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Wood Elves of Tembrithil


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Tembrithil - 999 points

 

Troop 1

Ilmarin Woodstride

Tembrithil Ranger x 5

Faun x 4

 

Troop 2

Tanwylen, Satyr

Oakhearth Warden x 4

Saproling Warrior x 4

 

Troop 3

Spirit of the Forest

 

Troop 4

Spirit of the Forest

 

Troop 5

Owlbear x 4

--------------------------

5 troops +1 spy

25 models (54 DTs)

 

Gets a second Stumpy and another Owlbear in there as well as a little more DV with the Oakhearths, in lew of the cleave of the the satyrs...

 

Gets 15 shots per turn with the rangers, even tho they will probably only hit with 2-3 at most. They can be annoying. The enemy will know that they will only hit with a few hits so they will most likely ignore them.. at least until they get those 2-3 hits on the right targets.

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Haven't posted a list in here in a while so here ya go:

 

Tembrithil - 999 points

 

Troop 1

King Thelanor Anenfel

Drys, Dryad

Dehanis, Druidess

Centaur Archer x 3

Oakhearth Sentinel

Oakhearth Warden

Faun x 3

 

Troop 2

Ilmarin Woodstride

Drys, Dryad

Sildorian Protector

Centaur Archer x 2

Oakhearth Sentinel

Oakhearth Warden

Faun x 2

 

Troop 3

Spirit of the Forest

----------------------------------

3 troops +1 tactician + 3 spies

21 models (44 DTs, 30 MAs)

 

The MA count is relatively low in this list because it has a larger number of casters and archers. So, its a little misleading. This list could use either doctrine, but I really built it with the Blossoms in mind (slowing down the enemy and forcing them to move where you want them to, while you get to move and shoot freely). Come to think of it, I might not have included enough archers in this list... oh well..

 

There are 5 casters in the list and all 5 of them should use their first activation to cast Fruitful Branch. That will gain at least 100 points more with of models on the table, possibly more.

 

As noted above, depending on the terrain, right from the start you should be placing a blossom patch in places to force hte enemy where you want them, either into a funnel, or to take the long way around. Or simply toss the trees right on top of them depending on where they are. Then take advantage of the Dryad's enchant spells to keep them there.

 

Friendly Archers can shoot thru the blossoms as if they are not there, so it means they can usually get closer without fear of the enemy being able to get to them. Then you can bring in your melee crew to finish it off.

King and Syldorian use chain lightnings, earthquakes, and Entangle.

Druid heals the Big Stompy to let it keep thumping things.

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This is pretty sad... less than 20 posts in three years. Its too bad, because this army had a lot of potential in beta but everyone hated it and no one playtested it.

 

I argued that the Darkreach ability to be stealth and to see stealth should go with these guys since they have that silly short range, but I was overruled.

 

I also thought the spell where the saprolings break off of the Spirit should be able to be used once per turn. It was argued that that was too powerful, but we have spectral minions, crusaders changing dead guys into soldiers and the necros do that too. Again overruled.

 

I argued that the we needed another storm caster since chain lightning is an FA. I thought an old Willow woman would be cool. I wanted Thistlewing and the Sildorian Protector's to trade magic and range.

 

I wanted the Spirit of the Forest to be able to be sgt 4-6-1 and be able to take the protector and saprolings as soldiers and the willow woman as an elite, as part of the Summer Blossom faction ability. I thought One with the Trees should just be an open portal for as many guys as you wanted to send through. There are other game functions where a Warlord or whoever can move an entire troop, Part Deaths River or whatever moves a bunch of guys all at once.

 

Anyway, it was no, no, no, shut up already, god are still here, no, no, no, we already said no, for the love of Pete will you go away.

 

But they are still pretty fun if you use them right.

 

This list I use the Warlord because he has that get +2 Mav and die thing for his troop and fauns are gonna die the first time they attack anyway... they are 4 +2 +support +reach. So, you can take down something really big or mess up a few guys and only lose 100 points of fauns. Then I take a band of owlbear. Why? Because owlbears are cool and they are pretty good too. Then I take the sniper, because he pretty much can't be killed in this army if you plant your cd forests right and he usually does a point or two of damage. But the backbone of the army is the Ranger sgts. They run into the woods or the cd woods deep enough no one can get them with a normal move, the cat is on a cav base but short so he can shoot over but you cant base the archer without going around, and going around takes a lot of movement. And if you throw the first heavy woods on top of your opponent then run up and pelt them a few times before they can get out. They tend to not go in the woods by on their own after that. The fauns are fodder to slow things down. Hopefully the king gets his spells off.

 

Now if the board has a lot of woods on it use the other faction ability where the kings chainlightning hits 6 at 3", and all the rangerSA models get a free move once per game.

 

Its not a killer list but it really frustrates your opponent, they hate those woods dropping in from nowhere. The 9-12 inch range they were laughing at before the game, proves to be crippling especially when focused from the woods with a magic weapon. Its a great list for scenarios. Where you need to get somewhere first or hold something.

 

The teleport from woods to woods is cool too. Its great for the sniper and the king to get away fast. Now I didn't take an animal swarm, but its great for the One with the Woods teleport thing. This army has like nine cards, so you pretty much have the initiative advantage. With your last leader drop a woods on top of your animal swarm. Then next turn with your first leader drop one on someone you want to kill, them on your next card teleport the amimal swarm. If it doesn't kill it it ties it up for a few turns.

 

Tembrithil - 996 points

Troop 1
King Thelanor Anenfel
Faun x 8
Oakhearth Warden x 4

Troop 2
Talathlan, Ranger
Book of Tactics
Magic Ranged Weapon
Faun x 3
Hunting Cat

Troop 3
Talathlan, Ranger
Faun x 3
Magic Ranged Weapon
Hunting Cat

Troop 4
Galdanoth, Sniper
Magic Weapon

Troop 5
Owlbear x 3

Troop 6
Faun x 3
Talathlan, Ranger
Magic Ranged Weapon
Hunting Cat

Troop 7
Talathlan, Ranger
Faun x 3
Magic Ranged Weapon
Hunting Cat

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The negative comments aside, I might not post in this thread as much, but I do play this faction in my regular rotation and have a winning record with them. I thoroughly enjoy playing with them when I do.

 

I think they dont get as much play because they have so many models from the original elf faction included with them. And I agree that I would have preferred that not to have been, but even I did not get what I wanted all the time.

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I agree about the models.

 

I think people want a regular archer soldier, i think short range and centaurs are viewed as cool alternatives, but a bread and butter archer that is more "typical" of elves was needed. To most range is to be able attack stuff that is a great distance away, half the models in the game can charge 9-12".

 

They have casters but other than the king no one is top notch. The protector is pretty good but the others either aren't that good or aren't offensive enough to make investing in them worth it. Granted, Icingsted is short ranged and not real heavy in magic, but they are monster and giant rich, which is their big draw.

 

The list was not very popular when it came out in the 1st edition, but one of the things that gave people a little incentive to play it was that it had a dragon. Its fine the dragon was dropped but nothing of equal worth was given back. Something cool and original like a Giant White Elk for the King to ride, and then have Hart cav would have been cool.

 

The ents are cool but like I said that needed to be fleshed out with a couple more models.

 

The beastman woodcutters have always been less popular than bulls, orcs, ogres or goblins in Reven lists. So, satyres and fauns probably aren't much of a draw either. When we were playtesting my nephew and his friend said, to them the satyres always seemed too much like woodcutters and in Warlord fluff the race of Goatmen hated trees.

 

I think players don't understand the list and the synergy, this is probably the fastest overall army in the game. They have 12 models that mov7+ and 15 with ranger, then with the abilty to create woods and move through without penalty. They are super fast, but using speed is a hard tactic for some people. Having Swift or Rush on a couple models would have helped.

 

I think the list is a lot more dependent on utilizing the synergy of the army in a certain way than other lists. Like you need really need to take advantage of FAs and WAs, utilize woods, speed and ranger. I think it has a higher learning curve than most armies. I think it and the Lupines have the hardest learning curve, because they really need to be played certain ways.

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Hi there, I am a german player and I will play Tembrithil during our campaign. I just have a few models for now but will expand my options for later games. So I ask for advice from more frequent players on my thoughts for this list.

 

This list was designed around my preferred units and should work as an general list.

 

 

Tembrithil 1000 (997) points
 
Forest Doctrine
 
Troop 1
King Thelanor Anenfel
Dehanis, Druidess
Oakhearth Warden x 2
Faun x 6
 
Troop 2
Arthrand Nightblade
Drys, Dryad
Tembrithil Ranger x 4
 
Troop 3
Owlbear x 4
 
Troop 4
Spirit of the Forest
 
Troop 5
Galdanoth, Sniper
Magic Ranged Weapon
Tree Bark
 
Troop 6
Luck Stone
 
 
My thoughts:
1. I want to make use of Fruitful Branch as much as possible, so I have 3 caster.
2. I really love this Ranger troop while my opponents hate it. Arthrand allows an elite and paired with Drys I have an assassination team to handle minor threats or hunt casters. Blink is great to hunt and Damage Reduction works well against most casters. The different range allows more options for this troop too. That is why I prefer Arthrand over Thalathlan.
3. First I thought about a second great tree, but Fruitful Branch is limited for each caster not the target. I really like the Centaur Warriors with Chiral, but they do not fit with the points. In this case three Owlbears are another powerful and flexibel option. But three are few. I would like to have five or six but does not have the points. Maybe.
4. Warlords troop is kind of classic: King with Wardens and Fauns for the Warlord Ability. Dehanis has to cast Fruitful Branch and heal important targets. But it lacks something special to me. I would prefer Saprolings over the Fauns, but they are to expensive.
5. I like Galdanoth in theory aspects but he was more a victim than a hunter in my games. But he is still a big threat especially with the magic ranged weapon.
6. I love the Forest Doctrine and the Hit'n'Run with the Wood Elves.
 
What I ask for:
Weaknesses
Do you think it is a kind of allround list? Why or why not?
Suggestions to improve

 

 

Edit:

My opponents factions are to much Dwarfs, Dwarfs, Kragmarr, Razig, Overlords, Kragir, Darkspawn, ...oh, I forgot Dwarfs.

Edited by zamjahlah
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I've played only a couple of probe games with Tembrithil and I'm going to finish painting my army first, before putting it to real fight, during a coming local league. But, guided by my long-term experience with Crusaders, Necros and Nefsokar,

I've come to some similar solutions, although we play 1300pts. In fact, the modest variability of the army list leaves not too many effective decisions to choose from. I deem this list as a universally effective one (some minor changes may take place though).

 

I prefer the Nature doctrine. So, we make a Chain Lightning heavy list with staunch main troop, two powerful counterattack units, a shooty distraction unit and a sniper to finish off those powerful and tough models on their last track etc. I adhere to the principle of the universal main troop, which can perform something in all the 3 phases: melee, shooting and magic, while putting to good use the Warlord's ability.This allows to single-handedly remove costly enemy monsters and leaders in one activation. Other troops are going to assure, that the main troop can fullfil its tasks. We just shoot and cast, weakening and hampering the enemy, then attack.

Just imagine an opposing Reven army with Varaug and 10 Berserkers, charging in on the second turn, can we possibly stop them? :)

 

Troop 1

King Thelanor Anenfel (153)  + Armor of Courage (10)    
Sildorian Protector (U) (87)    
Dehanis, Druidess (U) (59)    
2 Satyr Warrior (29)    
3 Oakhearth Warden (29)    
2 Tembrithil Ranger (31)
5 Saproling Warrior (20)    

 

Here we have 4 powerful Lightnings (the Familiar may be necessary - we get one more cast), defensive line made of Wardens and Saprolings, Satyrs may counterattack, well screened Rangers finish off wounded enemies. Armour of Courage and Warlord's ability allow one very effective charge, after we have spent up all our casting points. Dehanis if taken for Restore mostly.

 

Troop 2
Arthrand Nightblade (47)    
Drys, Dryad (54)    
3 Tembrithil Ranger (31)    
3 Hunting Cat (21)    

 

Arthrand or Talathan - for me is a question of 1 Elite slot. His Assassin ability is ridiculous, taking his MAV into consideration. The effectiveness of the Dryad is too small, but... she is a beautiful model! I'll stake on Beguile. The main concept for me is to have at least 1 screening model for one shooting model and Cats make their job well - the are small and their bases are long. Moreover, the missions we play often require speed and they are fast.

 

Troop 3
4    Owlbear (56)    

 

An obvious choice - the only melee models with Tough and good hitters!

 

Troop 4
Spirit of the Forest (148)    
 

How could Wood elves possibly not be associated with a Treemen? Personally, I thing big monsters are inferior to units of smaller models for the same cost (Example - Graverot with Courage and 4 Gasts are much better than the Grave Horror), simply compare the number of wounds and number of melee attacks. Monsters perform psychological effect, though.

Troop 5
Galdanoth, Sniper (U) (54)  

 

I plan to keep him well behind the lines and thoroughly screened, to justify his cost.

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In order to squeeze this list to 1000pts, I'd drop the Troop2 completely plus one owlbear. With Drys we lose the necessary Spy, but I'd better have the main Troop1's ranks completely filled.

I'll not stake on shooting and abandon some rangers because of all 3 phases, the Shooting phase is the most weak. Wood elves not archer-heavy?

Why so:

1. The ranged models are overpriced, so they have to live long enough to justify their cost.

2. You have to build your list with protection of numerous shooters in mind, instead of just usual protection of couple of casters. So it is a lot of screening models, dependence upon terrain, etc. Moreover, the shooting range we have is small.

3. It's too easy to negate the enemy his ability to shoot: terrain, spells, cover, fast enemy models in BtB, etc. Just imagine the enemy happens to activate some fast unit 2 times in a row - first turn he is in cover and second in BtB with you.

 

The Rangers give a great number of shots, albeit with low Rav. So the best use is against low DV (Razig's zombies fo example), to finish off wounded models (especially with Tough) or just for that lucky 10 on a dangerous leader or monster. The sniper should sneak behind terrain and all the roster, taking out what aim presents itself. Just one cheap Reven Harpy can easily take him out!

 

To tell anything specific about your enemies, one should know their skill and rosters. Our Dwarf player would take something like this:

Troop 1
King Thorgram Grimsteel
Mithril Armor
Ivar Silverfist
Margara Firetongue
Familiar
Shieldmaiden x 4
Piercer x 3

Troop 2
Ursula, Bear Rider
Bear Rider x 3

Troop 3
Griffon

 

I deem he would assault with his powerful King and maidens, healing him and throwing fireballs. Bear riders can make devastating charge and griffon distracts you from behind. Tembrithil are weak fighters, but Lightning can soften enemy up enough to deal with wounded remains.

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Thank you for your insights, Reinchard. It gave me some hints to think about.

 

The Nature Doctrin only makes sense with a warband containing the king and the Sildorian Protector as they are the only caster with chain lightning. Therefor there is more need to screen the archers, as you had mentioned. But I am not sure if this boost to just two models is that good. 
I will try it during the next games.

Edited by zamjahlah
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One of the guys we got into Warlord recently wanted an Elves list and I made this up real quick. He didn't end up playing but I liked the DT/model so I've been wanting to run it and did so last Tuesday. Unfortunately Looter ran a list that was custom built to destroy this so I didn't do well. It didn't help that the Rangers did nothing and Savage failed me like it always does, but I would run this again.

 

Eawod

Magic Ranged Weapon

Treebark

Sentinal x2

Saproling x2

Hunting Cat x3

Tembrithil Ranger x3

 

Chiral

Centaur Warrior x3

 

Animal Swarm

 

Galdanoth

Magic Ranged Weapon

 

Owlbears x3

 

Luck Stone

 

20 models, 52 DT.

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Well it wasn't custom built to destroy it but it might as well have been, a Dark Reach army where everything but 4 had stealth, and those four had 13 DV plus all of his centaurs, owlbears, and Hunting cats added DV to the smaller units really made this an unfair struggle.

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