Wood Elf Tactica – Dryads
Capricious and cruel, the Dryads are both alluring and
deadly to any mortals that dare trespass within the boundaries of Athel
Loren. When they enter battle, their
beautiful features melt away to reveal a visage out of a nightmare as their
bodies harden and become tough as bark.
Their hands extend into razor sharp claws that can rend flesh and shatter
stone. Filled with the wrath of the
forest ancients, the Dryads become the forest’s battle maidens as they descend
upon their foes. Even the Asrai avoid
going into the dark depths of Athel Loren for fear that the capricious Dryads
may see them as a foe rather than friend.
The Dryad unit is a Core selection for the Wood Elf Army. The unit is comprised of Skirmishing models that come on 25mm bases rather than the standard 20mm base that an elf uses.
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M
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WS
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BS
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S
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T
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W
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I
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A
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LD
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Dryad
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5
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4
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4
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4
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4
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1
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6
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2
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8
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Branch Nymph
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5
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4
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4
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4
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4
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1
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6
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3
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8
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Dryads are a tough and effective combat Core selection
for the Wood Elf army. They have an
initiative of 6 which means they are striking before most units in the game
with two attacks at Weapon Skill 4 and Strength 4. They have a Toughness of 4 so they are by
default tougher than all the elven units in the army. Dryads also have the Forest Spirit special
rule which grants them the following Universal Special Rules: Fear and Immune
to Psychology. In addition the Dryads
have the Forest Spirit Save which grants them a 5+ ward save against
non-magical attacks and they have Forest Walker which provides them with the
Strider special rule for Forests. The
only unit upgrade available to the Dryads is to take a Branch Nymph unit
champion which allows the unit to accept and issue challenges.
Let’s evaluate the Pros and Cons of the unit prior to
going into advanced tactica.
Pros:
The unit is toughness 4 which makes it a tougher than normal Wood Elf unit.
The unit is Strength 4 which is stronger than the rest of
the Core in the Wood Elf army.The unit is toughness 4 which makes it a tougher than normal Wood Elf unit.
Each model has 2 base attacks rather than 1.
The unit is Stubborn when in a Forest.
Skirmish rules allow the unit some freedom of movement and maneuvering.
The unit has an Initiative of 6 which means it’s striking before well over 90% of the models in the game.
The unit gets a 5+ Ward Save against non-magical attacks.
The unit is NOT flammable.
The unit causes Fear.
The unit is Immune to Psychology.
The unit synergizes well with the Branchwraith hero selection.
Cons:
The unit cannot claim ranks.The unit can not field a full command (standard/musician).
The unit can not negate Steadfast or Rank Bonus.
Each Dryad costs 12 points.
Unit can not flee from charges so they must always hold
Against magical attacks or spells the unit gets no save at all.
The unit can only be fielded in groups of 8-20 negating its long term staying power in close combat.
So then the question comes, with all those cons how do I
use this skirmishing unit?
Goalkeepers – When
fielded as Goalkeepers, the Dryad unit is used to defend your archers and
spellcasters. This configuration will
contain 8-12 Dryads kept back in near the archers to prevent threats to your
Glade Guard or Spellweavers. They also
serve to act as cover to make shooting at the glade guard more difficult if
your opponent is going before you and also has ranged models. The Goalkeepers are meant to delay the opponent’s
forces from reaching your Archers so that you may devote enough firepower to
remove the offending units nearby.
Synergy: The Lore of Beasts spell Wyssan’s Wildform will make the Dryads Strength and Toughness 5
which turns them into single wound Treekin for the most part. This is especially handy if you have strong,
heavy cavalry units bearing down on your archers. The Lore of Life spell Throne of Vines/Flesh to Stone combo will also serve to provide the
unit with some long term toughness (makes them T8) which will serve well
against big Strength opponents. It is
recommended you field 1-2 units when using this configuration.
Lawn Darts – When
fielded as Lawn Darts, the Dryad unit is used as redirectors and spell
bumps. You will most often see them
fielded in units of 8 since they are able to soak up a few ranged attacks
without having to worry about panic tests.
The Dryads are used in this instance to delay or force the flank of your
opponent’s key units to your charge arc.
Synergy: If you intend on trying to keep the
Dryads in combat and exposing the opponents flank then it is very important to
properly augment the unit. It is
recommended that you use the Lore of Life’s spells Throne of Vines/Shield of Thorns and Flesh to Stone. The Throne
of Vines will boost the Flesh to Stone to Toughness 8 and then the Shield of
Thorns will inflict automatic hits upon the unit prior to combat starting. It is recommended that you field 2-3 units
when fielding this configuration.
Feral Gardeners – This
configuration functions as an offensive unit that serves to flank charge and
gobble up smaller chaff units. This unit
works well being 10-14 models large and usually with a unit champion. You generally will keep this unit close to
your Treekin/Treemen to provide a strong flank charge or even sometimes to eat
up the front attacks while the Treemen/Treekin/Wild Riders hit the flank/rear.
Synergy:
This unit benefits greatly if you place a character in it. If you want to create a close combat unit
that packs a substantial punch then you will want to add a Branchwraith in the
mix to increase its close combat capabilities.
A.
Terror Bomb – placing a Branchwraith with the
Terror spite (50pts) makes the unit cause Terror. This is helpful for trying to chain panic
lower leadership armies and make your opponent roll dice. This is not an optimal set up but an option
nonetheless.
B.
Character Assassination – the Pageant of Shrikes
allows you to march your Branchwraith and her unit and shoot at specific
characters while still maintaining an effective close combat option with the
Poisoned Attacks cluster.
C.
The Duelist – You put the Branchwraith in the
unit armed with the Poisoned Attack spite and the Annoyance of Netlings means
that in a duel you are only hit on 6’s and that you unleash an additional d6 S2
poisoned attacks at Initiative 4. This
serves to provide your Branchwraith character with up to 9 attacks in a round in
a challenge. This is helpful while the
rest of the unit attacks the opposing selection.
The spells that will benefit
the options above vary. If you are going
with a character in the unit then Lore of Beasts provides additional synergy
with spells such as Pann’s Pelt, Wyssan’s
Wildform and Savage Beasts of Horros.
Yet you could also make the unit tougher by synergizing with Lore of
Life’s Throne of Vines/Flesh to
Stone/Shield of Thorns. Using the
Lore of Beasts makes the Branchwraith an adversary to be feared since she would
be swinging with up to 6 Strength 8 attacks at Initiative 8 with an additional
D6 poisoned attacks.
If you are not using a
character in the unit then the unit synergizes well with Treekin, Wild Riders
and Treemen. You must do a flank assault
unless you have been augmented with Throne
of Vines/Flesh to Stone to become Toughness 8.
Blitzkrieg! – When fielding Dryads in this configuration you have a
full squad of 20 Dryads with unit champion and also 1-2 Branchwraith characters
in the unit. You will want to field the
unit around 7 to 10 models wide in order to maximize the number of
attacks. You rush this unit forward with
units like Treemen and Treekin on the flanks.
This unit is designed to absorb punishment while your bigger monstrous
infantry and monsters deal out damage to the flanks. This unit will be skirmishing so it is
recommended you fight in the forest and keep the unit buffed appropriately. The Branchwraiths will want to be equipped with
the Spites that can deal the most damage such as the Poisoned Attacks spite,
Annoyance of Netlings, the Terror spite, etc...
Synergy: You have two options
to synergize this unit with this configuration.
Defensive damage sponge or offensive assault battery, if you choose to
use Lore of Life you are going defensive while Lore of Beasts will provide you
with an offensive option. Lore of Beasts provides additional synergy
with spells such as Pann’s Pelt, Wyssan’s
Wildform and Savage Beasts of Horros.
Yet you could also make the unit tougher by synergizing with Lore of
Life’s Throne of Vines/Flesh to
Stone/Shield of Thorns. If you are fielding
2-3 Branchwraiths in this unit then Savage
Beasts of Horros combined with Wyssan’s
Wildform and Pann’s Impenetrable
Pelt will yield 14 Strength 5 attacks at I6 and 18 Str 8 attacks at I8
which should be enough to annihilate anything you run into (provided you are
running your unit 7 wide and have 3 Branchwraiths in the unit).
However
having to deal with Toughness 8 Dryads that inflict a Str 4 hit at the
beginning of every round because of Throne
of Vines/Flesh to Stone/Shield of Thorns is also an attractive option of
getting an opponent stuck into combat for an extended period of time.
As you can see the Dryads may
function in various ways, either guardians, redirectors, character assassins or
a wall of flailing attacks fueled by forest fury. The unit itself is not meant to stand alone;
the Skirmishing rule by itself dictates this.
You will need to use this unit in conjunction with others in order to
fully optimize the points you have spent to use the unit. In my lists I generally will field 10 Dryads
with a unit champion in order to protect my archers and fend off anything
annoying that gets near them.
In closing, the Dryad unit is a
great close combat option for the Wood Elf army. They are fast, strong and able to absorb
punishment unlike many of the other elven units in the army. They also provide you with a good backbone
for building close combat oriented lists and serving to beef up the more
vulnerable sections of your army. Like
most units in the Wood Elf army this is an elite unit, its stat line dictates
that right off the bat but I feel that many players under utilize the options
available to them with the Dryads. I
hope this article has provided you with a different point of view and perspective
on how to use Dryads in the Wood Elf army book.
A very good and thorough analysis. One question though. Immune to Psych means that Dryads don't need to take Panic tests doesn't it?
ReplyDeleteYou are correct Aptrecot, the unit does not need to make Panic tests when Immune to Psychology. It also forces them to hold when charged. So much for bait and switch!
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