WOOD ELF 2,000 POINT GT '98 ARMY #1



CHARACTERS
Wood Elf General (160) with Bow of Loren (50), Armor of Fortune (15), Black Amulet (50), warhawk (20), lance (2) and shield (1)
298 Points
Warhawk Rider Champion (48) with Hail of Doom Arrow (25), warhawk (20), light armor (2), shield (1) and spear (1)
97 Points
Master Mage (219) with Rod of Power (25) and Skull Staff (35)
279 Points
Mage (59) with Black Gem of Gnar (25) and horse (3)
87 Points
Naieth the Prophetess (59) with Othu the Owl (15) and The Staff of Divination (30)
104 Points
Subtotal: 865 Points
REGIMENTS 6 Glade Riders (162) with War Banner (60), light armor (24) and lances (24)
270 Points
4 Warhawk Riders (120) with longbows (24), light armor (16), shields (8) and spears (8)
176 Points
1 Chariot (76) with Scarecrow Banner (50), scythes (20), 2 x extra horses (6), extra crew (13), 3 x shields (2), 3 x bows (9) and 3 x spears (3)
180 Points
1 Chariot (76) with scythes (20), 2 x extra horses (6), extra crew (13), 3 x shields (2), 3 x bows (9) and 3 x spears (3)
130 Points
5 Waywatchers
90 Points
9 Archers (99) with Banner of Sorcery (36)
135 Points
9 Archers
99 Points
5 Archers
55 Points
Subtotal: 1,135 Points
TOTAL: 2,000 Points

Notes:
Movement: The army is very mobile with chariots, warhawks, glade riders. The less mobile units are the archers, waywatchers and the big mage. I expect them to get into a woods and stay there until the battle ends. I have six maneuver elements in this army: Cavalry, two chariots, the general, the mage on horseback with the Gem and the hawks. I think I will be faster than almost anything else.

Shooting: 43 shots per turn, not counting the Hail of Doom arrow. That should be enough to take out chariots and smaller units of hard things, which is what I fear the most. Basically, I want to shoot up anything which is fast enough to impair my ability to maneuver and charge what I want. Naieth is great for me, because Othu the Owl can alternate between the two archer units from turn to turn, giving them rerolls to hit. The warhawk riders will maneuver to make sure the enemy characters stay in their units (the Hail of Doom can be a bad thing for a lone character) and generally prevent march moves and go after war machines if necessary.

Close Combat: The Close Combat phase is where I'm going to win with this army. With four attack elements (two chariots, warhawks and cav). I should be able to crush one end of the enemy line before he kills me with something. I want to kill just enough enemy to make the 500 point margin, then back off and not get hurt anymore.

Magic: This is a defensive magic army, meaning that I never expect to cast spells unless my enemy can't anymore. I will be higher level than the majority of spellcasters (L2 mage with SS and RoP is a popular choice this year) and thus have more ability to mental duel and dispel. Naieth is essential to the magical strategy of the force, since she draws an extra magic card each turn.