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Core:
Glade Guard
Purpose- These guys changed for the better in the 8th ed book. The enchanted arrows give them a powerful boost. Though numerous arrows look cool, the go to sets are hagbane and trueflight. I typically like to have these guys with trueflight in a unit of 15. This is the one time I break my "no unit over 160 rule," but I do it for two reasons. First, I put my lvl 4 here and the extra bodies protect her. Second, I use it as a trap and spirit them away to another forest once the enemy goes for the bait by focusing on them.
However, you can do two units of 10 if you prefer. I also suggest a unit of 10 with the banner of flame. All should include a musician for free reform and none should include a champion.
Glade Riders
Purpose- These guys used to be good only for harassing, but now with hagbane they can really bother warmachines or monsters. I think have three units of 5 w/musician isn't too many or too costly. Since they are core you have to fill it out somehow.
Eternal Guard
Purpose- This is an anvil unit in a play style that doesn't want one. They would become the target of the entire enemy force and give them exactly what you are trying to avoid giving them…a viable target.
Special:
Glade Guard Scouts
Purpose-This is an important unit as it gives you mobile shooting that can avoid opponents and provide more damage than glade riders. I like to have 1-2 of these in units of around 7-10 with hagbane arrows. Your opponent can ignore them and let them whittle away on his high toughness stuff or can go after them and waste valuable time on a unit worth, at most 170 points. Further, do not forget that it is steadfast in woods and can redirect charges easily.
For a special slot, it does not have high offensive output, but is used to protect characters, annoy, redirect, hold in woods, and keep points out of your opponents hands.Recommendation- I use two units of between 7-10, sometimes scouted and sometimes not. They are more expensive than GG but in this type of army worth the cost.
Warhawk Riders
Purpose- These are fast harassers that can be used for redirecting, war machine hunting, and chaff killing (cheaper than glade riders per wound and attack, but fewer shots). Also, 8th ed saw them get the very important "Predator's Descent" rule, which gives them Killing Blow on the charge. This makes them decent character assassins in a pinch. One key to this army is that the enemy lvl 4 is a big threat. Risking 120 points of Warhawks to take out that lvl 4 can absolutely be worth it. Get two warhawks lined up against it and you have 4 WS 4 attacks trying to get that KB past the ward save. Even if not, you can try to play it where your warhawks survive your turn and then the opponent has to waste his turn killing them off.
Recommendation- One or two units w/o upgrade are good
Wardancers
Purpose- Small units of stubborn-in-woods, killing-blow-when-needed, redirecting skirmishers with lots of attacks? Yes, please. Remember that these guys and girls are a swiss army knife. Use them to take out threats, redirect, serve as speed bumps, clean up chaff, etc. That said, I use them primarily in two ways.
First, I like to have a set of woods in front of my main force so that when the enemy gets close, I can choose to plant the Wardancers there to accept charges or I can charge into them with wardancers. Either way I can be stubborn. Remember that when taking a charge, the primary goal is to make it three turns before dying. Thus, Turn 1, use the ward save dance. This should ensure the survival of a few stubborn Wardancers. Next turn (your own), choose the killing blow dance and declare a challenge. If the opponent has a killy character, he might hesitate to risk the KB. If he does, your unit champ should be able to kill his champ and, thus survive with steadfast. Either way you keep the killy character off your unit models or save your champ. Third turn in (his), who cares that you died? You stoppped him from moving forward on his turn.
Second, I use them as killing blow machines. Again, taking out lvl4s or BSBs or Generals is so amazingly important. Using a small unit to try this is not a waste.
Recommendation- Two units of 8-9 are not bad. Remember that champion can be nice if you want to run them in with an shadowdancer or eagle noble so that the champ can take the challenge.
Wildwood Rangers
Purpose- These guys can be used in small units (10) just to provide something to take out high toughness stuff, but I prefer to shoot them down with hagbanes. Feel free to try these guys, but I prefer more maneuverable stuff like scouts and wardancers.
Sisters of the Thorn
Purpose- These girls are overpriced for being simply poison javelin harassers. That is why they have the Deepwood Coven special rule. This makes them a lvl 12 wizard that can cast Shield of Thorns (cornercase) and Curse of Anraheir (YESSSS!). Curse is an amazing spell because it forces your opponent to lose 1/3 of his models in a unit if he moves. Often this results in the opponent not moving, which gives you more time to dance around. This is a big win. Could also be used as a ridden mage bunker, but I am not personally a fan of that build.
Recommendation- I personally don't take them, but they are fine with one unit of 5.
Wild Riders
Purpose- Absolute destruction of all that your opponent holds dear. These guys absolutely wreck face and then curb stomp that face. You use these guys to destroy whatever it is that your arrows have already weakened. As fast cav, you are optimally getting flank charges or simply moving to the flank or rear of an opponent's larger unit so that he has to waste time turning to face you. Thus, they have two purposes: distracting larger units or destroying weakened ones.
Some people will run these into the front of units, but I don't do that unless it is Cav or something else that I know they will take out. Though they get (if in a unit of 6) 19 str. 5 AP rerollable attacks on the charge...oh wait, the steeds get 12 str. 4 attacks too...you still don't want the opponent to hit back. Thus, only go at stuff that will go poof when you hit it.
As I said above, however, these guys cause so much fear, that sometimes they do their job just by running to the flank of a more expensive unit of elites. The opponent then is faced with the choice of getting a flank charge (use in coordination with a wardance/warhawk charge) or turning to face. Either way his points are being wasted.
Recommendation- 2-3 units of 7 with musician and unit champion
**Rare:**
Great Eagles
Purpose- These guys are included in the list to redirect. They are not your primary warmachine hunters because they are more important for making sure your enemies most dangerous unit just gets eaglesRecommendation- 2 eagles in every game…non-negotiable
Waywatchers
Purpose- These guys utterly delete units of heavily armored cavalry. However, they are quite versatile and can do damage to warmachines and chaff. They are, thus, a harasser unit extraordinaire. Furthermore, people focus on this unit like no other, so it becomes a great distracting unit. Use these guys opposite high armor stuff and the opponent will hate you.
Some people see the price tag as high (20 points for a single model), but remember that when using multiple shots, 8 guys pump out the same number of shots as 16 glade guard (though without the option of enchanted arrows) for the price of ~14. This doesn't include the no armor save option.
Recommendation- 2 5-6 man units
Tomorrow we will do characters!
Edit: As per u/Aben_Zin's notes.
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