The Master – Master Necromancer – magic level 4, Talisman of Endurance, Feedback Scroll
Margarita di Maddaloni – Vampire – shield, Biting Blade, Nightshroud, Aura of Dark Majesty, Dark Acolyte
Cora – Banshee
Clarice – Banshee
Company of the Black Eagle – 39 Skeletons – champion, musician, standard bearer (Screaming Banner)
Templehof Pals – 20 Zombies – musician, standard bearer
5 Dire Wolves
5 Dire Wolves
The Local People – 10 Ghouls – Ghast
Order of the Black Cross – 8 Black Knights – champion, musician, standard bearer
Black Monks of St. Herod – 1 Spirit Host
2 Bat Swarms
Crimson Order of the Dragon – 4 Blood Knights – champion, musician, standard bearer (Rampager’s Standard)
Lord Ruthven’s Repose – Black Coach
Total: 2000 points on the dot
The above represents a good faith attempt to recreate my fifth edition army list in eighth edition. The conditions of construction are as follows:
the List is to avail itself of newfangled opportunities where possible (the Skeletons deploy in Horde formation, the off-colour Knights receive a vampiric upgrade)
the List is to respect the necessities of the edition (a level 4 wizard and a secondary Lore of the Vampires caster)
the List is to preserve the character of the original (Margarita as off-caster doing something useful for the army and helping out with wolves, Lord Ruthven as “absent presence” in his Black Coach, with the core units providing further continuity)
the List must be constructed with models I already own (hence none of the “only in eighth” goodies like Terrorgheists, Mortis Engines or Crypt Horrors; while I like these things well enough they are dramatically out of keeping with the late-Nineties/early-Noughties aesthetic of the army as it stands and also I’m not buying them)
There are things I’d consider jimmying about. I’d like a magic standard on the Black Cross (even if ’tis but a War Banner), and I could go for Beguile and Summon Creatures of the Night on Margarita if I had more Dire Wolf models. I would also consider the Rod of Flaming Death instead of the Nightshroud, because I find that item hilarious (and it has a lot of battlefield control potential!) and the Banshees are just there for nostalgia’s sake, I could easily replace them with something else (in which case I wouldchange out Margarita’s powers and the Skeletons’ magic banner and stop trying to make Fear happen).
I know it’s somewhat idiosyncratic. I wanted to avoid the photocopy special (Ghoul King Dragonbane Gem Red Fury blah blah Terrorgheist Mortis Engine yawn yawn Ghoul Horde fiddle fart) and instead try to uphold the spirit of the army as it was originally created.
This mania has in no way been inspired by the extended narrative on offer at Big Small Worlds, an exhaustive and quietly competent Warhammer campaign played under eighth edition rules that’s been occupying a lot of my screen time lately. Not at all.
“Why are you doing this instead of painting Wood Elves, Jonathan?”
Well, because it’s festival season, which means pop up book stalls, which means a lot of extra work for muggins ‘ere and I don’t really have the mojo to paint when I get home. This week I’ve been playing Total Warhammer instead, because it’s there and the vampire factions have received a little bit of a retool (not quite enough to make me enjoy Count Noctilus’ early game, but enough to get me over the midgame hump of Sylvania and into a position where I could win a campaign if I put a weekend into it).
I have every intention of getting back to the Wood Elves in September, once two out of three festivals are done with and I have a nine day streak off work. I’ve acquired the necessary materials to produce a new general, some Wild Riders and an additional Treeman in time for Resurrection II in November, and intend to give those units a good crack of the whip. Beyond this there are sixteen Dryads, another ten Eternal Guard and two Great Eagles to paint. I have my eye on a final character (further exploiting the scale difference between Citadel and North Star figures to make my heroes truly “heroic scale”) and I’ve just lately discovered that the Oathmark range is about to develop some cavalry figures, allowing me to add Glade Riders to the assembled Covenant.
Nevertheless, a comforatable “done” is in sight for the Wood Elf project, probably around the 3000 point mark. It’ll all depend on how they perform at Resurrection II. There will come a point where a chain of defeats no longer forges a narrative worth the hearing, and if I sustain another brace of defeats there’s every chance that something slightly more cadaverous in nature will turn out for the 2022 season. See, Warhammer: Resurrection is to expand into a biannual narrative weekend as well as a heat-heat-final series of tournaments, and this expanded arena may be able to contain certain larger-than-life personalities who’ve been on the outs for a couple of years now…
This is what’s on my mind at the moment, Warhammer-wise. As well as maybe liquidating some of the Tomb Kings. I wonder if I don’t like the idea of myself as a Tomb Kings player more than the reality of it, and I still don’t feel in love with the Mantic models, whereas Oathmark’s plastics and the TTCombat resin elites do speak to my soul rather more. Oathmark’s figures are also a fat sight easier to paint in the classic dip-and-go style and that might be what I need right now.
Another option would be breaking the habit of a lifetime and paying someone to paint them for me. If anyone knows a reasonably priced tabletop standard commission service, lemme know in the comments. I can supply several cans of my own primer that I’d be very glad to get out of the house.
I mentioned in the last post that I wasn’t sure, at first, whether I’d had a good time at Resurrection, to the extent that my good lady wife asked a yes/no question and got a two minute “errrrr” of an answer.
This is nothing to do with Alex, who pulled out all the stops and put on a very good show, wrote up a bespoke scenario pack to make sure it wasn’t three rounds of kill ’em all Borehammer on the Saturday and actually hosted a twenty player narrative campaign event with a map and themed tables and considered scenarios and everything on the Sunday.
Neither is it anything to do with Hammy, who hosts a fine venue at Battlefield Hobbies. The main room was a bit too crowded and loud for my taste and comfort, but the side room where I spent most of the day was fine, and it can’t be forgotten that I’m an outlier in terms of personal space and background noise and so on. Bit of a bugger to get to if you don’t drive, but again, that’s not the venue’s fault is it?
It’s certainly nothing to do with my opponents, either. No, the trouble resides squarely between me and my toys. I have a lot of trouble getting the Wood Elves to work.
Overview: the Fundamental Problems
Before I do a unit by unit review I think it’s worth looking at some recurring problems I’ve had with the Wood Elves on a slightly higher plane. The three biggest ones so far are magic, leadership and combination of force.
Magic has been an issue because I’ve run into magic heavy forces and have had to prepare for them with the idosyncracy of my “only one Scroll” principle in hand. To be fair, it’s only been the Skaven and the Tzeentch Chaos where I’ve felt totally overwhelmed going in and they do that to everyone. The problem in most of the games has arrived later, when one of my wizards has thrown her life away and the other has run like hell off the board.
I can address this by stroppily refusing to play games below 3000 points (an option which has often tempted me, to be fair) or separating out my characters’ roles a little more clearly so that the main provider of Dispel dice isn’t also the front line challenge hunter. She’s dead now, in the story, so I have the perfect opportunity to work on this.
Leadership has been an issue because I’ve played more games with Vampire Counts than anything else, by a factor of about ten, and my most successful side armies were Slaanesh Chaos and Tomb Kings. I am simply not very good at avoiding taking Terror or Panic tests, or coping with the Fear factor when it’s something being used by someone else, on me.
I imagine that this will come around with practice, if I can be arsed practicing and don’t just switch back to Tomb Kings with a sigh of relief as my considerable weight hits the crutch again. The point is that at the moment, some of my games are falling apart because of crucial Leadership tests.
(There’s an issue sitting behind these last two, as well, kind of linking them both. Because I’ve been taking a Branchwraith as my general in narrative games, and a Spellweaver in the competition capacity, in order to keep my magical defences solid, I generally haven’t had access to the best Leadership values going at any points value. Ld 8 in a 2000 point army is particularly rubbish. I’m all in favour of the narrative approach, but I don’t subscribe to the Stormwind Fallacy and I am going to get a better story if I don’t get my twiglets kicked in all the time.)
Combination of force, on the other hand, is more of a usage issue. On a good day, I can line up the Glade Guard and angle them correctly so that two or even three units can cover a field of fire and concentrate their sharp pointy bits into the enemy’s soft woundable bits. What I struggle with is getting the combat troops to back each other up properly, break ranks and score flanks or provide the raw kills necessary to turn a combat around. I never seem to get two of my units onto one of theirs. This sucks, because it’s the Forest Spirits that really made me want to do this army and they need to gang up to get shit done.
Various people have patted me on the head and said “it’s a learning curve mate” or “you just need X” (where X is normally some variant on Wild Riders, Warhawk Riders, Glade Riders or anything else that moves faster than five inches per turn) but that’s list tinkering and I think there’s a more fundamental issue at work here. All of these M5 units could play nicely together but they end up spaced too far apart, because I’m having to weigh their positioning against setting up good fields of fire for the Glade Guard. The melee units end up blocked in or lined up into bad matchups because they’ve had to go down where there’s space. It might be worth leading with them in the setup and then putting the archer lines down behind to clean up.
I’m not saying I won’t be painting five Wild Riders quick sharp, but this is something to think about on a level above and beyond “what’s in the list.”
Full Teardown: piece by piece review
I’m shamelessly ripping off the Woffboot lads’ format for this. Go ye and read Woffboot if you’re into eighth edition WFB or contemporary 40K or you just like to see a bunch of gamers making their own fun.
The good bits are the two Dispel dice, the Leadership 9, and the Lore of Life, which is definitely reaching out and touching people. If I’m on a table without a wood or not playing a Pitched Battle I’d argue he’s essential.
The less good bits are the Rhymer’s Harp and the Eternal Guard bunker. Moving through terrain came in moderately handy against Max, but I don’t really need another unit that can do that, and having my General and my Battle Standard tied down in one unit means they can do things like fail a terror test all together and cost me the game, as they did against Paul. I started bunkering him in with them because he kept dying when I left him on his own, but I only lost Bloddeuwydd to Panic tests all the way through the weekend so maybe the games with Ben were more of a fluke. Or Ben just hates me having fun and wants to kill my wizzos.
Either way: he level 4 can stay, but his kit needs a coat of looking at.
Verdict: I’m Necessary Evil
I love this guy. Granted, I threw him away in the game with Joe because I was in a bad mood, but he still did a lot of work with the Hail of Doom across both games and he can absolutely mix it up with any chaff that gets into my army (as he did in the game against Brendan). The only downside is he eats my Lord slot without passing Leadership 10 onto the army or doing anything to help magically; that’s quite a high opportunity cost.
In narrative terms, it might be both wise and appropriate to have him shake off the curse of Deadwood and rejoin the kinbands so he can hand out Leadership 10. There’s nothing stopping me taking the Bow of Loren and the Hail of Doom on a Lord…
Verdict: 100% Reason To Remember The Name
Gilfaethwy ap Hywel
I had to try it. The Alter Noble / Bow of Loren / Briarsheath combo is just very evocative. It’s Legolas gone feral. It’s… not bad, but it’s not brilliant either, it doesn’t add enough to the army to be worth the Hero slot in a 2000 point game and certainly not in a 1500. As much as I want to field the whole family together, he’s benched outside of scenario play.
Verdict: You’re Good, Boy, But You’re Not Good Enough
Gwydion ap Hywel
I dropped a Great Eagle to give this stupid boy a decent save and then he doesn’t need to take one all the way through the event. Anyway, the reroll remains extremely handy with only a Leadership 9 general and it’s absolutely vital if I only have a Leadership 8 one. The thing is, taking the Battle Standard renders him ineligible for anything else I need (no Kindred upgrade, no Hail of Doom, he does nothing to help in the Magic phase), so I feel he needs the Eternal Guard along so his Leadership is good for something and stacks up with their Stubborn.
Verdict: Don’t Drink, Don’t Smoke? What Do You Do?
Bloddeuwydd ap Hywel
Being saddled with the Lore of Athel Loren really holds our girl back. As a defensive wizzo who chucks out some novelty Tree Singing she’s good enough. The one thing I’d lose is the Deepwood Sphere; I really want to drop its tricksy trapsy secondary effect but nobody ever voluntarily moves into a wood against a Wood Elf army and if someone’s in her wood she’s probably about to run away from them. Calingor’s Stave is probably a better bet but I can’t guarantee woods in away games, and I don’t face enough 4-dice casting to justify the Divination Orb. I think I’d rather have a second Branchwraith, but I do want to play around with her some more and I have a good story beat in mind.
Verdict: Unfinished Business
I love the character, but a single Branchwraith can’t cover the “Dispel dice generator” and “aggressive interference” roles. She can lock down a Hero or even an unprepared Lord indefinitely but her unit invariably gets slaughtered and takes her down with them, at which point I’m also out two Dispel dice and the whole house of cards starts crumbling.
Now that she’s dead I’m farming out her responsibilities to her successors; the new Maven will probably have a more castery build and I’ll put together a second Branchwraith for going out there and mixing it up.
Verdict: Gone Girl
Kinbands of the Black Briar
The Glade Guard are great. Possibly my best unit, in terms of damage output per point expended. I need to stop deforming my whole battle line around them but they’re doing good work. In particular, the unit of 10 deployed 5 by 2 with the War Banner surprised Joseph and might have come in very handy against Brendan if I’d been a bit more aggressive with them.
I got those in by dropping the Scouts and I have no regrets about dropping the Scouts. While they are perversely hard to hit with shooting, so are any skirmishers. They lose the solid short ranged Glade Guard bow effect and frankly on most battlefields there isn’t that great a place to Scout them, so they end up paying 25 points to be slightly less good at shooting things and drop last (giving me fewer drops during the early stages when I’m being out-deployed).
Verdict: Some things in life are priceless: for everything else, there’s Glade Guard
Cildraeth Eiddew, Cildraeth Celyn
I love Dryads. I absolutely love them. You would never guess this from the way I treat them in battle. They work far better as disposable 96 point disruptors about which something must be done than they do as any kind of effective combat unit in their own right, and I don’t think I feel too bad about bailing the Branchwraith out of them and letting them sort themselves out. Frankly I could go for another unit of these just so I could be sure I had some where they needed to be.
Verdict: You and I, we were born to die
Kinband of the Pale Rose
Their sheer weight of attacks means they can’t be underestimated against soft targets, the problem is getting them into a soft target to begin with. I like them enough to keep them around but they aren’t tough enough to work as a death star and treating them as a bunker for an expensive magic user who happens to be my General and a Battle Standard Bearer who they need to be around in order to do their thing is a little bit much. I think they and Gwydion need to spend more time together, but also to figure out what they’re doing with themselves in terms of the army as a whole. Also, I need to finish painting them properly.
Verdict: Boy, Decide. Boy, Decide…
Brawdolieath Pren Mawr
Not only do these 40mm fartarounds either die first in every game or see off something a third of their cost and spend the rest of the game doing nothing, they take up so much space in the battle-line that they’re putting everyone else off. I think they have a role but probably not in my army the way I’m currently playing it. Despite their extremely tidy paint job and overall very fine aesthetic they are finally on the way out. I’ve also given them a name I can’t consistently pronounce, spell or even remember, so fuck ’em.
Verdict: If Looks Could Kill… you lot would still be in the army list.
God, he’s good. Someone (hi Matty) keeps asking me why I take a Treeman and I have to ask “why don’t you?” This big log has held up against everything I’ve thrown him into – nothing has ever actually managed to wound him unto death, although once he’s in combat with any ranked unit he tends to break and run sooner or later. Stubborn on 8s is good but it’s not Unbreakable and I need to stop expecting it to be. He’s more dangerous when he’s roaming around causing terror and doing Strangleroots to things than he is in a scrap unsupported, and until I figure out my mutual support problem that’s the best use for him.
Verdict: My boy – look how they massacred my boy…
Where Do We Go From Here?
Well, I already have five Wild Riders waiting to be added to the team, and I’ve also picked up another Sylvaneth “start collecting” box this weekend. That gives me a second Branchwraith, so I can let their potential breathe a bit instead of jamming it all into one character; it also gives me a second Treeman. I’m sure I’ll get some stick from this on the Facebook groups but a) most of you already go off about Wood Elves on principle so I might as well earn it and b) I wanted to play the Drycha army, that’s where I came in to all this.
I plan on building a very bread and butter army: Glade Guard and Dryads, a couple of Branchwraiths, a couple of Treemen, an actual cavalry unit, and… I need to find a strong central character that isn’t an Alter Highborn to hold it all together. I have a couple of ideas on that front.
I’m hoping this will be a more compact army that doesn’t have the mutual support or leadership issues I’ve experienced so far, and that a passive role for a Branchwraith will keep my defensive magic game up for longer.
This would be an ideal build for Monstrous Mayhem, all things considered, maybe with a Lore of Beasts Spellweaver at the heart to tie it all together, but sadly I’m not going to make it. The recent bouts of hobby enthusiasm have meant I spent the same £50 four times in three weeks and that has to be made up from somewhere. I shall have to sit this one out, lick my wounds, get a couple of local (thus cheap) practice games in when Firestorm’s new gaming hall opens and come out swinging for Resurrection part II in November.
That’s the lede, lest it not be buried. Now, the explanation.
I love the idea of the Tomb Kings: the ancient and eternal watchers over dead kingdoms, enacting timeless rituals over resting bones, rising and slaying when the living transgress on their domains.
I quite like the gameplay of the Tomb Kings: the distinction between Hierophant and General allows me to take risks with the army’s best fighter while keeping the army’s best wizard safe, and the magic, although subtle, is satisfying in its sheer reliability. As with my Vampires I find them a bit lacking in mid-sized games when I have to bring a narratively superfluous caster along just to keep my magical heft up, but that’s not their fault.
What I don’t like is the Tomb Kings models that I own. Most of my line troops are brittle mixed-medium Mantic kits that fall apart as soon as I look at them (yes I have heard of pinning; no I am not doing it for forty sodding Skeleton Archers); the “prime Zandri Dust and paint the details” approach hasn’t worked out as well as I’d like either, and they’re so samey, the worst thing for a reluctant painted like me.
What I also don’t like is that I have a huge bag of Gripping Beast Revenants (technically they are Mindless now, but I bought them as Revenants and Revenants they shall always be) which I don’t use because I live many miles away from any kind of SAGA scene.
But if you squint, those are solid single piece undead miniatures, off of which bits do not fall. And if you happen to go peeking online, you’ll know that Gripping Beast now do a wider range of undead infantry. And if you happen to be me, permanently frustrated in the search for third party cavalry and chariot figures that look remotely modern, the whole issue can be sidestepped if you go old-school and load up on whatever chunky single piece cavalry take your fancy.
The Twin Princes resolve all of this. Selling off my Mantic and TTCombat Tomb Kings should generate enough currency for additional Gripping Beast figures: an armoured warlord, a crowned and spectral sorcerer, a goodly number of armoured sword and board skeletons and some skeletons with bows. Put these alongside my existing big wizard and zombie horde, and that might be a credible (if slow) undead army. I can play that lot as about 1000-1500 points of…
Tomb Kings, with the new characters playing the part of Tomb Prince and Liche Priest respectively, and the Mindless Revenants serving as Skeleton infantry.
Army of Sylvania, since the Revenants also came with two big plague pits that make ideal Grave Markers and a suitably nefarious looking not-Vampire (probably going to brandish the Rod of Flaming Death so I get a third Bound Spell in there somewhere).
Undead, going all the way back to fourth edition: plenty of Wight Champions among the Gripping Beast Hearthguard figures, a unit of archers to provide covering fire, and a suitably vast blobule of Zombies for raising and disposing. And a Liche as my general!
The Revenants are already primed and inked, and they will set the tone for the proceedings nicely; all they’ll need is a coat of paint on their dead skin and some suitably incoherent, desaturated colours on their clothes.
Of course, the whole thing needs background, and this is where we turn to the narrative I worked up for The Maven & The Witch. We know that there are cairns of ancient civilisations dotted all over Bretonnia and Athel Loren, from the dark times between the fall of Nagash and the rise of Giles le Breton. We know also that such a collection of tombs lies within the region of High Tessonfroid, the chill high place overlooking La Vallee des Manchots Frenetique and the domain of Hiver le Sable, because my Wood Elves have been hard at work on ensuring that said tombs’ occupants remain firmly indoors.
And so we have it. Twin princes, from the ancient kingdom of Tiernmas that was before Tessonfroid. A warrior and a warlock, unalike in dignity, united in their goal: to take back what was theirs, to see the cursed winter never end, to drive out the living and reign as two kings!
Being no fool, and having struggled with Tomb Kings in my handful of games so far, I intend to try before I buy, taking “the build” in sixth edition, sneaking them in as the third-round opponents for The Maven & The Witch and nudging the points value of that engagement up to compensate. I am so in love with the concept and the painting possibilities here that I’ll probably do it anyway, but it doesn’t hurt to try. “The build”, incidentally, looks a bit like this:
Tomb Prince 154
Blade of Mourning, light armour, shield
Liche Priest 165
Cloak of the Dunes, Neferra's Plaque of Mighty Incantations
24 Skeletons (shields) 192
24 Skeletons (shields) 192
16 Skeletons (bows) 128
24 Tomb Guard 368
Champion, musician, standard (Icon of Rakaph)
1200 points: eggs, meet basket. I wouldn’t take an army like this to a pick-up game, but it’ll do to test the basic principle. They’ll be up against the Maven and her forest friends, not a force with a great deal of spell denial under their belt, so I’m hoping two Incantations will do the job, especially with a reroll to any embarrassing snake eyes from the Hierophant. The Blade of Mourning is in purely because I like its name, and it will help with shooing away the Dryads in the absence of auto-breaking.
The figures will be proxied by elements of my Sylvanian family: Skeletons will be acting as Skeletons, albeit with some spears and crossbows that aren’t really there. A Wraith and a Necromancer will do for the Prince and the Priest. My Drakenhof Guard have consented to lower themselves to pretending they’re ordinary sword and board boys for the outing. You are welcome to imagine members of this range hanging about the battlefield instead, or to picture my “they’re playing pieces so let’s ‘paint’ them as such” Revenants, from the featured image.
I shall be in touch. But right now, it’s back to painting trees.
I missed out on Warhammer Warbands at the time. Third year of uni was atime and a half, lots of not sleeping for a week and then working on two dissertations side by side like a nutter, and what gaming time I had was increasingly devoted to Warmachine and Hordes and the original d20-based Iron Kingdoms RPG. By the time I was playing again, in Manchester, the blip had either been and gone or never happened in amongst the standard-issue 2000 point tourney practice pitched battle Borehammer of early seventh edition.
Which is a shame, because I love a good slow-grow way into a new army. I don’t think I’d have ridden the wave with my Vampires if I hadn’t come in with a Mordheim warband, and then Border Patrol, and instead been confronted with the hump of 1000 points just to get off the ground.
Hence this: my attempt at putting together one sprue each of my new models and getting a playable force for my trouble. The Small Warband is pretty restrictive but even within those restrictions, the sprues go so far and no further and I’ve had to take Champions to make up the numbers for now. (I’d have been very happy to take an Annoyance of Netlings instead, but I’m choosing to believe that counts as a magic item and is bad form for Warbands.)
Enough LISTS, I hear you cry. Enough THEORYHAMMER. Show us the PRAXISHAMMER. Show us the MODELS!
Now they’re stood next to the Citadel Dryads, those Oathmark plastic elves look even smaller and softer than they did on the sprue. I also need to have a little whinge about that bloke in the middle who’s just standing there demurely with his feet together like a schoolboy waiting for a first class bollocking. Every third party figure kit I buy seems to have a pose like this. I don’t know why manufacturers produce these nonentities: I suppose they’re meant to be leaders and standard bearers, but they’re just a weird looking waste of sprue if you’re not taking those options.
I really don’t like Champions in archer units – that extra point of Ballistic Skill makes the rolling untidy and I’d rather have an extra body in a unit somewhere – and they have more chance of teaching a Cold One calculus than they do of getting a flag and throwing Victory Points up the chutney, but I might try and make some little horns for them and put musicians in there. Those would actually be useful. I still don’t regret going Oathmark though – you get what you pay for and these were dirt cheap back line troops. They fit together nicely enough, they have the same sort of pretend-posability as the old Warhammer Regiments figures from the Nineties, they do the job: but they are definitely up for replacement if I score some second-hand Citadel figures or find a better kit somewhere else.
The Maven is a fine figure, bit fussy to put together but I like her now she’s done. I left off the weird snake-grub-worm-thing she comes with because frankly it makes me feel sullied and unusual. I also left off the twiggy back bits from most of the Dryads as they’re already quite tall and busy enough, although I did give the Champion some extra shrubbery so I can find her in the unit. Next job is to paint them, which will probably happen next “weekend”.
I might even do something uncharacteristic, once I have the trees built and painted up too. I might set up a little battlefield in the living room and try a little solo game. Always feels a bit weird, but then – I play computer games single player, all the time, and I play Scythe, which has a single player variant even if setting it up is such a faff that I invariably end up playing computer games instead. I bet I could knock together something like the old Kill Team with adversaries that drift randomly, charge if they can and so on, and I know exactly what I’ll use for them. Ghouls vs. Trees in the crypts of Crug Hywel. Bangin’ stuff. I’ll need to finish the mausoleum terrain but I’ve been stalling on doing that for ages anyway.
Every so often I get really into a faction on the Total War: Warhammer and come over all “what if I did them on the tabletop?” Normally this wears off after a weekend or two, but sometimes it sticks, and the last time it stuck I ended up with a Tomb Kings army.
This time around it’s Wood Elves. Now, I have many memories of being kicked around the table by armies that only have three actual Wood Elves in them (all Spellsingers) and no desire to lose friends and alienate people – but I have rather fallen for the Drycha army and the Forest Spirit models are the easiest to lay hands on in this day and age.
Further commentary to follow the units themselves, but first, the list!
HEROESThe Maven of Deadwood 165
Level 1 wizard 50
Cluster of Radiants 25
Annoyance of Netlings 25
Glamourweave Kindred 20
Dispel Magic Scroll 25
Divination Orb 25
Alter Kindred 25
Helm of the Hunt 20
light armour, shield 4
great weapon 4
Battle Standard 25
Moonstone of the Hidden Ways 35
10 Glade Guard 120
10 Glade Guard 120
10 Glade Guard 120
8 Dryads 96
8 Dryads 96
5 Tree Kin 325
5 Wild Riders 130
Great Eagle 50
The rough (and at this stage still hypothetical) plan is to pick up the post-Wood-Elf warband for that Warhammer Underworlds thing to make my characters, the Start Collecting box for the angry tree faction to… start collecting, boxes of Tree-Revenants and Wild Riders to round things out and then use third party ranges for the archers and eagle. The specific ranges and sets I have in mind will make it very easy to build bigger units if I decide this “MSU” malarkey is a bridge too far. Regiments of 16 Glade Guard and Dryads would take the edge off.
The Trees? Well, it’s not a proper Wood Elf army without a Treeman in my ever-humbles, and while the current miniature is very much a Bigger Giant it’ll go nicely with the Bigger Giants occasionally adorning my opponents’ armies. The Tree-Kin are there partly because I like the newer models and partly because all my armies have a big wedge of 40mm bases to take point or hold a flank and worry people.
I’m not entirely sure about the odd 180 points. The Great Eagle is there because the giant budgies are such classic pestering units, while the Wild Riders are a frivolous “whyever not?” choice largely motivated by my wanting at least some cavalry and them being still in production.
I want to go fairly light on magic and not bother with a Lord choice, just to provide a firm contrast to my top-heavy Vampire Counts army. I’m hoping that five Dispel dice, a bonus from the Divination Orb on any big casts and an emergency Scroll will be enough to nurse me through most magical nonsense, while my own magic phases will be two (three?) casts of Tree Singing to see what happens.
The Alter Noble is there largely because I know Dr. Shiny has some bad memories with them and I delight in causing him the conniptions. Certainly seems to throw out a lot of attacks, and I opted for mixed weaponry to keep my options open. Finally, there’s a Battle Standard Bearer whose job is to teleport key units out of peril and stay close to the Treeman to ensure the big lug remains in the fight. (I am tempted by the Bow of Loren and Alter Kindred on this fellow instead of the Big Flag, and would appreciate insight on this front from people who know what they’re talking about).
There is also the matter of colourscheme. While I flirted with the idea of an autumnal army, all reds and oranges, and while autumn is my favourite time of year, there are many pressing influences in another direction. I have a winter-styled board at home – it may not be at ease with my old-fashioned DIY approach to terrain, but the battlemat and the mausoleum pieces I have somehow ended up with are already snow-encrusted and I am likely to buy the plastic Citadel wood simply because… the free wood for being Wood Elves is part of your army, it should be models, and these are of a good standard size with the hole in the middle for moving your units about in.
Beyond this, I must think of my opponents. Dr. Shiny’s Bretonnian army hails from a realm of eternal and unnatural snow because he’s a big old goth like that. Discussion with my learned colleague reveals he was thinking of doing a companion force of Wood Elves, and is rather glad that one of us has finally acted on the impulse. Basing my army to match his (dark earth and piled snow) would create two armies that look like they’re from the same place, and we can synergise our backgrounds around the Curse of Tessingfroid to justify a sort of on-and-off alliance between our forces, turning nasty on each other but uniting against outside interference.
Ruminating on the concept suggests an isolated, deep-frozen and withered heathland of Athel Loren, bereft of leadership and long neglected. Its inhabitants have become more spectral and quixotic than even the average elf, and their leadership is doing the best it can with gnawing cold robbing them of what sense they had. Occasional friendly contact with the local Bretonnians does occur – at least, when Amaranth the Damsel of the Lady speaks, the Maven stares intently and does not kill her, for reasons that don’t bear too much analysis – but when the seasons of the world should turn the Deadwood Conclave have a habit of forgetting pacts once signed and sealed. The Deadwood Conclave, or something like that.
A strong argument for the pale kin of bleak midwinter, then. Dryad Bark and Drakenhof Nightshade on the two-tone Tree-Kin of modern times, with red and yellow leaves clinging on here and there to denote the units; some blue-greys and smoother mid browns on the archers’ clothes to create variety. I like the idea of doing everyone with blue-tinged skin though, really ham up that magical curse aesthetic. I may even break out the Polished Blue for trinkets and things: it’s a very rich colour for Wood Elves but they don’t have much metal so it should be allowed to pop.
This is all assuming the enthusiasm doesn’t wear off in a week or two, anyway. I might end up spending the money on more Ghouls or something equally mundane.