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Treefolk Suggestions

 
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karoath
dragonmount



Joined: 28 Aug 2005
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PostPosted: Mon Sep 26, 2005 12:52 pm GMT    Post subject: Treefolk Suggestions Reply with quote

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
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Joined: 26 Jan 2005
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Location: Colorado Springs, Colorado USA "My dice are higher than your dice!"

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PostPosted: Mon Sep 26, 2005 1:09 pm GMT    Post subject: Reply with quote

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 Laughing ), 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. Twisted Evil

Just my .02.
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chuckpint
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Joined: 10 Jan 2005
Posts: 9187
Location: Evanston, IL

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PostPosted: Mon Sep 26, 2005 2:19 pm GMT    Post subject: Reply with quote

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).
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