the type of general that enjoyed a defensive, castle type army. My armies have usually been completely hit or miss, very often missing and missing big, but oh well, can’t win them all right? I was worried at first that this army would be full of nothing but weak shooting troops that are lightly armed and have little upside. In this new look Wood Elf army, however, I think I have found my perfect mix of sharp shooting archers, fast moving and deadly infantry, as well as interesting and capable cavalry and shock troops. So enough about me, let’s take a look at this army … Let’s start with the general. Between the kindreds, sprites and magic items there are a number of great ways to field the general and other characters. For this army, however, I wanted to have a good solid base of shooters behind a tough wall of infantry, flanked by some nice shock troops. So I chose to make my general a bowman extraordinaire. I chose not to spend any money on a kindred, as there isn’t one that would benefit him as a stationary shooter. The Bow of Loren was a natural choice, allowing him to shoot four times per round at BS 6. Adding the Arcane Bodkins, which negate armor saves turns him into a mini-bolt thrower. For a little more protection than his light armor and shield has to offer I’ve given him the Stone Crystal of Mere, conferring a 3+ ward save until a ward save is failed. I wanted to give him the Hail of Doom Arrow too, but I am just not comfortable having a general with no protection at all. Next, about my Spellsinger. He has little to offer other than a dispel scroll. I am not planning on winning the day with magic, I am hoping that I can stave of total destruction and perhaps move a few trees to more strategic locations. My other two characters have been placed in units. The first noble was put in a unit of Eternal Guard, (which may be my new favorite infantry unit). I gave him the Eternal Kindred of course to allow him to fight with two weapons and get the 5+ armor save, can’t beat that for five points. Finally, as a little surprise for anyone who gets close enough to charge, I gave him the Blight of Terror sprite. It is pricey at 50 points, but it will benefit him if the unit gets stuck in hand to hand. He is to be fielded with 12 Eternal Guard, (with standard, musician and Eternal) making them stubborn, an imposing force indeed. With a frontage of 4 models, giving them seven attacks if they charge, and eleven when not charging. All of this with a five WS, wow, not bad for a core unit, huh? The other noble will be deployed with the Waywatchers. Naturally, I had to give him the Waywatcher Kindred to allow him to be deployed as such. He has been given the Starfire Arrows, forcing a panic test for any unit that takes a wound from him. He also has A Muster of Malevolents conferring extra shots, even if they are a bit weaker, more chances to wound are more chances to wound right? Plus they can be used when the Waywatchers are charged as well which is a nice surprise for one’s foe. This noble is surrounded by ten Waywatchers and a ShadowsentI already have one core unit with my Eternal Guard, since my general is a Highborn. No Wood Elf army would be complete without a nice big unit of glade guard. I have chosen 16 of them (with standard, musician and Lord’s Bowman) to put with my general in the back of the force to rain down as many arrows on the oncoming force as possible. I’ve also purchased ten scouts with Saemrath-the Banner of the Zenith, which prevents enemies within 12 inches of marching instead of 8. This, coupled with the Waywatchers should help to slow the enemy down considerably, while missiles approach from every angle. Next is a unit of 10 Dryads. This is a fantastic unit of skirmishers. The Forest Spirit gives them a natural ward save of 5+ and immune to psychology, they cause fear and have two attacks, not to mention the -1 to be hit by missile fire. To give a bit of extra “oomph” I have also purchased the Branch Nymph for that extra attack. This will be a nice compliment to the centerpiece of my front line the Eternal Guard.On the other side of the Eternals will be a unit of ten Wardancers, complete with a musician and Bladesinger. I plan on using them to tie down a unit while the Eternal Guard and Dryads dispatch any on comers. Last, but not least, I have purchased a Great Eagle to fly behind enemy lines and tie up warmachines or pesky spellcasters.
The TacticsThe idea of this army is to slow down and frustrate the foe. The Waywatchers and Scouts will slow foes to a grinding halt and lay down some fire, while the Glade Guard and General assault from the back lines. The Eagle is helpful in taking out warmachines in highly defensive armies and spell casters in armies that don’t utilize them. He can also help slow the enemy down. I am confident that my foe can be softened enough for my front line to be formidable. Even with out the help of missiles, I am sure my units of infantry are tough enough to stand firm. The units are smaller however, but this is a fact of life for all elves. These units will have to stick close together to avoid being flanked by armies that outnumber them greatly.I would use the Glade Guard to weaken an on coming infantry force, and the general to work on any cavalry or heavily armored infantry. The Arcane Bodkins will assist in that greatly.My biggest concern with this army is when facing a foe that relies heavily on warmachines and missile troops. A giant dwarven castle or dark elf defensive line will prove tricky. In this case, I would consider moving my Scouts and Waywatchers out and around enemy lines and causing panic in the missile troops and warmachines, while moving my fast moving infantry up to engage the enemy where possible. The Great Eagle will assist by tying up a warmachine for a round or two.