Just a brief update - Wildwood Rangers assembled.
I put together 30 of the Wildwood Rangers in order to ensure that I would have more assembled over the planned out 20 just in case I decide to increase the unit size.
The models are pretty slick, they will work well with the Glade Guard and I appreciate the fluff.
Anyway - assembled models incoming.
I'll start priming, magnetizing and painting very soon.
Tuesday, May 27, 2014
Tuesday, May 20, 2014
The Deployment Zone - Arcane Paintworks Masterclass Painting Workshop.
This weekend the Deployment Zone podcast decided to up their
game in a different fashion. This
weekend Bryan, Josh and I all three attended one of Meg Maples of ArcanePaintworks painting classes. Meg Maples,
is an artist who has been a studio painter for companies like Privateer Press
and has won several awards for her painting, including the crystal brush award
at Adepticon for her Magneto paint job.
Ms. Maples held her two day painting class at Guardian Games
in Portland where she had a full curriculum centered around Two Brush Blending
(TBB) and its applications. Now I
normally like to think that my paint jobs are of a higher quality than you would
regularly encounter, however based on the skill exhibited during her class –
that is all now called into question!
Here is am image of one of her models:
The class involved the following training topics:
(copy/pasted from her blog)
·
Model cleaning, assembly and preparation.
·
Priming including when to use white primer, grey primer, black
primer and Zenithal Priming.
·
Basecoating
·
2 Brush Blending
·
Glazing and Layering
·
Painting eyes, faces and hair
·
Painting skin tones and how to devise skintone recipes
·
Color theory discussion occurs throughout the class at a
superficial level to explain why I am choosing to mix certain colors
together.
·
Glow effects using both day glow pigments as well as brightly
colored paints.
·
Painting Gems
·
Beginner level freehand discussion
·
True Metallic Metals
·
Sheer Fabric
If you are unfamiliar with Ms. Maples painting style or
what her techniques are comprised, she uses a blending method to create smooth
transitions throughout the model. This
technique allows for multiple effects to be integrated in the model to give a
realistic feel to the paint job and “tells a story” as you look at it.
Ms. Maples requires that her class attendees use a
specific size of brush and the Privateer Press Formula P3 line of paints in
order to capitalize on her painting style and technique. It was recommended for all attendees to
obtain a Winsor Newton Series 7 size 2 brush and a Raphael size 3 (or something
of comparable cost/quality for Sable Kolinsky brushes or acrylics were also an
appropriate alternative). The two brush
blending technique she teaches works best with the P3 paints as the liquid
pigment spreads more evenly across the model and the larger brushes allow for
better surface blending.
The class started out with Ms. Maples teaching us how to
properly prime which was something I was apparently not doing. She explained the principles behind a proper
primer (P3 formula apparently is an actual primer as it adheres smoothly and
cleaning to a model vs. other aerosol variants) and how to prime not only in
black but also using white and Zenithal highlighting. The Zenithal priming was a really good
technique to learn as I have watched Youtube videos before where you have a guy
videotaping himself doing it but you really gain something more when you have
the actual person demonstrating it and providing you instant feedback.
The Zenithal Highlighting then lead to the discussion of
the primary technique Ms. Maples would be teaching: Two Brush Blending. The technique centers on using two brushes of
different sizes, the first brush being the size 2 applies a dab of paint into
the recesses or the area where you want shadow.
Then once the paint is applied you take the second brush (generally held
in your mouth) and you start to brush paint tracks from the outside of the
paint to in, which will blend the paint across the surface and creating a
smooth transition. The second brush
which is the size 3 only uses your saliva as the mixing medium as you draw it
across the basecoat to softly blend it in.
Once you have done the shading, you apply the highlight and use same
technique to blend it down to the shade.
The technique sounds super simple however after spending 16 hours +
more, I still find myself struggling to master it to the point where I feel
comfortable making this my primary method of painting. This technique was the foundation for most of
the curriculum Ms. Maples used for her class, especially when she discussed and
demonstrated skin tones and faces. One
of the stand out lessons in between learning Two Brush Blending and how to
properly paint skin tones was the way to paint eyes. Ms. Maples tutorial on how to paint full
color eyes was simple and the results looked fantastic.
The second day centered on painting realistic hair, true metallic
metals and other realistic effects. The
True Metalic Metals tutorial was outstanding where Ms. Maples used metallic
pigments and gloss varnish to paint on a shimmering layer over the
basecoat. Then once the shimmering coat
has been painted on, a shading glaze is added followed by highlights and more
glazes. The result is a metallic paint
job that shimmers in the light between multiple colors. This was a fairly impressive tutorial and
inspired me to look at metallic pigments.
Ms. Maples also touched on Object Source Lighting or OSL which provided
us a very brief glowing eyes tutorial.
The class was a definite challenge for me as I do not
hold my paintbrush the way most people do and it was a complete departure from
how I normally paint both in form and function.
I do not normally use P3 paints, I have never successfully blended
anything before, I do not mix paints when painting often, I do not normally use
a larger sized brush and lastly I haven’t used a dry pallet in a long, long
time. So upon entrance into the class, I
was fully out of my comfort zone. I
ended up bringing multiple models to prime and paint with various techniques
and Ms. Maples was sure to walk around and provide technical assistance where
necessary.
There were several tutorials taught that had an
instantaneous effect on my paint job and I was able to pick up on them
immediately. The priming tutorial was
awesome, how to paint eyes has given me the confidence to start doing just that
on my models, and the object source lightning took very little time but was
instantly useful. Those small but
helpful tutorials will provide instant improvement to my armies.
The tutorials that I felt will take a lot of time but in the
end pay off very well were obviously the Two Brush Blending. The TBB will require a lot of my time to get
proficient with it. Ms. Maples has a
fantastic technique and the results make you want to paint better just by
looking at her models. Once I have
gotten proficient with her method, the other tutorials such as painting flesh
and fabric will easily fall in line and yield fantastic results. The other challenge I will run into will be
my color theory, using the P3 paints will be great for resolving this as they
mix well and last long. I may still use
a wet palette because I have a knee jerk reaction to hating dry palettes (never
can get the consistency right in a dry palette).
Now as far as the argument of cost vs. time investment, I
will say that Ms. Maples provides her students a bargain for what is
offered. The students receive 16 hours
of professional training in the methods that the studio painters from companies
like Privateer Press paint their models.
I look at the amount of money I spend on this ridiculous hobby and then
I look at the amount of time I spend painting to what I thought was a pretty
high standard. The time investment and
cost of this class is literally one of the better investments I could make in
the hobby as it is improving something that I have always wanted to get better
at doing. I have no problem getting
better at the game when I play a list a few times and learn the nuances but
something technical like painting requires some level of instruction in order
to improve.
As a result, I would formally recommend Ms. Maples
painting class through Arcane Paintworks to anyone who is interested in
improving the state of their hobby outside game. Just the minor techniques she taught have
already begun to have a big impact on my paint jobs. I look forward to experimenting more with
these techniques in the future.
The Deployment Zone podcast will be providing a full review of the class on one of our up and coming podcasts as well as an interview with the teacher Ms. Meg Maples.
Friday, May 16, 2014
Company of the Damned Battle Report: 2800 points of Wood Elves vs. Warriors of Chaos
Last night I had two friends over to get a game of
Warhammer with my Wood Elves. I brought
my list I posted the other day here and Brock brought the following:
The Warriors of Chaos army list is roughly:
Daemon Prince, Level 4 Nurgle
20 Nurgle Warriors with Halberds and BSB
2 Nurgle Chariots
1 Nurgle Gorebeast Chariot
3 Skullcrushers
9 Marauder Horsemen w/ L2 Shadow
Warshrine of Nurgle
Chimera
5 Nurgle Chaos Knights
Deployment:
During deployment I showed my hand too soon and deployed
my Glade Guard too early. This and the
fact that my opponent knows all my deployment tricks (where as I will deploy on
one side of the field with my fast moving units then in the next movement phase
zip over to the other side of the battlefield to engage a flank) made it
difficult to pull off my normal chicanery.
Brock was smart in that he deployed his chariots and knights on the far
right flank hoping that I would take the bait and deploy the Waywatchers near
the Knights so that his Skullcrushers had full access to the Glade Guard on the
left side. Fortunately I was patient
and after noting my Glade Guard deployment mistake, I continued with my
pre-game plan and thus we have our deployment.
I chose to make the mysterious forest a Venom Thicket.
Turn 1
The Arrow of Kurnous hit the Daemon Prince in the face
doing a wound which he then failed to save!
First Blood to the Wood Elves!
The Wood elves got the first turn which was the classic
switch to the other side of the board to do battle routine. The Glade Guard and Waywatchers stayed static
however which benefited them greatly as they were able to do six wounds (4 were
no armor saves) to the Skullcrushers and reduced them down to 1 model (I was
very, very pleased with this turnabout).
The magic phase was uneventful as the Daemon Prince was able to block my
spell casting with an irresistible force dispel and a subsequent matching when
I attempted to cast Miasma.
The Warriors of Chaos also had a good turn where the
entire army shifted hard to the right and I wasn’t able to stop them. The Spellweaver blocked Stream of Corruption
but could not stop Curse of the Leper being cast upon the Daemon Prince. The Daemon Prince failed to cast Rancid
Visitations on the Wildwood Rangers. (phew)
Turn 2
The Treekin charged the Daemon Prince while the Dryads
and Treeman moved into position (I had no choice really because the chariots
were coming next turn). The magic phase
was a huge success as not only did a Pit of Shades veer off target and nail the
Warshrine (destroying it) but also I was able to get Okkam’s Mind Razor
off on the unit of Treekin. The Shooting phase was a huge success also; I
was able to Sniper the Level 2 to death via Waystalker (fast becoming my
favorite character) and the Waywatchers/Glade Guard batted clean up on the
remaining 9 Marauder Horsemen. The
Treekin took 2 wounds from the Daemon Prince (saving 2 others on their 6+) and
dealt 2 more wounds to the already wounded Daemon Prince. The resulting combat was a tie and both units
stuck in there. I was disappointed as I
was hoping that I would blow through the Daemon Prince and smash into the
chariots.
Sadly I knew then that I would be taking those on the
chin.
Over all, turn 2 was a pretty big success as I was able
to delete an entire unit via archery, another by magic and tied up his most
destructive character with my heavy infantry.
The Warriors of Chaos decided that they had had enough of
my tomfoolery and charged, a lot. The
Daemon Prince attempted to cast Curse of the Leper which was blocked and failed
to cast the bigger version of Fleshy Abundance.
Brock cursed as I breathed a sigh of relief. The impact hits from the chariots did 3
wounds to the Treekin and the Daemon prince and the Chariot Warriors did an additional
3 (I rolled 3 6’s to save). The Treekin
attacked back almost pulping the Daemon Prince with their strength of 8 attacks
but he made his ward save but they did an additional 2 wounds each to the
chariots but sadly their luck had run out and they were overran by the chariots
which ended up slamming into the Treeman.
The Chaos Knights and Dryads fought and the Knights lost one of their
own as they trampled the Dryads and smashed into an Eagle.
Turn 3
Turn 3 was a fairly brutal phase for the Wood Elves. The Wild Riders slammed into the Chaos
Knights that were engaged with the Great Eagle.
Meanwhile the rest of the army moved forward to get into position for a
multicharge or receive one next turn.
The Daemon Prince blocked the Pit of Shades but was unable to halt the
Miasma that tagged his Chaos Warriors or the Mindrazor on the Wild Riders. The Glade Guard had marched but the
Waywatchers began their reign of terror on the Warriors removing 5 guys in one
salvo. Close combat was pretty wild as
the Wild Riders killed all but 2 Knights who in turn pulped the Great Eagle
before being overrun. The Wild Riders
then slammed into the Chaos Chariot while the Treeman made short work of the
already damaged chaos chariot but in turn taking 4 wounds.
The Warriors Turn 3 was just ugly. The other chariot crashed into the Wild
Riders while the Warriors of Chaos charged the Wildwood Rangers. The Daemon Prince wiped out a unit of Glade
Guard by dealing 15 Strength 5 wounds because the unit failed 4 toughness
tests. The Chimera used its breath
weapon on the Treeman and killed it. In
close combat the Wild Riders were reduced down to 2 due to Impact hits but were
able to kill one of the chariots before being wiped out totally. The Warriors of Chaos and the Wildwood
Rangers fought to a standstill, both of the units suffering casualties (the BSB
died to my general in a challenge) but ultimately ending in a push.
Turn 4
Turn 4 for the Wood Elves was a do or die as the Daemon
Prince was in my flank and I would give up a ton of points if he survived and
charged me. So I decided to go for
broke. I charged the Warriors with my
Eternal Guard, flew my Eagle behind the Daemon Prince in case he charged the
archers and I also moved my archers to face the Daemon Prince. The Spellweaver attempted to cast Mindrazor
but even with her +5 she failed. The
Daemon Prince died when the Waystalker and his Waywatchers downed him with a
flurry of arrows that ignored armor saves.
The Wildwood Rangers and my General died but the Eternal Guard were able
to run down the Warriors after combat.
Brock decided to go for broke and charged and obliterated
my last Great Eagle while his Skullcrusher, not wanting to be shot up by
Waywatchers the next turn rearcharged the Eternal Guard. The Eternal Guard lost combat and only were
saved by the Stubborn LD9 reroll thanks to the BSB. The Eternal Guard then failed to combat
reform on LD6.
Turn 5
The phase was rather eventful as the Chimera was
destroyed by a Pit of Shades while the Nurgle Chariot fell to massed arrow fire. The Eternal Guard and BSB died to the
Skullcrusher (WTF?)
The lone Skullcrusher, the last bastion of Chaos and the
only survivor from the turn 1 onslaught charges the Waywatchers and beats them
in combat. He rolls a 6 when he needed a
7 to crash into the Glade Guard. He
still catches the Waywatchers who rolled a 5 on their flee distance. The Glade Guard pass their panic test and
settle in for the final turn.
Turn 6
The Wood Elves pivot and first reduce the initiative on
the Skullcrusher by 3 then the spellweaver manages to land Withering on the
Skullcrusher reducing his toughness to 2.
The Glade Guard then unloaded into the Skullcrusher doing 11 wounds of
which he failed enough to die!
Wood Elves win.
What was learned:
This game was an excellent game to test out the new army
with. I made some deployment errors and
despite not being able to fully utilize the Shadowweaver, it was totally worth
it taking Lore of Shadow. The Forest Spirits
have definitely taken a hit in their offensive capabilities but I think
synergizing spells like Withering or Mind Razor will help counteract that loss
of Strength.
The Wildwood Rangers are not an anvil unit, I should have
positioned them nearer to the Treekin. I
did not wish to charge the Daemon Prince solo but due to deployment and where
he ended up, I did not really have a choice.
The Wildwood Rangers however did very, very well with their WS5 and Str5
against the Warriors. They reduced their
saves to a 6+ and despite the Mark of Nurgle, and killed well.
I should have pursued the Skullcrusher right off the bat,
as I would probably had more units left at the end of the game. I am glad that I managed to kill the
Warshrine by accident as I was concerned about extra buffs. During our game fortunately nothing spectacular
came out of the challenges other than models dying.
I will need to wither any unit I am going to engage with
the elves, that or get mindrazored. Even
with a great weapon and Init 8, my general was hard pressed to do enough damage
before return attacks hit him back. Wildriders
are absolutely great, they are just perfect for what you need to do with that
unit – full offense.
Archery is not as great as it used to be, the loss of the
no-movement penalties hurts in that less hits were being scored than I was used
to. Fortunately I roll a lot of 6’s so
Poisoned attacks helps a lot. I may try
a game or two with Trueflight after his list has survived another five or six
match ups. I think the terrain in this game also saved the Warriors bacon a lot
as I did not have many shooting opportunities due to the manor house and fence
in the middle of the table.
Brock had a good time and was pleased that he almost
tabled me. There are definitely some
growing pains with this new army set up but I think that I’ll be successful
with it.
Closing Thoughts:
1.
I need to make sure I stick to my game plan on
how I want the attack talons to work.
Due to poor deployment I had to break off the Eagles to give “easy
points” targets to my opponents or make them stress the +3 rear + charge
resolution they provide in combat.
2.
I need to position my archers a lot better. Now that they will be fairly more static, I
need to ensure my deployment doesn't block line of sight or prevent them from being shot due to close combat.
3.
The Eternal Guard and Wildwood Rangers are great
if used in tandem. If used by
themselves, you need to rely heavily on luck.
4.
Lore of Shadow is an excellent choice for the
Wood Elves. It helps counteract the lack
of high strength in the army.
5.
The Waystalker is a holy terror. Brock remarked that had he been smarter he
would have tried to nail the Waywatchers and Waystalker with Rancid Visitations
early on in the game.
6.
Impact hits annihilate this army. This hasn't really changed from the last book
but due to the increase in offensive might on units like Wild Riders, they
really need to get the charge off and prevent units that can do impact hits
from doing so.
7.
Always Strike First is incredible as it
increased the offensive effectiveness of the army in close combat.
8.
Nurgle is a douche and I hate that army.
As I continue using the newer units and learning how the
army has changed, I will post up more reports.
That’s it for now.
Monday, May 12, 2014
Growing Pains and The Great Hunt, War Host of Athel Loren (v.2.0)
Growing Pains
Much like any general who has had a new book released, there
are a certain amount of growing pains that have to be experienced in order to
find that perfect “fit”. As the Wood
Elves have had a substantial departure from their previous rule set and play style,
all my previous posts concerning “Tactica” and “Preferred Enemies” have been
slightly invalidated.
I personally am struggling with balancing form and function
in order to make the army be a perfect balance between “meta” and “theme”. I had spent years honing my previous 2,800
point list to take full advantage of my personal play style, the local meta and
the theme I had developed in order to further the “story line” of my army. Even with some of the changes to magic items
and magic lores, my old list still would work in the current rule set, albeit
not as well (maybe).
One additional caveat or challenge that I put myself through
which most players don’t think about or even care about really is that in
addition to making forum, function and theme work; I need to make sure the army
fits in my Table War display case. A
challenge that I did not think would be an issue at first!
The old list I used in with the previous book relied on
balanced shooting and close combat, synergy of 3 magical items to create a
deadly assassination tool and a very durable bunker, and mobility. I put a lot of emphasis on having the
assassination type general that alongside his unit of Waywatchers would
annihilate heavily armored cavalry and smaller heavily armored units. Meanwhile,
the meaty Treekin alongside the Wild Riders and my 3+ ward save Eagle noble
would crash into units that had been depleted by my Glade Guard and wipe them
out. I employed Eternal Guard to be a
Stubborn bunker for my Spellweaver and BSB that was protected by the 2 Glade
Guard units and my Dryads. I would use
my two Great Eagles and my Treeman to bounce around the board mopping up
smaller units or warmachines. I relied a
lot on the Bow of Loren + Arcane Bodkins combo on my General and the loss of
that combo is a hard pill to swallow.
Now that’s all fine and good John, we’re all glad you got
that whining off your chest. How are you
going to make it all work then?
Well, I want to ensure the theme stays the same of the
Waywatcher Lord Sylvos Greystorm the Huntsman is still leading the armies of
Athel Loren into battle as their Ranger-General. That means the army is going to still need to
be fast, hard hitting and mobile and have the ability to remove an enemy unit a
turn if need be in order to ensure success.
So after hours and hours of painstaking revisions and
changes and modifications; I present pretty much the exact same list only I
dropped 1 unit for another.
May I present the The Great Hunt, War Host of Athel Loren
(v.2.0)
+ Lords + (436pts)
Waywatcher Lord
Sylvos Greystorm the Huntsman, Ranger General of Athel Loren
* Glade Lord
(186pts)
(BRB)
Armour of Fortune (35pts), Asrai Longbow, Great Weapon (6pts)
Archdruidess Nysa
Greystorm the Storm Maiden, Hierophant of Athel Loren
* Spellweaver
(250pts)
(BRB)
Talisman of Endurance (30pts), Level 4 (35pts), Lore of Shadow
+ Heroes + (260pts)
Lady Nepenthia
Dreamsinger, Stormsinger of Athel Loren
* Glade Captain
(150pts)
(AB) Hail
of Doom Arrow (30pts), (BRB) Gambler's Armour (20pts), Asrai Longbow, Battle
Standard (25pts), Hand Weapon
Storm Lord Cyre
Winterwolf the Mistwalker
* Waystalker
(110pts)
(AB) Bow of
Loren (20pts)
+ Core + (843pts)
The Handmaidens of
Dornatha, the Verdant Rage
* Dryads
(110pts)
10x Dryads
(110pts)
The Spears of
Loren, Aegis of the Dreamsinger
* Eternal Guard
(258pts)
Champion
(10pts), Musician (10pts), Standard Bearer (10pts)
* 19x Eternal
Guard (228pts)
19x
Shields (19pts)
The Twilight Host
* Glade Guard
(245pts)
Musician
(10pts), Standard Bearer (10pts)
* 15x Glade
Guard (225pts)
15x
Hagbane Tips (45pts)
The Farstriders of
Lady Greystorm
* Glade Guard
(230pts)
Musician
(10pts), Standard Bearer (10pts)
* 14x Glade
Guard (210pts)
14x
Hagbane Tips (42pts)
+ Special + (736pts)
The Wolfkin, Feral
Knights of Dornatha
* Tree Kin
(270pts)
6x Tree Kin
(270pts)
The Outriders of
Twilight, Huntsmen of Kurnous
* Wild Riders
(216pts)
Champion
(10pts), Standard Bearer (10pts)
* 7x Wild
Riders (196pts)
7x
Shields (14pts)
The Storm Wardens
of Cythral, Rangers of the Huntsman
* Wildwood
Rangers (250pts)
Champion
(10pts), Musician (10pts), Standard Bearer (10pts), 20x Wildwood Rangers
(220pts)
+ Rare + (525pts)
Scryah, the Last
Shadow
* Great Eagle
(50pts)
Great Eagle
(50pts)
Gwynador, the
Scion of the Sethayla
* Great Eagle
(50pts)
Great Eagle
(50pts)
Dornatha, the
Verdant Rage
* Treeman
(225pts)
The Stalkers of
the Silent Path
* Waywatchers
(200pts)
10x
Waywatchers (200pts)
Total: 2800 pts.
This army is intended to function a bit differently than
it did before. The army will still rely
on mobility and focused assassination but the delivery method will change
slightly.
1.
The General is now a close combat general and
will be situated with the Wildwood Rangers.
2.
The Spellweaver will be located with the Glade
Guard since her spells may be cast at a relatively safe distance.
3.
The Battle Standard Bearer will be placed with
the Eternal Guard in order to provide Stubborn support.
4.
The Waystalker shall accompany the Waywatchers.
The army shall be divided up into four strike teams:
1st Talon – Assassins in the Shadows
The first talon of this “bird of prey” shall be comprised
of the Waystalker and the 10 Waywatchers in one unit with the twin Great Eagles
accompanying them. The Great Eagles will
serve as warmachine hunters/blockers so that the Waywatchers and Waystalker may
do what they do best: Assassination.
The Waystalker will fire two shots a turn at the enemy
spellcasters or the battle standard bearer in hopes of removing the enemy
leadership options. The Waywatchers will
focus on heavy cavalry, infantry or high armor targets in order to remove them
from play. When the Great Eagles are not
serving as blockers, they will hunt loan characters, warmachines or serve as
rear-charging combat resolution.
2nd Talon – Blades of Loren
The second talon is the primary combat wing. This group will have the Eternal Guard, the
Wildwood Rangers and the Wild Riders working as a single combat entity. The idea is that the Eternal Guard charge the
front and soak up damage while the Wildwood Rangers and Wild Riders strike the
flanks/rear and deliver merciless Strength 5 attacks. Ideally these units shall battle in a forest
to take advantage of the Forest Stalker rule.
3rd Talon – Wrath of the Ancients
The third talon is the support close combat wing and
defensive element to the army. This
element is comprised entirely of forest spirits; the Dryads, the Treekin and
the Treeman. With the reduction in
Strength to the Forest Spirits as a whole, it is important that these units
function as one combat element to overwhelm and destroy their targets. Due to the higher toughness of these units
and their immunity to psychology, their defensive strengths will work well to
prevent flank charges and control the field by forming a fearsome line. This talon will work in support of the 2nd
Talon and also provide defense to the 4th Talon.
4th Talon – The Darkening of the Skies
This fourth and final talon is comprised of the two Glade
Guard units and the Shadow casting Spellweaver.
This unit has all Poisoned arrows (Hagbane) and will be the most “static”
element in the army. As the Wood Elves
have lost their ability to ignore movement penalties, it serves this group best
to minimize the amount of penalties they would suffer from shooting when trying
to weaken other units. This group will
focus in debuffing the charge targets of the 2nd and 3rd
talons, crippling movement of the big units trying to support the charge
targets of the 2nd and 3rd talons, weakening the higher value
toughness models in the army for the 1st and 4th talons,
and finally wreaking havoc on the enemy lines with pit of shades or penumbral pendulum
(not to mention a well-placed mindrazor doesn’t hurt either).
The poisoned shots should be able to remove warmachines
and monsters from the battlefield opening up more opportune targets for the two
close combat wings and assassination targets for the 1st wing.
This list should (in theory) hold up against both heavy
armor armies, fast moving armies (dark elves I’m looking at you) and heavy
magic armies. I will obviously still
have some issues against horde style armies and some builds (that is just Warhammer
– not everything is a perfect counter for everything else), but I feel that
changing the unit strategies and realigning expectations on how I want a
specific talon to work should do this new book justice. The advent of having Lore of Shadow over Lore
of Life is going to be big, especially since I will be using a close combat
general now where before I had a ranged assassination general.
I am aware of the current “meta” that has been proposed
that the Wood Elves need to focus on shooting and avoidance. I am fully aware that many podcasts (except
mine because I think Wood Elves are great!) think that this book is a lower
tier book and need to avoid combat. I
will only say that I respectfully disagree and will enjoy making this list work
in the new book. I am of the mindset
that proper balance and intelligent playing will trump the overpowered netlist
or the “optimized” tournament list. While
I wanted to take certain combinations and synergies (2 units of 10 Waywatchers
comes to mind, 3 units of Wild Riders, Sisters of Thorn character bunker for 2
Level 4’s of Shadow/Death or High/Dark, filling my entire Core selection with
Glade Guard, 4 Waystalkers, etc…), I also have to take into consideration what
is fun for me to play and more importantly is fun for my opponent. I know I can take a specific combo and pretty
much kill all characters in my opponent’s army by turn 3 without ever being in
combat and break the back of their army.
Knowing how it can be accomplished and choosing not to field (or by extension
fielding it and not taking full advantage of it) it is a strong balancing point
for being a good opponent.
I will be testing this list out for the next month and a
half before I have to submit my final list for the OFCC Warhammer Team event by July 1st. I’m sure I may make
some modifications and it may well end up being that I really love how a
specific unit works and I want more if it, we’ll have to see how everything
pans out.
Until then, I’ll try to get some games going and some
Battle Chronicler reports generated. I’ll
also feel more comfortable writing up some new tactics articles after a half a
dozen or more games with the new book under my belt.
Friday, May 9, 2014
Company of the Damned – Wood Elf Army Book Review – Pour Four: Unit Summaries Concluded!
When we last left our intrepid adventurers, we were
discussing the Wood Elf units. Now we
move on to the Forest Spirit selections.
We will be discussing or rather I’ll be discussing as blogging tends to
be mono-directional in conversation…
Anyhow..
The Dryads
The merciless and warmongering changelings of the Wood Elf
army, the Dryads serve as the tougher infantry for the army. The Dryads, much like all forest spirits,
lost a point of strength and skirmishers from the last book to the new but they
gained several other abilities. Meanwhile
the Branchwraith gained access to
the Lore of Life. The Dryads are a Core
selection while the Branchwraith is a Hero selection.
Unit Type: Infantry
Special Rules: Fear, Forest
Spirit, Hatred
Branchwraiths are
Level 1 wizards with access to the Lore of Life and have the Blessings of the Ancients special rule.
Name
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
Dryads
|
5
|
4
|
4
|
3
|
4
|
1
|
5
|
2
|
8
|
Branchwraith
|
5
|
6
|
6
|
4
|
4
|
2
|
7
|
3
|
9
|
The Treekin
The
Treekin serve as the Monstrous Infantry unit in the army. They are a Special
selection that have a high toughness that allows them to dig in and serve as an
anvil for the other troop options in the army.
Unit
Type: Monstrous Infantry
Special
Rules: Fear, Flammable, Forest Spirit,
Scaly Skin (4+).
Name
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
Treekin
|
5
|
4
|
4
|
4
|
5
|
3
|
3
|
3
|
8
|
The Treeman
The
Treeman is the lumbering behemoth of the forest, silent sentinels that are
roused to war in defense of the forest.
The Treeman is a Rare selection while the Treeman Ancient is a Lord selection.
Unit
Type: Monster (Treeman Ancient is a Monster Character)
Special
Rules: Terror, Flammable, Forest Spirits,
Scaly Skin (3+), Large Target, Stubborn, Tree Whack, Strangleroot.
The Treeman Ancient is a Level 2 Wizard of the
Lore of Life that may upgrade to a level 4 and has the Blessings of the Ancients special rule.
Tree Whack – the model may make a
single attack with this rule. If the
Tree Whack is declared then the enemy must make an Initiative test. Should the test fail then the unit takes D6 wounds
with no armour saves.
Strangleroots – This is an upgrade that the
Treeman and Treeman Ancient may purchase which is a shooting attack with a 12”
range that does a Strength 5 shooting attack that has the Multiple Shots (D6+1) special rule.
Name
|
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
Treeman
|
5
|
6
|
6
|
5
|
6
|
5
|
2
|
5
|
9
|
Treeman
Ancient
|
5
|
4
|
4
|
5
|
6
|
6
|
2
|
3
|
10
|
The
final installment of the unit summaries will include the special characters of
Durthu, Orion, Araloth, Drycha and Naestra & Arahan.
Subscribe to:
Posts (Atom)