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I have another question here:

Does the Acorn's special effect is worded the same as their racial ability to place a forest? (dunno the name yet)

Because their own racial forest is deployed on their "side of the table" before placing any unit (both you and your opponent I guess). Therefore you could assume you do choose a side of the table first.


EDIT:

I've seen those Waywatchers (the ones who can choose between Multiple Shots 2 or Ignore armour saves ranged attacks) and they cannot equip magical arrows. Not the unit, at least (I didn't know this! hehe. Sadly, core and special options can).

Also, the -3 armour save arrows are, as usual, S3 without Armour Piercing rule (so... only -3 AS, not -4 as I assumed!).

Waywatchers (and waystalkers) are the only ones who can trully decimate armoured units, and have no access to magical shots (Waystalker can... but because he's a character).

I dunno if this helps, but I'm going crazy trying to assemble a good strategy with our units =(
 
Demian, I wouldn't take them in an all comers list but try a pair of coaches in a tailored list game and see how they do. I feel that a pair would be trouble to the archer units but if 6 or so Wild Riders charged it, it would struggle to win.
I still feel that the sheer volume of WW shots would take one down in 3 turns but time will tell after the book has been out for awhile. I didn't bother mentioning spells like The Withering (Shadow will be the main lore for Wood Elves) as getting that off won't be a definite in an army with no PD generators but I can see it being a factor in most games, at least as a psychological tool.
 
Demian said:
I have another question here:

Does the Acorn's special effect is worded the same as their racial ability to place a forest? (dunno the name yet)

Because their own racial forest is deployed on their "side of the table" before placing any unit (both you and your opponent I guess). Therefore you could assume you do choose a side of the table first.


No. The free woods they get "Ambusher something..." specifically says that it is placed on the Wood Elf Player's side. So in effect it would be placed AFTER an Acorn is used. The two things are entirely different in the rules that govern their placement.
 
Played a game against them yesterday using knights/warriors heavy WoC. The short summary is that those waywatchers really hurt. From what I have seen so far almost any competitive WE listaround here will have

lvl3/4 caster, lore to be determined

Eternal guards in a poison wood ( usually the free one that WE can set up on their part of the board).

2x 15 waywatchers that either ignores armour saves or shoots 2 arrows/ person against low armour targets. Luckily only S3 and no poison. Champs have sniper so will shoot your general or other high value targets that doesnt get any armour saves.

Scouts with poison

Glade guard with poison

other stuff (eagles, wild riders, ambushing glade riders, treekin, rangers). Probably very few dryads (unless combined with drycha or acorn for teleports between woods) and very few treemen (limited by cannons).

This means that they are likely to have an impact on the meta and it will be interesting to see how differet armies react to WE. Anything that have been standard (lots of high armour expensive units or high T monsters with limited save) are going to take a hit /(waywaatchers ignoring armour and poison from scouts/glade guard/ eternal guard) while things that used to be bad (low cost infantry, low armour/low S fast cav etc) are actually rather good against WE.

I my next game against them I will use VC and a list based on CH with plenty of caster back up in the form of necromancers in zombie bunkers (behind the CH for hard cover saves). Undecided for core but either wolves in units of at least 10 or skeletons (cheap but better at killing elves than zombies). I am not taking any knights.
 
2 Coaches seem too much (plus I only have 1, hehe).

I also don't like to tailor lists, because I like to play on tourneys, so lemme come up with some deployment/movement strategies with our standard lists and see where they lead.

To summarize:

- Dire Wolves are in.
- Zombies are more than in. They are it!
- Ghouls become more appealing, although it limits our ability to out-deploy enemies. Ghouls are in.
- Skeletons, cost more than Zombies and only end up having a 6+ AS. They provide no advantage, save for their magical banner and I'd be using a +1M standard. Skelies are out D:

- Vargheists are in. The most dangerous to them I believe.
- Spirit Hosts get a really hard time against WE. But they are so fantastic against almost everyone else! These babies yet hold promise. They are swarms and the focus of many magical shots. Spirit Hosts are still in
- Hexwraiths suffer from the same as Spirit hosts, only that it is a much costly Unit and much easier to shoot down. Sadly, Hexwraiths are out.
- Grave Guard are our main damage dealers, infantry-wise. They are best used with Great Weapon against many other armies but WE. If you field them in an all-comers lists they will be shot down quickly, and take up a lot of your army points. They are out. (however, if you prefer to field them with Sword&Shield, as a small anvil, then they are in)
- Corpse Cart is... never in. Against the other Elves it's not so bad, yet against everything else is just subpar.
- Fell bats could be in, but you'd need to field them with 3-4 bases. If you like to use them as redirectors, then I guess they could be of some use against WE. Providing hard cover for a turn is never a bad thing. Summon Creatures of the Night's power becomes very appealing here!
- Bat Swarms also could be in, but they usually bleed CR and provide little bonuses against other armies (since our troops are designed to take punishment before inflicting it, being so numerous).
- Crypt Horrors are in. High T, a Regen save. These guys can go down, but they can also be raised quickly. They need concentrated fire to be shot down, and that's why you field them behind chaff, so they can get to the tiny elves and squash them.
- Black Knights: the main target of expert archers. They may be soft against that kind of shooting, but by no means they are useless. Also, they are fielded in almost every list, so we must find a way to play them. One thing I'm thinking of is leaving the Unit with the Vampires, allowing them to regain their Spectral Steeds, and use the scenery to your advantage. Surely, there won't be only Forests in the field, but some buildings as well where they can advance safely. Using them in great numbers is also not so bad. Johnny goes 13-15 of these bad boys and those are not wasted points.

- Terrorgheists are the most common competitive choice here and we must be able to use them, even against such odds. Elves are difficult to scream at, because of their high Ld. You may want to deploy some Vargheists next to it/them, to hunt down shooters as soon as they approach him (from 16'' to 30'' distance). Since most Elves will prefer to shoot from the trees, then you can focus your Vargheists on the Forests and know the other archers will not fire as many arrows as they would from within the trees. Waywatchers can hurt those guys, but if they are not within a poison forest, they will have a difficult time hurting it.
- Carin Wraiths are not in, same as Hexwraiths.
- Blood Knights are never in in most games, yet they are also not completely useless. You can build a Blood Knight list and do well against other armies, probably not as good as with Terrorgheists. Against WE, only Waywatchers pose threat. The Arcane... splinters? (the -3 AS arrows) are also a concern, but I don't think most WE players will field those, being so costly and having much better units who can shoot at armoured targets.
- Black Coach is also never in in most armies, but it is also never useless, just sub-par to Terrorgheists and Mortis Engines (the Coach provides with less synergy). I believe it to be an optimal piece, along with Vargheists against WE, but more testing is needed.
- Mortis Engines are usually in lists that play with massive infantry, such as Grave Guard, Crypt Horros and Ghouls. They have high T and a Regen save, and like Horrors, will be the target of most enemy shots, however they were there to provide support anyways. If you need to sacrifice them in order for you to gain 2 turns worth of march moves, then your army is on the other side and engaging in combat. They are in

- Coven Throne: it could be in. His Battle of Wills effect is not wasted as with Warmachines, but it's also very unreliable. Still, lowering by 1 their BS is never bad, and with so many archers distributed around the field, some may not be in range of their General's IP. It could work.
- Zombie Dragon: nuh uh! Wait for GW to de-nerf you and you may play.

- Lore of Shadows is also VERY important against these elves. Reducing BS is a must to halt them, so you are a little more "free" to cast your other spells, like IoN, VDM. I always field Shadows with a support caster, and always use Miasma. The Cursed Book is also nice to have. All it's spells work against WE.


This is all I got so far!
 
Yorga said:
RarerMonsters said:
The acorn will be common, and frankly it's not as big a risk as people say. A WE player never wants a lord in combat anyway. A spellweaver with sisters on an elven steed can just persistently avoid combat while he takes advantage of the forests.

I'll bet you 500 zombies that you won't see any Acorns in the Masters' list. ;) UK or USA. Both of my Wood Elf buddies read the rule for it and burst out laughing saying, "Yeah...won't be using that." :thumbsdown:

Not sure what that means, since the lists for the last US masters were messy and mediocre to fit into an invasive comp system nobody was familiar with.

Also, as a side note, I actually saw the games mentioned in the Asrai.org battle reports people were mentioning and Tethlis did in fact place Acorn forests before choosing sides.

The acorn definitely isn't an auto-include, mainly because it provides your opponents with potential cover from shooting, but we should be ready for it.
 
Those Tethlis batreps were very informative. I suggest folks read through them. TLDR: screen your important stuff in deployment to make first round shooting casualties a little easier to deal with.
 
Demian said:
To summarize:

- Dire Wolves are in.
I'm not sure why, even glade guard can shred wolves with ASF before they can do damage, combined with superior WS and a stand and shoot.
- Zombies are more than in. They are it!
Why must fate conspire to make me paint 200 of these guys? :,(

- Vargheists are in. The most dangerous to them I believe.
Solid, but same problem I see with Dire Wolves, between S&S and ASF elves, they're going to be less killy than they usually are. They can take small GG blocks, but expect to lose one or two before getting your hits in.
- Spirit Hosts get a really hard time against WE. But they are so fantastic against almost everyone else! These babies yet hold promise. They are swarms and the focus of many magical shots. Spirit Hosts are still in
True enough. Paradoxically, since WE rely on shooting to kill, they can't use it to clear out chaff the way the rest of us do.
- Hexwraiths suffer from the same as Spirit hosts, only that it is a much costly Unit and much easier to shoot down. Sadly, Hexwraiths are out.
Hexies will die. Even if we keep them out of the way of Glade Guard, they'll collapse to a single Hail of Doom arrow.
- Grave Guard are our main damage dealers, infantry-wise. They are best used with Great Weapon against many other armies but WE. If you field them in an all-comers lists they will be shot down quickly, and take up a lot of your army points. They are out. (however, if you prefer to field them with Sword&Shield, as a small anvil, then they are in)
Not so sure, the combination of Toughness and Wound density are going to make them more resisting than most options. We can probably keep up with the losses by spamming invocation. It's easier if we roll Gaze of Nagash, because the opponent will have to prioritize dispelling it.
- Corpse Cart is... never in. Against the other Elves it's not so bad, yet against everything else is just subpar.
Not so sure. An ASF buff on skeletons, HW/S GG, or Ghouls denies Elves badly needed rerolls. And they're not going to prioritize shooting it down.
- Fell bats could be in, but you'd need to field them with 3-4 bases. If you like to use them as redirectors, then I guess they could be of some use against WE. Providing hard cover for a turn is never a bad thing. Summon Creatures of the Night's power becomes very appealing here!
They'll die before they get any hits in. Glade Guard can shred them in CC.
- Bat Swarms also could be in, but they usually bleed CR and provide little bonuses against other armies (since our troops are designed to take punishment before inflicting it, being so numerous).
Not sure they can help so much here. WE don't have a unit like Phoenix Guard or Witches it's vital to deny rerolls too, so the corner charge helps less. Having a flying charge vector can be nice, but waywatchers can shred them.
Crypt Horrors are in. High T, a Regen save. These guys can go down, but they can also be raised quickly. They need concentrated fire to be shot down, and that's why you field them behind chaff, so they can get to the tiny elves and squash them.
They can definitely be a help here, but watch out for Starfire arrows: +1 to Wound and Flaming vs Destruction. Followed up by poison, and you may lose 2 of these guys around.
Black Knights: the main target of expert archers. They may be soft against that kind of shooting, but by no means they are useless. Also, they are fielded in almost every list, so we must find a way to play them. One thing I'm thinking of is leaving the Unit with the Vampires, allowing them to regain their Spectral Steeds, and use the scenery to your advantage. Surely, there won't be only Forests in the field, but some buildings as well where they can advance safely. Using them in great numbers is also not so bad. Johnny goes 13-15 of these bad boys and those are not wasted points.
BK bus is a death star, and at full strength 20 Waywatchers will drop 4 a turn. Count on raising 3 back with spammed Invocations.
If your opponent can get the withering off, that can jump to an entire 6-9 killed a turn. This is going to be very tough for us, since if this block dies, we lose.

- Terrorgheists are the most common competitive choice here and we must be able to use them, even against such odds. Elves are difficult to scream at, because of their high Ld. You may want to deploy some Vargheists next to it/them, to hunt down shooters as soon as they approach him (from 16'' to 30'' distance). Since most Elves will prefer to shoot from the trees, then you can focus your Vargheists on the Forests and know the other archers will not fire as many arrows as they would from within the trees. Waywatchers can hurt those guys, but if they are not within a poison forest, they will have a difficult time hurting it.
This guy will be an arrow cushion, but his screams aren't useless. Focus them on Wild Riders, because a decent roll can kill a few and he's one of the few that can follow elusive fast cav.
- Blood Knights are never in in most games, yet they are also not completely useless. You can build a Blood Knight list and do well against other armies, probably not as good as with Terrorgheists. Against WE, only Waywatchers pose threat. The Arcane... splinters? (the -3 AS arrows) are also a concern, but I don't think most WE players will field those, being so costly and having much better units who can shoot at armoured targets.
Even with Flag of Blood Keep... they're too expensive. Waywatchers will drop them by just pouring right through the ward save.

- Black Coach is also never in in most armies, but it is also never useless, just sub-par to Terrorgheists and Mortis Engines (the Coach provides with less synergy). I believe it to be an optimal piece, along with Vargheists against WE, but more testing is needed.
Black Coach will be one of our best tools against WE, but again, Watch out for shadow spells. Let them Pit of Shades this guy if it means saving dice to stop the withering.
- Mortis Engines are usually in lists that play with massive infantry, such as Grave Guard, Crypt Horros and Ghouls. They have high T and a Regen save, and like Horrors, will be the target of most enemy shots, however they were there to provide support anyways. If you need to sacrifice them in order for you to gain 2 turns worth of march moves, then your army is on the other side and engaging in combat. They are in
They're very expensive, and WE have effective access to flaming shots when they need it. Still a good option, since they force certain parts of your opponent's hand, but keep in mind that it's a risky proposition.

- Coven Throne: it could be in. His Battle of Wills effect is not wasted as with Warmachines, but it's also very unreliable. Still, lowering by 1 their BS is never bad, and with so many archers distributed around the field, some may not be in range of their General's IP. It could work.
If this works, it'll be the killing power of the chariot, not the gimmick ability that never helps.

- Lore of Shadows is also VERY important against these elves. Reducing BS is a must to halt them, so you are a little more "free" to cast your other spells, like IoN, VDM. I always field Shadows with a support caster, and always use Miasma. The Cursed Book is also nice to have. All it's spells work against WE.


This is all I got so far!
[/quote]
 
@Rarer Wolves as cheap 5-wide drops to soft cover important units is the thinking, I believe. It's gunna be all about stacking -To Hit modifiers. Skirmishers (flyers, swarms), Long Range, Soft Cover. You get the idea.
 
Regarding Dire Wolves and Fell Bats:

Both are never used for combat. Only against the weakest of foes, usually a Warmachine crew and only as a distraction, since there is a 50-50 chance they'll just end up dying.

Wolves are deployed with their Vanguard to quickly be positioned where they are needed. One does not use their full vanguard move all the time, just as much as it is needed. If things go well, by turn 1 they are already redirecting, preventing units from marching and slowing the pace of elite warriors.

Since that is not the case against WE, they are deployed where they cause the most penalties To Hit against archers, and forcing your opponent to reform in order to take them down quickly enough (because Vargheists are usually 1 turn away from charging..).

Fell Bats are used for the same purposes, although they are not risked until turn 2+. They have no Vanguard, but Flight and, since you bring 2+ bases per unit, they are Skirmishers. So, in a critical moment, when you need to provide extra cover for those Horrors, Knight, Vargheists or redirect that feared Wild Riders (which for some reason don't seem that scary to me...), then Fell Bats are just the unit to use. They fly, they can position themselves anywhere they are needed and are very tactical, for a fery low cost.

Also, keep in mind that intervening units provide Hard Cover against shooting. So, many small units of 5 wolves function more effectively than a single unit of 10+. They are going to eat the shots of a whole unit anyways (one of the broken things in warhammer we can take advantage of)
 
RarerMonsters said:
Yorga said:
RarerMonsters said:
The acorn will be common, and frankly it's not as big a risk as people say. A WE player never wants a lord in combat anyway. A spellweaver with sisters on an elven steed can just persistently avoid combat while he takes advantage of the forests.

I'll bet you 500 zombies that you won't see any Acorns in the Masters' list. ;) UK or USA. Both of my Wood Elf buddies read the rule for it and burst out laughing saying, "Yeah...won't be using that." :thumbsdown:

Not sure what that means, since the lists for the last US masters were messy and mediocre to fit into an invasive comp system nobody was familiar with.

Also, as a side note, I actually saw the games mentioned in the Asrai.org battle reports people were mentioning and Tethlis did in fact place Acorn forests before choosing sides.

Ok, well his batrep on Asrai didn't make that very clear since he said he put the three woods on 'his side'. It sounded like he already knew what side was his though I guess he could have been talking in the past tense... :smash:

But my point stands. For 100 points and leaving your level 4 with no protection or arcane items it is far too random to use in competitive play. Nice for a gimmick/tricky game.
 
Protection isn't all that important when the caster is hiding in a Sisters bunker. They have a 4+ ward, are fast cav and have poisonous javelins to deal with light chaff. I wouldn't write it off completely, mate, but time will tell.
 
Seneschal said:
Protection isn't all that important when the caster is hiding in a Sisters bunker. They have a 4+ ward, are fast cav and have poisonous javelins to deal with light chaff. I wouldn't write it off completely, mate, but time will tell.

And if that Wood Elf player has to play another Wood Elf player? Or an Ogre Kingdom's player with sniping maneaters. Not to mention the plethora of spells that snipe or just do a boatload of damage. I like my level 4 to be sporting some sort of ward save. Barring that, I take some arcane item that increases my chances of success. Book of Ashur, channeling staff, earthing rod... I just think the Acorn is too unreliable. At least with the Folding Fortress you know exactly where it will be.

They should have worded the Acorn the same way. "After deployment zones have been agreed, but before the armies have been deployed..."

Then it would have been a super cool item. As the WE player you could guarantee two woods on your side. But this is just more Mat Ward nonsense. :thumbsdown:
 
Yorga said:
Seneschal said:
Protection isn't all that important when the caster is hiding in a Sisters bunker. They have a 4+ ward, are fast cav and have poisonous javelins to deal with light chaff. I wouldn't write it off completely, mate, but time will tell.

And if that Wood Elf player has to play another Wood Elf player? Or an Ogre Kingdom's player with sniping maneaters. Not to mention the plethora of spells that snipe or just do a boatload of damage. I like my level 4 to be sporting some sort of ward save. Barring that, I take some arcane item that increases my chances of success. Book of Ashur, channeling staff, earthing rod... I just think the Acorn is too unreliable. At least with the Folding Fortress you know exactly where it will be.

They should have worded the Acorn the same way. "After deployment zones have been agreed, but before the armies have been deployed..."

Then it would have been a super cool item. As the WE player you could guarantee two woods on your side. But this is just more Mat Ward nonsense. :thumbsdown:

You can easily keep fast cav out of reach of Maneaters, Deathsnipes, Shooting Units, and with a Lichebone Pennant you can ignore most magic damage.

It's not supremely safe, but it's also not the worst thing you can do with a caster.

Also, so... if I have this straight "Mat Ward Nonsense" applies to overpowered items OR items that are only average in terms of power.

Poor guy, writes the three best armybooks in Fantasy and he still can't catch a break.
 
RarerMonsters said:
Also, so... if I have this straight "Mat Ward Nonsense" applies to overpowered items OR items that are only average in terms of power.

Poor guy, writes the three best armybooks in Fantasy and he still can't catch a break.

Actually...I think Cruddace wrote the best. And believe me...I hate to give him that credit after the fiasco of Tomb Kings. Ward is inconsistent. I hate the job he did on the Demon book. Reign of Chaos? Seriously? And he made Nurgle the only viable demonic army. :thumbsdown: Sloppy! Yes, I will give Ward major :thumbsup: for his work on the Dark Elves. I think it is a truly balanced book with good and bad. I just wish the guy was not so hit and miss and also was a better writer so that his rules would not generate so many arguments.
 
RarerMonsters said:
You can easily keep fast cav out of reach of Maneaters, Deathsnipes, Shooting Units, and with a Lichebone Pennant you can ignore most magic damage.

It's not supremely safe, but it's also not the worst thing you can do with a caster.

Also, so... if I have this straight "Mat Ward Nonsense" applies to overpowered items OR items that are only average in terms of power.

Poor guy, writes the three best armybooks in Fantasy and he still can't catch a break.

Matt Ward is most well known for setting forums and tournaments ablaze with his sloppy rule writing that leaves out more then a fair share of circumstances, or simply leaves many or crucial parts vague (as is the case of the acorn).
 
Hi there

Here are just my 2 cents on the matter.

I played a game against a (VERY) experienced wood elf player earlier the week and have seen other Wood elf players in action.

In my game, the unit of the match went to my black knights. I had a unit of 10 with a wight king and Barrow banner. I deployed them inside one of his forests (there were a lot of them on the table and who cares, we have ethereal movement!)
He scouted his unit of 10 waywatchers into a forest right next to them. SO I vanguarded my nearby wolves to just go stand in front of them. Now he had a choice, kill my wolves (CC or shooting) and then can't fire at my knights or fire at my knights with penalties. He selected the second option. So Firing away at -2 to hit still scored him a couple of hits, but the few hits now had to wound on 5+. He killed one knight.
My round, I left my wolves where they were and ran my knights forward.
Now in his turn I am over half range away, and my wolves are still blocking him. So he charged my wolves and killed them.
But my turn 2 I was in combat with my knights against wardancers and my knights had a ball! remember that wardancers are immune to psychology, so no flee-as-charge reaction. Now they hit all their attacks, but wound on 5+ and I have a 2+ save. If they go KB, then well, he might score one or two kills, but I will still get a whole lot of attacks back that hits on 3+ (banner) and wounds on 2+ (lances), or 3+ after the charge. I will kill more of him, and I can raise back my knights in a jiffy.

In my opinion our BK are great against wood elves. All their shooting wounds us on 5+, and we have ethereal movement, so just dart from cover to cover. It will take him a HELL of a lot of shooting to put the entire unit down in one turn, and we can raise them back quite quickly. In our game they killed anything they touched.
What was really great was the first combat was against his Wardancers and they went with the 3+ ward dance. I still killed 3 of them, and he didn't scratch me. But he was stubborn so the unit held. Next round he had to pick a new dance, so no 3+ ward for you! I killed the last of the unit (He ran 3 units of 6-8). Now it was his turn, and I could reform. So now it is my turn, and I can charge who I like. This reform and charging resulting in my BK moving around like a wrecking ball in his army.

So in my opinion, BK are absolutely great against the wood elves. Just make sure they are not wiped out in one round and use cover/chaff to protect them and they will do wonders.
 
He made a huge mistake scouting his WW, they should stay in the backline to maximize the number of shooting phases. As an aside, BotB on BKs isn't a great choice, it doesn't have enough attacks to be a strong offensive unit.

Also, if he scattered forests around the board he was misusing the acorn, the idea is to have multiple in DZs to protect himself without offering additional cover to you. I'd say cover and chaff is definitely our best and only defense against WE, but you'll also need to be afraid of is redundant shooting clearing dogs to open up BKs to WE.

And on his list, you only mentioned 1 unit of WayWatchers, I think you can expect 2 of 8-10 in most WW lists. Backed correctly with magic, it'll force us to devote our entire chaff list to obscuring knights which is going to give his Wild Riders and Rangers the favorable combats they need against weakened units
 
I think devoting our chaff to protect Knights is kida the whole point.

We don't have to worry about units of 8-10 or even 20 of those dudes... once our zombie hordes, or Ghouls have reached their battle and shooting lines. Our Core, weak as it may be, works wonders against non Warriors of Chaos-like armies, with T4 and Full Plate armour.

Only WS 5 and ASF will hurt, but then again, there are not enough return attacks.

You just buy enough time for your massive army to fall upon them. Then, even if they don't win, they won't be insta-broken in half by 50+ attacks that can decimate a Horde in a round. Plus, we only need to have a Vampire reach the elves for them to feel sorry for taking on a Lord of the Night.
 
I agree with Demian.

Our lists are strong against these elves. Yes they can hurt us, but a lot of their units have very few or very weak CC attacks. We should be able to swamp them. And once our characters get into combat they seriously wreck face.

@RarerMonsters:
He didn't use the acorn, but I was feeling like seeing what the WE can do at their best. So When we setup terrain we threw a LOT of forest down. Think there where probably 8-9 forests on the table (including his base forest).
And generally I agree that BotB is not such a great item on BK, but against elves it helps a LOT. And I also had a WK in the unit who benefited from it. It helps you get that extra 1-2 hits you need on the charge against them. They have small units, and dropping that extra elf or two can make a big difference. Or at least it did in my game.
Though he did make a mistake by scouting his WW close to me, is probably just his old habits.
 
Tagakoner said:
So in my opinion, BK are absolutely great against the wood elves.

Intriguing. I know it's a bit early to refer to a 'true' change in the metagame (even though it definitely is coming after the WE book), but in my local scene cav has all but disappeared and that includes BK.
An armour save of 2+ on a unit that is
a.) expensive, and ...
b.) likely to be outmaneouvred by 70% of the WE army, plus ...
c.) good for nothing once the AS -3 and 'ignore AS' arrows start flying ?

I might give them a whirl maybe once (against WE), but I expect them to go down without much glory.

WE have actually become the toughest matchup for VC these days, in my local meta. Defeatable, definitely, but not a cakewalk.
 
@Mr. West

A. Yes, BK are expensive, but so are EVERYTHING in the wood elf list. We can afford to bring one or two expensive units and still outnumber them and be able to raise our troops back quickly.

B. Well, everything in our army will likely be out maneuvered by wood elves. But BK have more maneuverability than most units in our list, and they have ethereal movement to boot. which means we can easily run them from cover to cover. Decreasing the effectiveness of their main counter in the wood elf army, Waywatchers.

C.1 I have not seen the -3 arrows in our meta. And against us, it would probably be a bad pick. Overall, our army doesn't have good armour. All their arrows already has Armour piercing. Which means most of units will either have no armour save or only 6+ save against any of their other arrows. So why would a normal WE player bother paying all those points for -3 armour arrows, when he can have flaming or poison. Both would be much better picks against us. So I don't think we have to worry about those arrows too much.

C.2 WW have the no armour save arrows. Waywatchers are expensive and squishy and they won't get back up once you put them down (unless there is some lore of life). But lets look at this. 20 waywatchers firing round one on a unit of BK. Now I hear people say they keep the WW back to let them get off more volleys as a posed to scouting them in close. So then they will be over half range, and we are not idiots, so we will try to deploy our BK in some form of cover.
Now they hit us on 4+, so that is about 10 hits. Their shots are only str 3. So wounds us on 5+. So that would be +-3 wounds? Hell if we get one invoc (even from a lvl 1) off then we have most back. We can then run them forward somewhere where they can threaten the WW in the next turn (sticking to cover though). Then he has to move or get charged. So we will suffer similar results. But by turn 3 you should be in close combat.
Remember quite a couple of their units are frenzied/immune to psychology - so no flee reactions.

This means you have soaked 2 rounds of 20 WW shooting, and still only suffered around 5-6 deaths. A lvl 4 can get that back in one turn. And that means those WW didn't shoot at anything else in your army with their 2x shots. Just make sure to counter his -Toughness hexes.

What I am trying to say is, WE are not these terrible foes some people seem to think they are. All their attacks are low strength, they are few and with the exception of WW, they have very little anti-armour.
We have a lot of tools to fight them.
I only suggested the BK because I saw them work from personal experience. I will test them out again this coming Saturday when I go up against another WE player.
 

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