Wednesday, May 14, 2014

The Truth About Trees

Over the past few weeks I've read the Wood Elf book, checked out blogs, listened to podcasts and watched games on Universal Battle.

All this has led me to conclude that the new Wood Elves will very quickly settle into a predominant build, or for want of a better word, a "netlist".

Why? Well the internal balance in the book isn't great. Very quickly you realise that there are choices that are far superior than others - both in points efficiency and synergistic effects.


"Don't Cry Little Elf Boy"

Oh, there's lots of talk of tricks and cunning ruses that can be played, but.....and sorry reality bites....they are points expensive, one trick ponies and a good opponent may be caught once. Very soon that cupboard will be bare.

So reconcile yourselves now little welfs. Come August you'll all be playing the same list....or returning to the bottom tables.

Oh....and Pete Tip here.....it hasn't got an Acorn in it.

15 comments:

  1. Joel tip: it probably has a unit or 2 of Eternal Guard in it too...

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  2. I disagree, i think with the arrow options and access to ten magic lores (8 for spellsingers) on top of a variety of different units (none of whom, apart from dryads, are bad) we will see a fair few decent wood elf lists, give it time.

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    1. Unfortunately you are wrong

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    2. There is likely to be 1, maybe 2 common viable builds with Woodies. I'd go as far as saying that there almost all ironed out already

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    3. can you link to these "common lists". What I've seen on twitter has 1 combat unit and no way to take and hold a watchtower...let alone enough banners to win blood and glory given the army's massive vulnerability to magic missiles in a banishment council/horror spam meta.

      Or are we talking about ETC comp hammer?

      Joel v

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    4. I think there's only one viable build so no I can't link you to these common LISTS.

      I suggest a good start is to read the book. It's not too difficult to work out as the internal balance is shite.

      Is it all conquering? I don't think so. But that is the beauty of 8th. Other than Empire all the books are of similar strength

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    5. Sorry I should have added "@jossy". Yeah the internal balance is not the best, and yes, the obvious units literally jump off the page.

      I'm still a little confused by the internetz obsession with glade guard. 12-17ppm is not a good deal for what the offer...even for "core tax". I think it is more related to "these are the models I have left assembled and painted given I wont be using dryads" than any objective analysis of "good" - especially given the other shooting options/core choices in the book.

      Joel v

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    6. Whilst i have only played 1.5 games with the new wood elves i do feel that there are at least 3 workable builds. However i have yet to try each of these 3 out so i feel that, on paper at least, they work. To give you a idea of what i think these lists will look like.

      The first list balances shooting and close combat, so glade guard and eternal guard in core, wild riders treekin sisters of the thorn and scouts in speacil, and Treeman and waywatchers in rare.

      The second list is a full gunline list, so Glade Guard, Scouts and Waywatchers with magic support and a wee bit of combat punch. Magic arrows on all scout and glade guard units.

      The third list is a all cav based list, Glade riders with Hagbane tips in core, Scouts with Trueflight arrows and arcane bodkins along with sisters of the thorn and warhawk riders in special and waywacthers and eagles in rare.

      Now as i said i have yet to play with all but the gunline list, so i could be wrong. In fact there is probably a good chance that i am wrong but right now i feel as though those 3 lists are viable and could win games, not easily mind you but no one ever played wood elves for easy wins

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    7. I would call the gunline & the avoidance.
      The avoidance will have more success.
      Its fairly easy to pick the winners and losers from the book.

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  3. I'm still unconvinced that loading up on arrows is the smart move. I'm also unconvinced a unit of 50 EG is a good idea.

    Very much of the view that Core should be MSU.

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    1. 610pts gets you 2x15 Eternal Guard and 2x5 Gladeriders: hagbane. That's rather MSU and lets the rest of the army do what it does best.

      Eternal Guard allow for classic anvil/hammer tactics for the 3 units of Wildriders. Only 1 has to survive the charge for a ldship 9 subborn test. Gladeriders to ambush on and be annoying.

      Shooting to come from Special and rare (where it actually gets points effective)...but I'm also not convinced 20 waywatchers is also the best idea.

      I also think removing the shooting from the core means that there is less pressure to 6 dice withering every turn to get a return on the 600+pts. Opens up options for heavens (-2 to hit with curse and iceshard...) metal, and even beasts (not that woodie players will be using that lore...ever).

      Joel v

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    2. I would take it on a lvl 1, just for wild form but that would be about it

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    3. Personally with Beasts I just want to see someone take the special character Treeman with beasts, roll up the 6th Beasts Spell and turn the Treeman into a Great Fire Dragon! lol

      Kent J

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