Wood Elf Snipers

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Martin15

Zombie
Nov 24, 2014
39
Zombies
26
Any advice on how to deal with a list that runs numerous sniping characters? I'd like for my vampire not to die on turn one...

All the best

Martin
 
I don't have a wood elf book to hand, but they are hero characters (of the way watcher type), with the sniper rule and some type of special arrow.
 
Simple. Laugh as he spends a ton of points for 1 strength three shot that ignores armor vs your T5 vamp that likely has a second save and can heal.

Or 2 shots that give you your armor and are still strength 3.

How exactly are those 90 point models killing your vampires?
 
Yeah I've only played wood elves 4 times and all 4 time they played the sniper that ignores armour and all 4 time it didn't even wound. So my advice would be not to worry too much ;)
 
Cheers gents, another quick question: are the snipers attacks magical? I'm worried about him sniping wraiths...
 
I'm pretty sure all the bow shots in the wood elf book are magical but I don't have the book.

But that does raise another question. Can a character in the second rank be targeted by sniper? If true line of sight can see the character then I would say they can shoot at them. And if so would they get cover modifier? Would the front rank count as an intervening unit? I don't think it would, even though it probably should
 
The waywatcher hero can snipe stuff out, that is what he is referring to. I think ignoring it is a mistake as they are a pretty real threat, not versus the vampire lord necessarily, but against hero characters. Its not too much of a points investment for the flexibility it brings to the Wood Elves.

Two way watcher heroes for 180 points can reasonably take out a necromancer a turn. Why would the player waste time with ignoring armor save shots, the best choice is to do two shots, increasing chances to hit and wound. Against a necromancer its a good chance to wound and even kill if the character is being focus fired against, even master necromancer are threatened. I really like these characters and have used them to great effect while alongside avoidance lists with death magic. So many people rely on their characters and all that sniping will eventually clip off the side characters which are less protected, moving into the more expensive ones as the game progresses.

2 BS7 shots at S3, with armor piercing shouldn't be under estimated when used well :), especially since with scouting it will be in short range.

I would take ruby ring, shoot fireballs at them. They will most likely be in a small unit of skirmishers or by themselves, either way the 25 point item will pay for itself. Dire Wolf units could also be quite useful, as the way watcher character only has 2 attacks in combat and no save. If its in a waywatcher unit this won't work, but solo it could. Finally, varghiests in 3 or 4 man units could be a nice counter, basically fast combat options.
 
was more the "some type of arrow" I meant ;)
As I dont find Waystalkers THAT big a threat because of sniper alone...was wondering if something else was in play.

If you know where the stalker is, you also know what part of the board you must pay attention to.
Know where he has to move to get a shot, and prepare a unit to charge him if he moves there.

Havent played against 2 stalkers yet though...that could be a menace when you also has to look out for Wildrider movement..
 
@Grok Really though if they are able to get within range and los to your necros without being easily charged the next turn, you've clearly done something horribly wrong. even if they flee and you fail the charge they cant fire in the turn they rally and you can continue to charge them.
 
Their bows are range 30" and making use of terrain can keep the snipers safe from charges outside of ethereals (which die in one turn anyway due to scouts/glade guard/hail of doom). BS7 laughs at cover penalties.
 
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It's just a good thing they can't take hail of doom arrow, otherwise your vampire Lord would really have to worry :tongue:
 
Well I haven't played against 2 snipers but I've played against 1 a few times and they never amounted to anything. One thing I did take away from my reasonably small amount of wood elf experience, the black coach really excels against wood elves :)
 
The trick to these guys is basically the same as all WE lists. Yeah their shooting doesn't do THAT much every turn...but over 5 rounds of shooting it will take its toll.

WE are a point-denial army, that whittles down your vulnerable points and denies your big hammers the opportunity to earn points. The sniper builds that don't SEEM deadly will be putting pressure on otherwise safe characters, and in addition to other shooting will cause you headaches.

The trick to fighting wood elves is fliers, patience, and discipline. You need to have a plan and you need to stick with it. You need to not be distracted by their uncatchable fast cav busses, and instead focus on knocking out their primary shooting threats. The more of their shooting that you take out the less they are able to score points off of you. That puts pressure on them to commit their wild riders earlier than they want.


Wood Elves are all about distraction, obfuscation, and delay. If you lose sight of your goal you will get distracted by their dancing units and let them lead you around by the nose, and at the game you'll find yourself with no points to show for the effort.
 
The trick to these guys is basically the same as all WE lists. Yeah their shooting doesn't do THAT much every turn...but over 5 rounds of shooting it will take its toll.

WE are a point-denial army, that whittles down your vulnerable points and denies your big hammers the opportunity to earn points. The sniper builds that don't SEEM deadly will be putting pressure on otherwise safe characters, and in addition to other shooting will cause you headaches.

The trick to fighting wood elves is fliers, patience, and discipline. You need to have a plan and you need to stick with it. You need to not be distracted by their uncatchable fast cav busses, and instead focus on knocking out their primary shooting threats. The more of their shooting that you take out the less they are able to score points off of you. That puts pressure on them to commit their wild riders earlier than they want.


Wood Elves are all about distraction, obfuscation, and delay. If you lose sight of your goal you will get distracted by their dancing units and let them lead you around by the nose, and at the game you'll find yourself with no points to show for the effort.
That's mostly correct, especially about the distractions. However, you still need to pay attention to the fast cav because if you just ignore them and trudge towards your target, the fast cavs will charge your flanks/rear once you get close enough for a charge. This will not allow you to combat reform and you'll be stuck in place and not able to deal much damage in return.
 
That's mostly correct, especially about the distractions. However, you still need to pay attention to the fast cav because if you just ignore them and trudge towards your target, the fast cavs will charge your flanks/rear once you get close enough for a charge. This will not allow you to combat reform and you'll be stuck in place and not able to deal much damage in return.

I disagree. Even some of the weakest units in most armies can beat glade riders in combat. Strength 3 really hurts them.
 
Yeah Owain, and that is sadly one of the ONLY places where the Black Coach is effective :)
Yeah, I like to make the most of being able to use mine when I play WE, or just playing a fun list. It's such a shame I love the model. I do take it against tomb kings as well, but that's about it
 
I disagree. Even some of the weakest units in most armies can beat glade riders in combat. Strength 3 really hurts them.
Well, by being on the flanks/rear, they are getting rid of your static CR and will be able to wound much better than you will with, basically, whatever infantry you use.

EDIT: Most WE lists I see that have Glade Riders also generally have at least two units of Wild Riders. It is the Wild Riders that will likely be charging you on the flanks/rear and Glade Riders that are Baiting you or just shooting the crap out of, often with Trueflight arrows or Bodkin Arrows.
 
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Well, by being on the flanks/rear, they are getting rid of your static CR and will be able to wound much better than you will with, basically, whatever infantry you use.

EDIT: Most WE lists I see that have Glade Riders also generally have at least two units of Wild Riders. It is the Wild Riders that will likely be charging you on the flanks/rear and Glade Riders that are Baiting you or just shooting the crap out of, often with Trueflight arrows or Bodkin Arrows.

You need a unit of at least 10 to disrupt ranks assuming 0 die in combat with t3 and no save. And wounding enough with that strength is unlikely.

Wild riders are expensive and they will at most have 2 units. Focus with magic they die quick.
 
Rod of flaming death would be of use aswell.
I wouldn't be so quick to dismiss the wild riders either, there absolutely brutal on the charge and can get where they need to be with fast cav. 2 units flank/rear charging at the same time will destroy most units, and that's if the target unit hasnt been softened up with shooting first.
I agree that glade riders are useless in combat, but that's not what their there for.
 

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