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Building a Wood Elf force completely devoid of large blocks of
troops and powerful monsters significantly alters the strengths
and weaknesses of the army. Time to examine them again.
In
the general
tactics article, I listed what I perceived to be the weaknesses
of a general Wood Elf army. These limitations included the facts
that their troops are costly, frail, and unarmoured. In addition,
few units in the Wood Elf army gained a bonus to combat resolution
from extra ranks, and only about half of the unit types had the
ability to negate the enemy's rank bonus.
Ready to Rumble
Playing with only the most mobile troops namely the Skirmishers,
Flyers, and Fast Cavalry removes the toughest
units in the Wood Elf army as well as some of the weakest. Under
these self-imposed unit limitations, Eternal Guard, Tree Kin, and
Treemen all get left behind. These units are among the few Wood
Elf units with armour and/or Toughness sturdy enough to deflect a
blow. On the other hand, the frail Glade Guard are also off limits
as they are neither Skirmishers nor Fast Cavalry.
Generally speaking, the units in the Ambusher army are less combat
worthy than those of the general Wood Elf army list.
Broken Ranks
Not having many units with the ability to rank up and get a combat
resolution bonus was a big problem for the Wood Elf army. For the
Ambusher army, it is a calamity. Not a single unit in the Ambusher
army list gets a rank bonus! This absence is a huge disadvantage,
but it also liberates you from the confines of standard army building.
You can design your units with other purposes in mind than aiming
for the rank bonus.
Attacking Infantry Blocks
Similar to the problem with getting rank bonus, the Ambusher army
has huge problems negating the enemy's bonus to Combat Resolution.
Of all the potential units, only the Fast Cavalry units
the Glade Riders and the Wild Riders of Kurnous have the
ability to disrupt the enemy's rank bonus when they charge in the
flank or the rear with a unit of Unit Strength 5 or more. Neither
Flyers nor Skirmishers have this ability, although
they can still get the +1 for flank bonus and +2 for rear attack
bonus if they have sufficient Unit Strength.
While weaknesses actually got worse under the Ambushers, let's
see how strengths do. As I mentioned in a previous article, a well-rounded
Wood Elf army has superior manoeuvrability, excellent delay capabilities,
great missile fire, a psychological advantage, and the ability to
alter the battlefield during the setup and during the battle.
Mobility
Almost exclusively, army mobility is the characteristic that is
being augmented by choosing an entire army of Skirmishers,
Flyers, and light cavalry. By choosing an Ambusher force,
almost every other strength is being thrown out the window. However,
by building an army that is so fast, you sidestep so many Warhammer
combat principles that getting them locked into combat will be nigh
impossible.
Mischief
By opting for only quick, manoeuvrable troops and attempting to
avoid combat, you'll find your foe's units slowed, spun around,
and confused. In the end, you might not even have a battleline for
the enemy to move against.
Specialist Troops
With the elimination of many troop types as options, your unit choices
with Fear or Terror are cut in two. Furthermore, your
core unit of missile troops, the Glade Guard, is no longer an option.
This is a huge limitation, as without them, you are really only
left with costly archers on horseback along with expensive Special
and Rare unit choices. Deploying a powerful shooting Wood Elf army
is much more difficult without these Core troops.
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