Tag Archives: Wood Elves

Warhammer 8th Edition – 2nd Game Findings


There are about three or four things I can think of writing a post for today, however, I really feel that I should follow up by telling you all about the second game of Warhammer we played using the new edition of the rules. This means, of course, that I will now forget the amazing topics I have selected for posting later in the week, no doubt they would have been chock-full or profound insights into the gaming world and its community, I apologise now for depriving you of such unbridled awesomesauce.

From the picture gracing the beginning of this post you can probably guess what I was fielding. I knocked up a 2000pts Daemons list while Gribblin penned a new Happy Tree Friends list. It wasn’t massively dissimilar from the list I took against against the Vampires but this one had a Treeman in it, not that Gribblin has the best of luck with Treemen in general (a trend to be repeated this time around). I came up with a list that used what I had to hand, it ended up being suprisingly effective, here is what I took;

Herald of Tzeentch with Master of Sorcery (Lore of Death) and Spellbreaker – General

Herald of Slaanesh Battle Standard Bearer with Standard of Sundering and Siren Song

Masque of Slaanesh

25 Daemonettes with Full Command and the Siren Standard

20 Bloodletters with Full Command and Icon of Endless War

10 Flesh Hounds

5 Flamers

3 Blood Crushers with Standard and Icon of Endless War

It was compact, with hindsight my spell lore choice was wrong and I might as well have not taken the banner because we totally forgot it was there for the whole battle. Our scenario was to kill each other (nice and simple) and the deployment was the random rolls. Luckily I ended up with my entire army either on my left flank or in the centre, so I naturally turtled my army together with only the Blood Crushers heading out towards the right of the centre protecting that flank around the Haunted Mansion in the middle of the table. Gribblin rolled for his stuff and everything pretty much ended up in the middle other than the Treeman who had to be delpoyed on my right flank far away from everything.

Through the course of the battle the Haunted Mansion did more damage to my troops than the Wood Elf shooting (D6 Str1 hits, I rolled average for hits but nearly every hit I rolled a 6 for the wound roll). I got off Purple Sun once which ended up clearing line of sight through a unit I wasn’t aiming for so the Herald got peppered by arrows in the following turn. The Bloodletters got flank charged by Wild Riders and sat there for a few turns before my rampaging Daemonettes arrived to help them out. To be honest the Daemonettes were the stars of the show, the Flamers didn’t do too badly as they rolled oodles of shots every turn, but the Slaanesh troops just tore things apart. Always Strikes First is really nasty and the fact I took a big block of 25 helped minimise the impact of casualties. They ripped apart Treekin, massacred the Wild Riders and then ate through Glade Guard. Sure they are only Strength 3 but the sheer number of attacks is ridiculous and then they are re-rolling their misses and dice just mount up, with Wood Elves having next to no armour to speak of, it just made things better for the Daemons.

I held back my Herald which kind of gimped him, Lore of Death has some pretty low ranges on its spells so didn’t get to make much use of the fact he knew all the spells. Overall magic can have a much bigger impact on the game but if things go wrong it can hurt you just as much, it’s a very risky business nowadays but if you have access to a level 4 Wizard I can’t see a hugely compelling reason not to take one. With the bonus to cast and dispel you don’t really need support either, sharing your pool dice with another wizard using smaller bonuses doesn’t see all that good. For armies like Daemons the Battle Standard bearer is now a must. Even though we forgot the banner I gave to mine the re-rolls on Instability tests was great, even when I rolled and eleven, re-rolled and got an eleven again. 8th really did give the BSB a boost and I expect them to be much more prevalent than they used to be. Certain armies always have benefitted from one but with the current changes I feel that almost every army will try and cram one in.

Little things like being able to move your units backwards provides you with options that were not really there before, this allows you to expand your thinking when moving your troops, there isn’t just the option of trudging forwards. If you think you might just be within range for something to charge you, now you can shuffle back a few inches and, barring a lucky dice roll, be odds on to avoid it and gain the bonus for charging yourself in the next turn.

I’m not sure about the new Terrain rules though, I like the random number of elements there are on the table as well as the new scenarios to play, however, not knowing if a wood is really a wood, or the chance that walking near that building could lose you half a unit just seems a mite too unpredicatable. I know they are trying to show off just what the Warhammer world is like, but these funnies and random elements do not translate to a game where you are trying to test each other. I’ll continue with it for a while but some of the elements (haunted mansion for instance) can have too great an impact on things.

Overall, two games in I am enjoying the new version of Warhammer, I pick up the rest of the models to make my 3ooopts army this Friday. Hopefully some hours of gluing various bits to my personal body parts will mean that I then end up with something I can chuck on the table and have a go properly with an aarmy list I’ve worked out and bought to with the new edition in mind. I can then play something while painting the rest of my War of the Ring units.

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Warhammer 8th Edition – First Game Thoughts


I may be naught but a humble re-animated buckler of swashes but there are a couple of things that really wind me up, I feel like sharing these with you before diving into the meat and potatoes of my actual post. Both of these relate to the toiletry habits of the male Homo Sapiens Sapiens in a working environment, point the first; why is it that some guys seem incapable of working the flush mechanism? I mean, it’s not rocket science, all you have to do is push a button or push the handle down a very simple process that means the next user doesn’t have to stare at whatever it was you deposited during the last time you took the Browns to the Superbowl! Point the second, the toilet is a male only domain, no women can use the men’s toilet, there is a sign on the door and everything, wangs only!!! That means you are allowed to leave the toilet seat up, in fact doing so provides the gentleman with a larger target to hit while standing and judging by the trail of pi$$ dripping from the seat you could really do with having a more sizeable area to thrash your wild beast, it’s possible you may hit the right target then!

Anyway, that wasn’t really what I wanted to talk about today. After my previous post regarding our sojourn to Warhammer World and our subsequent trial of the latest edition we have managed to play a couple of games using the varied gaming facilities of the 6 Inch Move floating citadel, in other words, mine and Servitob’s living rooms. I wanted to give a quick rundown, not a full battle report, of these games, their participants and the feelings that I have towards how things worked out and using the new rules in general.

The first game we played was alluded to from my previous post. Due to Gribblin’s required sacrifice at the altar of “I want to maintain a Girlfriend” (we have quietly suggested amongst ourselves that he should get married, this quite handily solves all of the nonsense about having to spend time together “I’m going out with my mates on Monday” for some reason tends to be more than OK) he was ideally placed to service our needs. Servitob rang him while we were on our way back in the good ship ZombiePirate (also known as a Mazda) and asked him to knock out a couple of 2000pts armies and bring them along. So it was that we arrived at our respective domiciles with a couple of hours to spare ideal time to chill out after the drive and arrange suitable snacks for the evening’s entertainment.

At the appointed time we met up at Servitob’s estate, emptied a cars worth of terrain and armies and went about setting things up. Gribblin had brought his Wood Elves and his Vampire Counts, one army that got considerably weaker in 8th and one that stayed about the same. This was going to be an interesting matchup. We rolled off to see which army people would command, so it was that Gribblin and team-mate Servitob took the forces of Sylvania while myself and nBreaker had a force of Greenpeace rejects with which to play. As I am writing this up a few weeks after it happened the specifics of the list are lost to the hazy twilight of hindsight but please bear with me. Our Wood Elves consisted of a Spellweaver with Lore of Life, a Noble Battle Standard Bearer, a Branchwraith, 2 units of 15 Glade Guard, a unit of Eternal Guard, a 10 man Glade Rider unit, 10 Wild Riders, 10 Dryads and 3 Treekin. Across the table were a veritable horde (literally in the case of the zombies) of the Undead led by a combat oriented Vampire Lord.

The game was based around the Break Point scenario and was our first proper game of 8th edition at an appropriate points level. This late in there is no way I can provide a turn by turn account of what happened, what I can do though is to highlight parts of the game that surprised us and talk about things we enjoyed. Movement and deployment are still as vital as ever. If you position your troops in the right way you are still a good way to achieving victory and just because you have a unit of Fast Cavalry that can use the Vanguard move doesn’t mean you have to. If they are going to be unsupported for a turn or two then hold them back with the main line, unless they can survive being out there on their own waiting for your infantry/other cavalry to arrive. Monsters are now sicker than ever. The vampires took a Varghulf and that thing can cause an horrific amount of damage, the Thunderstomp attack may come last but it can deal enough damage to swing a combat, likewise the Treekin with just their normal Stomp attacks benefitted greatly from it, 3 of them single-handedly saw off a unit of 20 Ghouls.

I deployed the Glade Guard in 2 ranks to maximise the shooting, however in hindsight I should have stuck with three ranks, I’d have lost some shots for the first few turns but after that they would be much better in combat. I could also do 2 ranks for turn one and then reform in turn 2, this was the first time I was playing as Wood Elves so forgive me a few mistakes. We deployed the Branchwraith, Dryads and Treekin on our left flank and everything else went either on or towards the right, this split the Vampire Counts and the Forest Spirits held their flank well despite getting mostly wiped out. I was impressed. Cavalry in units of 5 are not worth it, I had two units of 10 and the supporting attacks from those in the second rank makes things really worthwhile, with most armies this is going to eat into your points but the offensive benefit is well worth it. It was a close fought game with the Eternal Guard charging the Zombie horde, we knew it was going to be a grindy combat but I wanted to stop that unit rather than let it run around threatening other stuff. Lore of Life was fantastic, for one turn I had the Toughness 7 Regenerating Elves of doom! It was great, but using the regular spells to bring back your own troops had a big impact against the Undead. Just as they could boost their units, bringing back Elves was really useful and helped out no end.

Combats were intense and very bloody, some of them wound on a little bit but that’s what happens when you fight Undead. Eventually the Wood Elves did win due to killing off enough of the standards, it was still a closely fought game and very enjoyable. I’ve waffled on enough now so will have to have the second game as another post, but we were very impressed with the game. No arguments for rules came up that I can recall, everything worked and we had a fun game, that can never be a bad thing.

Warhammer 8th Edition – Army Power Levels Explored Part 4


Wow, this has taken a long time hasn’t it? I’m sorry Interwebz, I am currently on vacation from work and I’m going to use that as an excuse for not having got through with this sooner, that and a really hectic week before that following an office refurb. However, I am here now and ready to finish off with the last three armies. This has all been done alphabetically rather than any genuine attempt to annoy Gribblin who uses two of the armies that we will be looking at today. I suppose that once I am done with this final post in this series we should start writing up our experiences with 8th edition as earlier in the week 6 Inch Move were at Warhammer World and got hands on with the new boxed game Island of Blood and we came back and played our first proper 8th edition game that evening. But first…

Vampire Counts

In 7th edition the Vampire Counts list was one of the toughest to beat, up there with Dark Elves and Daemons of Chaos. With some of the rumours coming out before we got our hands on the actual rules typical Internet doom-mongery was at its most fertile with fervent trolling of apocalyptic decreases in the power level of the book. Luckily for all right-thinking individuals the prophesied doom of the Vampire Counts did not come about. While some of the cheesier elements are not quite as strong as they used to be, I’m looking at you single dice casting spam, the rest of the list has survived intact and elements have gotten ever stronger. While you now add your wizard level onto the casting total of spells a natural total of 1 or 2 will end your magic phase, so those single dice castings could really screw you over. However, both the Corpse Cart and the Varghulf are monsters and therefore get the Thunderstomp rule!

The rest of the army is still composed of some of the most evil combat characters in the whole game as well and most of the Lore of Vampires spells are easier to get off with the new casting rules, however, I would expect to see Vampires plucking some Lore of Death or Lore of Shadow spells in larger armies due to the nature of the spells in there which would perhaps give them more offence than the standard coterie of summoning. I know that you want to keep your units alive by rezzing them but a single Vampire with one of the new Lores could do a lot of damage to the opponent and thereby reducing the damage your shambling horde takes.

If Zombies were a tarpit before, with the new horde rules you are looking at one of the best in the game, they are dirt cheap like all good hordes should be but cause fear and are Immune to Psychology. Good luck getting through that without putting way more power into a combat than is warranted. Vampires didn’t too badly at all out of the new rules and I expect them to be as evil as ever. Not unbeatable by any means but still will put on a strong showing.

Wizards of Chaos

That’s right, I made a funny! But seriously, considering the power that is Infernal Gateway, how many WoC players do you face that take a combat Lord these days? OK, well, take a guess who went from average to bat-poop crazy? Here is another army that got catapulted into the top-tier of army lists with only a massive rules update to thank for it. Warhammer 8th edition is about infantry, killy, choppy infantry and who has some of the killiest and choppiest stuff out there? Warriors of Chaos, that’s who. I am looking at the humble Chaos Warrior who has WS5 and I5 to start with and a 4+ armour save due to his Chaos Armour, give them a shield and that’s 3+ with a Parry save for that 6+ Ward. Bolster that with Mark of Tzeentch and that ward save goes to a 5+, not bad for a Core troop choice, or you could give them halberds for S5. While you could argue that cavalry took a hit and that used to be a big part of Chaos lists the fact that the infantry got so much better more than makes up for it, you can take almost three Warriors per Knight and while I still think Knights will feature (who doesn’t want a unit of Fear causing S5 magic attacks?) Warriors of Chaos will finally be about just that, the humble Warriors. Cheap Marauders allow you to get a Horde unit or two if you want and just like the Vampires you have some of the best Lord level characters in Warhammer to choose from too.

With spells easier to cast that flying Tzeentch wizard that has been nuking the living crap out of your expensive units is here to stay and has some nice new items to pick out of from the new rulebook too. Lore of Metal will still work wonders against these guys but if you don’t know what you will be facing then you’re not going to be able to tailor your spell Lore just for these guys. The Warshrine can now Thunderstomp as it’s a monster so is much better at protecting itself in combat now but the units that you would never take before still aren’t worth anything. So the army did get quite a buff, tough, armoured warriors with a high initiative, couldn’t ask for any other army that really captures as much of what 8th is about as these guys.

Wood Elves

Last, but by no means least, we come to Gribblins favourite, tree-hugging friends, the Wood Elves. I’m going to make an alarmist statement and then back it up, so all fanbois prepare to stop reading after the next sentence. No army got gimped as much by the new rules as the Wood Elves. There, no we’ve lost all the rage-quitters after I just dissed their army I’ll tell you why I think this. Wood Elves are an interesting army, always have been. They have a large number of skirmishing units, next to no armour at all, one of the poorest spell lores in all of Warhammer and Woods are no longer difficult terrain anymore so anyone can go right through them.

In translation, the Wood Elves lost some of their advantages, whereas before you’d never have charged anything the Woodies had if it was shaded beneath the boughs of Oak or Beech, now you can charge in with impunity and thanks to no armour and T3, even if they get to strike before you, you are going to ROFLstomp them into the ground. Wood Elves are expensive points wise, the same with all Elves but they don’t have the all out offence that the Dark Elves or High Elves can bring to the table. Yes, Treemen and Tree Kin got mightier with their various stomp attacks and the ability to gain ranks but most armies are going to pack some kind of flaming weapon to get rid of Regeneration these days and that leaves them vulnerable. Also, with skirmishers losing their 360 degree line of sight a lot of the freedom of movement that the Wood Elves enjoyed is gone. While you can still join combat on a flank or the rear to help with combat resolution those skirmishers are going to be tougher to use as you need to plan their movement like a regular unit now rather than being able to divert them at a moments notice.

With all the skirmishers not having options for a standard bearer either in Blood and Glory scenarios you are going to be at a disadvantage. This really is the edition of the Eternal Guard. Where the Wood Elves did get good is in their Lord level casters. Lore of Life is now an amazing Lore to use and I’d expect it to be the default Lore for any Wood Elf worth his salt. This Lore gets around some of the key weaknesses of the Wood Elves, namely low toughness and crappy armour. You can now get T7 Regenerating Elves that you can res back if they die, what’s not to love there? As you can cast Augments in combat you don’t have to worry too much unless your dudes are being targeted specifically by models they are in combat with.

With the exception of Tomb Kings and Ogres, Wood Elves are now the oldest book out there, having been released just as 7th edition was about to appear. I don’t know what they will do to help the forest lovers out but Wood Elves are even trickier to play than they were before. While most Elves are polarised by their strengths and weaknesses this just seems so much more apparent in Wood Elves now. To really get the most out of them will take some good generalship, they are not going to lose every game by any means, there is still a lot of power there, but they are not a beginners army.

So, there we have it, a round up of all the armies for Warhammer. I’ll break it down now by giving a listing of where I think each army rates on the typical Tier chart. Remember folks, this is just the opinion of an ageing Undead Buccaneer, you are free to agree/disagree at your own pleasure;

Tier 1 – Dark Elves, Dwarfs, The Empire, High Elves, Skaven, Vampire Counts, Warriors of Chaos

Tier 2 – Daemons of Chaos, Lizardmen, Ogre Kingdoms, Orcs & Goblins, Wood Elves

Tier 3 – Beastmen, Bretonnians, Tomb Kings,

Nurgle Daemons Poison Loren Forest – Story at 11


Following on from my recent escapades with the all Slaanesh army I knocked together an all Nurgle list.

I wasn’t expecting it but I managed to get in a game yesterday but this time the Vampires had been substituted for Wood Elves which had me a lot more worried. To kick off I’ll throw my army list down.

Great Unclean One: Level 3 Wizard, Staff of Nurgle and Noxious Vapours

Herald of Nurgle: Level 1 Wizard, Slime Trail, Noxious Vapours, Battle Standard Bearer, Standard of Sundering

Herald of Nurgle: Level 1 Wizard, Slime Trail, Noxious Vapours

16 Plaguebearers: Full Command with Icon of Virulence

15 Plaguebearers: Full Command with Icon of Virulence

15 Plaguebearers: Full Command with Icon of Virulence

Beast of Nurgle

Beast of Nurgle

Overall from looking at it on paper I was hoping that it would be tricky to kill. I only had two units with a Herald so knew the one that didn’t have Regeneration was going to bear the brunt of whatever was sent my way. This wasn’t built around a particular army to counter but thought that it would be a decent force to have a go with.

I ended up facing Wood Elves, who I already have a healthy respect for especially in the hand of my usual opponent. Hopefully the hard to kill Daemons would prove their worth.

I ended up winning the roll to go first and handed it to my opponent, I was wary about doing this but it would mean I’d get the last turn for capturing table quarters but I had to take my time to think if it was the right thing to do. The Wood Elves moved their cavalry forward as well as Wardancers, Dryads and one of the heroes, everything else got ready to shoot. I had picked the Lore of Athel Loren with my Standard of Sundering, so despite three casters they were all at -2 to cast (with the exception of the Treeman’s bound spell) and I had a whopping 6 dispel dice anyway. I think the Wood Elves got off one Tree Singing the whole game. Shooting picked of some of the Plaguebearers from the non heralded group.

I just moved everything forward and got a couple of Miasma of Pestilences on the Heralds, none of the Rancid Visitations (either cast by the GUO or his bound staff) went through. I was facing 3 dispel scrolls.

Second turn Wood Elf noble charged the Great Unclean One, more shooting thinned out the non herald squad and I lost some from the non-BSB herald unit. Turns out that this Noble had been geared out for killing Greater Daemons (or at least the Keeper I used the last time). he was Alter Kindred and had an Annoyance of Netlings so I’d only be hitting on 6’s. So, first round of combat I rolled two 6’s as my Noxious Vapours made him strike last, he had also declared a challenge which I accepted (puny elf thing). Two auto wounds from Poisoned Attacks and he failed one of his 3+ ward saves which meant the ward save was now gone (some magic item) and I knocked a wound down. My guy also took a wound so we drew the combat.

Over the next few turns I didn’t get anything magic off other than Miasma of Pestilence on the Heralds. my Plaguebearers got thinned although the unit with the non BSB Herald saw off  the Treeman. The Great Unclean One saw off the hero as well as a unit of Warhawk Riders. The Treeman killers got flank charged by Dryads after pursuing the Treeman and rear charged by Wardancers. Slime Trail paid for itself there. I got a rear charge with one of the Beasts into the Wardancers. The Dryads fled and the Wardancers were killed as they were surrounded with no way to run. In the next turn I failed to declare a charge on the Glade Guard with the survivors of that combat. Another unit of Plaguebearers (the non-Herald one) took charges from the Wild Riders and Glade Riders, leaving only the unit champ remaining, however, I did see off the Wild Riders and the Glade Riders died when the BSB unit charged them. I ran my other Beast into Waywatchers and proceeded to do no wounds and suffered one back from return attacks. By this time though a lot of the Elves were gone and I had only lost 1 Beast due to a bad instability roll.

We totted up the victory points after turn 6 and I had a Solid Victory, I had lost around half of the one Herald unit, nothing from the BSB unit, 1 Beast and 1 wound off the other, the third Plaguebearer unit was down to its Champion only and the Great Unclean One had 9 wounds left. I grabbed two table quarters too. Now, I can’t claim that this was all down to pure tactical genius. The Wood Elves found it hard to wound anything I had and I was passing more of the normal ward saves than I usually do (so in retrospect I probably hit averages) but backed up with the Herald giving the one unit regeneration is stuck it out amazingly well.

I’m not sure about the Staff of Nurgle as I spent a lot of time in combat and therefore it was useless, I may use those points elsewhere the next time. I have also yet to try and combined Gods army, but with another mono-God army working really well I had a lot of fun. I don’t consider Nurgle to be overpowered they did what I expected to do in terms of soaking up punishment and it was a good game even if the final result did make things look a little one sided.