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Wood Elves of Tembrithil


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#1 Gilfalas

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Posted 04 August 2010 - 09:25 AM

Once again the ancient trees of Tembrithil rise and every life that lives within the Tembrithil Forest prepares to face the upcoming danger that threatens the forests harmony.

Thy Elf King rallies his troops and Nymphs are singing magic songs to awake ancient allies...Enemies coming...Enemies dying....Forest always staying

Secret tactics gathered from the ancient archives and the eldest of elves shall help to protect even the smallest of life.


*pin me*
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#2 Gilfalas

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Posted 04 August 2010 - 09:29 AM

First Thread, first list, first post :)

Tembrithil - 750 points

Troop 1
King Thelanor Anenfel, Tree Bark
Dehanis, Druidess
Oakhearth Warden x 2
Saproling Warrior x 3
Luck Stone

Troop 2
Chiral, Armor of Courage, Tree Bark
Centaur Warrior x 3
Hunting Cat x 2

Troop 3
Owlbear

Troop 4
Owlbear

C&C please :)

Defensive caster Troop with healer, offensive Centaur troop to charge main targets, Owlbears to charge heavier models

Greets
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#3 Stubbdog

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Posted 04 August 2010 - 09:44 AM

nice list overall. Tough/3 on the owlbears along with their rage and savage works great.

Only technical glitch I see is that the Owlbears are rank:monster and therefore not eligible for equipment. But, you could put them on your troop leaders.

#4 Gilfalas

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Posted 04 August 2010 - 10:11 AM

nice list overall. Tough/3 on the owlbears along with their rage and savage works great.

Only technical glitch I see is that the Owlbears are rank:monster and therefore not eligible for equipment. But, you could put them on your troop leaders.


Fixed :) Rulebook is coming soon with the big mail order. Didn't know that monsters can't get equip.

#5 spiritual_exorcist

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Posted 15 August 2010 - 06:09 PM

Owlbears having Band is pretty interesting to me.

Forest Doctrine, Tembrithil - 999points

Troop 1
Eawod Silverrain
Tree Bark
Magic Ranged Weapon
Oakhearth Warden x 6
Hunting Cat x 3

Troop 2

Arthrand Nightblade
Saproling Warrior x 6

Troop 3
Owlbear x 6

Troop 4
Galdanoth, Sniper
Magic Ranged Weapon

Luckstone
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There's nothing I wouldn't do to win. But I never hurt anyone for any reason other than sticking a dog's skull on a stake.

#6 Gilfalas

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Posted 16 August 2010 - 03:12 AM

Yeah that banded Owlbears are pretty nice. Too bad the new owlbear models are not released till now.

You could split these Owlbears into 2x3 and get another card. I'd prefer to throw in Elf King instead of Eawod and swap Saproling Warriors with the banded Warden. Drop Arthrand and get in Dehanis for some nice debuffs (poison cloud!) and heal. Saprolings would be of nice use with the Elf's King WA to sacrefice them.

only my 2 cents for more punch

#7 spiritual_exorcist

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Posted 16 August 2010 - 05:11 AM

Band: This SA signifies that an entire Troop of 3 - 6 of this model may be fielded together without a Leader. The Troop cannot have any other models in it. This Troop cannot be absorbed into another Troop via the Regroup Action. The Troop must begin play with a minimum of three models in it, and can have a maximum of 6 models in it. A player may build as many Band-based Troops as he has models with the Band SA, but no data card may be in more than one Banded Troop. Models with this SA may also be fielded in their normal role in addition to the Band.

As cool as it would be, only one Band of Owl Bears allowed. Although you could add additional ones as standard Solos.

There you go, a little tweak :)

Forest Doctrine, Tembrithil - 999 points

Troop 1

Eawod Silverrain
Tree Bark
Magic Ranged Weapon
Dehanis, Druidess
Oakhearth Warden x 6
Hunting Cat x 3

Troop 2
Arthrand Nightblade
Saproling Warrior x 6

Troop 3

Owlbear x 5

Troop 4
Galdanoth, Sniper
Magic Ranged Weapon
There's nothing I wouldn't do to win. But I never hurt anyone for any reason other than sticking a dog's skull on a stake.

#8 Chrome

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Posted 18 August 2010 - 12:34 PM

So not having followed WL for quite a while, what separates these elves from the base faction? Are they more shooty? If so, do they work? Or is ranged combat still nutted to death?

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#9 Stubbdog

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Posted 18 August 2010 - 02:29 PM

The elves from Taltos are more long range shooters, holding the enemy at arms length as long as possible. These elves are more in your face style. Short range combat, use the surroundings. Have more physicality via the woodland creatures that they work with.

#10 rgtriplec

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Posted 18 August 2010 - 08:40 PM

So not having followed WL for quite a while, what separates these elves from the base faction? Are they more shooty? If so, do they work? Or is ranged combat still nutted to death?


If you ever played the Woodland Creatures sublist this is pretty much full faction version of that. If you thought ranged combat was limited before then you'll probably still feel that way. It seems pretty balanced to me. Ironically, there are four factions of elves now and none of them are actually any better at range than any other faction. IMO the the Sisters have the best non-soldier models with range, and Reven has the best ranged soldiers. You should give all the different elves a try. I'm sure one will appeal to you.
It's Dwarfs not Dwarves. 1500+ Warlord Armies: Dwarfs, Elves, Mercs, Reven, Goblins, Lupines, Sisters, "To be is to do"-Socrates "To do is to be"-Sartre "Do Be Do Be Do"-Sinatra "De Do Do Do, De Da Da Da" - Sting "Scooby Dooby Do"-Scooby Do "Yaba Daba Doo"-Fred Flintstone

#11 spiritual_exorcist

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Posted 21 August 2010 - 05:46 AM

My attempt at a decent ranged army made with this faction. I think it can be done, and they can be amongst the best at it in the game, despite their short range.

Tembrithil - 998 points
(Nature Doctrine)

Troop 1
Eawod Silverrain
+Magic Ranged Weapon
Tembrithil Ranger x 3
Faun x 6

Troop 2

Talathlan, Ranger
+Magic Ranged Weapon
Tembrithil Ranger x 3
Faun x 3

Troop 3

Talathlan, Ranger
+Magic Ranged Weapon
Tembrithil Ranger x 3
Faun x 3

Troop 4
Galdanoth, Sniper
+Magic Ranged Weapon

Troop 5
Centaur Archer x 4

Troop 6
Tanwylen, Satyr
Faun x 8

+Luck Stone

38 Models, 6 cards, 45 shots/round (18 of them are pretty crappy RAV 2 and many are short range, but still pretty decent)
There's nothing I wouldn't do to win. But I never hurt anyone for any reason other than sticking a dog's skull on a stake.

#12 wrightjd

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Posted 10 September 2010 - 09:57 AM

I've been talking a lot with a couple guys about temberthil - I'll be honest, I really don't like a lot of the faction, but darned if I don't love the Oakhearth Warden. So I've been talking about making an army out of these guys and this is what I've come up with (I'm making an army because generally it makes me like factions better):

Tembrithil - 976 points

Troop 1
King Thelanor Anenfel
Drys, Dryad
Dehanis, Druidess
Satyr Warrior x 4
Oakhearth Warden x 5

Troop 2
Arthrand Nightblade
Drys, Dryad
Oakhearth Warden x 6

Troop 3
Centaur Archer x 3

Troop 4
Galdanoth, Sniper

There's some points to spare here, but I think I really like this army - rounds 2 and 3 would really be crunch time for this army also.

#13 rgtriplec

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Posted 14 November 2010 - 03:07 PM

Wow! I love the new Owlbear.

http://www.reapermin...etail/14614_g_1

I'm really glad he didn't have that "Ask, Mister Owl" Tootsie Pop look.

I wonder how much he'll cost? I want 4ish. A band of 6 using 2 of each Reaper sculpt and then 2 or three solos.
It's Dwarfs not Dwarves. 1500+ Warlord Armies: Dwarfs, Elves, Mercs, Reven, Goblins, Lupines, Sisters, "To be is to do"-Socrates "To do is to be"-Sartre "Do Be Do Be Do"-Sinatra "De Do Do Do, De Da Da Da" - Sting "Scooby Dooby Do"-Scooby Do "Yaba Daba Doo"-Fred Flintstone

#14 Shakandara

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Posted 13 December 2010 - 12:19 PM

So I finally got back most of the last of my Elves this weekend (some of which are the models that crossover between the two factions), plus a couple of my Tembrithil. In honor of them coming home, I took them out gaming on Sunday. My list was a hybrid of how I like to build my Elves lists, and how I like to use my Reptus. The result:

Tembrithil - 999 points

Troop 1
Eawod Silverrain w/Magic Ranged Weapon
Dehanis, Druidess
Centaur Warrior x 2
Hunting Cat x 2
Saproling Warrior x 4

Troop 2
Chiral, Centaur w/Armor of Courage
Centaur Warrior x 3
Hunting Cat x 2

Troop 3
Saproling Warrior x 5

Troop 4
Spirit of the Forest

Doctrine: Nature

Tactics: Use the Saprolings to tie up the enemy grunts 1-on-1 to take advantage of their DR/1. Also, since they have spiked, the preferred action is to rush them forward into B2B and not attack. The Centaurs and Hunting Cats are meant to be used in combo against "large" targets, when there Disable and First Strike combo can be used to minimize the opponent's defensive strikes and kill the mode off quickly. Eawod is then free to pound away with his 3 ranged attacks from the background.

The summary: I faced BSGs, and handled them pretty well. I used the centaurs to wipe out the greater golem and the purple worm in the first two turns with minimal damage in return. The Tunnel Knights and Guard were effective against me, and the opponent succeeded with several Life Siezes. While I won handily, the real story of the game was Dehanis. She threw five spells during the course of the game... and blew every single roll. On the non-Attack spells, when only needing a 2 or a 3 (depending on whether or not I had the opportunity to Focus), she'd get a 1 or a 2 (respectively). I threw one offensive spell, needing 6's... and rolled 5's on both targets in the AoE. It was the most horribly disappointing series of rolls I've ever had with any one caster ever in a game of WL. Overall, my dice were just fine - I turned in several improbable pairs of nat 10's on 2 dice - but the spellcasting rolls became increasingly comical as the game went on.

~v
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#15 Stubbdog

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Posted 07 April 2011 - 03:17 PM

Tembrithil - 999 points

Troop 1
Eawod Silverrain
Drys, Dryad
Tembrithil Ranger x 3
Saproling Warrior x 4

Troop 2
Owlbear x 3

Troop 3
Tanwylen, Satyr
Satyr Warrior x 3
Faun x 4

Troop 4
Spirit of the Forest

Troop 5
Tanwylen, Satyr
Satyr Warrior x 3
Faun x 3
-------------------------------
5 troops +2 spies
28 models (53 DTs)

The meat of the build is using the owl bears and Big Stumpy. The two troops of satyrs have good offensive power and speed, but they tend to be suicide killers. The fauns are there to help give the Satyrs support and also help Big Stumpy from getting swarmed.

Meanwhile troop one is both a stand back and also get in there, shoot, and move on. Drys tries to stun stuff to control the field a little.




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