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| Your [[Wood Elves (Warhammer Fantasy)|militant tree-huggers]], here to crap arrows on you
| | #Redirect [[Age of Sigmar/Tactics/Old/Order/Wanderers]] |
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| Rules are here [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-wood-elves-en.pdf]
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| ==Wanderers Summary==
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| Now a seperate army from the Dryads, the Wanderers have a very engaging playstyle that relies heavily on having the right tool for the right job available. Not an auto-win button in sight, but no dead weight, either. On average, they are really fast, hit hard, in part from far away, tend to have a lot of weapon profiles and are usually fragile as hell. Y'know, Aelfs.
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| For Dryads et cetera, go look at the Sylvaneth Tactics.
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| ==Wood Elves Warscrolls==
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| Forenote:
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| The following section will be arranged with similar units and formations being grouped together for easier reading.
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| This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar most of this is based on theory. Take everything with a pinch of salt.
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| ===Named Characters===
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| '''Araloth:'''
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| '''Orion, King in the Woods:'''
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| '''The Sisters of Twilight on Forest Dragon:'''
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| ===Heroes===
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| '''Glade Captain Battle Standard Bearer:''' Sure, let's start the generic heroes with some bullshit, why don't we? The BSB grants your Wanderers within 8" (having one model of a unit is enough to gain the bonus, so feel free to daisy-chain your units out from him) a save-after-the-save of 4+. So, you take a mortal wound, you get the extra save. You failed your save against a normal wound, you get the extra save. If he doesn't move, he can increase the range to 16". This guy is pretty much always a great choice, unless you want to run all cavalry, because he gets no mount whatsoever.
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| '''Glade Lord:''' The Lord has three load-outs: He can either be armed with Blade and Spear, which far and away the worst of the choices. Sure, 6 attacks, but it's 6 meh attacks. He can also be armed with Bow and Greatblade, which makes him scary in both melee and at range (though more so in melee), or you give him Bow, Blade, hunting falcon and the ability to once per game fire 3D6 shots instead of 3. Yikes. His Command Ability lets Wanderers reroll 1s to Hit so long as they're activated within 8" of him when they are activated. Notably, it does not specify melee or shooting, so wherever you put the guy, he helps your army. Grab a Greatblade and have him swing in concert with your Rangers, grab the shooty option and plonk him down between your Glade Guard and your Waywatchers, it's your rodeo.
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| '''Glade Lord on Great Eagle:''' The biggest mount you can take without being considered a monster. Combines the powerful melee of the Great Eagle with the nice shooting of the Warhawk Riders. Nice. His Command Ability grants +2 to charges for Wanderers, or +4 for Warhawk Riders. Also, 7 Wounds make him surprisingly tough.
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| '''Glade Lord on Great Stag:''' Slower, just as tough and much harder hitting than the Eagle version. His Command Ability is also very similar, only specifying Wild Riders instead of Warhawk Riders.
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| '''Glade Lord on Forest Dragon:''' The oddest dragon in the game. His "breath attack" makes it so that enemies within 3" of the dragon can only attack after all other units already have attacked. This sounds useless, but can actually ruin entire strategies, as Age of Sigmar is mainly about choosing the most opportune unit to attack. Also it means your Dragon can tear enemies a new asshole in peace without being knocked down a peg beforehand. Which it really really can, with a bunch of powerful attacks. 12 Wounds with a rerollable 4+ save is also really tough to kill, especially if you have one of those BSBs hiding behing him. His Command Ability is also pretty sweet, letting a friendly Wanderer unit reroll 1s to Hit and Wound (again, not specifying melee or shooting, so it works for both). The only thing he lacks is a bow, but that's really nothing you should complain about.
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| '''Mounted Glade Lord:''' If you're too cool for a Stag, you can instead get this guy. Hits pretty hard on the charge, but since he only has 5 Wounds, he's pretty fragile. His Command Ability is, again, the same as that of the Great Eagle Lord, only specifying Glade Riders. The funny part about this is that the mounted Lord with no bow strengthens the shooty cavalry while the mounted Lord with bow strengthens the pure melee cavalry.
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| '''Spellweaver:''' Pretty standard issue Wizard, really. Can take a horse to be faster, is awful at fighting and quite fragile to boot. She can also automatically unbind a spell once per game, use in case your opponent is serious about summoning that Zombie Dragon. Her unique spell can return D3 slain models to a Wanderer unit, which is awesome for elite units like Sisters of the Thorn but rather meh for Glade Guard and other mass units.
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| '''Shadowdancer:''' The Shadowdancer doesn't really know what he wants to be. He's okay at melee but not stellar at it, can cast a very meh exclusive spell (though doubling the 14" movement of Wild Riders is potentially hilarious) and can be sort of tough to kill with the right dance.
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| '''Waywatcher Lord:''' This guy is what people think of when they hear Wood Elves. He's tough in cover and deals impressive damage with his bow, though to really appreciate it, you need to understand how his rules interact. He gains +1 to Hit with his bow if he didn't move and targets monsters or heroes. Then he can make either fast shots or precise shots. Precise shots deal damage 2 instead of 1 and Wound rolls of 6+ have -2 Rend, so they're pretty powerful. Fast shots on the other hands shoot 4 times instead of 3 and Hit rolls of 6+ let you make additional shots. This interacts with the above +1 to Hit, so that you hit on 2+ and gain additional shots on 5+. He shoots pretty well, though in most situations, the precise shots are going to be better.
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| ===Infantry===
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| '''Wardancers:''' Wardancers are fragile but fun. Kinda like Harlequins. Hm. Either way, Wardancers move faster than any other infantry in the game at 8" (seriously, Chaos has some mounted stuff that's slower) and hit pretty damn hard. They also have a 6+ save-after-the-save (though their normal save is also only 6+) and can choose to either be tougher, hit harder or attack more times, though never the same two times in a row. If they reach melee, they'll murder the faces off of something, but these guys are priority targets.
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| '''Waywatchers:''' While their Lord is better off shooting precisely, these here are better off making fast shots most of the time. They are very similar to their Lord, though they only Wound on 4+, only shoot once per guy (which however means that the +1 to shots for Fast Shots is much more potent) and are even weaker in melee, but they get the same choice between fast and precise shots. Wound-per-wound probably the best archers in the game.
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| '''Glade Guard:''' Really? These are the fabled Wood Elves archers? Meh. They shoot once with a meh profile and instead of more shots, they only hit better if you get a bunch together. Once per game, they can also shoot with -3 Rend, which can hurt heavily armoured stuff something fierce at least. You should usually avoid these guys and get Waywatchers instead.
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| '''Eternal Guard:''' The main virtue of Eternal Guard is that they never ever fucking die. Get them set up in cover, don't move them and watch your basic infantry with a rerollable 3+ save. They can also attack, which is even sort of good when they didn't move, getting a swing at 3+/3+/-/1 with a range of 2", so they can easily fight in two rows. Get a BSB close to them and they are even less likely to die. Do they even have Bravery? Sure, 7, so very few enemies can kill enough of these guys to even force a chance of failing Battleshock, though do find something to intercept Paladin Decimators if you want to capitalize on Eternal Guard. Similarly, mortal wounds are unpleasant for them, but considering this is your goddamn basic infantry unit, these guys are golden.
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| '''Wildwood Rangers:''' Rangers are your monster hunters. These guys are how you break through Dragons and shit. With only one Wound and a 5+ save they aren't particularly tough, but each gets 2 attacks at 3+/3+/-1/1. The damage becomes D3 when attacking a monster, which is brutal, but even so they're pretty strong. But to think that against monsters, each Ranger becomes half as damaging as a Vampire Lord... wow. Don't rely on them to do every job, but if there's a monster, they'll kill it.
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| ===Cavalry===
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| '''Wild Riders:''' Pretty powerful, each rider gets two attacks, the mounts as well and they get bonuses for charging. They are also crazy fast, as they can run and charge, so 14"+ D6 run + 2D6 charge + possible 4 if you get a Glade Lord on Stag to tag along.
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| '''Glade Riders:''' Worse saves, worse mounts and worse personal attacks than Wild Riders, but they get a bow and can actually run and shoot with it, so they are pretty useful.
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| '''Sisters of the Thorn:''' YES. Basically slightly slower Wild Riders (12" instead of 14" and can't run and charge), but they also get Javelins to throw, which means 2 shots at 9" with 4+/4+/-1/1. Sure you'll usually use them once before getting stuck in, but that's alright, since they are also Wizards (collectively, not one spell per Sister) and can cast Shield of Thorns, which gives them rerolls to their saves and each 6+ rolled deals a mortal wound to the attacker if it happened in melee. Gets amazing if you have a Spellweaver behind them to cast Mystic Shield, giving them a rerollable 4+ save that inflicts damage on 5+, making it basically pointless to punch them. They also gain a +1 to their casting rolls if the unit's 10 or more models, but really, keep their units small, more casts are better as you need at least 15 of the ladies to reliably keep that +1 bonus.
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| '''Warhawk Riders:''' Oddly tough for wood elves. Warhawk Riders are basically Glade Riders with slightly better melee, better saves, twice the wounds and the ability to fly and fly far. They also get a few fun special rules. First, they always "run" 6 extra inches, no dice roll required, though with their 20" bows this will rarely see use. Then you gain +1 to Wound if they charged, which makes them pretty decent in big units. Finally, they have an oddly specific but potentially devastating special rule. If there are no enemies within 3" of them after they attacked, they can pile in 6" and attack again. Potentially cool, but requires pretty precise positioning and a good bit of luck to see use.
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| ===Stuff===
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| '''Great Eagles:''' Fragile, strong on the charge and with basically 40k's Hit and Run rule, which helps a lot since the eagles get bonuses for charging. Just don't expect them to survive shooting, as everyone and their dog will be gunning for your eagles.
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| '''Hunting Hounds:''' Hilarious. They are fast, tough chaff with meh attacks that only get good if you get Orion closeby. But there's one awesome thing about them: They can be summoned. Casting value 5, sets up 5 and Orion can cast this spell on every turn even though he's no Wizard, but all Wanderer Wizards know the spell. They aren't the most powerful summoned unit, but being able to create your own chaff is amazing for such a fragile army.
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| ===Battalions===
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| '''Wanderer Host:''' Take a Glade Lord, a Spellweaver, 2 units of Glade Guard, 1 unit of Glade Riders, 1 unit of Eternal Guard and one unit of either Wardancers, Waywatchers or Wildwood Rangers gain the ability to appear from table edges instead of setting up normally and get a 4+ extra save against Deadly terrain. If you're a dick, you can also claim this save against the Sacrifice rule of Sinister terrain.
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| ==Tactics==
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| [[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]
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