Wood Elf Tactica – The Eternal Guard
The Eternal Guard are the
Guardians of the Forest in Athel Loren.
They defend the King’s Glade during the winter months and the court of
the Queen during the summer. They are
the elite soldiers of the noble houses of Athel Loren, serving as the
bodyguards for the Lords and Ladies of the Asrai court. With their deadly spear-staves and unique
fighting style, they have been stalwart defenders of Athel Loren for ages past
and the frontline defense against the forces of Chaos.
The Eternal Guard are both
a Special selection and a Core selection in the Wood Elf army. If the army is led by a Highborn then the
Eternal Guard becomes a Core choice otherwise they stay in the Special
slot. The Eternal Guard is the only rank
and file close combat infantry unit in the Wood Elf army that is generally able
to make use of a rank bonus.
M | WS | BS | S | T | W | I | A | LD | |
Eternal Guard | 5 | 5 | 4 | 3 | 3 | 1 | 5 | 1 | 9 |
Guardian | 5 | 5 | 4 | 3 | 3 | 1 | 5 | 2 | 9 |
The Eternal Guard stat line is fairly straight forward for an Elite infantry choice. They have a Movement, Weapon Skill and Initiative of 5 so they are fast and quick and will be hitting most foes on 3’s. They have a Strength and Toughness of 3 which is standard for most elves, it is not the most ideal toughness for a rank and file model but these are elves after all. They sport one attack (before factoring in the spear-staves) and have one wound but have a Leadership of 9 so right off the bad they are rather easy to take LD tests with. The unit is able to rank up and take a full command which also provides them with the opportunity to use a magical standard.
The unit has a few special
rules and equipment of note; they have the Eternal Guard Fighting Style which
provides each model with a 5+ armor save and their patented spear-staves
function as both spears and having two hand weapons in close combat which makes
their base attacks 2 rather than 1. The
last special rule about them is the Bodyguard special rule which means that
when the unit is led by a Wood Elf Highborn or Noble, then the Eternal Guard
become Stubborn.
Let’s evaluate the Pros
and Cons of this unit before going into the advanced tactica.
Pros:
The unit has a Weapon Skill of 5 – they are generally hitting on 3’s and being hit on 4’s.
The unit has a Weapon Skill of 5 – they are generally hitting on 3’s and being hit on 4’s.
The unit has two base
attacks rather than 1.
The unit is Stubborn as
long as there is a noble/highborn in unit.
The unit has a high
initiative so they are striking first against most opponents.
The unit is able to gain
ranks and negate steadfast as well as fight in 3 ranks when charged/2nd
turn of combat.
Cons:
The unit has elven strength and toughness which means they will need 5’s to wound toughness 4 opponents and will be wounded more often when attacked.
The unit has elven strength and toughness which means they will need 5’s to wound toughness 4 opponents and will be wounded more often when attacked.
The unit does not have a
parry save.
The unit costs 12 points a
model.
The unit only has a 5+
armor save.
The unit is not immune to
psychology like many of the elite Wood Elf units.
The unit requires a
Highborn to lead the army in order to be a Core choice.
The unit requires a lot of
synergy in order to get the optimal results.
The question now becomes,
how do I use this unit?
The Eternal Guard are
considered by many to be a “sub-optimal” unit compared to the other selections
in the Wood Elf army available to a general.
I personally don’t give a damn what many consider. I think the unit is very versatile and
effective.
Configuration:
Eternal Guard may be
configured in one of three main ways: Anvils, Bunkers, Hybrid, or Braveheart!
Anvils –
when fielded as an Anvil, the Eternal Guard will have 4-6 ranks of 5-6 models
each with a Noble or a Highborn in the unit.
You will want to field anywhere from 25-40 models in ranked formation to
ensure not only a +3 rank bonus but also to prevent your opponent from getting
Steadfast. This runs 270 to 480ish
points plus characters.
-Synergy:
You will want to have a Highborn with a Rhymer’s Harp, Eternal Guard Kindred
and the Annoyance of Netlings in this unit.
That will provide the unit with the ability to negate other enemy
characters from wrecking the unit and will require that they Highborn is hit on
6’s in a duel. This also will provide
the unit with a 5+ ward save and Stubborn.
You will also want to augment the unit with either Wyssan’s Wildform or Flesh
to Stone in order to increase the unit’s offensive and defensive
capabilities.
Bunkers – when
fielded as a Bunker, the Eternal Guard will have 10-15 models and will house a
Spellcaster such as the Spellweaver. The
point of this configuration is to provide a few ablative wounds to protect your
caster while also having maneuverability to get across the field by marching 10”. The primary purpose of this configuration is
to prevent your Spellcaster from being sniped by war machines and to provide
her with some defense against a charge.
This runs 180ish points plus characters.
-Synergy:
You will want to give the
Spellweaver the Ironcurse Icon to give this unit a 6+ ward save against war machines. While buffing this unit with augments is not
a bad thing, Wyssan’s Wildform or Flesh to Stone would not be terrible
choices but I feel those augments would be better served on another offensive
unit in the army.
Hybrids – this
is actually the configuration I use the most in my own army lists. When fielded in this fashion, you will have
roughly 18-25 Eternal Guards with a full command and the Battle Standard Bearer
and the Spellweaver in the unit. The purpose
of this configuration is to provide a unit that is both offensive and defensive
and provides a reasonably safe bunker for the Spellweaver. This configuration excels at being the hammer
or the anvil. You are able to move
forward and engage the enemy while augmenting and assisting other units in the
army. This runs 246 – 330ish points plus characters.
-Synergy:
This configuration requires the
most thought and synergy, not to mention finesse. You will need to put the glittering scales
and Annoyance of Netlings on your Battle Standard Bearer and then the Rhymer’s
Harp on the Spellweaver (also the Luminescence Sprite if you have the spare 25
pts so the unit has Magical Attacks).
You will always declare challenges or accept challenges with the BSB so
that your opponent needs 6’s to hit but then you have a 5+ ward save to fend
off their attacks, otherwise most opponents will need a 5 to hit against your
BSB due to the Glittering Scales. The
Rhymer’s Harp provides the unit with the 5+ ward save and then the Lore of Life
spell Flesh to Stone boosted
with Throne
of Vines will make this unit near impossible to destroy. The Lore of Beasts is not the most optimal
choice in this situation since you would need three spells: Wyssan’s
Wildform, Savage Beast of Horros and Pann’s Pelt to really take
advantage of your BSB and Spellweaver while minimally augmenting your rank and
file. This unit configuration works best
when paired with a unit of Treekin to serve as the hammer.
Braveheart! – Of
all the configurations, this is the most expensive and yet entertaining
deployment. This configuration is set up
for pure offense and nothing else. You
will need to field around 40-50 Eternal Guard in a horde formation. This configuration also requires a Battle
Standard Bearer, a Highborn and a Spellweaver to be in the unit as well. This unit marches forward and attacks
everything in its path. If the attacking
general quotes Braveheart as he declares charges then the dice rolls will be
obviously better. This configuration
runs 510-640ish points plus characters.
-Synergy:
This is the most entertaining and
expensive combination but the results are generally fun. You need to have the Razor Standard on the
unit’s Standard Bearer giving all attacks Armor Piercing. The Highborn will need to be given the
Annoyance of Netlings, the Other Trickster’s Shard and the Spirit Sword. If he is to square off against anyone in a
duel then they will need 6’s to hit him.
Should they not accept the duel, then the Spirit Sword will be able to wreak
havoc on the unit. The Spellweaver will
need to be equipped with the Lore of Beasts and the Rhymer’s Harp. She will need to cast on the unit Wyssan’s
Wildform, Savage Beast of Horros and Pann’s Pelt in order to provide
the unit +1 S/T while granting the characters +4 S/+4 T and +3 attacks. Finally, the Battle Standard Bearer will need
to have the Terrifying Mask of EEK! and the Glittering Scales to provide the
unit with Terror and make him harder to be hit.
If you are able to properly get off all these spells and equip your
characters in this fashion, you will be able to cut through just about anything
since the Eternal Guard will get to attack with 4 ranks which will unload 44
attacks + 17 character attacks and the lowest initiative will be 5.
As you are able to see,
the Eternal Guard is a very versatile unit but require an investment in
characters and equipment to reach the optimal results. The Wood Elf player needs to not only augment
this unit but use it in tandem with another.
Dependent upon configuration, you will need to decide how this unit is
to be played. I use the Hybrid for most
of my lists and I play that rather defensively.
I will keep the Eternal Guard held back while augmenting units like
Treekin or Wild Riders until I am able to augment my Eternal Guard in close
combat. This unit is able to weather
abuse provide you have a Lore of Life caster that is able to bring back models
you suffer from combat/shooting/magic. The
benefits to using Eternal Guard in this fashion is that not only do I have a
unit with ranks in the army but it also it draws the attention of my opponent
off the other units in my army. It also helps to provide a little variety to
your army lists so that you are not fielding 5 units of Glade Guard that will
ultimately get overrun when your opponent marches across the field.
You will also need to make
your list work around the Eternal Guard.
Many Wood Elf players prefer fielding a Spellweaver and a Treeman
Ancient at higher point levels. This
means that a lot of the synergy and effectiveness of the Eternal Guard is compromised
and also they lose their Core choice option.
I do not recommend fielding Eternal Guard unless they are able to not
only be augmented appropriately but given the appropriate unit support as
well. The unit is able to function on
its own but it will not be as effective as it would be if it were being used in
conjunction with another or had characters residing within it. I mean the very nature of the unit’s special
rules show that characters are supposed to be in this unit to provide it with
Stubborn.
In closing, the Eternal Guard unit is a great unit for the Wood Elf army. It is an elite close combat unit that provides you with much needed banners, ranks and numbers to weather the ever increasing model counts that are seen on the table. I hope this article has provided you with some ideas as to how to field and configure your Eternal Guard for play.