Matched play in mind 2.5k

So with the matched play guide pushing armies to run large-ish units of infantry I have rebuilt my list both to help counter that, and to better make use of our own infantry. Battle plan is after the list.

Infantry Matters [2494 pts]

Warhammer: The Old World, Wood Elf Realms, Open War

Characters [745 pts]

  • Glade Lord [353 pts] -# (Hand weapon, Light armour, Shield, Asrai longbow, Swiftshiver Shards, General, Great Stag, Ogre Blade, Orion's Favour, An Annoyance of Netlings, A Befuddlement of Mischiefs, Aspect of the Bear)
  • Spellweaver [239 pts] -# (Hand weapon, Wizard [Level 4 Wizard], Elven Steed, Oaken Stave, Elementalism)
  • Glade Captain [153 pts] -# (Hand weapon, Light armour, Shield, Asrai longbow, Swiftshiver Shards, Battle Standard Bearer, On foot, Ariel's Favour, Eternal Kindred)

Core Units [1427 pts]

  • 5 Glade Guard [76 pts] -# (Hand weapon, Asrai longbows, Fire & Flee, Arcane Bodkins, Musician)
  • 5 Glade Guard [76 pts] -# (Hand weapon, Asrai longbows, Fire & Flee, Arcane Bodkins, Musician)
  • 12 Deepwood Scouts [186 pts] -# (Hand weapon, Asrai longbows, Arcane Bodkins, Musician)
  • 12 Deepwood Scouts [186 pts] -# (Hand weapon, Asrai longbows, Arcane Bodkins, Musician)
  • 19 Eternal Guard [281 pts] -# (Hand weapon, Asrai spears, Light armour, Shields, Eternal Warden (champion), Standard bearer, Musician)
  • 15 Dryads [195 pts] -# (Hand weapon, Light armour (Sapwood flesh))
  • 15 Dryads [195 pts] -# (Hand weapon, Light armour (Sapwood flesh))
  • 6 Glade Riders [126 pts] -# (Hand weapon, Cavalry spears, Asrai longbows, Reserve Move, Trueflight Arrows, Musician)
  • 5 Glade Riders [106 pts] -# (Hand weapon, Cavalry spears, Asrai longbows, Reserve Move, Trueflight Arrows, Musician)

Special Units [322 pts]

  • 5 Wild Riders [161 pts] -# (Hand weapon, Hunting spear, Light armour, Shields, Wild Hunter, Standard bearer, Musician)
  • 5 Wild Riders [161 pts] -# (Hand weapon, Hunting spear, Light armour, Shields, Wild Hunter, Standard bearer, Musician)

BSB goes with Eternal Guard, gives them the magic resistance and makes them slightly more killy with the re-rolls. Lord goes with one unit of wild rider, making them one of the most terrfiying balls of death I can imagine. Spellweaver goes with the smaller unit of Glade riders, gaining the benefit of reserve move to allow for casting spells and then dropping back in to a position where oaken stave is still online.

Dryads, Scouts and EG all can score objectives, with EG being the most capable of holding a contested objective. Dryads and Scouts can be situationally changed to open order formation instead of skirmish in order to benefit from more combat res on the dryads, or to have more accurate shooting from the scouts (stupid guys still can't get out of eachothers way). Glade riders act as a screen for my Wild riders to prevent them from being led around the board all day by frenzy, while simultaneously giving some harassing fire to soften things up before the wild riders start going ape. The two small units of glade guard will simply pump out their 5 shots in to the most reasonable targets, and probably be boring most of the game.

C&C is appreciated.

Posted Jul 8, 2025, 4:45 PM UTC

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