Showing posts with label Library. Show all posts
Showing posts with label Library. Show all posts

Thursday, March 7, 2013

Wood Elf Tactica – Dryads


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. 

 
M
WS
BS
S
T
W
I
A
LD
Dryad
5
4
4
4
4
1
6
2
8
Branch Nymph
5
4
4
4
4
1
6
3
8

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.
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?

 Configuration:
Dryads may be configured in the following ways: Goalkeepers, Lawn Darts, Feral Gardeners, and Blitzkrieg!

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.

Thursday, February 28, 2013

Wood Elf Tactica - The Eternal Guard


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 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 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.

 

 

 

 

Tuesday, February 26, 2013

Preferred Enemies - High Elves, the White Lions of Chrace

Preferred Enemies - High Elves, the White Lions of Chrace
 

This installment of Preferred Enemies will deal with the Special choice for the High Elf army, the White Lions of Chrace.  They serve as the vaunted bodyguard of the Phoenix King and their Woodman’s Axes carve up their enemies with little difficulty.  Garbed in a lion’s pelt that the White Lion hunted and slew himself, this Lion’s pelt provides the warrior with additional protection and prestige.  A White Lion’s cloak excels at deflecting arrows and his axe slices through wood as easily as it would bone.  The White Lions are truly a fearsome opponent for the Wood Elves to face.
 
Let us evaluate the unit and its abilities.  The White Lions of Chrace are what I consider to both a hammer and an anvil unit.  They are clad in Heavy armor and wear a Lion cloak which affords them an additional +2 to their armor save against shooting attacks.  Their Woodman’s Axe is considered a great weapon so they are granted a +2 bonus to their Strength in close combat.  In addition to being Stubborn, the unit also has the Speed of Asuryan which provides every High Elf with the Always Strike First special rule. 
 


  M WS BS S T W I A LD
White Lion 5 5 4 4 3 1 5 1 8

So right off the bat we are facing an enemy with a Weapon Skill equal to or higher than most of the Wood Elf units and an initiative that also is just as fast so against most of the Wood Elf units, White Lions will be granted a reroll to their missed strikes.  The unit has a base Strength of 4 which becomes Strength 6 when in close combat.  So against even the Treeman this unit would hit on 4’s and wound on 4’s which is not a favorable situation for a Wood Elf general.

The unit is generally fielded in one of two ways; either the High elf player will field a unit of 20-25run them 5x4 or the High Elf general fields 40 and deploys them in horde formation with a flaming banner.  For the most part this unit will slaughter whatever they run into when horded out.  This unit functions as an exceptionally good Monster Hunter and Monstrous Cavalry/Infantry slaying unit.  When this unit is horded out, it can reasonably put out 31 attacks at WS5 and Str6.  With the Speed of Asuryan, this unit is also more than likely rerolling their misses which only adds to their already high combat effectiveness.  Monstrous Infantry like Treekin is suddenly being hit on 3’s and wounded on 3’s with only their 5+ ward save to rely on. 

Things are looking rather grim for Wood Elves…

With enemies that strike before we do with strength high enough to cancel out most of our armor saves, not to mention special rules that make them more difficult to wound with an arrow, how exactly are Wood Elves expected to be successful?

1.       Blacken the sky with arrows – While the White Lions of Chrace do gain a 3+ armor save against shooting, the unit is still only Toughness 3.  If you mass firing at the unit at short range the unit will be hit on 3’s and wounded on 3’s.  You will also reduce that 3+ to a 4+ armor save which never hurts.  If the unit is horded out, this will then require several rounds to whittle down to a size that they may be successfully engaged.

2.       Death from below – Dweller’s Below is still probably one of the best options for capsizing a unit such as the White Lions.  Their base strength is 4 which means that you have a good chance of crippling the unit with a successful casting.

3.       Strangling Annoyance – If you tend to use Treemen in your lists, it never hurts to position one of two of them to the flank of the unit and strangleroot attack them.  Granted they still receive a 4+ armor save but it will still inflict casualties.

4.       Axes! You dare! – The axes that the White Lions wield are not magical therefore they do not negate the Forest Spirit Ward Save so engaging with units like Dryads is not a bad idea since this negates the White Lion rerolls on misses and the Ward Save is a 5+ regardless of the Strength of the attack.

5.       Petrified Forest – While the White Lion’s may be Strength 6, augmenting the Wood Elf close combat units like the Dryads, Treekin and Treemen with Flesh to Stone and increasing their Toughness by +2 or +4 will require the White Lions to need 6’s to wound.  While any wounds that get through will negate an armor save, the Ward Save is still there and functional.

6.       Dragonflame! – The Forest Dragon Breath Weapon in close combat and ranged is strangely effective against White Lions.  It is not however recommended to change into combat against White Lions without augmenting your Forest Dragon with Flesh to Stone.

7.       Misdirection and Redirection – this is a difficult approach to pull off with White Lions due to their high combat effectiveness and high leadership.  It is very useful if you are able to draw the unit away from the front lines but you don’t want to engage the unit with a chaff roadbump and negate a round of shooting at the unit.

The standard configurations you will see for the White Lions of Chrace are as follows:
 
1.       20-25 White Lions fielded 5x5 or 5x4.  This is a mobile and effective bunker for a hero or lord that allows the High elf player to maneuver and position his hard hitting unit easily.  Options 1,2 and 3 work very well against this smaller unit while Options 6 and 7 do not.

2.       40 White Lions fielded 10x4.  This horde formation is an effective blender for the High Elf army.  Anything it runs into dies unless lucky, and the sheer number of attacks this unit can unload makes front charges on this unit extremely unwise.  The best method to handle this unit is Option 1 and 2.  If you are to engage this unit in close combat is must absolutely be either in the flank or rear in order to minimize the number of attacks coming back at you.  So if resorting to close combat against this Cuisinart, use option 4, 5 or 6.  It is recommended that if you are exercising Option 4 or 5, Treeman and Dryads are the best option since Dryads negate their ASF rerolls and Treeman will be able to Thunderstomp and will require them to hit on 4’s rather than 3’s.     

3.       2 units of 20-25 fielded 5x5 or 5x4.  When your opponent fields 2 White Lion units, you are going to have a tough time ahead of you.  You will need to make the decision to either:
a. focus fire on one unit until it is destroyed or fled

b. split fire where one unit eats up all your arrow fire while the second unit suffers Dweller’s below.

 
Optimal Units to combat the White Lions of Chrace:
1. Glade Guard – short range Glade Guard will generate so many wounds upon the Toughness 3 White Lions that you will force casualties upon them.  But you must maintain proper range and charge arc movement.


2.  Treeman – I recommend the Treeman because he is able to not only use Strangleroot but also handle himself quite well in close combat – provided he is augmented with Flesh to Stone.  He will cause many wounds against the White Lions and more importantly reduce their combat effectiveness.

3.  Dryads – normally Dryads I use for defense to protect my archers, however in this instance I would be using them to flank charge and tie up the White Lions.  I chose Dryads over Treekin because Treekin will garner too many wounds unless augmented and will be hit on 3’s.

4.  Waywatchers – their Lethal Shot going off on a 6 to wound is amazing and will drop White Lions without the benefit of a save.

5.  Spellweavers w/ Lore of Life – Dweller’s Below. Sup

Treekin, Wild Riders, Eternal Guard and Great Eagles will garner too many wounds in order to make them effective against the White Lions of Chrace.  It is not recommended to engage the White Lions with those units.

 The main thing to remember when facing this type of unit is to keep calm and keep track of how your opponent handles them.  If your opponent is keeping them in the back field for a later in the game charge, then that allows you to deal with the other units first.  If your opponent is ramming them down your throat turn 1 then you have no choice but to deal with that unit first.  My advice is to maneuver your army away from the core of your opponent’s army and hit this unit with surgical precision.  Many players will depend on the stat line to carry this unit rather than appropriate movement and charges.  While this unit has some serious firepower it can be defeated if properly handled in all 4 phases of the game.

I hope this Preferred Enemies edition provides helpful advice and an accurate and effective method of handling and dealing with the Special selection from the High Elf army book, the White Lions of Chrace.