Shawn Gately of BTP fame has proposed the idea of “Power Core” armys. The basic thought is that for 8th edition Warhammer, army's should have the majority of their composition (2000 pts out of 2500) core choices and basic troopers. Like any new idea, we need to play it out plenty of times and respectfully analyze how we think this will work and how it actually plays for varying generals.
Here’s my initial impressions: Mixed feelings.
Armys like Empire, Orcs, Skaven, Beastmen and to a certain extent Lizards, Elves, Bretts, can easily see the benefits of fielding a lot of points of core choices. These armies (in general) lack superior fighting and durability that their elite cousins (including special/rare choices from the same book) dish out. Power core uses the infantry rules to their greatest potential. Hordes can fight in 3 ranks. Also, with step up, slower units get the chance to dish back the hurt and add some causalities on their side for combat resolution. We can shoot in two ranks, doubling shots fired and minimizing frontages; steadfast makes what once used to be mediocre troops actually hold combats with greater potential. Example: Very few “elite” units (say 20 phoenix guard or 20 Warriors of Chaos) would fear negative outcomes for charging into 10 empire halberd state troopers, but increasing their numbers to a horde of 40-50 drastically changes the power that this unit is worth.
Power core is great for cheaper armies because it gives them wiggle room for mistakes. An army of elites can’t risk units as much as say a Skaven or and Orc force. High Elves, Wood Elves, Deamon, and Warriors of Chaos players need to make smart decisions about charging and charging positions against outnumbering armies. One mistake with key units can easily swing into the larger forces favor. (Example: Bloodletters needed to break a unit of orcs and pursuit outside of the arcs of possible flanking forces but because of the avaibility of steadfast, the orcs have a better chance of holding, thus possibly destroying the Bloodletters in combat resolution with flank charges next turn whereas if the same orc player dropped one of his blocks in a sacrifice charge to clear room on the field or simply shave down wounds/redirect a certain unit, the Orcs still have more bodies and units to continue the attack.) Even with lower leadership and random elements like Animosity, having more units than the opponent can be quite the advantage in terms of position and tempo of the game. But like everything in wargaming, there are cons to the pros.
Massed frontage does have its drawbacks. Terrain can cause plenty of issues and causalities (Damn you Blood Forest!) and more inexperienced players may often find their mass of models daunting . “Horde” armies are tricky to deploy and movement can lead to lots of congestion on the battlefield resulting into missed opportunities in the game because of the crowded positioning.
But I want to end my general thoughts on a brighter note. The one really cool thing I see about Power Core builds for Empire, Orcs, and even Warriors of Chaos is the fact that they have units that perform in all phases as core choices. These lists can take archers, cavalry, and differing levels of standard foot infantry at a cheaper rate than special and rare choice units, and being core, there is almost unlimited amount of your build percentage can be dedicated to them. Sadly you are forced to bring at least a Hero level general. What a drag. But having that much flexibility in core choices in key in composing a cohesive fighting force.
On the proposed Wood Elf Power Core Glade Guard: Here it is bluntly. It’s a one trick pony. Gately (the guy who came up with this theory) is using a certain Wood Elf build as the back bone of Power Core. The build is loosely 11 units of 12 archers with Muso along with whatever little goodies you can fit in. WARNING: MATH-HAMMER IS ABOUT TO COMMENCE: That’s 132 shots a turn. That’s a lot of dice. At say, 4+s to hit because of long range, 66 hits against T3 opponents is 33 wounds. Being “generous” I’ll give the pin cushion a 6+ armor save meaning about 27 die a turn. That’s a lot of figs. T4, it only causes 22 wounds with a 6+ armor save kills about 18 or 19 guys. A TURN! That’s like point, click, delete. Of course this isn’t 100% because of dice and game features. Also in favor of the Woodies, units may panic and run off the board after taking friends with them, a game feature which is not indicated by the strict causality equation.
But all an opponent has to do is run up 1 or 2 successful charges with something fast to start chomping away at T3 meat puppets. And you thought cavalry was dead. The WEPC build probably excels in missions like 2 and 3. Because of how most of the units are completely identical, there is less pressure put on deployment order in the line and I’m sure the most inexperienced player that just started yesterday can figure out why a fast gun line that can move and shoot without penalty would love playing with the space in between the starting lines AND the space behind for the elves to retreat. In missions like 4, 5, and 6, Gately’s should really struggle against any balanced force from any army. Because of the lack of standards, to win mission 4, all anyone has to do is pit enough power to murder the Wood elf general. Warmachines and Death magic will ruin the wood elf army in mission 4. Mission 5 is very tricky because of the deployment possibilities. Most armies will want to deploy on the starting line and close in as soon as possible. Taking 3 turns of full shooting will ruin anybodies day, but pushing strong flanks will usually help close in on the elves. And in terms of mission six, because wood elves are a lot more fragile, taking them from the buildings shouldn’t be as tough as other units, but on the same note, they will shoot up the building with the enemy in it, demolishing anything that was garrisoning the building. This game is all about timing, having the right units in place to occupy the building turn 6.
Most builds have multiple answers to attack the line quickly. Because the Wood Elf Power Core build is not meant for melee, choosing successful combat match-ups shouldn’t be too much of a problem. It might take a flyer sac or losing a redirecting unit or two of light cav, but once archer line is hit, the WEPC are taking causalities, panic checks, and fewer shots fired next turn because of held combats. Remember: Friendly units in combat cannot get shot at by the remaining archers so get into combat quickly!
Here’s the list I came up with using the Power Core Theme. I kept in the 11 units of 12 archers and added two characters and two units of Treekin. Note here: 11 units of Glade Guard is a lot of points: 1650/2500 or 66%. But that is still not a whopping 2000 pts of pure core troops. Spellweaver has Hail of Doom and lore of Life to boost up the elves in toughness keeping the units in danger a lot more durable. T5 elves ruin your day. Spellsinger is to combat the oncoming forces use of terrain. The opposing force will take any cover possible to get the neg 1 or neg 2 to shooting. Because they can move forests up to 4 inches, that canhelp negate any modifiers fast cavalry or upcoming forces were taking advantage of in their positioning. Magic is before shooting meaning the Wood elf player doesn’t have to anticipate or predict their opponent’s movements. They can just take the cover right from under them before they start shooting. Treekin are tough. Really tough. I would use them to block the hardest hitting units. The wood elves would probably save them last for alternating deployment to best place the Treekin to intercept on coming pain and to keep the archers alvive and kicking for turns to come. Dryads might have worked just as well as the treekin. They are tougher than elves, cheaper than Treekin, and have more flexibility in the movement phase because of the Skirmisher special rule.
2500 Pts - Wood Elves Roster
Spellweaver (13#, 455 pts)
1 Spellweaver @ 305 pts (General; Level 4 Upgrade; Hand Weapon; Longbow; Lifebloom)
1 The Hunter's Talon
1 Earthing Rod
1 Ironcurse Icon
1 Lifebloom
1 0. Earth Blood
1 1. Awakening of the Wood
1 2. Flesh to Stone
1 3. Throne of Vines
1 4. Sheild of Thorns
1 5. Regrowth
1 6. The Dweller's Below
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Spellsinger (1#, 155 pts)
1 Spellsinger @ 155 pts (Level 2 Upgrade; Hand Weapon; Longbow)
1 Hail of Doom Arrow
1 1. Tree Singing
1 2. Fury of the Forest
1 3. The Hidden Path
1 4. The Twilight Host
1 5. Ariel's Blessing
1 6. The Call of the Hunt
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Glade Guard (12#, 150 pts)
12 Glade Guard @ 150 pts (Musician Mus; Hand Weapon; Longbow)
Tree Kin (3#, 195 pts)
3 Tree Kin @ 195 pts (Causes Fear; Flammable; Scaly Skin)
Tree Kin (3#, 195 pts)
3 Tree Kin @ 195 pts (Causes Fear; Flammable; Scaly Skin)
Validation Report:
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Wood Elf Army
Roster satisfies all enforced validation rules
Total Roster Cost: 2500
I’ll admit I am not a wood elf player. But I am a regular patron to the Gods of Chaos. This is the list I wrote SPECIFICALLY to annihilate the WEPC list that I came up with. Normally, I wouldnt bring along something this extreme (but it might be fun) to a tournament or even a pick up game. 5 units of Marauder horsemen aren’t necessarily a real problem for the glade guards 1 gazillion shots, but incorporating terrain features and threatening sooner charges makes them a target priority. Even if all 5 Horsemen units die, it allows the rest of my army to waltz up with less possible harm thanks to the distractions. I also field 3 units of Chaos knights, which basically double the speed of chaos warriors (again, trying to get into combats sooner to limit the power of the opposing force.) 1 Unit has the mark of Tzeench given the Blasted Standard which gives the unit a 5+ ward save from shooting and magical missles. Tzeenchs betters your ward save by 1, meaning those knights have 1+ armor followed by 4+ ward. The other knights, like the rest of the army are mark of Nurgle, meaning even at close range the archers are only hitting on 4+. Then theres the 55 chaos warriors with shield and Nurgle. If the whole glade guard force focused on just the warriors, they kill 30 in 6 turns (assuming long range hence S3). Because the knights were very expensive, I decided to drop a lot of special characters or magic users and just play a very aggressive and durable force to go straight up the guts. The general is on a disc so if he sees an excellent chance to snipe out a character or hit an unsuspecting unit, he has more flexibility. But, since he can't join units, He will most likely die from the archers.
2500 Pts - Warriors of Chaos Roster
Exalted Hero (2#, 180 pts)
1 Exalted Hero of Tzeentch @ 180 pts (General; Mark of Tzeentch; Hand Weapon; Chaos Armor)
1 Disc of Tzeentch (Flaming Attacks; Causes Fear; Flyer)
1 Sword of Strife
Marauder Horsemen (5#, 95 pts)
5 Marauder Horsemen of Nurgle @ 95 pts (Mark of Nurgle; Hand Weapon; Fast Cavalry)
5 Warhorse
Marauder Horsemen (5#, 95 pts)
5 Marauder Horsemen of Nurgle @ 95 pts (Mark of Nurgle; Hand Weapon; Fast Cavalry)
5 Warhorse
Marauder Horsemen (5#, 95 pts)
5 Marauder Horsemen of Nurgle @ 95 pts (Mark of Nurgle; Hand Weapon; Fast Cavalry)
5 Warhorse
Marauder Horsemen (5#, 95 pts)
5 Marauder Horsemen of Nurgle @ 95 pts (Mark of Nurgle; Hand Weapon; Fast Cavalry)
5 Warhorse
Marauder Horsemen (5#, 95 pts)
5 Marauder Horsemen of Nurgle @ 95 pts (Mark of Nurgle; Hand Weapon; Fast Cavalry)
5 Warhorse
Chaos Knights (5#, 300 pts)
5 Chaos Knights of Nurgle @ 300 pts (Mark of Nurgle; Standard Bearer Std; Barding; Hand Weapon; Chaos Armor; Shield; Causes Fear)
1 Ranger's Standard
5 Chaos Steed
Chaos Knights (5#, 265 pts)
5 Chaos Knights of Nurgle @ 265 pts (Mark of Nurgle; Standard Bearer Std; Barding; Hand Weapon; Chaos Armor; Shield; Causes Fear)
1 Banner of Swiftness
5 Chaos Steed
Chaos Knights (5#, 280 pts)
5 Chaos Knights of Tzeentch @ 280 pts (Mark of Tzeentch; Standard Bearer Std; Barding; Hand Weapon; Chaos Armor; Shield; Causes Fear)
1 Blasted Standard
5 Chaos Steed
Chaos Warriors (20#, 380 pts)
19 Chaos Warriors of Nurgle @ 380 pts (Mark of Nurgle; Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
1 Champion of Nurgle (Mark of Nurgle; Hand Weapon; Chaos Armor; Shield)
Chaos Warriors (20#, 338 pts)
20 Chaos Warriors @ 338 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
Chaos Warriors (15#, 282 pts)
15 Chaos Warriors of Nurgle @ 282 pts (Mark of Nurgle; Standard Bearer Std; Hand Weapon; Chaos Armor; Shield)
Validation Report:
Army Subtype: Chaos Army; Edition: 8th Edition; Game Type: Normal Game
Roster satisfies all enforced validation rules
Total Roster Cost: 2500
Now, this is not saying that the WEPC army is useless. It has weaknesses, but if it is played correctly, it will definitely be a contending force for both casual and tournament environments. Many cunning generals will be able to really maximize the movement and shooting without penalty along with tree singing. The list is really effective when it can pick the important targets to demolish and set up the line to be the most effective in the shooting and phase that still doesn’t necessarily allow for an easy mop up when the enemy finally does make contact. I wouldn’t be surprised if seasoned wood elf players can continue to run away and avoid charges whilst shooting just as effectively. Many people may also be caught off guard in a tournament because of the sheer uniqueness of the build.
Simply put: power core isn’t for every play style or army. It maybe shouldn’t ever be used in the extreme case of 2000/2500 pts. What is for sure is that basic troopers have an upper hand in the game now. We do need to start fielding more basic troopers instead of relying on 1 or 2 super units to win games for us. Also, as a community, the exploration of army writing is a blessing. We no longer have slots. The percentage system really gives more flexibility than limitations for the most part and we need to explore all sorts of different avenues when it comes to army composition. Also, if you enjoy playing “weaker” armies or lists, go for it. It will make you a better general if you have to consider more weaknesses than strengths during your gaming. This wood elf list might at first glance seem all powerful or complete garbage depending on play style and demographics, but it’s up to the commanding player as to actually how effective it will be. I personally can’t wait to see these two armies in action (give me 2 weeks or so to get the game in. Who knows, maybe a video battle report?) I will be tickled pink if my list of ultimate wood elf archer destruction is completely slain by the Woodies.
Bandemer
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