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Time to look at how the strength and weaknesses of this army list
variant compare to those of the generic Wood Elf army as a whole.
If you recall from the first
tactics article, among the weaknesses of the Wood Elf army were
the facts that their troops are fairly expensive, frail, and unarmoured.
In addition, few units in the Wood Elf army gain a bonus to combat
resolution from extra ranks, and only about half of the unit types
have the ability to negate the enemy's rank bonus. Let's see if
these limitations still hold true in an Asrai army.
Combat
Worthy
The removal of the Forest Spirits from the choice of possible
units did little to improve the expense, durability, or protection
of the army. While Treemen and Tree Kin are quite pricey, the core
warriors of the army are still a bit high at 12 points each. Removing
the muscle of the the tree folk also means that the best fighters
in the army are the Eternal Guard and the Wardancers. The Eternal
Guard can be formed in solid blocks of quality troops, and the Wardancers
are extremely deadly with multiple combat skills and Shadow Dances
of Loec.
Rank and File
Three of the four Forest Spirit units could not (for all
intents and purposes) form up into ranks. Only the Wild Riders had
this capability. The Elves, on the other hand, are in good shape
on this account. The only units that can't form up are used for
scouting and springing powerful ambushes. When lead by a Wood Elf
Highborn, the Elves can build an army made entirely of blocks of
Eternal Guard.
For the most part, the only units that can't negate the enemy's
rank bonus are the infiltrating troops used to slow down an advancing
unit. Of course, it would be great if the Wardancer Troupe could
disrupt enemy rank bonuses, but then they would have to form up
in units. That would make it harder for them to ambush and would
not fit with their background material very well.
Lack Punch
Without the incredible power of the Treeman, Tree Kin, and Dryads,
the Wood Elves are severely lacking on the strength front. When
confronted by heavily armoured units or units with above-average
Toughness, there are very few units in this army variant that can
do anything about it. You'll need to develop some creative tactics
to deal with these enemies.
For strengths, I mentioned that the well-balanced Wood Elf generic
army as having superior manoeuvrability, excellent delay capabilities,
great missile fire, a psychological advantage, and the ability to
alter the battlefield during set up and during the battle.
Mobility and Distraction
Very little in the way of manoeuvrability is lost with the exclusion
of the units with the Forest Spirit special abilities. No
longer is there a Skirmisher core unit, but Fast Cavalry
Glade Riders have their own uses and are faster than the Dryads.
The Glade Riders can also take over the delay duties of the Wild
Riders, even though it would be nice to have the Wild Riders when
it comes time to crush the enemy between Wood Elf units.
As far as units to use in delay tactics, the Asrai have plenty
to choose from. Waywatchers, Scouts, Warhawk Riders, and Glade Riders
can more than slow down any opponent to the point of frustration.
Psyched Out
Using an all-Elf army negates one of the general Wood Elf strengths:
units with Fear and Terror. Fear is a very
powerful weapon, but it resides almost entirely in the hand of the
scary tree monsters that inhabit Athel Loren. There are a few magic
items that can be purchased to gain these abilities, but none of
the Elf units innately cause horror in the enemy.
Blacken the Sky
The Wood Elves still have their entire arsenal of missile troops,
special abilities, and magic items. A Wood Elf army that abandons
the Forest Spirits will need to rely even more on the Shooting
Phase of the game than ever.
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