Part 2! Skeleton list and battlefield tactics!Hey folks! I'm back after a great weekend and here to give you all something to start off the new week with! I'll be starting up this second part of the article with a Skeleton list that players can use as a reference point during the tactics discussion and as a base for there own MSU army's. I find that it's important to make something your own when playing the game. So I'll only give you a base to play around with. Something you can customize yourself and feel at home with rather then just trying to create a new "netlist".
The base!Lords:
1 Beastweaver: lvl4, Moonstone of the Hidden Ways, Pidgeon Plucker Pendant, Dispel Scroll. 315 Pts
Core:
12 Glade Guard: Musician, Banner of the Eternal Flame. 172 Pts
10 Glade Guard: Musician.126 Pts
10 Glade Guard: Musician.126 Pts
10 Glade Guard: Musician.126 Pts
8 Dryads. 96 Pts
8 Dryads. 96 Pts
8 Dryads. 96 Pts
Sprcial:
7 Wardancers. 126 Pts
7 Wardancers. 126 Pts
7 Wardancers. 126 Pts
Rare:
1 Great Eagle. 50 Pts
1 Great Eagle. 50 Pts
8 Waywatchers. 192 Pts
8 Waywatchers. 192 Pts
Total: 2015p
Okay, so this is what I would call the "Base list" or "Skeleton list". It's designed with 2400p or 2500p in mind. And it's basically the bare minimum you would need to play MSU with Wood Elves. It fills all the needs and is in keeping with the MSU principles I talked about earlier. From hear you, the player, can add whatever you feel like you need or want in regards to your local meta game. having roughly 400p-500p to play around with you can go for multiple heros to fill up points, add two units of 3 treekin and more dryads. You could even add 2-3 units of wildriders to harass the enemy back lines and flanks. Or just add more Glade Guard and dryads to gain a stronger shooting focus for the list. All of this, or a mix, is different and valid directions you can take the style in. And most importantly you can make it your own, and something your comfortable playing with. I can not stress this enough, finding what works for you is actually much more important then finding the most points efficient units or items! At one point it will become about mentality and I could present you all with a list that will be perfect in my mind. But as I play a very conservative counter-charge based game, where I feed my opponent units until I feel comfortable in engaging him, my list would never work as well in the hands of player who wants to be aggressive and push across the table before the opponent.
Them There Tactics! Alright then! Here we are, knowing the Why's and Why not's of unit choices, the principles of MSU list building and with a standard 1a template for an MSU army. Now all we need to do is to use it!
Focusing power: A pivotal point in playing with MSU is the ability to focus strength against your opponent. Finding room to maneuver in between and around the enemy units is something that will come with practice. But to get to this point you need to clear out the enemy support units(Make sure to identify and focus on panic spreaders like single saber-tusks/eagles, small warhounds or fast cav units, ect within 6" of multiple other units). Using your Glade Guard, Waywatchers and Dryads to quickly clear way the faster support units of your opponent and open up the area around their main money units and characters. Once you have this wiggle room on the table your goal is to soften the opponents units up by focusing Glade Guard fire at short range. Once the unit sizes starts dropping down to manageable numbers you will move on with the shooting to your next target. This is where you should focus combat force with a combination of units hitting front/flank/rear of the enemy troops. Having dryads(or Treekin if you use them) in the front and adding Wardancers to flanks where the return attacks will be lower is important. With normal rolls your units should take the enemy down in one or two turns of combat. And if your feeling unsure of your ability to break the enemy in one turn you can always use an eagle, branchwraith or some dryads to block the enemy unit next to the one your fighting. I normally try and start with the units on the flanks and then move inward as I kill the units. This is simply because I now only need to worry about counter-charges from one enemy unit if I fluff my attacks and get stuck.
Keep your angles clear!: I cant stress this enough people! Make sure your unit's are never lined up. And if they are, make sure it's for a reason. Like the next unit in line is 12,5" away from the one in front with units ready to charge the flanks of your opponent if he overruns or pursues, or that the unit is in a conga or has it's flanks turned to the enemy while in a forest to gain stubborn. As wood elf units in general are ItP you will not be able to flee if you mess up your positioning. This can very well lead to you having your battle line rolled by some sloppy positioning. And thats no fun at all! I have won many games against players who don't understand the way overrun and pursue works by creating multiple combats where they did not expect my units to end up. So read up on the rules and make sure you can use them to your advantage!
Identify the weak spots or strengths: All army's have one or two. Weather it's panic, crumble/instability, low unit counts, a need to cluster, inability to do ranged damage or a reliance on the charge. Once you identified the weakness and strengths of the enemy you can with your greater flexibility adapt to that. Say your opponent lacks ranged damage and only has support magic with hexes and buffs, this is great as you now can take all the time you need to divert and weaken your opponent with shooting before engaging in turn 5-6 to take the victory. Another example is when your opponent has a limited amount of shooting and magic thats aimed at killing deathstars/big units or monsters. Killing this will give you a sizable chunk of points and means you'll need to kill less of his units to gain a victory. Some army's have a great combat potential but lacks the speed or numbers to stop your blockers from segmenting their units.
As for a related note. I find it very helpful to know all the armys out there and what items and combos they have. This will let you know what the worst possible situation can be and also what the logical items or banners can be when you see your opponents units deployed and moved during the game. I own a copy of Army Builder and I find it has been great. Even if I own most of the army books out there, it's a huge boon to be able to tinker with lists and item combinations to get a better understanding of the opponents synergies and how he is trying to play his game.
This has been a very basic tactical and I hope the discussion that will follow will add to this and allows people to share what works for them and how you think and react with the MSU style. My hope is the anyone reading this will take something away from it and then take that something and makes it their own.
I will leave you with a short index of tacticals and Battle reports focusing on MSU that I think you all should read and enjoy!
(I will add more as I find them again on the inter web'z)
http://warhammer.org.uk/phpBB/viewtopic ... 12&t=94537http://warhammer.org.uk/phpBB/viewtopic ... 12&t=94823http://www.ulthuan.net/forum/viewtopic.php?f=66&t=33028http://www.ulthuan.net/forum/viewtopic. ... &start=270