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Argyrian 294

Silvermaine 57

5 x Centaur Warriors = 305

Cat 49

3 Fauns = 63

 

Chiral 63

4 x Centaur Warriors = 244

Cat 49

 

Chiral 63

3 x Centaur Archers = 219

 

Sniper

 

1495

models 22

4 cards

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There are plenty of models that you might shoot at that you will need an 8, 9, or 10 to hit. Now this is not as detrimental with Sure Shot, but in a Woodland Protectors your next best bet is to pop woods underneath primary targets to lower their DEF by 1.

 

Wouldn't the cover bonus from the woods counteract the penalty? :rock:

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There are plenty of models that you might shoot at that you will need an 8, 9, or 10 to hit. Now this is not as detrimental with Sure Shot, but in a Woodland Protectors your next best bet is to pop woods underneath primary targets to lower their DEF by 1.

 

Wouldn't the cover bonus from the woods counteract the penalty? :rock:

 

Yup, although it still helps for Close Combat

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Chiral 63

4 x Centaur Warriors = 244

Cat 49

 

Chiral 63

3 x Centaur Archers = 219

 

The main problem with this list is that Chiral is unique - no, wait, I actually just went and re-read the list, and he's not in the Woodland Protectors sublist. Doh! Well, that kind of changes my thinking on the army composition.

 

Thanks for the input, I'll be back later.

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Chiral 63

4 x Centaur Warriors = 244

Cat 49

 

Chiral 63

3 x Centaur Archers = 219

 

The main problem with this list is that Chiral is unique - no, wait, I actually just went and re-read the list, and he's not in the Woodland Protectors sublist. Doh! Well, that kind of changes my thinking on the army composition.

 

Thanks for the input, I'll be back later.

 

He is not only in the Woodland Protector's list, he is non-unique in the list. I'm including the list below from the most recent RC available from reapergames.com -

 

Army List Name: Woodland Protectors Sublist

Restrictions: The following Models only:

Argyrian, Silver Dragon

Ilmarin, Wood Elf

Chiral, Centaur Sergeant

Tanwylen, Satyr

Silvermaine, Unicorn

Dehanis, Druidess

Drys, Dryad

Centaur Archer

Centaur Warrior

Elven Ranger

Faery

Hunting Cat

Satyr Warrior

Faun

Vale Warrior

Giant Eagle

Mossbeard the Treeman

Galdanoth, Elven Sniper

Models that change to Non-Unique/Grunt:

Chiral, Sergeant

Tanwylen, Satyr, Sergeant

Silvermaine, Unicorn, Hero

Centaur Archer, Grunt

Centaur Warrior, Grunt

Elven Ranger, Grunt

Hunting Cat, Grunt

Satyr Warrior, Grunt

Giant Eagle, Monster

Mossbeard the Treeman, Monster

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There are plenty of models that you might shoot at that you will need an 8, 9, or 10 to hit. Now this is not as detrimental with Sure Shot, but in a Woodland Protectors your next best bet is to pop woods underneath primary targets to lower their DEF by 1.

 

Wouldn't the cover bonus from the woods counteract the penalty? :rock:

 

good point - I hadn't thought about that.

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Hmm - I didn't think in the scheme of things an RAV of 4 was that bad.

 

Doing some quick number crunching/searching on the Data card search reveals 91 models with an RAV of 1 or more. 62 models have an RAV of 4 or more, of those, 30 have an RAV of 4. Almost 1/3rd of the models in Warlord have an RAV of 4, and only two of those have Sure Shot.

 

My thinking was mostly that with the speed this army has, plus the Woodland Protectors FA of Summon Woods, the point is really to out-maneuver the opposing army, rather than slug it out in a head to head firefight. Am I that wrong?

73 points for a RAV 4 is a bad value. Use the free woods FA's to outmaneuver your enemy rather than overpaying for archers.

 

Rich

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73 points for a RAV 4 is a bad value. Use the free woods FA's to outmaneuver your enemy rather than overpaying for archers.

 

Rich

 

I agree, the Woods list is not an archer list and I doubt I'll ever field the Centaur Archers because of cost. This list is so fast, your entire army is practically in the opponants deployment zone by the end of a round/turn. Most of my army moved 8 or more so I was 36" after turn one. I like the Sniper and Rangers are pretty good but range isn't that nessesary because of your speed.

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If I read the FA correctly, members of the woodland protectors ignore the cover penalties provided by any woods (not just the ones called by the FA).

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If I read the FA correctly, members of the woodland protectors ignore the cover penalties provided by any woods (not just the ones called by the FA).

 

Where are you reading this?

 

Elves (Woodland Protectors Sublist)

 

Fleet of Foot

Models of the Elf Affiliation gain the Wood Strider SA and the Ridge Runner SA.

 

Shadowy

Models of the Woodland Protectors Sublist treat all cover as heavy cover when being attacked.

 

Summon Woods

A Leader model of the Woodland Protectors Sublist can use an Invoke action to create a CDsized

area of Heavy Woods (Cover Value 2) anywhere within 12" of the Model (LOS not

required). Only one of these Summoned Woods may be summoned per turn, and no more than

three of these Summoned Woods may be summoned per game (if playing against another

Woodland Protectors Sublist, each side may summon up to three). It is suggested to use a CD

(paint it green or flock it for flavor) to represent the Summoned Woods. When Summoning

Woods where Models currently stand, simply slip the CD underneath them.

 

Tangling Roots

When fighting against a Woodland Protectors army, enemy Models passing through any Wooded

(Light or Heavy) Terrain are slowed by an extra inch per Movement, and get -1 DV. Models

with the Wood Strider SA ignore this Movement penalty.

 

They treat all Cover as Heavy Cover.

They can run through Woods without penalty.

They can create Woods.

Their enemies take -1 DV in Woods, and also suffer -1 Mov (unless they have Wood Strider).

 

I see nothing in here, anywhere, indicating an Elf ignores Cover Penalties to anything.

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my bad, it was worded a little different before the final. but the -1 dv handles it the same anyway.

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Chiral 63

4 x Centaur Warriors = 244

Cat 49

 

Chiral 63

3 x Centaur Archers = 219

 

The main problem with this list is that Chiral is unique - no, wait, I actually just went and re-read the list, and he's not in the Woodland Protectors sublist. Doh! Well, that kind of changes my thinking on the army composition.

 

Thanks for the input, I'll be back later.

 

He is not only in the Woodland Protector's list, he is non-unique in the list. I'm including the list below from the most recent RC available from reapergames.com -

No, I meant that he's not unique in the Woodland's Protectors list. Forget one word, and it changes the meaning. doh!

 

73 points for a RAV 4 is a bad value. Use the free woods FA's to outmaneuver your enemy rather than overpaying for archers.

Ok, but for the 73 points I'm getting a bit more than just a simple archer - I was comparing the Centaur Archer stats to the Khemri Mounted Archer, and the Centaur is a single point more, but with a higher MAV and a couple more SAs. May not be the best archer out there, but it seemed like a pretty versatile fig. I was thinking it was better to include some archers, rather than none at all. Perhaps I would be better off splitting a couple of the archers off as Outriders and maybe only getting 2-3 rather than 5.

 

BTW: The list I posted wasn't my final list, but more of a basic list that I could plan my purchases with. Far too often lately I've bought figs on impulse, and not really with any army list idea in mind to begin with. Given the price of centaur figs, and the number of conversions I'll have to do, I'm trying to actually plan this one out.

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I put together a mixed range-melee army (with a sprinkle of magic) that I was going to run at the Lewisville Vista Ridge tourney this wknd - then my wife volunteered me for something. I wasn't very pleased, but she is my wife and I want to make her happy. :rolleyes:

 

But I don't have any Vale Archers in it - I only put in Rangers. With the sheer number of figures that will be moving as fast as possible to get to grips with you, I've found that Vale Archers are just too fragile in close combat. In a default list using Sure Shot, the Rangers are (IMO) a better choice because they can actually hold their own in close combat and they are much better at shooting and moving IMO (a must for Elves). With Vale Archers you have to decide if it is worth it to hold your ground in the face of charging melee troops (who WILL be sent after your archers) or flee with a single shot. That choice is much easier with Rangers, plus they have a much better chance of surviving if the enemy does get into melee.

 

Just my two cents, but I prefer Rangers.

 

PS: I'll post the army later for ideas, but it's late and I'm tired ;)

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Ok, here is the army I said I would post - any thoughts and recommendations would be fantastic!

 

Prince Danithal (GMA, Counterspell, Bolt, Lightning Bolt)

Deathseekers x6

 

Dehanis, Druidess (Outrider, Cure 2 x 2, Hold, Holy Light)

 

Larnach, Grey Elf Archmage (Greater Familiar, Arcane Blast x2, Lightning Bolt, Lightning Blast)

Elven Ranger x3

 

Galdanoth, Elven Sniper

 

Ilmarin, Wood Elf (Lesser Magic Armor)

Elven Ranger x4

 

1501 exactly-

18 figures (low count)

6 Cards (2x spy)

 

Basically the idea is to hit and fade as much as possible and whittle down the opponents forces. I'm not sure about Larnach's spell load, but his unit is a great distractor and gives out a lot of bee stings.

 

The low model count hurts, but with Elf speed I'm able to pick my fights. I played an early variation on this army and against a horde of Army of Justice Crusaders. The variation had Royal Guard instead of Deathseekers and Larnach had Vale Archers instead of Rangers. I was able to use Larnach as a lure to spread his forces out thin and flank him with Danithal's and Ilmarin's troops - not effectively at all, but it was my first game with this army. It came down to a Finari and Knight who kept making their Tough rolls and my Galdanoth - I messed up, however, and they were able to charge my Galdanoth and, of course, my sniper folded like an over-used initiative card.

 

Questions? Comments? Rude Remarks?

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