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karoath dragonmount
Joined: 28 Aug 2005 Posts: 47

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Posted: Mon Sep 26, 2005 12:52 pm GMT Post subject: Treefolk Suggestions |
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| So I played a game with my new treefolk the other day and was soundly defeated. I have some ideas about how to make them work correctly, but wanted to ask if anyone else has ideas about making effective Treefolk armies. It appears to me as though they need to be focused toward very specific tasks. Any ideas? |
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Majiken uncommon Esteemed Author Stockholder
Joined: 26 Jan 2005 Posts: 666 Location: Colorado Springs, Colorado USA "My dice are higher than your dice!"

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Posted: Mon Sep 26, 2005 1:09 pm GMT Post subject: |
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Well, as far as Treefolk go, played right they can be a very effective race. Since my group usually plays purist-style (no racial-mixing), my TF get a lot of play.
I have found them to be really good at melee. They dish out damage fairly well, and for some reason my Counter icon comes up regularly. I always seem to do well with resisting an opponent's maneuevers, but when they try to move on my turn don't roll nearly as well. Must be karma.
I won the World Championship format at Origins with an all-TF army. Not that it was designed especially well (my opponent was Chris, who failed to beat me every game we played ), but when it came to melee rolls they were devestating. Right, Chris? Check out the Oak Lord. I'm not sure (without looking), that there is another 3h unit in the game with two Smites on it. It may only hit for 3, but it comes up a lot.
Great magic is available to them, so make use of it. Most of the games I win with Treefolk are Path to Victory wins, most of the time with a single unit and a whole bunch of TRtM spells on the other army. In a 36h game I usually use around 9-10h of magic units, especially the Eldar Dryad.
I tried building a missile army with TF, and it just didn't work. These guys are made for melee and magic. When mixing them with another race (Stalkers work well), I use them for a little melee, and a lot of magic. The other race is usually melee or missile units.
I'm sure others may disagree with my assessment, but you can ask any member of the CSDDG. When I pull out the Folk, the groans are heard around the room.
Just my .02. _________________ The Maj
Most people are like Slinkies ...
Not really good for anything,
but they still bring a smile to your face when you push them down a flight of stairs. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Mon Sep 26, 2005 2:19 pm GMT Post subject: |
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The one ability that is not well used for Treefolk is their replanting ability. I've used it "move" my an army from the mages to the melee heavy-hitters. Someone's beating on your mages, and suddenly, the mages are out of the DUA and melee units are in their place. Then your second march, you pull the melee units out of the DUA and switch with the rest of your mages. Suddenly your opponent is facing melee heavy units instead of mages. You smack them hard, and then suddenly, you're in control of that terrain instead of the other way around. It's fun when it happens right.
However, I've seen Treefolk get into a stalemate. They can't move the terrain, but the other army can't move them. That's why I like to combine them with Feral. You get gold magic (Transmute Rock to Mud), and blue magic (Wind Walks). _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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