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 Spirit Host 2000pts

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Rob
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PostSubject: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 7:51 pm

I can only do so much without the codex, but my prospective Wood elves army looks as such.( based on the army Dave helped me build)

Lord: 400pts Treeman ancient- can only be hit on 6s in challenge, ads +1 dispell dice, has magical ranged attack

Heroes: 495pts 3 Branchwraiths- all lvl 1 wizards, All get +1 dispell dice, magical attack

Core: 5 squads 10x Dryads, 2 squads 9x Dryads

Rare: 285pts One Additional Treeman

Total 1996

I know its hard without the points, but tear appart what you can


Last edited by on Fri Feb 15, 2008 9:12 pm; edited 1 time in total
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FrostWolf
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 8:00 pm

I dont know much about wood elves, but my skaven would hate to fight this list, except you might have a problem with dispelling
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 8:34 pm

Treemen are hard, an all woody army has it's advantages. Although as more books come out the dryad point advantage lessens.

I can see this army having an excellent punch and decent charge control. Rank-and-file units take up movement planning that you won't have to deal with.

The biggest downside is if someone has a good ranked unit plan that can take the first charges and then counter attack can cause problems. Also be aware of magical siege engines.
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 9:05 pm

as far as dispell dice, at 2k i have 9, not sure how good that is. Good ranked troops are a big obstical, however, i should be able to outmanouver them as may times as not. Magical seige engines= kryptonite, not a whole lot i can do. also, i am updating the top to be more acurate.
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FrostWolf
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 9:09 pm

aganist my skaven list you would run out of the dice after my greey seer alone(well ok he gets 6 power dice plus warpstonetokens so 3 or less left if you try to dispell of them) leaving my with 2 or 3 warplighting spells to reck havok on you. That is the only problem I see
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 9:18 pm

I doubt that you get every spell off, or even that i would care about dispelling every one. You have only one horrifying spell that you can only cast 3 times a turn. Additionaly, i have not seen the numbers but that is probably a large portion of your points, meaning that you will be hard pressed to come up with alot of fighting power to match my Hoard Twisted Evil . Also from what i can recall, your army does not handle fear well, and i have that in spades.
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FrostWolf
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 9:24 pm

I can make my whole army immune to fear by frenzying the whole thing, and 4 warp lightnighs(and a bound spell of it) and chances are Most spells you will wont to dispell if I use them(giving my a unit frenzy is a nice option for me or plageing you). but yea you are correct I would have problems with you nice little dryaids(and yes half my points are in my leaders)
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 9:35 pm

One thing with Magic in WFB these days is people tend to stop each other's spell allot. It played so differently back in the day with the Undead book, with the last two editions just getting off the right necromany spell has been a challenge. Suck city.

It went from a game of chess to poker.
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 9:36 pm

PS hopefully the dreaded Ratling Gun isn't magical. If it is the time to rename it to the Dryad-mower would be at hand.
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FrostWolf
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 9:37 pm

it is magical, all the true guns are, I am baseing my thoughts of your list on what I know/seen, most of which is skaven
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 10:39 pm

I appriciate the thoughts, but anyone have anything constructive???
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FrostWolf
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 10:49 pm

test it out is the only way?
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Nathan
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 10:55 pm

Wait to talk to Dave. So all Dryads are fear-causing? Might have trouble against Tomb Kings, them having so much magic and fear-causing troops as well. And Bruce, frenzying your entire army is bad, they will be forced to charge the closest enemy unit every turn, and Rob can easily outmanuvre you by counting on that. Even if you frenzy only some of your units, Rob can Fear-ify the rest that are not immune to psychology.
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FrostWolf
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 11:08 pm

ahhh so? its to defend agnist a charge(for a differnt page most liekly) and yea dryads cause fear
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 11:54 pm

Deployment:
Evenly space the Dryad squads across the board (but not on the edges). They move so fast and unfettered in direction that the only trick you will need to learn is which fights they can win, delay for treemen, or assit treemen.

Magic & Terrain:
Use those annoying forest tricks to mess with the enemy warmachines or provide cover for advancing infantry.

Cav:
Dryads no, treemen yes. Against 2+ armor saves Dryads seem to stall. At least that was how they tended to flow back at The World of Hobbies and Games.
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyFri Feb 15, 2008 11:57 pm

Again i stress constructive. On the note of bruce's comment, Since my army is almost entirely skirmishers, i am likely to be deciding most of the charges meaning that you are probably going to be attacking last and getting charged at least once in a flank, if not twice, and maybe even a shot to the hind end.

Thank you bob. You posted while i was typing this.
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FrostWolf
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptySat Feb 16, 2008 10:58 am

Ahh I am trying to be by pointing out problems I see, and again the only true way you will know is get in enough test games aganist good lists, intill then its all based off experince in smaller or largers battles
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptySun Feb 17, 2008 2:16 pm

I was thinking about droping some dryads and the ancient in exchange for a regulear treeman, a spellweaver and some treekin, any thoughts?
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyTue Feb 19, 2008 7:03 pm

Treekin make my tummy hurt. bounce

At 65 points the other Rob who plays Wood Elves just loves 'em. Curse his oily hide. When their newest book came out I just hated them. If someone is playing with some hard troops bring these guys.

My only advice is don't keep them too separate from the other Treeman. The Dryads are the mobile ones, let them do the dirty running around. Use the Treekin to either cancel ranks for a Dryad unit that has someone engaged or provide that extra hitting to help the treeman out. There is no worse irony to have a Treeman get taken out by combat resolution because of one bad dice set (which has hapened to the other Rob even with the Battle Standard nearby).


Last edited by Angry Bob on Tue Feb 19, 2008 7:06 pm; edited 1 time in total
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyTue Feb 19, 2008 7:08 pm

Rob wrote:
I was thinking about droping some dryads and the ancient in exchange for a regulear treeman, a spellweaver and some treekin, any thoughts?
No clue on the spellweaver, off the top of my head I am not familiar with fighting this figure. If this figure does a much better job moving terrain then he/she/it might be the ticket.
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyTue Feb 19, 2008 9:06 pm

trees would get moved the same amount, but spellweaver is a level 4 mage that could boost my troops and provide those all important dispell dice.
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyTue Feb 19, 2008 9:39 pm

It's the skirmisher verses ranked unit thing. Treekin are a ranked unit and require more planning with their movement. Oddly as a single monster even the Treeman is more maneuverable than the Treekin.
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyTue Feb 19, 2008 10:18 pm

I thought the whole planning/manuvering thing was what fantasy was all about
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Evil Bob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyTue Feb 19, 2008 11:31 pm

You are correct sir. That was one thing that sort of drove me nuts about Dryads. Very well priced skirmishers with excellent punch.

Not to say that skirmishers don't require planning with their movement. It's just minimized compared to rank & file.
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Rob
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PostSubject: Re: Spirit Host 2000pts   Spirit Host 2000pts EmptyTue Feb 19, 2008 11:45 pm

So in your opinion, the ideal list that fits the topic and the spirit of fantasy would be heavy on Treekin light on dryads.?
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