Wood Elves – Wild Riders

Probably my favourite unit in the army roster, I’m stoked to move on to writing about Wild Riders. The ultimate “glass cannon” unit, Wild Riders hit like a truck but die to even the mildest attacks. In this article, I’m going to talk about the pros and cons of the unit, and techniques I’ve found for getting the most out of them.

Stats and Special Rules

Wild Riders are elite cavalry, and their stat line reflects that. They have 1 Attack at WS5–I think only Grail Knights have higher WS?–and S4 base, along with I5 and Ld9 (you’ll rarely use their Leadership though!). Their mounts are also S4, something that often catches opponents by surprise and usually helps with getting an extra wound or two. Like all Elves, they are T3, and they come with Light Armour and a Hunting Spear for 27 points. An extra point per model will buy you shields, and each of the command group costs 7 points. The banner can be up to 50 points, and the champion has a 25 point item limit. That’s it! Not a lot in the way of customisation, and frankly not a lot of need for it either. The Hunting Spear can only be used on the charge, and is S+1, AP -2, AB (1) (don’t forget the Armour Bane! It can really help at times).

Like all Wood Elves, they have Move Through Cover and Elven Reflexes. The unit is Light Cavalry, and has Swiftstride, Fast Cavalry and Open Order special rules. Those last two mean that after any move that isn’t a charge or flee, you get a free pivot up to 90° (more on this later). And then finally, they have five rules that really make them into the Wild Riders: Fear, Frenzy, Furious Charge, Counter Charge and Talismanic Tattoos. Frenzy and Furious Charge both only affect the riders, not the mounts, but it means that any turn in which you charge more than 3″, you have 3 attacks per model, which is monstrously good! Counter Charge means you’ve a 2/3 chance of being able to get that Furious Charge off even when someone else is charging you. The Frenzy also means they don’t care about Fear/Panic/Terror, and they do also cause Fear. Cavalry have Unit Strength of 2 per model, so Fear will occasionally come into play (more on this later too!). Talismanic Tattoos grant a 6+ ward save, so if you take the shields that’s a 5+/6++ which is … well, it’s crap, but occasionally it will keep one model alive, and that’s not nothing.

Battlefield Role

The Wild Riders role is very clearly defined: they are fast moving, hard hitting shock troops. They always want to be charging, not just because of Frenzy, but because it’s the best way to keep them alive and have them score points for you. They win by killing enough models on the charge that there are few to no attacks back, and so you want to select targets that are most likely to give you that opportunity. Here are the criteria I’m looking for:

  • WS4 or lower
    • this means hitting on 3+ rather than 4+
  • T4 or lower
    • wounding on 3+ or or 2+
  • 4+ AS
    • AP -2 makes that a 6+
    • Normally you’re hitting things with a 3+ AS though
  • 1 wound each
    • Monstrous Cav / Infantry have an annoying habit of taking 2 wounds and still being around to hit you back and then stomp on you

This means that when the Wild Riders charge on their own, they are usually charging other cavalry, and occasionally infantry. However, the golden rule of Asrai close combat is (say it with me!) “Never charge alone!

When taking Wild Riders in my list, I am usually running 6. 7 is often a bit too wide for manoeuvring and usually when I get into combat the 7th rider is only able to give 1 supporting attack. 5 didn’t seem to pack enough punch, so 6 it is! People run their heavy cav 4-5 wide, so if you are charging (or counter charging) in the front, you’ll still get all your attacks. You don’t want to have your Wild Riders in two ranks – you want to maximize the chances that you get all 4 attacks per model (3 rider, 1 mount) actually into the unit you’re charging.

Combo charging with two units of 6 Wild Riders is actually pretty difficult and rare just because you’d likely need to be able to charge them into two different arcs to really get the benefits of charging with both. So, I’ve found that the best pairing to combo charge with is your favourite build of Great Stag riding combat character. Here’s the BSB build that I’m enjoying:

The GotH BSB

There’s a lot to be said about this build, and I’ve now run it often enough to say that I will likely not run Wild Riders without this BSB (or similar). She has a 2+ Armour Save (Great Stag has Armoured Hide (2), +1 from Helm of the Hunt (or HotH as it’s often abbreviated, and so I call her The GotH BSB – hmm, maybe she needs to be painted black …), plus Light Armour and Shield) although this only applies to shooting attacks – it’s 3+ in Close Combat because she uses a Great Weapon. She has +2 static combat res (BSB + War Banner). She’s also a Skirmisher, giving her that amazing 360° charge arc meaning it’s a lot easier to position her correctly to combo charge with the Wild Riders (in other words: you can focus on positioning the Wild Riders correctly for a charge, knowing it’s easy to move the Skirmisher into a complementary spot for combo-charging).

She pumps out a decent amount of damage in combat on the charge:

  • 1 S5 impact hit at I10 (Great Stag
  • 4 S6 WS7 attacks at I9 (Great Weapon)
  • 2 S5 WS4 attacks at I7
  • 1 S5 Stomp at I0

The real trick comes from the Befuddlement of Mischiefs, which puts 1 unit in base contact at -1 WS and -1 I for the combat. The GotH, as I’m now calling her, is WS7 and the Wild Riders are WS5. Here’s the To Hit chart with the relevant parts highlighted (blue for Wild Riders, green for The GotH BSB):

As you can see, when a target is WS3 and then drops to WS2 because of the Mischiefs, the Wild Riders go from hitting on 3+ to 2+, and are only hit back on a 5+ (rather than a 4+). This same effect happens for The GotH at WS 4 – they drop to WS3 and are now hit on 2+ and hitting back on 5+. There’s also a minor buff for Wild Riders hitting targets of WS5, as they’ll drop to WS4 and thus can be hit on 3+ instead of 4+. This changes the combat math a lot, and so really helps when thinking about target priorities. Now we know we’ll hit harder against WS3 targets, which includes most monsters and monstrous infantry. We also know that against WS4, the BSB will get that same bump (and the Stag gets bumped from hitting on 4+ to 3+). The BSB is also not afraid of T5 targets, being S5 and S6 for all her attacks. (A final note on the Mischiefs – the -1 I rarely comes into effect except when fighting other things with Strike First, at which point you put them on I9 and striking simultaneously with your BSB. I would not recommend charging a Strike First unit with Wild Riders if you can avoid it.)

Let’s do a little math! In the games I’ve been playing, I’m most commonly charging my Wild Riders into other people’s knights, particularly Chaos Kinghts (at WS5, T4), Knights of the Realm / Empire Knights (WS4, T3) and Knights Errant (WS3, T3). These are all prime targets. Not counting the BSB or mount attacks for the moment, 6 Wild Riders charging into one of these units will do damage as follows:

Unit At normal WS At -1 WS Damage Back
6 Chaos Knights 4.5W 6.0W 1.8W / 0W
7 Knights of the Realm 4.9W 4.9W 1.0W
8 Empire Knights 7.4W 7.4W 0.4W
9 Knights Errant 4.9W 6.1W 1.8W / 0.9W
Damage Back assumes the attacking unit also charged and is of similar points cost to Wild Riders

Clearly Wild Riders blend up other cavalry really well – going first makes a huge difference, and the -1 from the Mischiefs really helps with extra damage output against WS5 and WS3 opponents. Obviously there will be more actual damage output, once you include the mounts and the GotH BSB, and then +3 static combat res for 2 banners and the War Banner. You can also throw this into large infantry blocks, monstrous infantry … pretty much anything that isn’t T5+ and expect the combo charge to do very well.

Here’s the part where causing Fear comes in! Your unit Strength is 12, and your opponent will roll for Fear after you’ve had your attacks, so most likely their unit is quite depleted at this point. [Edit: your opponent must roll for Fear at the start of combat, not when its their turn to fight–thanks Vít!] If they fail that Ld test, they are at -1 to hit back, meaning they hit the Wild Riders on 5s and the BSB on 6s. It’s not going to happen very often, but maybe once or twice over the course of an event, and it’ll be useful if it does!

The other advantage the GotH BSB will give you is the ability to block the compulsory charge from Frenzy. Putting the BSB in front of the Wild Riders will prevent them from being forced to charge. With T4 and a 2+ Armour Save against shooting, she can sit up front and not be afraid of what your opponent might try to shoot her with (although cannonfire is always something to be wary of!). She also has Evasive, if you need to get out of the way in a hurry!

By being in front of the Wild Riders, she’s actually providing them with Partial Cover if someone decides to shoot at them. If you aim to keep Wild Riders at long range for BS shooting attacks, your opponent will be forced into choosing between shooting Wild Riders at -2 or a tough and Evasive BSB, neither of which is a great choice.

Hammer and Anvil

In this classic tactic, the Wild Riders (+ GotH BSB) are of course the Hammer. We have a choice of anvils to use, which will depend a lot upon the style of army you’re playing and your model collection. There are pros and cons to each, which I’ve outlined for them all here. They are all Stubborn, which I think is essential for a good Anvil unit. Likely your army will include at least 1, and potentially more.

Anvils

Pros Cons
Very hard to kill (T6, 4+/5++ saves, 5-6 wounds) Slow (M5, Close Order)
Has a stand & shoot reaction! High points cost
Smallest base footprint (50×50)
Treeman
Pros Cons
Hard to kill (T5, 5+/5++ saves, 3 wounds) Slow (M5, Close Order)
Small Footprint Low damage output (S4, AB2)
Low minimum points cost (102 for 2)
Treekin
Pros Cons
Cheap (13pts a model) Medium Speed (M5, Skirmish)
Very agile (Skirmisher) Low damage output
Good redirection (Open Order) Medium to kill (T4, 6+/6++)
More than just Anvil roles
Dryads
Pros Cons
Good redirection (Close Order) High points cost (300 for 20)
Very mobile (Drilled) Low damage output
Static combat res Easy to kill (T3, 5+ AS)
Core
Eternal Guard with Drilled

All of these will work great as anvil, depending on what the rest of your army is doing. If in doubt, use Dryads, as they are the cheapest and most flexible. They can also be used as a screen, chaff, etc. but because of Stubborn, they are still suitable for use as an anvil, taking a hit for the team then Falling Back at an angle to present a flank/rear for the Wild Riders, like this:

In this example, what appears to be a head on charge will become a flank charge, giving you much less risk of attacks back and +1 combat resolution. Make sure when you Fall Back In Good Order that you use your free reform to form into Open Order so that it forces the redirection.

Vulnerabilities

Obviously the biggest risk you have with Wild Riders is Frenzy. The most recent FAQ (1.1) means that there are pretty easy ways to block it, just by putting another unit in front as a screen. I’ve already outlined that I use the GotH BSB for that, but you can also use Great Eagles or even Dryads for this role. Any kind of screen will also help with the next major vulnerability which is being T3 with a 5+ AS … in other words, a prime target for BS shooting attacks. I mentioned eariler about using your GotH BSB to act as Partial Cover, it’s a neat trick. Oh, in case you need the reference, the rules for being in cover are actually in an unintuitive place in the rulebook: p103 under “Obscured Line of Sight”, which is actually a part of the chapter titled “Model & Unit Facing”.

Be wary of other armies using their chaff to bait the Riders into a charge – whoever is screening for them usually needs to be placed correctly to prevent charges in every direction. Also, if you do end up having an overrun you don’t like, Wild Riders have the Fast Cavalry rule, meaning that they can pivot up to 90° after an overrun (Quick Turn rule, under Open Order: after any move that isn’t a charge, march or flee), so it’s a little easier for our Riders to get back into the thick of things if they do accidentally get pulled off course chasing down enemy chaff. [Edit: with the FAQ, any unit (including Frenzied ones) can make a Ld test to reform after wiping out an enemy unit and overrunning – I guess you can still Quick Turn if you fail your Ld test]. Use whatever shooting or magic missiles you have to deal with enemy chaff as early as you can.

But the real problem is currently the meta-defining Magic Missiles, particularly Fireball (and the Ruby Ring) and The Summoning, both of which can easily wreck your Wild Rider unit if not dispelled. There’s no silver bullet here, but here are the different things I’m using to help keep them safe.

  • Bring the Oaken Stave (or Broaken Stave as it’s been nicknamed locally). This is our most potent Arcane item, on your L4 Spellweaver. I can’t overstate how good this item is. 27″ Dispel Range vs everyone else’s 24″, so you can stay out of range of their Dispel while still being able to Dispel them. Oh, and when you are Dispelling? Roll 3d6 and drop the lowest. It actually feels like cheating: it’s not, but the math is very good! Apparently the probability shows that 62.4% of the time, 3d6 drop lowest is higher than 2d6, 27.6% of the time it’s lower, and the other 10% of the time it’s a tie which in the case of Dispelling means a loss. The odds of winning a straight up Dispel roll (my 2d6 beats your 2d6) is 44.4%, so it’s like you just got a 40% boost to your odds of winning that roll, which is why it feels like cheating 🙂 Yours for the low price of 40 points. (The downside is very mild: you must be within 3″ of a Forest.)
  • Deploy the Wild Riders last, just before characters. This gives you the best chance at being able to keep them away from Enemy Wizards. Figuring out where your enemy will deploy those ranged threats is definitely an important part of the Deployment phase. It also helps you deploy in such a way so as to maximize your chances of getting a charge at your prime sorts of targets, as mentioned earlier.
  • Keep a screening unit between the enemy Wizard and your Wild Riders. The GotH BSB can do this pretty well but not entirely on her own, as she only has a 50x50mm base – she doesn’t care about being Fireballed (note, she can use Evasive to get out of range or line of sight, and even if you don’t want to do that she’s still got T4 and a 2+ AS).

Summary

Wild Riders are great, far and away my number one favourite unit to use. They are not the easiest to get the hang of, and there’ll be games where you’ll just lose the whole unit to a Magic Missile because you didn’t position things quite right. But for all those games where you use them right, they will blend up most armies. And always remember the golden rule of Asrai combat:

Never Charge Alone!

How do you use your Wild Riders? Is there any tech or kit you consider must have? Let me know in the comments!


Originally written for rankandflank.com.

Wood Elves – Eternal Vanguard

I’ve been asked a lot about Eternal Guard, and my feedback has been fairly negative up until now. I’ve had a bit more time to think and test, and I feel like I may have found their role in an Alpha Strike army list that I’ve been calling Eternal Vanguard in my head. It’s reminiscent of the old Sethayla lists from the 6th Edition. I’m going to use a 2,000 point list as an example, but it can be done at 1,500 points by dropping the Glade Lord and Glade Riders.

The List

First off, if you want to play with the list in Old World Builder, here is the data file you need to import it. Strong caveat: this is a theory list that hasn’t been tested in battle yet, but I’m putting my thoughts down here first and then will report back the level of success. There are many options for building the list, I’m just using a concrete example as a good starting point.

Units highlighted in cherry are damage dealers, and are your Attack Wing. Some units are highlighted in leaf green, those are your Drilled Vans (in this case van as in vanguard) and finally, units highlighted in birch are chaff, used to help prevent enemy units from prematurely charging, to help set up favourable charges and so forth. The Spellweaver is magical support and is dealt with in detail in her own section.

Characters

Glade Captain

  • Great weapon
  • Light armour
  • Shield
  • Hagbane Tips
  • Asrai Longbow
  • Battle Standard Bearer [War Banner]
  • Great Stag
  • Helm Of The Hunt
  • Befuddlement of Mischiefs

Spellweaver

  • Level 4 Wizard
  • Warhawk
  • Lore Familiar
  • Talisman of Protection
  • Battle Magic

Glade Lord (drop at 1,500pts)

  • Great weapon
  • Shield
  • Hagbane Tips
  • Asrai Longbow
  • General
  • Great Stag
  • Armour of Destiny
  • Annoyance of Netlings (put this on BSB at 1,500pts)

Core Units

5 Glade Guard

  • Trueflight Arrows

21 Eternal Guard

  • Full Command
  • Shields
  • Drilled

10 Glade Riders (drop at 1,500pts)

  • Full Command
  • Hagbane Tips
  • Drilled

Special Units

6 Wild Riders (x2)

  • Full Command
  • Shields

Rare Units

Great Eagle (x 3)

Deployment

Any game of Warhammer can easily be lost in the deployment phase, depending on the army you bring. This list is designed to make use of a kind of Feigned Flank strategy as part of deployment.

Generally in the Deployment phase, if you put most of your units on one flank, your opponent will deploy to match, and you’ll end up having an unfavourable battle because most other armies are better in tight quarters than Wood Elves, who really want to be able to use all the space on the board. The ideal would be if your opponent would agree to deploying everything in a nice even spread across their battle lines, while letting you deploy everything on one side, so that you can take on half their army with all your army for a turn or two.

The goal of this strategy is to get your opponent to do exactly that, but without them being aware that you are doing it. The deployment of your units is going to appear as if you’re spread out across the board, just like your opponent, but the reality is that you will use your extreme mobility to create a lopsided battle. It’s called a Feigned Flank because part of the technique is feigning that you will actually deploy more of your force on one flank, and then actually preparing to redeploy in turn one to the other flank (the Attack Flank).

It’s typical for Wood Elves to have fewer models on the battlefield than our opponents, due to the higher points cost per model that the Asrai face. When you’re successful with this strategy, you get to use 100% of your models against 40-60% of theirs, but usually only for one turn. That means it has to be an amazing turn in terms of damage output, hence the Alpha Strike. Two things primarily affect the success of this strategy: how deep your force strikes into the Attack Flank, and how quickly your opponent can redeploy to face the attack.

How things appear at the end of Deployment
A typical end to turn 1. Occasionally you’ve already had combat because of Scouts or Vanguards.
A little extra space on the Attack Flank will make it easier to manoeuvre your army
Too much space is bad though, so get close if they castle (e.g. Dwarfs).

As you can see in all these images you’re trying to bring the attack from the side, forcing your opponent to waste time wheeling, turning or otherwise redeploying to come face you. The aim is to face those units in waves rather than all at once, and to consistently be on the charge to maximize damage output and minimize losses.

The more of their combat units that are committed to the Feigned Flank, the easier it is for you to manoeuvre on the Attack Flank. This is why it’s important to use your units and deployments to really try to get your opponent to think that you are intending your main attack force to be on the Feigned Flank.

You may be thinking to yourself that this strategy is going to be rough against a gunline, and you’re right … a potentially better strategy against a gunline is to bring all the shooting and just outrange our opponents for as long as possible. However, the positive note here is that you only have to weather one round of shooting, because you’ll be in combat from turn 2 onwards, and sometimes as early as turn 1, depending on how things are deployed and who goes first. As a play style, it’s definitely more my vibe than outgunning the gunline. I’ll actually use a gunline as an example through the article, written by my co-host Ben, who plays a heavy shooting Empire list.

Units and Roles

The reason the Eternal Guard have Drilled is so that they can really help sell your commitment to a nice even spread of deployed units, and still be able to migrate very quickly to the other side of the board. They can also help provide good static combat res as part of a combo charge. They appear to be a combat block of spearmen facing the Feigned Flank and preparing to march forward to be an anvil on that flank. However, being able to move as a Marching Column means that they can easily redeploy to the Attack Flank

I’ve experimented with giving them the Vanguard banner, so that they perform a Turn manoeuvre (using up 1/4 of their move and putting them into Marching Column), then move toward the Attack Flank with the other 3/4. On turn 1, they can then march 15″ up the Attack Flank and be potentially ready to charge turn 2 (by using Drilled to Redress the Ranks). They also Fight in an Extra Rank when flank charged which means that, in a Marching Column, they will get more attacks back at the enemy! They lose their static combat res though–can’t have everything.

Their job is to absorb whatever the enemy throws at you on your flank, and help get your damage dealers (Wild Riders + Characters) perfectly positioned for charges or countercharges. They can even accept a charge in the side, fight back relatively well because they get supporting attacks on the flank due to Martial Prowess, and then Fall Back In Good Order due to Stubborn. Remember your opponent has to decide whether they will pursue or not before you Fall Back, so if they do choose to pursue you can use your free reform after fleeing to position the Eternal Guard at an angle to offer a tasty to flank to your Attack Wing, especially your Stag characters who have a 360° charge arc. In the example below, the Knights have won combat, the Eternal Guard Fall Back and reform at an angle giving the BSB an easy rear charge (this would still be a flank against a Lance formation).

One neat trick I picked up on the Asrai forum (thanks Cerve!) is where you can cast Arcane Urgency on one of the Drilled units to have them move again. They Redress the Ranks and get into attack formation (i.e. by giving themselves combat ranks!) and march again to get into the most favourable position for the next turn. I’ll deal with Glade Rider tactics in the next section, but for Eternal Guard you can use this to march 25″ … First redress into Marching Column, march 15″, then cast Arcane Urgency, redress into Combat Order and march a further 10″, getting 1″ away from your opponent’s big fighty scary unit. Thus when charged, the enemy is getting only +1 Initiative, whereas the Eternal Guard get +2 – 1 for Elven Reflexes and one for the Asrai Spear. You’ll get 15 attacks at WS 5, Initiative 6, AP -1. Against most units you’ll be going first and killing a couple of models and having +4 static combat res (Close Order, 2 ranks and a banner) – you’re not really aiming to win, but to minimize damage taken, and then you’ll use Stubborn as above, and you’ll have your countercharge set up for a tasty flank on your opponents big combat block.

Glade Riders also take Drilled and deploy in a Marching Column. Any character who joins the unit also gets Drilled (as per the TOW rulebook, p. 167). This means they can march 24″ (when joined by a Great Stag character, 27″ otherwise) to get into place on turn 1, and then charge turn 2. Their job is also to sell the Feigned Flank, and to bring a fighty character on a Stag into combat with an extra 8″ of movement due to the Marching Column. I like to put the Glade Lord in here, so I’ll call them the Lord’s Riders to refer to the combined unit.

You can also cast Arcane Urgency on the Lord’s Riders to get a massive 40″ move on turn 1 and still be pointing exactly where you want for a charge next turn. What’s more, the Glade Lord can leave the unit and prepare for his own charge–the much higher mobility of the Skirmishing Stag will mean that he can march 16″ and put himself behind your enemy in their deployment zone. If they shoot at him, he’s Evasive and has T4, and a 2+/4++, so he’s likely to survive before then charging things in their rear arc. This kind of thing really messes with your opponent’s battle line, and again tries to push them into being a long line of the individual units so that you can tackle each unit with combo charges.

The Glade Guard are a tax, and should be used as chaff – if we didn’t have the tax, they would be replaced by a Great Eagle. I’d actually deploy them in a marching column to enable them to redeploy or move to be a speed bump more effectively. The Great Eagles (+ Glade Guard) give you 4 drops of deferring which flank is the Feigned one, and which for Attack. Then you have 4 more drops of rank and file troops, followed by the 3 characters. The chaff are most helpful to again help sell sell the commitment to an even spread, and then slow down any fast movers that the enemy sends from the Feigned Flank to try to reinforce the Attack Flank. I’m sure the Glade Guard will … do something … anything!

The Wild Riders are, of course, the primary damage output for the list, and typically will need to be deployed on the Attack Flank, or in the centre, as they really want to just march forward (in Combat Formation) 18″ and then pivot (using their Quick Turn from Fast Cavalry) to face the enemy for charges on turn 2. Remember you can also use that up to 90° pivot after an overrun, something that virtually every other Frenzied unit cannot do, and so is often unexpected by your opponent. You can use it to pivot away from a charge you don’t want to make if necessary, but in general you just want to set yourself up to charge the next thing anyways.

I’ve written about the builds for the characters on Great Stags in this article (even if the intent in that article was all wrong), but at least one of the characters should be deployed in the Marching Column of the Glade Riders. I’m using the Glade Lord here, because then the rest of the army is more or less identical to the 2,000 point list if I just remove that unit. The other can go in with the Eternal Guard if you don’t need to use the EG for blocking, but is probably better just hanging solo (I like the BSB for this one). You can even have them join a unit of Wild Riders, but I’d do that only if you were sure the WR don’t need to use their Countercharge. When the unit charges it will gain the benefits of a First Charge because of the Great Stag, but I think you can accomplish this by just combo charging, so my recommendation is keep the second character out as a solo. There are lots of ways to build out the Stag characters, so enjoy yourself 🙂

And finally the Spellweaver. She’s on a Warhawk for ultimate maneuverability, and a 360° line of sight, and for survivability. She gets an extra point of toughness, and avoids being shot or charged with Evasive and Feigned Flight. She can’t be targeted as long as she’s within 3″ of any other Cavalry unit, which often helps in turn 1. She also can participate in the Alpha Strike, although it is risky and I wouldn’t recommend it. However, this whole strategy is very much high risk, high reward!

I’m not 100% sure on Lore yet, again this needs testing, but I’m assuming Battle Magic because of Arcane Urgency – no other lore we have gives as much mobility. The other spells I’d take would be Fireball to kill chaff, and Pillar of Fire and Curse of Cowardly Flight to help with board control–being able to move a chaff unit out of the way with a Panic test is actually possible with the Curse, although not reliable. Possibly Hammerhand if you want to throw your Wizard into combo charges later in the game. Elementalism‘s got Plague of Rust to help with killing and Earthen Ramparts to make your opponents charges Disordered, and maybe Wind Blast … not sure what else though. In High Magic, there’s Fury of Khaine which really works well with Wild Riders and the characters on Stags, because the mounts also get an extra attack and their attacks are actually meaningful. Tempest, Corporeal Unmaking and Drain Magic are all usable in this list also, but really only Tempest directly helps by slowing down enemy units on the Feigned Flank. Illusion is the other main contender, where I’d choose Column of Crystal and Miasmic Mirage (to delay enemy units on the Feigned Flank), but likely you’d want to put the Spellweaver on a Unicorn and in a unit with the Glade or Wild Riders to take advantage of Glittering Robe and Spectral Doppelganger. There’s need to be some minor adjustments to the list to make that work, but it’s definitely doable – like I’ve said a few times, testing needed. This is an area to experiment and find what kind of build works for you!

Example

Deployment, after Scouts and Vanguards

Here’s a sample deployment between myself and Ben. It’s a bit of a contrived example because I deployed all my stuff first and then asked Ben to deploy all of his. I chose to put the Woodland Ambush forest on the Attack Flank to try to provide some cover for the Attack Wing from all that shooting. In real life, this is a tough match up – a gunline with fewer drops than we have, so likely to get the first turn. I think the strategy is broadly still the same though, and I’m going to assume we have the first turn for the purposes of this example. Placement is also imperfect, but should help illustrate the overall strategy.

When attacking, you want to be able to try to maximize how much you get done on your turn, before they have a chance to get any magic buffs (for instance). So, when you set up your charges, you’re looking for ways to be able to hit multiple waves of units if you can. You’re also trying to split their forces, holding up one side while you try to kill the other. Finally, you want to make use of your Spellweaver outside of the 24″ Dispel bubble of the enemy Wizard, before you then move her forward.

Turn 1 – Drilled Vans reform into marching column and move forward at 3x.

Note in this example I chose to deploy the Lord beside the Glade Riders not in them, becase as you can see, they are being sacrified to Hellblaster Volley Gun, blocking it’s field of view to my Wild Riders. In this position, I’ve avoided combat on the left flank, and pushed the Eagle past the Outriders to threaten the cannon. The Glade Guard will … do something … anything! The Eternal Guard are waiting to have Arcane Urgency cast on them – it’s only a 15″ range so make sure you keep your Wizard in range (something I didn’t quite do in this example, but you can see I could easily have placed the Wizard correctly a few inches to the left).

Eagle #2 (in the middle) is preventing the Knights from charging anything else, in case the Arcane Urgency does not go off. The Glade Lord is hanging out behind his Riders, ready to charge where he is most needed. Eagle #3 on the right will actually force the Knights to pivot to face the soon to be dead Lord’s Riders, hopefully opening up a flank charge for the Wild Riders.

End of 1st Wood Elf turn

Here’s the final look after turn 1 movement is done. The Eternal Guard have Redressed into Combat Order and are now 1″ away from the Knights. The Archers on the right may have been panicked off by Curse of Cowardly Flight, in which case the Wild Riders would have charged, causing them to flee again (likely through the Outriders) so the Wild Riders would have a failed charge. Even if they didn’t, I’d move them to this position – at long range for Outriders, so only being hit on 6s (behind the cover of the BSB). If the Outriders shoot the BSB, he is Evasive and will Fall Back through the (Immune to Pyschology) Wild Riders and be unable to be shot. I’m more concerned about the Steam Tank cannoning off the BSB (it can’t see anything on the other side of the forest), but a lot of things would have to go right for Ben in order to one-shot the BSB – I’d probably lose another Wild Rider though. If the Archers aren’t fleeing, the Spellweaver will attempt to Fireball them. I’d also try to cast Pillar of Fire in front of the Steam Tank, although I suspect it wouldn’t last long given his two Wizards.

No battle plan survives contact with the enemy, but I think this will be a decent start. Depending on what survives the shooting, I should have plenty of combo charge targets for my Attack Wing to hit. Ideally, I’ll be able to charge and overrun into a combat not-yet-fought, so that I can maximize damage output, but a lot will depend on how Ben moves.

Bottom of Turn 1

Here’s how it might look at the bottom of Turn 1. I’ve lost some Wild Riders and Glade Guard to shooting, and most of the Glade Riders died to the HBVG. The Knights took 4 Eternal Guard to the grave, in return for 2 of their own number, and so they Stubbornly Fall Back and reform to for the Knights to open up their flank. The Eagle beside the Eternal Guard might also be dead from Cannonfire – about 60% chance it will survive, once all the rolls are taken into consideration (shot, bounce, to wound and number of wounds), so I’ve kept it on the battlefield. It’ll charge the Hellblaster, and the one beside the outriders on the Feigned Glank will charge the cannon. The Glade Guard … do something … anything!

Depending on whether the Knights who charge the Eagle can restrain or not will dictate what I do next. The Eagle is most likely dead, but it has a chance of living on 1 wound – I’ve treated it as dead. The Knights might reform and present a front arc for Wild Riders and Lord to charge into, and given how close the units are, the Knights won’t be able to Counter Charge. Otherwise, they’ll overrun into the Glade Riders and the Lord and Wild Riders will likely get flank and rear charges. Either way, that Knight unit is toast – the Wild Riders will delete that unit on their own. I suspect I would instead charge the Lord into the Knights on the left, providing some much needed punch to my Eternal Guard, but it’s also OK to leave them to duke it out for another turn or two. Given that the Wizards are all in combat, my Spellweaver should be able to put a Pillar of Fire in front of the Steam Tank. Likely the Outriders will fire and flee from the Wild Rider + BSB charge, but not much I can do about that. Perhaps the Wizard will be able to get them in range of a fireball. With luck I can avoid the Steam Tank, and maybe use Arcane Urgency to move the Wilders back toward the fight. Remember Swiftstride is optional, so you can add it to the roll of a Failed Charge or not, as suits you.

Top of Turn 2

So here we are at the top of turn 2. I’m avoiding the Steam Tank, everything is engaged in 2-on-1 combats, except the Eternal Guard who are doing their job of holding up a combat unit. All the war machines are in combat, and Outriders are fleeing possibly for good (they’ll take another BSB charge if they do rally), while the other Outriders have no targets. Most likely I will spend a turn bringing all my units around to chase down everything on the Feigned Flank, but really the teeth have been removed from this army at this point. The Alpha Strike has happened, even though not everything made it into combat. The Attack Flank has been more or less won already, which allows your units to sweep to the left and finish off the feigned flank. The game isn’t won yet, but it’s looking good for the Asrai.

Summary

I really like this style of play. While there are no Forest Spirits in this list, it is a combat heavy Wood Elf list which really makes me happy to play. It’s not shy about combat, it just has to be smart about it.

  1. Sell the idea that you are deploying on the feigned flank
  2. Stop reinforcements with the Eternal Vanguard
  3. Deliver your Attack Wing safely up the Attack Flank using Glade Riders and the Woodland Ambush Forest as cover.
  4. Push as much to the flank and the back of the board as you can.
  5. Eagles and Spellweaver can really help provide board control.
  6. 360° charge arcs on your two combat characters are very good, use ’em!
  7. Glade Guard will … do something … anything!

Many thanks to Ben for helping out with prepping this article, and to Cerve for the excellent tip with Drilled and Arcane Urgency. Keen to hear what you think of this idea, if you have any other combos in your pocket that would work well with it, or experience running similar lists!


Originally written for rankandflank.com.

Wood Elves – Treekin

Treekin are the only Monstrous Infantry unit in Wood Elves (or indeed, any army from Forces of Fantasy!) Inspired the Huorns from Lord of the Rings, they are tough and durable in an army that is mostly pretty squishy.

A unit of Treekin, from the cover of the old Citadal Minis box

Having given my initial thoughts on both Core and Rare choices, it’s time to finally move on to the Special units in the army roster. Special is, I think, where a lot of the best stuff is in the Wood Elf roster, and certainly the units that are seeing a lot of play are in this section. I’m going to start with what used to be a staple in my old 8th ed. army, the Treekin.

Stats and Special Rules

Treekin are the only Monstrous Infantry (MI) in the Wood Elf list (in fact, they are the only Monstrous Infantry in Forces of Fantasy–all the other MI are eeeeeeevil!), and have a pretty standard W3 and A3. They’re a little quicker in combat than most other MI, having I3. They also have WS, BS and S of 4 (although who knows why they have BS, because they have no access to any kind of missile weapon!). WS4 is pretty good for this troop type – Trolls, Ogres, Chaos Spawn and Carrion are all WS3, only Minotaurs and Ushabti get to 4 (not counting Legacy factions) – although S4 is not super exciting (and makes me lament when they used to have S5 back in the 6th ed. book). However, they do have T5 and Ld8, both of which are the key stats for what I think is a key role for them in the Wood Elf army: as an anvil for hammer and anvil tactics.

Looking at their special rules, they are Close Order and are Tree Spirits (obviously!), which mostly means no character can join the unit. (Edit 2024-05-25 – Branchwraith can’t join because of Clumsy rule–thanks Korek). that the only character who can join their unit is a Branchwraith (the Dryad hero-level character), and that they can’t use the Ld of an Elf character. Given that Branchwraiths are only Ld8 also. However, they can use a regular Treeman’s Ld of 9 if they are within 18″, which is very thematic. (More and more, I’m leaning towards having a TMA as my general for that 18″ Ld 10 bubble, but keeping her as L2 on Battle Magic so she can just roll into combat, then also taking an L4 on another lore (Illusion most likely) – more on that when I get to the articles on Characters, and when the armies get to 2,500 points!). They are on 50×50 bases, so I really wish I could put a TMA in the unit, but sadly the Lumbering rule on Behemoths means that can’t happen.

Like all Tree Spirits, they are Flammable, Stubborn, have Magical Attacks, can Move Through Cover, cause Fear and are Immune to Psychology. They have a 5+ innate Armour Save, and a 5+ Regeneration save which, when combined with T5, makes them the most survivable rank and file unit in the army. Finally, they have Armour Bane (2) (making up a bit for the S4), and they each get a Tree Whack (same as a Treeman) and a Stomp attack (which will also get that Armour Bane). The Tree Whack is really only useful against other Monstrous things, but it is probably worthwhile in that case.

All of this costs 51 points a model, and for an extra 7 points you can get an Elder (champion) who gets an extra attack and can take Spites up to 25 points. I think the Elder is a reasonable addition if you have the points to spare, but likely any of the Spites you can take would be better off on another character.

So that’s the basics out of the way, now on to how Treekin might be used as part of the army strategy!

Treekin Tactics

First off, let’s talk about Fear. Most of the time, Fear doesn’t do much due to the Unit Strength limitation – if the Fear-causing unit doesn’t have higher Unit Strength, then this rule effectively can be ignored. MI units are a way to get a decently high Unit Strength and be able to overcome this limitation, but they are a bit of a points sink so that really only works at higher points level games (something our local meta is still moving towards). However, for the purposes of this article, I’m going to assume that you’re playing at 2,500 points.

I think Treekin can go toe-to-toe with most other infantry, including other monstrous infantry pretty well, although they do want to avoid stuff with Great Weapons. The larger concern are those pesky Cavalry units who can charge from quite far out and get that +2 S on the charge with lances. However, most Cavalry units seem to be around the 12-16 Unit Strength range, occasionally up at 20 for some Bretonnian Lance formations. If you have a unit of 6 Treekin, they have 18 Unit Strength, forcing those Cavalry to take a Ld test in order to charge. This is not a test that can be re-rolled with the BSB’s Hold Your Ground! rule, so at Ld8 (most Cav) there’s a 28% they can’t charge. It’s not amazing, but it’s certainly better than nothing.

Anvil

As I mentioned earlier, I think the main function for Treekin is as an anvil–taking a charge on the chin, Falling Back in Good Order due to being Stubborn, and trying to enable a countercharge from other Wood Elf units. You’re likely to lose 1 Treekin to charge (e.g. a charge from a Lance of 6 Grail Knights will kill 1.17 Treekin on average, ignoring challenges), but you’ll still get some attacks back and might get lucky to take 1 with you (about a 50/50 chance). The point is, the majority of the unit is still alive, perhaps all of it, and now you’ve got the opportunity to attack back.

In this role, the Treekin really benefit from having good support–ideally, you want some magical support in there too (any of the spells that grant a Ward Save make the Treekin even more survivable, for example, and Plague of Rust can make them very good against Armoured units). Like everything in the Wood Elf army, you want to be able to pick your fights as best you can, and have multiple charges. Having a good close combat unit ready and waiting to flank charge your enemy is Hammer & Anvil 101 (I talk about this a bit in the article on Eternal Guard–btw, I think they got better with the recent FAQ on the Drilled special rule, something I’ll cover in another article). Even just having that tactic set up can be enough to force your opponent to choose a different target, although really you don’t want to have those on offer!

Elves out of charge range, Treekin within charge range

While it may feel unnatural, it’s pretty common for Wood Elves to back up and move away from the enemy to force charges that are more beneficial to us. In this example above, the Heavy Cav can only charge the Treekin, after which they open up their flank to counter charges from Eternal Guard (with a lot of static combat res and Disruption) and War Dancers (with a high damage output). A savvy opponent won’t make that charge, but what will they do instead? This is where having a lot of archers is critical – putting pressure on that Cav unit to charge because you are peppering it with arrows every turn and picking off 1-2 models each time.

My general strategy in 8th ed Warhammer using the 6th ed book was to have Treekin, Dryads and Treemen to handle the fighting, and then lots of Glade Guard to shoot and put pressure on the enemy (they would then flee if charged). This is less doable with the current edition, because the Forest Spirits don’t quite have the damage output they used to have, but the principal remains the same. Avoid combat until units have been whittled down by archers, and then combo charge with everything you have. Treekin give you ways to keep your Elves alive.

Chaff?

If you read my Great Eagle article, you’ll know that Chaff is usually under 100 points. The minimum unit size for Treekin is 2, so for 102 points you can have a chaff unit that is both hard to shoot off (T5, 5+ Armour and Regen) and with Stubborn is likely to survive almost any charge to be able to continue to be chaff for another turn (albeit you’re likely to lose one of the Treekin when they are charged).

I think this is also a reasonable role for Treekin. Units of 2 are Close Order with a starting Unit Strength of 6, so they get +1 close combat resolution, and if they charge in the flank or rear, will Disrupt an enemy unit. Having only two in a unit can actually cause some enemies to underestimate them, but in a group charge scenario, you can actually win combat quite easily.

In this example, the Treekin in the first unit will likely lose 1 model – it’s hard to do 6 wounds to T5 models with a 5+ regen – and then FBIGO due to Stubborn. Their buddies will then be able to flank charge. No matter what the Cav unit does, it’s only likely to kill 1 more Treekin, which means it’s not going to wipe out either Flanker. In fact, it can only hit the Flankers with 3 attacks each max, and even with horses, that’s unlikely to kill even 1 Treekin, so most likely you will end up with losing the final Treekin from the first unit, and retaining both flank Treekin. The static combat resolution from the two flanked units is +4 – +1 for Close Order for each unit, and +1 for Flank attack for each unit. The Heavy Cav will have only have +2 (banner and close order) which most likely means you will win combat and grind that heavy cav unit down over a few turns (because they will have lost their +2 S for charging).

Obviously these are straightforward examples that I’ve made up to demonstrate possibilites. Being able to apply these examples in an actual battle can only come with experience as you (and I!) develop the skills to visualize the board and see what our opponents are likely to do, and deploy our troops appropriately.

Summary

I think Treekin are very survivable, which is a rare commodity in our army. Putting them in a place where that survivability works for us is key, and that can only really be done by looking at them holistically. Without archers to put pressure on your opponent to move forward and engage, the Treekin don’t have the mobility to really go find fights. If you place them well, and support them with other units to help on the countercharge, they will perform well. They’ll be excellent at holding objectives in scenarios that use them, and they’ll often still be alive at the end of the battle (if taken in larger units) so they’ll keep their points in those scenarios that are purely kill point based.

Have you used Treekin in your army? If so, how have they fared? Do you have any other tactics you’ve used with them?


Originally written for rankandflank.com.

Wood Elves – Great Eagles

Great Eagles are the third and final choice in the Rare section of the Wood Elf army roster. I’m going to cover their usage just as a standalone Monstrous Creature, not as a mount because their role is very different in each circumstance (so I’ll take a look at that in a later article).

This is really an article about chaff. (Back in the 8th ed. Dimensional Cascade podcast days, we did a segment about chaff (starts around 1h: 30m, in case you’re interested – most of the info is still relevant to Old World). I’ll try to summarize the relevant bits here). But it’s also an article about the Great Eagle, who has some jobs that it can do better than other potential chaff units in the Wood Elf list. First off though, let’s look at the stats and special rules.

Profile of a Great Eagle

The key stats for the Great Eagle are having a high WS of 5, which means it hits most things it’s fighting on 3s. It has S4 and T4, the former really helping it to wound in combat, and the latter occasionally keeping it alive a bit longer (sadly, no armour save on a great big bird). It has I4, 3 Wounds and 3 Attacks (plus a Stomp), so it’s a bit more dangerous than it might first appear. This is a a high enough amount of damage output to have a good chance of winning a combat where the enemy has no static combat res (i.e. other chaff, war machines, and so forth).

It’s attacks are subdivided into one attack with the Serrated Maw and 2 Claw attacks (plus the Stomp obviously). The Maw is Armour Bane (2), Multiple Wounds (2), vs the Claws which are straight up AP -2. I wish you could opt to have three claw attacks but it’s not an option, so just bring a different colour dice for the beak attack.

In terms of special rules, it’s a Monstrous Creature, with Close Order (but sadly not enough Unit Strength to get the +1 to combat res) and it causes Fear (which is more useful as a way to avoid having to take Fear tests than it is in terms of actually ever making anyone else afraid). But the two primary special rules that make it such a useful unit are the Fly (10) and Swiftstride rules, making it very mobile.

So, now we know the basics of it, all the stuff you could get from reading the army book entry. But what is it about that these Eagles that really does make them Great?

Chaff – Great Eagle job #1

Chaff is:

  1. Under 100 points
  2. Ideally under 50 points
  3. Very mobile
  4. Expected to die

The Great Eagle punches in at 60 points, which is a bit shy of our ideal under #2, but it checks all the other boxes. It is in fact our cheapest unit, aside from having 5 Glade Guard (who are meh at being chaff, in case you’re curious, becuase they aren’t very mobile).

Here is a list of uses for chaff in Warhammer: The Old World in general, not just for the Great Eagle, but I’ll use the Great Eagle as the example in each case.

  1. Control opponent’s frenzied troops
  2. Delay or redirect other troops
  3. Another drop during deployment
  4. Meat shield

Controlling frenzied troops

For those of you who haven’t seen #1 in play before, here’s what it looks like. Make sure you’ve read all the rules about arcs and charging before you try to do this (p. 127 TOW). The reason that this works with a Great Eagle is because it is not a skirmisher (it is Close Order). E.g. this tactic would not work the same way with a unit of 5 Dryads. If you play other armies, choose your chaff for this role wisely. Apologies that the screen grabs from the Herald Battle Reporter aren’t all the same size (hmm, maybe I should add that as a feature ….) Anyhoo, where was I? Oh yes, the tactic!

The Great Eagle has flown up 1″ in front of this Minotaur unit (Minotaurs hit really hard, but are Frenzied). It’s flank is facing the unit and the Eagle is turned to look along the front of the enemy. The Eagle is in the front arc by beign placed off-center. As you can see here, 2 of 3 models in the front rank of the Minotaurs are in the front arc of the Eagle (it’s a good idea to tell your opponent what you are trying to do as you do it, so you can agree on positioning to ensure you get the effect you want). So now the Minotaurs must charge the Eagle and that charge will be in the Eagle’s front arc. The Eagle takes the charge, and the Minotaurs are forced to pivot 90° (away from the squishy and expensive Elves!) and, due to Frenzy, they can’t make a restraint test and are forced to overrun 2d6″ in the wrong direction!

Delaying and Redirecting

This is really the generalized case of the frenzy tactic above. Sometimes your enemy has a unit you just don’t want to engage with – with Wood Elves, that’s something with high toughness and wounds (you know, the stuff we want to shoot with Blackbriar Javelins and Habgane Tips) – but that’s too mobile to get a lot of time shooting at it. Or perhaps you’ve realized you’ve deployed wrongly and you need a turn to reposition key units before being able to properly countercharge with your Wild Riders. Sometimes it’s turn 5 and you just need to stop a charge on turn 6 and you need a speed bump. Whatever it is, you need a bit of time, and so you throw your chaff at the problem.

Part of the reason that the Great Eagle excels at this is due to having the Fly (10) rule and a 50mm base. Fly (10) means it can march up to 20″ and remember, you can still wheel while you march. A 90° wheel for 50mm wide unit uses up 3.1″ of movement, so any pivots you make while you’re flying will use up 3.1″ per right angle. Unless you’re really badly placed, that means you should be able to fly 15″ in the right direction and still be able to pivot to present a front flank. Even if you need to fly behind you, a 180 pivot about the corner only costs you 6.2″ so you can still fly 13.8″ – call it 13.5″ which is a pretty useful distance.

Deployment Drops

The only hidden information in most games of Warhammer is how your opponent is going to deploy. One list building strategy is to take plenty of chaff, like half a dozen units or more. By placing your chaff units first, you can force your opponent to start committing to where their forces are going to be deployed before you have to do the same. One reason I think the game is aimed at 2,500 points is to start to allow these kinds of strategies in the meta. Playing at 2,500 points allows up to 6 Great Eagles (my gut says 4 or maybe 5 is the right number), but that’s 4 (or maybe 5) drops where I’ve given pretty much no tactical information away to my opponent. Remember that all war machines drop at the same time, as do all characters. You won’t be able to outchaff every army (our nemeses the Beastmen have very good and much cheaper chaff options for instance).

One of the key advantages for Wood Elves is our mobility. Think of extra chaff units as being our ‘mobility’ in the deployment phase. In fact, one tactic I’ve occasionally used is the Feigned Flank, where the first 4-6 units I deploy are all on one side of the board (let’s use the left side in this example), but all those units are chaff (I include small units of infantry in this category of chaff). I wait to see if my opponent will place something tactically significant to engage on that flank, and they often do. I’ll try to keep them deploying on the left flank by placing the Wild Riders or some other Fast Cavalry unit out on the same flank (but maybe just left of centre). Then I place all the rest of my army on the right flank. All the chaff and fast movers can ‘redeploy’ in turn 1 by using their mobility and the space available to pull back over to the right flank, or they can move forward and act as speed bumps as normal.

Meat Shield

This is not a role that the Great Eagle is good at, but I’m including it for completeness sake. Sometimes your chaff unit exists to prevent your, uh, wheat? unit from being shot at. You literally put the tougher/cheaper/throw-away unit in front of the squishier/more expensive/can-actually-kill-things unit, so that the chaff unit is taking the enemy fire. The Great Eagle isn’t too good at this because it’s one model on a 50mm square base, but Dryads are good at this for shielding infantry, and Glade Riders for cavalry.

#2: War Machine Hunting

Another major role for Great Eagles is to hunt down enemy war machines. Typically, these are high toughness to shoot at, but only T3 in combat (T4 for Dwarfs). With the Great Eagle getting 3 WS5 attacks and a Stomp all at S4, they’ve got excellent chances at being able to take out a war machine in one round of combat. A 20″ march (minus whatever you need to make a the final pivot to put the war machine in charge range) plus a 19″ declarable charge range means you’re usually able to charge a war machine at the start of T2, and potentially survive to then hit the next war machine or perform some other chaff role.

#3: Bunkered Wizard Hunting

This one is a little unusual, but it’s a reasonable third option for your Eagles. Lots of players put their Wizard into a bunker of infantry or cavalry in order to make them harder to target (i.e. not get shot). However, an Eagle can charge the unit and because the Wizard (usually) has to be in the front rank, they can charge into base contact. The point here is that the Eagle will likely die, but you’re hoping to take 1-2 wounds off the Wizard who normally has no Armour Save and a WS of 4 or less, as you’re normally hitting on 3s and wounding on 3s or 4s. If you’re really lucky, the Eagle will survive for a round and prevent the Wizard from casting the following turn, and at the very least you prevent them from dispelling on this turn. Depending on how the enemy unit is configured, you may just want to use the chaff block like in Controlled Frenzied Troops in #1 above and force them to charge you.

Lots of folks like to put the Wizard in the corner of the unit, to minimize contact when charged in the front by another unit, but this can work to our advantage. In this example, there’s a Bray Shaman in the corner of the unit of Bestigor. By parking right in front of the Shaman, you are blocking line of sight for spells. “Ah, but the Bestigor unit can just shuffle sideways rather than charge,” I hear you say. They can, at which point you are most likely able to flank charge the Wizard and accomplish the same thing likely without dying (although the Eagle will need to be more at an angle like in the second picture to pull that off). And you’ve stopped that unit from moving for a turn.

Summary

So, now that I’ve gone through all three Rare options (Treemen, Waywatchers and now Great Eagles), I think it’s possible to justify each of these in the army, but in reality the role played by Waywatchers can also be played by other units, whereas nothing else can really be the Great Eagle or the Treeman. And with such tight points constraints on Rare, it’ll depend a lot on how many points the game is as to whether you bring a Treeman or not. Not all army styles will want a Treeman along as they are slow (compared with cavalry, scouts, etc.)

I think at 2,000 points (with 500 Rare points to play with), I’d want to bring a minimum of 3 Great Eagles, because I feel like I need to protect my squishy elves from uncomfortable charges. That only leaves enough to bring one Treeman. You can squeeze two Treemen in at 2,500 points and still have 3 Great Eagles, but I suspect I might want 4 at that many points. Will have to playtest some more and see.

If you’re gung ho for your Waywatchers, then leave your Treeman at home because the Great Eagle is perhaps one of the best units for supporting the Wood Elf play style–avoiding your enemy until the odds favour you the best, while peppering with plenty of arrows (and javelins!).


Originally written for rankandflank.com.

Wood Elves – Waywatchers

Wood Elf Waywatcher, from Warhammer Quest, art by Ilacha (c) Fantasy Flight Games

I remember when Waywatchers first came out for 4th Edition Warhammer Fantasy Battle. I was working for GW at the time, in one of their retail stores. Nothing captured the imagination of a potential Wood Elf player quite like the idea of super stealthy sniper archers, impossible to see, impossible to target, but will kill you from a distance if you just walk close enough to their little patch of forest.

Over the years, that vibe has really stayed with the unit. If you’re reading this, I’m willing to bet that you’re nodding and saying “hell yeah, Waywatchers are what got me into Wood Elves” or if not you, then it’s that other Wood Elf player you know. They are so core to the identity of the Asrai as we know them today that it’s hard to imagine the game without them.

So, how are they in the Old World? Sadly, they have been overburdened by the powers that be with enforced leadership: they can no longer be fielded without taking a Waystalker, an 85 point hero-level character. That means I really have to view them in the context of how they are actually fielded in a list, and including the Waystalker in my overall thoughts on the unit.

My initial impression is: Waywatchers are cool and can do a lot, but the Waystalker makes them a real points sink and you’re probably better off using your models to count as Deepwood Scouts instead. Let’s see if I can convince myself that I’m wrong 🙂

Waywatchers

Let’s start with the troops themselves, and I’ll really base this as a comparison with Deepwood Scouts because these troops play a very similar role in army composition. Both units are likely to be deployed in cover, in the enemy half of the board, with a goal of shooting off chaff, war machines, or possibly heavily armoured units or foolish lone characters.

For 16 points a model, they are BS5 and I5, and otherwise have the same stats as the Deepwood Scouts (who cost 13 points base). They share a bunch of the same special rules–Elven Reflexes, Evasive, Fire & Flee, Move Through Cover, Scouts and Skirmishers–and I go over how those are used in the Deepwood Scouts article. However, you do get two extra special rules which are very thematic and an improvement over their Deepwood brethren: Feigned Flight and Ignores Cover. With Feigned Flight, you automatically rally after you Fire & Flee, which is a huge benefit for a unit that will typically be deployed away from the main body of troops (and thus out of range of either your General’s Inspiring Presence or your BSB’s Hold Your Ground special rules). Ignores Cover does exactly what it says on the tin: no modifiers to shooting at targets behind cover–it’s half of the benefit of Trueflight arrows, although you’ll still suffer penalties for moving & shooting and long range.

So, for an extra 3 points a model, it’s definitely a tempting upgrade to choose Waywatchers, even though they don’t have any rules relating to their lore about being epic at concealing themselves (which is right there in the description in Forces of Fantasy!) I’m guessing the optional ability to give them Ambushers special rule (+1 pt per model) is meant to represent that, but Ambushers is a terrible rule and you should never use it–a 50/50 chance each turn of being able to deploy is really annoying and actually kind of giving an advantage to your opponent: just stick with their Scout ability. Likewise I wouldn’t bother paying the extra 1 pt per model for Vanguard, just deploy them as best you can with Scouts and save the points. The other final optional upgrade is Veteran, which doesn’t seem that useful to me: you don’t want these troops in combat unless it’s late game and they are coming in to help mop up or provide some last gasp combat support (they are expensive troops with T3 and no armour!), and they automatically rally from a Fire & Flee roll (you pretty much always want to Fire & Flee when charged!). However, if you’re facing a lot of Terror causing enemies, or lots of chaff and you need fight out a combat or two, then maybe? Again, doesn’t seem worth the points to me.

An extra 6 points gets you a Sentinel, the champion, who has BS 6 (same as the Glade Captain!) and can take 25 points of magic items. You might think Asyendi’s Bane is worth taking, but I’d say probably not–you’re getting Quick Shot for 10 points and a 50/50 chance to kill yourself if you miss. Likewise, the Wailing Arrow is a waste of points (you have to hit and you have to wound and all it does is cause a Panic Test for 20 points), so I’d only take the champion if I happened to have 6 extra points at the end of list building as I don’t think it significantly improves the unit’s performance.

And so we get to the only really important decision you’re making, which is what arrows the Waywatchers will have. I’m going to ignore Moonfire Shot because getting Magical and Flaming Attacks is very situational, and if your situation calls for it, you’re probably better putting them on Glade Guard. Trueflight Arrows seem a bit wasteful at first glance, because you already have Ignores Cover. It also grants Quick Shot, which means two things: no penalty for moving and shooting, and you can Stand & Shoot (or Fire & Flee) from any distance. However, I don’t think you want to let anything get close enough to you that you can’t Fire & Flee (remember that Fire & Flee has a flee distance of 2d6 drop lowest, not 2d6 like a regular Flee), so I wouldn’t recommend Trueflight, as much as I love them. So this leaves Hagbane Tips (for Poison), Swiftshiver Shards (for Multiple Shots (2)) or Arcane Bodkins for AP -2. I think Hagbane is actually a better choice for Deepwood Scouts, because you’re hoping to roll 6s anyway, and it doesn’t take advantage of the better BS of the Waywatchers. Giving them Shards for +2 points is kind of like giving you the shooting equivalent of two Deepwood Scouts when you think about it: you get two shots at -1. I think this is probably a fine choice if your main job is chaff hunting, as chaff tends to be lightly armoured and lower toughness. Bodkins are also a good choice, as the Waywatchers’ higher BS means they are more likely to hit those armoured targets, meaning you’re hoping for a 4+ or 5+ to wound, and they’re only likely getting a 5+ or 6+ armour save. However, all of these are dependent on the number of Waywatchers you’re taking and what their role is … and that comes back to how many points you’re spending, which brings me back to the Waystalker.

Waystalker

The first time you read the Waystalker’s Hawk-Eyed Archer special rule you think “Cool, this guy can snipe enemy characters in units!” but as the recent FAQ has shown us, the enemy characters are all going to get a Look Out Sir! save (on a 2+ the hit goes on the unit). That being said, there are still plenty of opportunities to shoot Lone Characters who aren’t in units, or late game when units have been whittled down to fewer than 5 rank and file models. It’s currently pretty popular to have a fighty character on a Monstrous Cavalry mount because they get the 360° charge arc (due to being Skirmishers), and then keep them within 3″ of a Cavalry unit in order for them not to be targeted–Bretonnians especially like this build with their Royal Pegasus. A Waystalker can still target those characters without any Look Out Sir! concerns. However, they really won’t do much damage to those characters, who tend to be T4 or T5 and have 3+ or 2+ Armour Saves. Even if you give them the Bow of Loren so that they get two shots, the FAQ states that they’ll only shoot one enchanted arrow with the Bow, and then switch to normal arrows to shoot the second shot (why? no-one knows–the idea that they have two different quivers with different arrows in them seems absurd). So, realistically they might plink a wound off a character if you’re lucky. Other than that, they are a shooting-focused hero character with all the same special rules as Waywatchers, and BS7, for 85 points. Realistically, this means they are going to help Waywatchers in the same battlefield role they are already playing: chaff/warmachine hunting, or targeting armour and occasionally getting some extra hits on a lone character.

The Math of It All

So, is it worth it? I want to look at the actual math of shooting with Waywatchers + Waystalker versus a Deepwood Scout unit costing the same number of points. Obviously the more Waywatchers you’re taking, the lower the ‘Waystalker tax’ is in terms of percentages, but to reiterate what I said in my article about Treemen, the Waywatcher points are coming out of the Rare slot and so have to compete with other units that are very solid. Working backwards, I’m going to assume that in a 2,000 point list, you’d want to take 1 Treeman and 1 Great Eagle, and in a 2,500 point list you’d want 2 Great Eagles. That leaves 225 and 285 points available respectively for Waywatchers, so I’ll test out both values of unit.

225 points of Waywatchers at 18 points a model (16 + 2 for arrows) gives me 12 Waywatchers and an extra few points for a Sentinel. 285 gives me 15 + Sentinel. We’ll keep the arrow choices the same per unit when doing the calculations. For Deepwood Scouts, at 225 points I get 15 Scouts (no champion) and 19 at 285 (again, no champion). However, the Waystalker with special arrows is 88 points, which translates as 5 extra Scouts + a champion, so I’ll be calculating the odds using these totals.

Army Size Waywatchers Deepwood Scouts
2000 (225) 12 w/Champion + Waystalker 20 w/Champion
2500 (285) 15 w/Champion + Waystalker 24 w/Champion

Vs War Machines

For target, let’s choose my perennial “favourite” the Dwarf Cannon. It’s T7 with 3 wounds, and likes to kill Treemen, so it has to die first. I’m going to assume we are at long range or have moved into short range, which is pretty common, and that we’re using Hagbane because our primary mission is eliminating war machines (again, my most common use case). Most war machines have a similar profile, so it’s a good sample.

Not counting the re-roll for the Waystalker/Sentinal, the Waywatchers on average will do 2.89 wounds (and I’ve just realized that the Mathhammer app we wrote needs to have BS re-rolls added to it!), but a quick back of the envelope calculation tells me that the rerolls should inch the result up to that 3 Wound mark. For the Scouts, they are averaging 3.95 wounds, so let’s call it 1 Wound more. For the larger units, the disparity is greater (about 1.1 wounds).

(Maybe the units need to be smaller? Minimum size is 5, which would put the points cost at 178 including Waystalker … if I give them a champion, that’s 184, which allows me to get 12 Scouts. The wounds disparity is still in the Scouts favour, by about 0.88 wounds or so.)

Clearly, just for war machine hunting, Scouts seem better. If the target is behind partial cover, the Waywatchers will ignore that, but the Scouts will drop down to doing 3.34W, and if behind full cover, it drops to 2.81W … so shooting at stuff behind full cover (-2 penalty to hit) is where Waywatchers start to shine here.

Vs Chaff

What if we want to clear out chaff? Let’s give them all Swiftshiver Shards and see how good we are killing stuff with no armour save. For target practice, we’re using Chaos Warhounds–cheap, fast, and T3 chaff that are pretty common in the otherwise elite Warriors of Chaos army. For this calculation, I’m going to assume that the chaff unit is coming at us, to try and engage the unit in combat, and thus has moved within charge range (i.e. short range).

At the 225 point mark, the Waywatchers will get 26 attacks at -1 for multiple shots, so hitting on 3s (with the Waystalker getting 2 rerolls hitting on 5s, and the Sentinel getting 2 rerolls that hit on 6s) – I’m calculating around 9.2W on average, which will delete pretty much any Warhounds unit, or at least reduce it to unusability. The Scouts will get 40 attacks hitting on 4s (3s for the champ) which I’m calculating out around 10.2W. For the higher points value, again the wound spread increases in favour of the scouts.

However, as soon as the chaff is behind cover, the math swings dramatically in favour of the Waywatchers–at the 225pt mark, the Scouts drop to ~6.9W for partial cover, and a measly ~3.5W if behind full cover. I’m starting to see a pattern here …

Vs Armour

As a final check, let’s see if giving them Bodkins will change the odds in the Waywatchers favour. We’ll shoot at a unit of Knights of the Realm, who are T3 with a 3+ armour save–whittling these guys down is a good use of Bodkins, because T3 is going to result in more wounds than trying to shoot the T4 models such as Grail Knights.

Let’s have them be at short range (arrogant knights!), and we’ll vary the cover just as we have done in the previous iterations. The Waywatchers will all be hitting on 2s, I calculate ~3.4W to the Knights for the 225pt unit, and ~4.2 for the bigger unit. Meanwhile, the Scouts are doing ~4.1W and ~4.9W respectively. Again, without cover, the superior number of the Scouts does more for the attack than the superior BS of the Waywatcher cohort. However, as soon as cover is introduced, the Waywatchers shine: the Scouts drop to ~3.1W and ~3.7W respectively for partial cover, or ~2.1W and ~2.5W when the Knights are behind full cover.

Conclusion

You know, it turns out I have actually talked myself around somewhat on Waywatchers. If you don’t give the Waystalker any magic items (probably a good plan) and just run him as if he’s a super-champion in the unit of Waywatchers, then it turns out there is a specific use for the unit above and beyond what Deepwood Scouts can bring, which is either Chaff or Armour Hunting when those units are behind some type of cover (although it doesn’t matter much if you’re hunting high toughness war machines, because you’re rolling for 6s to trigger that Poison). Cover is pretty common, even if it’s just other models, and there are also a number of spells that provide it, so it’s definitely going to be something that comes up in games.

I also think there’s a psychological aspect to the Waywatchers, and Waystalker in particular, that is hard to put into math. When your opponent knows that you can snipe at things, it can make them think and play differently, even if the math is actually not that great. The risk of losing wounds to a sniper, particularly if you managed to get a wound with your Arrow of Kurnous shot, can really rattle an opponent and make them play sub-optimally.

So, Waywatchers, you’ve earned your spot back in the army. Plus you look cool as hell 🙂

What do you think? Do you play with Waywatchers? How have they performed for you in your battles?


Originally written for rankandflank.com.

Wood Elves – Stag Night!

In 8th edition, I was a big fan of the Great Stag, I think partially because I’m Irish and we literally used to have the enormous elk walking around on our island (albeit 15,000 years ago).

Seeing the Stag back in our army roster made me want to think of ways to build characters for a really hard hitting and fun unit to play with. With all the various rules about characters joining units, I was a bit worried about not being able to make anything work, especially because the Stag is on a 50×50 base, and Wild Riders are on 30×60. However, Monstrous Cavalry units can join cavalry or infantry no problem, just not the other way around. However, there’s also a rule that says you can’t have more characters in the fighting rank than you have rank and file troops, so this was another restriction to work into my thinking. In the end, I’ve settled on a unit of 9 Wild Riders, in 3×3, with two Stag Riders, one on either side. This seems like it will work well enough, as it’s only 190mm frontage, which isn’t too bad in terms of being able to fit into places, and it meets the requirement to have the command group in front, while also only having 2 models out of 5 being characters. It’s also likely that both characters will get to attack the enemy, as the Wild Riders themselves are only 90mm wide – most units are at least 120mm wide when in Combat Order. It means not getting any rank bonus, but the highest bonus I could get is +1, so that’s not a huge deal.

Here’s a visual to get an idea of unit sizes. The dashed square is 12″ per side.

Building the Stag

The Great Stag is pretty cheap at +50pts, it gets two attacks, plus an impact hit and a stomp, all at S5, and everything but the Stomp gets AP -1 and Armour Bane (1). It also grants the rider +1 T and +1 W, which is a nice bonus for our T3 Elves. Finally, and critically, it has Armoured Hide (2) which means that your Armour Save goes up by 2. This is one of the few ways we can get a 2+ Armour Save in the army, starting with Light Armour and Shield, and using magic items to get the final +1. There are several choices for that last +1:

  • Armour of Destiny: 70 points, but swaps out the Light Armour for heavy, AND grants a 4++ ward save. Glade Lord only, obviously.
  • Bedazzling Helm: 60 points, gives a +1 Armour Save and puts opponents at -1 to hit the wearer. Still Glade Lord only.
  • Helm of the Hunt: 50 points (so can go on a Glade Captain), gives +1 Armour Save, as well as +1 A and +1 WS on the charge.

Not a fan of the Bedazzling Helm, just given how expensive it is. So that leaves me with the other two as choices. I’d also rather be able to take two Glade Captains and save the points, but that would mean only have a 3+ AS 🙁

But before we get into building the characters, I have to decide if one of them is the BSB or not. Wild Riders can take a magic banner already, but taking the BSB gives me at least +1 combat res, and potentially more depending on the banners I take. I like the idea of the equivalent of 1 (or more!) free “wounds,” so I think I’ll put the BSB on one of the Stags and give him the War Banner. I could give him the slightly cheaper Banner of the Eternal Queen, but it requires being close to a forest, so for the extra 5 points, I think the War Banner is the sensible choice. So, what banner do I give the Wild Riders themselves? I think there are three options: Razor Banner (giving +2 Armour Bane to everyone), Banner of the Hunter King (now the unit can Vanguard, all the better for getting into combat ASAP) or the Wildwood Banner (making the unit cause Terror). There are pros and cons to each, but I think I’ll take the Hunter King banner, because I don’t want this unit being shot at a lot, I just want them to smash hard and they already have a good amount of AP built in. So, for 50 points, I get +2 combat res, and get re-rolls on my break tests. I’m hoping I never have to roll any of those! I’m not 100% sold on it yet, but let’s try it out …

In terms of build, what do I want this unit to do? It’s really for wrecking my opponents combat blocks, so I’m going to focus on trying to optimize for that. I’m mostly concerned about annoying blocks of high armour/toughness infantry blocks like Dwarfs and Warriors of Chaos. So, on the Lord then, let’s start with Armour of Destiny for that very sweet 2+/4++, and now I’m T4/W4. I only have 30 points left to spend on the remaining magic items. However, I’m also pretty happy to just give the Lord a Great Weapon to make him S6. He has Strike First, which will cancel out the Strike Last, putting him on flat I6, which goes to I9 on the charge. Only something else with Strike First will hit him first in that case. Looking around, there’s not much else worth taking for 30 points, so I’ll leave it at that. For the BSB, I’ll give her the Helm of the Hunt, and also a Great Weapon, and see how that goes.

OK, let’s roll some dice and see how we do!

Mathhammer

Assuming the unit gets to charge, I’m going to work out how well it hits against a unit of Warriors. Obviously we should expect the Stag Night to do well given that it has a lot more points in it. I’m assuming the Warriors have T4 and a 3+ Armour Save.

We get two Impact Hits at S5, which is 0.72 wounds. Then the Lord will hit with 4 attacks at WS7 S6, resulting in 1.47 wounds. Then the BSB will hit also with 4 attacks (+1 from the Helm), also at WS7 S6, so another 1.47 wounds. Then the Wild Riders will go, 10 attacks (1 each, +1 for the champ, +3 for Furious charge, +3 for Frenzy) at WS 5 and S5 with AP -2 AB (1), resulting in another 2.37 wounds. Then the mounts go, starting with Stags: 4 attacks at WS 4, S5, AP -1 AB (1) gives another 0.72 wounds, then the Steeds of Kurnous will add another 0.25 wounds. Before Stomps happen, we’ve done 7.72 wounds … this is significantly over 5, which is the normal width of a unit of infantry, so I feel pretty good that there will usually be no attacks back. Then the final two stomps happen, to get another 0.44 wounds on average. With a static combat res of +3, that’s averaging a 11 combat res (vs say 4 from the rank bonus, close order and a banner).

I think for this to be worthwhile, it would need to be able to justify the points versus just having a similar width of Wild Riders. So, a unit of 12 Wild Riders in 6×2, running with the War Banner would do an average of 5.0 wounds on the charge … much more likely to be attacked back and then lose a model.

Cost for 12 Wild Riders with the War Banner and FC: 382pts with shields

Cost for the Stag Night: 785!

It’s really hard to justify spending that much to get such a small incremental benefit, especially as the 2+ AS on the stags only counts for shooting, if I give the characters great weapons. If I only give them cavalry spears they do fewer wounds. I do think there’s a good build of a Lord as a solo rider, with the Helm of the Hunt, but I’m not 100% sure what it would be and it’s going to pale in comparison to the fighting power of putting the same Lord on a Dragon instead.

I think we will get some special rules in the Arcane Journal which will allow us to build a Wild Hunt-style list (probably with Orion, would be my guess), so this is kind of in preparation for that. Maybe we’ll get some more rules that will make this a bit more viable (e.g. maybe our characters will be able to take the
Hunting Spears that the Wild Riders have) but for now I think this one sits firmly in the category of “very cool, but not very competitive” camp 🙂

Have you used the Great Stag? If so, what was your build and how did it go? Let me know in the comments!


Originally written for rankandflank.com.

A Hopeful Ending and a New Beginning

We played our final session of The 23rd Letter play test this week, and wrapped up the story of Poppy and her baby.

After recuperating overnight (under Joy’s watchful care, and a handy saline drip), Poppy recovered enough from her ordeal to tell the group about what had happened, which really just confirmed all their suspicions from the previous sessions.

She was a telepath, recruited to be part of The Third Project, a government organisation that worked to keep the public safe from Espers. At first she had thought she was doing the right thing and using her talent for the good of her fellow countryment, but she came to realise that the folks running the Project (or at least her field office in Topeka) were actually working against the best interests of Espers in general, and about a year prior she had started working with a couple of Cells in the Network to supply them with Psilence so that they could avoid capture or detection by the Project.

While pregnant, Poppy realised that the double agent thing really was too much for her to handle along with a baby, so she decided to get out of the Project altogether and slip away into the Network. Her last act was to grab the entire stockpile of Psilence that her office had and bring it with her, but before she could get away, she went into labour. She had the baby, whose name is Anna, but the missing Psilence was noticed and questions started being asked. As soon as she was able, she slipped away. Leaving the Psilence where she’d stashed it, she traveled to St Louis where she was supposed to drop the drugs. Instead, she tried to meet up with the Cell, but the Third Project tracked her down and snatched her. She was able to hide the baby, knowing that help was on the way (and wanting to keep her obviously psychic child out of government hands).

The media was filled with accounts of the ‘Terror Attack’ on the highway from the day before, and Jenny had a meeting arranged for her with Internal Affairs the next week. However, at this point I asked the group if we could go into Downtime to test out those rules, which we did. I’ll handle the open plot points narratively at the start of next session (i.e. what happened in the Internal Affairs meeting, any developments on the location of Clark, etc.)

During Downtime, everyone has the opportunity to spend the Experiences they earned during play, adding new Qualities or Talents, or improving existing Skills, Talents or Attributes. Each member of the group got 12 XP (2 for each session, which is the middle of the road for our guidelines of 1-3). This led to some interesting discussions and changes in how we structure both XP and character creation, so I’m really glad we got a chance to do this part. For example, we discovered that the two very powerful Espers in the group had no real way to improve their Talents, which felt a little disappointing. Both players said they’d rather start a bit less powerful and become better through play. We also discovered that the costs of things was off, so glad we got to address that too.

The Cell used their downtime to shore up their Hideout, choosing to make it large enough for four people to rest in (it starts only large enough for 1, but luckily Bryce has the Builder Quality, allowing him to make an extra upgrade during Downtime). Stress and Heat were reduced for the group (another mechanics discussion and improvement resulted from that!).

A big thank you to my five players and their characters:

  • Stefan – the precog hippie and Cell namesake Richard Moonglow
  • Ellie – the nurse (and Cell mom) Joy Mary Smith
  • Fintan – the pyrokinetic cook/builder Bryce Collins
  • Eve – the mind-reading ‘medium’ and con-artist Vonbella Alexander
  • Sarah – the overworked and overlooked Detective Jenny Blake

The Moonglow Cell will continue to function after a couple weeks break (giving me time to write some more story hooks!) and now has a channel on our Discord to help track actual play.


Originally written for lategaming.com.

FASERIP generator

Back when I was running the Watchtower New England game using Marvel Super Heroes’ FASERIP system, I wrote a simple character generator. I found it recently, and thought I’d pop into GitHub in case other folks might find it useful. It generates random characters using the Ultimate Powers rules, which can then be tailored using the rules found in those books. I’ve found that generating a few characters helped inspire some neat NPC and PC ideas, without having to do a ton of dice-rolling and table look up.

Hope you get some use out of it! Here’s a character it just spat out. This guy has some great stats, but a pretty big weakness in Intuition. I’m thinking he’s kinda gullible? As agile as Spiderman, and good at fighting, and smart! He can turn himself into an animal and has danger sense … seems like a fun start 🙂

Form: Mutant

Fighting: RM
Agility: AM
Strength: EX
Endurance: TY
Reason: IN
Intuition: FE
Psyche: IN

Animal Transformation S4: GD
Elemental Conversion* MCo4: EX
Danger Sense M8: EX

FASERIP generator


Originally written for lategaming.com.

Wood Elves: Treemen

Yes, despite everyone asking me for articles on Special units, I’m going to start with Rare. Why? For a few reasons:

  1. There are only three of them
  2. Special has a huge amount of units
  3. Rare points are way more restricted
  4. What you use from Rare potentially changes your build a lot
  5. I love Treemen

First off, I’m gonna include Treeman Ancient (which I may shorten to TMA at times) in this discussion and I’ll often use she/her pronouns in this article when referring to the Ancient, which may seem weird. The reason is that my main Treeman model is the old Ultraforge Treewoman, who is very feminine looking, and I’m just in the habit of referring to her with those pronouns. I’m not excluding any other Treefolk 🙂 Her name, btw, is Ioreth.

Ioreth with her first paint job. She’s been repainted since, but I haven’t photographed her.

In the rare slot you have 3 choices. Waywatchers, Great Eagles and Treemen. Each of these comes with some restrictions: Waywatchers require a Waystalker (an additional 85 points minimum), Great Eagles can be up to 3 per 1,000 points, and Treemen are just expensive points-wise at 215. Given that you can have max 25% of your army in Rare, this means you have to be careful what you spend your points on. You’ve got a limit of 500/625 in 2000/2500 point armies, so you have no way to take three Treemen without also taking an Ancient. At 2000 points, you can only have 1 Great Eagle if you take 2 Treemen, which likely means you are only taking 1. At 2500, it’s easier to fit in both, and still have enough for either a decent Waywatcher unit or 2-3 Eagles, but not both. Figuring out which, if any, of these combinations you will take is something to think about up front, because it’s where you are most restricted. Special and Characters can both take 50% so usually that’s not an issue, however running 2 Treemen plus a TMA is a big points commitment – 695 minimum, and likely more like 800 after customizations – so there’s a lot to think about when building an army with that many Big Trees.

Two Treemen?! I hear you exclaim, or three?!! Well, before you jump to the conclusion that I’m crazy (I probably am), let’s go through the Treeman stats and special abilities and talk about why they are good, their weaknesses, and what unique properties they bring to the army. Then we can talk about the correct number to take (which, as we’ve now determined, is somewhere between 0 and 2, plus somewhere between 0 and 1 TMAs (yes, I hear you heckling that you can take 2 TMAs, but I’m guessing you won’t after reading this article because of other limitations … ))

Special Rules

First I’ll go through what’s common between Treemen and their Ancient friends, and then I’ll talk about the differences (there aren’t many, but it does change their battlefield role a lot).

Treemen are Behemoths on 50x50mm bases (or up to 50x75mm, but all mine are on 50×50, which is definitely the preferred size for fitting into tight spaces and having fewer opponents able to strike back at you, so try to put yours on those if you can). As a Behemoth, they are Lumbering, which means they can’t join any units, but they also get a free 90° pivot after a regular move (i.e. not a charge, march or flee move). This is something to use to your advantage with their Strangleroots attack, among other things … more on that later. It also means that their Stomps (of which they get D3) are Thunderstomps, and so have AP -2.

They have a 4+ armour save, and a 5+ regeneration save (which they lose if your opponent has flaming, because they are counted as Flammable). They are Close Order, which just means they don’t get to count as Skirmishers (it doesn’t grant a +1 combat bonus as some seem to think, see p100 in TOW rulebook for an explanation as to why). Edit: The latest FAQ now means that Treemen do get +1 combat bonus because they are Unit Strength 5 (or 6 for TMA). Yay!

They are a Large Target, making them easier to shoot at, which means you need to keep an eye on your enemy warmachines to help prevent them from taking too much fire before they get into combat. This is particularly important for flaming attacks (mostly from Dwarfs/Chaos Dwarfs) … if you’re consistently facing these opponents, you’ll need to hide your Treemen behind buildings (or your free Woodland Ambush forest) while your fast movers or Deepwood Scouts take out their cannon. Dwarf Rangers with a Runesmith are also problematic, but thankfully slow moving, so just stay away from them if you can.

Like all Tree Spirits, they have Tree Spirit (duh), Magical Attacks, and Move Through Cover. The Tree Spirit rule is mostly just a bit of annoying bookkeeping: you can’t use your General’s Ld if the model is an Elf. Magical Attacks have limited use in the game, but they will cancel out Regen saves for Daemons (and allow you hit Ethereal units like Hexwraiths). Move Through Cover is of less use to Treemen mostly because you can’t actually take cover in a Forest, or rather, you don’t get any benefit from the cover in there. However, it does make it harder for your opponents cavalry to charge you by being in the trees (they’d be Disrupted), while you’ll have no penalty for charging out, so bear that in mind. (Edit: it’s been pointed out to me that you’ll still have to choose the lower of two dice when charging, you just don’t suffer the -1 M penalty … this kinda stinks and I hope they FAQ it, but those are currently the rules!)

They are Stubborn, which is great – you know that the first combat you’ll be in you won’t just Break from static combat resolution, which gives you time to bring in some other units. Number one rule of playing as a Wood Elf: never fight alone! And finally if your Treeman does eventually die, there’s a 50/50 chance they’ll fall on top of the enemy unit due to the Timmm-berrr! rule. A regular Treeman also has Armour Bane (1), something the TMA does not get (they get Lore of Athel Loren and are a L2 Wizard), but more on both these later.

A Treeman can take up to 50 points of Spites, and TMAs up to 100 points. What you do with them will depend on how many Treemen you take. We really only have four to choose from (two of the Spites give Terror and Magical Attacks which Treemen already have, and the other one is for Elves only), and you can only take each once. Annoyance of Netlings can only be taken by a TMA, and I recommend you take it, as it’s only 15 points. I think a Murder of Spites is a Waste of Points (d3 S2 AP -1 hits for 25 points), so that just leaves Befuddlement of Mischiefs (30pts) and Lamentation of Despairs (20pts). Both are worth taking. If you’re only taking one Treeman, give them both Spites. I’ll talk about why further down. If you’re taking more than one Treeman, pick which one will get which, but do take them both.

They do have some other special rules: Treewhack and Terror, plus their attacks of Oaken Roots and Strangleroots. I’ll start with Terror, and talk about the others after, as we get into battlefield role for both Treeman and TMA.

Combat

The Treeman on paper outshines the TMA in Combat, having WS 6 (vs 5) and 5 attacks (vs 3), but losing a point in both BS (4 vs 5) and W (5 vs 6). The BS is only really important when it comes to the Strangleroots attack, the somewhat unexpected ranged attack that your Treemen can use, especially to stand and shoot. It is D6+1 shots, but that’s -1 because of Multiple Shots, and if you’re standing and shooting that bumps up to -2, meaning a regular Treeman hits on 5s, but the TMA hits on 4s. These are at S5 AP -1, so not bad (and Armour Bane (1) on the regular Treeman, don’t forget!).

Treemen, are of course, slow and flammable, which are their two main weaknesses. Initiative 2 means they will likely go last, often even when charging, so you want to be picky about when they charge as best you can be. Keep them away from Dwarf Runesmiths! Shoot those guys with extreme prejudice!!

As my opponent brings units up closer to my Treeman, I like to try to move the Treemen out to the flank of their units if I can, and shield them from a charge with some cover (or some Dryads), rather than charge or accept a charge from them. Remember, you’re playing Wood Elves – our job is to dodge, run around, and make it hard to be hit … play the game on our terms, not our opponents! Being able to jab them with Strangleroots is a great way to do this, and definitely an area where the TMA shines. When you combine this with a Magic Missile or two, the TMA is actually pretty decent at range.

When you do finally get into Combat, first remember to check for a Fear test (this won’t happen too often, as it’s only models with unit strength lower than the Treeman (5, or 6 for the TMA)).

Once you’re hitting, the Treeman’s Oaken Fists hit at S5, AP -2 (and again, Armour Bane (1) for the regular Treeman), so they are no slouch. You’re also getting D3 Thunderstomps at the end. If you’re facing lower initiative models, particularly if they have multiple wounds, then this is the time to use a Tree Whack. Swap one of your Oaken Fists attacks for this special one, and you force one of the models in a unit that you’re in combat with to take an Initiative test. It’s important to remember they don’t need to be in base contact, so I’ve used this on Damosels who are hiding in the back of a Lance formation for instance–it’s especially good on Wizards as they tend to have whatever the base Initiative is for the faction, often 3 or lower, and obviously great vs Dwarfs or Ogres. If they fail the test, they take D3 S5 hits, with no Armour Saves (they get ward/regen still). Not bad, eh? This is also where Befuddlement of Mischiefs comes in handy. In addition to making your opponent fight at WS -1, it makes them Init -1, so they are more likely to get Whacked!

Treeman Ancient

I think the TMA makes an excellent General, because they are Ld 10 and a Large Target, meaning you’ve got an 18″ command range for that high leadership. They’re also very hard to kill, which means you’re likely conserving points for both the model and keeping your general alive. And EVERY model in the army can use their leadership (whereas your Tree Spirits can’t use an Elf’s leadership). I run Ioreth as my General in every game.

Also, the TMA can still shine in close combat, even with only 3 attacks, because they are a Wizard and have access to Battle Magic. Hammerhand is the Signature spell, giving them 2d3 S4 AP -2 hits, which helps make up for fewer attacks. It goes off on a 7+, so it’s pretty likely to be cast even if you don’t take any extra levels of Wizard on the TMA. Battle Magic also gives you access to Fireball to use in the Shooting phase alongside the Strangleroots. The rest of the lore is pretty useful, so it’s been my default for the TMA to date. I’m experimenting with Elementalism, which is more of a supporting lore for the rest of the army, rather than making the TMA useful on their own. I’ll probably do a separate article about Magic Lores later, when I’ve had more results. For now, I’m recommending Battle Magic for the TMA. Oh, and you remembered to take the Annoyance of Netlings on the TMA, right? So all your opponents attacks are at -1 to hit, when you’re in a challenge. It’s not an essential part of the kit out, so if you have another character that you’d rather take that Spite on, that’s probably OK.

The Terror Bit

Treemen cause Terror (and thus also Fear), and are themselves Immune to Psychology. Terror can be a very useful weapon in your arsenal, mostly because it puts extra pressue on many units, forcing more and more dice rolls. Remember, a Battle Standard Bearer’s Hold Your Ground special rule DOES NOT apply to a Terror test, so your opponent typically only gets one roll at this (unless they are Veterans). Even an Ld 10 unit will fail their Terror test 1 in 12 times, which means this will work to your advantage more often than you (or your opponent) might think. For reference, the more common Ld 9 will fail 1 in 6 times, and Ld 8 will fail almost 28% of the time (Ld 7 is ~42%!)

This is why I recommend you always declare charges with your Treemen first: your opponent must immediately take a Ld test, and if they fail they must flee. Then you can use your faster moving units (e.g. the Great Eagle, or cavalry) to charge into that fled unit and just wipe them out.

Earlier I mentioned taking the Lamentation of Despairs, and this is where it comes in handy. You have to be within 6″ (the big downside, 9″ would’ve been so much better!) but it gives an additional -1 to the Ld of every unit within that 6″ bubble for the purposes of Fear, Panic or Terror. As you can see from the numbers in the last paragraph, that -1 is a big deal. There’s another magic item that can be taken by one of your Elf characters (Wraithstone) that does the same thing … any unit touched by both bubbles will be at -2 Ld, so now your Terror becomes a really potent weapon.

If you have multiple units able to cause Terror (like, say, 2 Treemen and a Treeman Ancient) and you’ve got the Lamentation and the Wraithstone, you could be causing several units to just turn tail and flee before they ever even get into combat. (We also have a Spite AND a banner than give Terror, so you could easily have 4-5 Terror Causing units to really lean into this type of build). You’ll need to have Great Eagles, Warhawk Riders, or perhaps even some skirmishing Glade Riders close by to run them down (heck, any cavalry will do, but these ones will probably be the most capable given their greater manoeuvrability). I think there’s probably nothing more Wood Elfy than having the forest suddenly come alive and scare the living crap out of your enemies so that you can kill them while they flee and make sure they never step foot in Athel Loren again!

Summary

Phew! If you’re still with me, well done! I think Treemen are underrated and people don’t take them terribly seriously (everybody’s hot for Dragons right now too). However, at T6 with 5 or 6 Wounds and a 4+/5++, they are very survivable, and the can fit into small spaces to hit flanks or force advantageous charges for you. Give them a try, and try 2-3 on the battlefield at once, if you can. I think you’ll enjoy it!

What’s been your experience with Treemen? Let me know in the comments!


Originally written for rankandflank.com.

Venting Pyrokinetics

Our fourth and fifth in-game sessions of the 23rd Letter saw quite a lot of action! I’ll give a brief summary, and then talk about some of the rules that I think were interesting. I’ll put a * and a number on some rules I’m going to talk about at the end.

Everybody woke up in the morning after not having slept very well, and discovered that they had had similar dreams … after some discussion, they determined that maybe the baby’s mother was being held captive somewhere near the Gateway Arch and a McDonalds. Richard (the precog) had an inkling that something big was going to go down, and made a few preparations[*1]. Meanwhile, Vonbella (the telepath) was able to remotely connect to Poppy, the woman in their dreams and the presumed mother of the baby, and find out that she was going to be moved out of the city later today!

Richard (backed up by Jenny the detective) met up with Royal, the Cell’s command and control contact, and got some info that helped fill in some gaps: Poppy had been a double agent within a government Project, secretly working for the Network to help supply them with Psilence (a necessary drug to help reduce Stress). The group pieced together that she’d been compromised and had tried to escape but had been caught, succeeding only in smuggling out her baby (and hiding a stash of Psilence somewhere also). Just as Richard finished up chatting with Royal, Vonbella got an urgent telepathic message from Poppy – she was being moved now!

Luckily, it turned out that she was halfway between Richard/Jenny in one car and Vonbella/Bryce (the pyrokinetic) in another[*1]. Joy (the nurse) had decided to take the baby back to her apartment … thankfully! Both pairs got into their car and tried to use Poppy’s weak telepathic messages to help triangulate her position. They eventually caught up to the SUV that the agents were transporting her in, but by this stage they were all on the freeway and heading out of the city.

Bryce used his powers[*2] to burn out one of the tyres on the government vehicle, causing it pull over onto the shoulder. He and Vonbella pulled in front, and Jenny/Richard pulled in behind. Everyone put on on their clown masks and got ready to for action (well, Vonbella kinda cowered in her seat, but she was there!) (end of session 4)

Two armed and armoured soldiers got out of the vehicle and drew a bead on each car, while a third agent tried to radio for help. Bryce and Vonbella, despite their antagonism, worked together for the greater good by creating a Gestalt[*3] and using Vonbella’s telepathic powers to see through Poppy’s eyes and allow Bryce to target his pyrokinesis to superheat the soldiers’ weapons and the radio, causing everything to be dropped (although bullets were sprayed wildly). The attempt was successful, but given all the Stress that Bryce and Vonbella had, it caused Bryce to Vent[*4] creating a massive pyrokinetic explosion which destroyed the car they were sitting in and sent fiery debris flying across the freeway. Several cars crashed into each other on the other shoulder, and one went spinning wildly out of control and did several flips, killing everyone inside thankfully nobody was killed.[*1] The explosion was enough to kill one of the soldiers, and set a second one on fire. Jenny quickly finished off that one and the third with some skilled shooting, while Richard hustled up to the SUV and helped the heavily sedated Poppy back to Jenny’s car.

Bryce and Vonbella left their “car” (by this stage it was just the two seats they were sitting in, and a large, blackened crater) and hustled into Jenny’s car. They took off before backup could arrive, and found a safe spot to wait for Joy to come pick them up in her minivan–Richard took Jenny’s car and ditched it in the Missisippi, while Jenny reported it stolen, in an attempt to cover their trail.[*5] They got back to Joy’s apartment, fixed Poppy up with a saline drip to help her recover in bed, and that’s where we wrapped session 5.

OK, let’s look at the rules that helped this story move along.

1. Richard is a precog, which means when he wants to see the future, he makes a roll with his ability and each success gives him one ‘preparation’–a secret thing his character has done ahead of time, but that he as a player doesn’t have to think of until the action is actually happening. Richard’s player rolled 3 successes. Where did everyone get clown masks? That was one of his preparations. How come the bad guys were halfway between Richard/Jenny and Bryce/Vonbella? A second preparation (which in Richard’s case is part of his ‘things just happen the way they are meant to’ view on life). The third preparation went on saving the lives of the folks in the car that flipped: Richard had seen it coming and had called the cops to report *that* car stolen earlier that morning. Those poor folks had been hassled by the cops and never made it onto the freeway, but hey–at least they were still alive!

2. Bryce is a Major Pyrokinetic, with 2d12 in his Psychic Talent. However, he and Vonbella were both Stressed (mostly caused by each other!) – Bryce had 2 Stress and Vonbella had 3, so when he rolled to blow out the tyre, he had to roll 2d12 + 5d6 – 1d6 for each Stress in their shared pool: all psychics share their Stress pool when in close proximity. Luckly, he rolled 1 success and 1 bane, which was enough to blow out the tyre, but it also gave him another Stress (rolling a bane on a Psychic talent roll adds a Stress dice), bringing his total Stress up to 3 (and the shared pool to 6!)

3. Now Bryce and Vonbella are working together, they create a Gestalt – a unified effort to use both their powers in a single, combined psychic action. In this case, using Vonbella’s telepathy to view through Poppy’s eyes so that Bryce could easily see the guns and radio and superheat them. Vonbella is a Minor telepath with only 1d6 in her ability, but because the Stress pool is so high, she gets to roll an additional 6d6 and add those on. Each one has the chance of giving her a success, but of course, each one also has the chance of a bane … Bryce also has to roll 6d6 + his 2d12. After both players had rolled, they had 3 successes. They needed 1 success to heat 1 gun, and an extra 2 successes for the extra two targets, so they just made it! However, Bryce had rolled 3 banes, and rolling 2 banes (snake eyes!) on a Psychic Talent roll means that the Esper Vents!

4. What’s a Vent, you ask? Well, it’s those times when psychic stress builds up too much and explodes out of the Esper in a wild and uncontrolled fashion, wreaking havoc on the people and environment close by (but leaving the Esper intact, and now drained of Stress). Sometimes this is pure mental energy, and people around them might get nosebleeds, aneurysms, heart attacks … in Bryce’s case, it was a massive pyrokinetic explosion. To work out the size of the Vent, he adds on the additional Stress he just rolled (3) to the current Stress pool (6) and adding in his psychic power dice (2d12). So, he uses 2d12 + 9d6 to determine much damage is done – every success on that roll will do 1 damage to everything in close proximity! Bear in mind, 3 damage is usually enough to cause a critical injury, so this was a HUGE explosion! Luckily, because she was part of the Gestalt that resulted in the Vent, Vonbella is also unaffected by the explosion. However, the car was more or less vaporized, and the explosion rolled out in a huge fireball … one dice drops for every zone (10m), so there effects felt up to 100m away!

5. The Network Cell tracks a score called Heat, which is a measure of how much external observation and pressure there is on the group and their activities. The group’s Heat score went up by three over the course of this session, 1 for each crime they committed (the freeway shootings/explosion and then ditching a car in the river), and an extra 1 for the extravagance of the explosion–it was certainly newsworthy! The higher the Heat score, the more likely there will be some kind of external interference, in the form of police, feds or worse …

Anyway, we have one last session to do for our playtest, where we will wrap up the story line of Poppy and Baby Blue, and then have some Downtime–more on that in my next write up.


Originally written for lategaming.com.