Warhammer Army Project/Wood Elves
- 1 Wood Elves: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play WAP Wood Elves
- 3 Special rules
- 4 Equipment
- 5 The Lore of Athel Loren
- 6 Unit Analysis
- 7 Regiments of Renown
- 8 Tacticss
- 9 External Links
Wood Elves: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the units, nations, and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead.
Why Play WAP Wood Elves
- Archery is your bread and butter
- You are freakishly fast
- You are fragile, and unlike the other elves you lack plating to protect your men
- Elven Grace: With universal Elven ASF gone, there needed to be a bonus for your elves' freaky high Initiative. This makes your elves get a 6++ parry save when facing units with lower Initiative.
- Blessings of the Ancients: +1 to casting when in a forest
- Forest Spirit: Your tree-folk have Fear, Forest Strider, Magical Attacks, Immune (Psychology), and a 6++ ward save. You can't have elves join your treefolk and your trees can't join elves.
- Asrai Archery: Your elves don't suffer -1 for moving and shooting.
- Forest Strider: In case you haven't noticed, your entire army does this. This is how you can walk through forests without issue.
- Asrai Longbow: Armour piercing longbows. Some models with these bows can also grab enchanted arrows.
Being that your army focuses a lot on archery, it's only fair that you have units able to buy special magical arrows.
- Arcane Bodkins: Your arrows are now Armour Piercing (2), just to mock heavy armour even harder.
- Hagbane Tips: Poisoned Attacks, which might give you a bit of an edge against armies of equal Toughness.
- Starfire Shafts: Enemies that test for panic because of these arrows are forced to re-roll a successful check.
- Swiftshiver Shards: These are for massed fire units. They'll allow you to fire multiple shots when on the move, but that's at the base penalty. If you stand still and fire multiple shots, your arrows remove the penalty for multiple shots.
- Trueflight Arrows: Your arrows ignore cover. Your walls are meaningless now.
Spites of Athel Loren
Yep, they've returned. These let tree-people tack on special rules in the way most pick up magic items.
- A Blight of Terrors: Terror for your trees since they usually lack it.
- A Cluster of Radiants: Branchwraiths and Treeman Ancients Only. Adds a bonus dispel die to the dispel pool.
- An Annoyance of Nettlings: -1 to hit the bearer for only 20 points? That's a deal.
- A Muster of Malevolents: Gives d6 poisoned magical S2 attacks with Quick to Fire. Pretty much gives branchwraiths their form of quick shooting.
- A Pageant of Shrikes: Gives an S4 magical shooting attack with sniper and slow to fire. What you'll be using to kill mages.
- A Befuddlement of Mischiefs: A bound PL3 Magic Missile that lets you force an enemy to act as if they failed stupidity, though this fails against those Immune to Psychology.
- A Befoulment of Despairs: A bound PL3 Direct Damage that forces monsters or characters to test Ld or eat d3 save-ignoring hits. The former tends to have poor Leadership, so save it for them.
- A Resplendence of Lumimescents: 15 points for Magical Attacks? Really? Well, it's for the treeperson and any unit they join, making that branchwraith make her dryads scary.
- A Murder of Spites: Adds d6 poisoned magical S2 attacks, which might be handy for whittling away wounds.
Heirlooms of Athel Loren
- The Spirit Sword: 70 points for ignoring armour saves (as if Wood Elves didn't punch through it enough already), and if you cause an unsaved wound on a character/champion/monster, you and your foe both take a leadership test. For each point you beat your opponent by, it causes a wound. If you lose the test nothing happens. I guess it is neat and will kill monsters like hell, but this weapon is overpriced and relies on you hitting/wounding your target. Rely on the rulebook's magic items instead.
- Daith's Reaper: This weapon would be amazing for almost any race but Wood Elves. For 50pts you can re-roll to hit and to wound and force your opponent to re-roll successful armour saves. With the loss of ASF everywhere, this sword goes from useless on your heroes to just being overpriced since Wards still nerf it.
- The Bow of Loren: For 20 points you get a bow that fires a number of shots equal to your character's attacks +1. You can use it on the Waystalker to get 2, armour ignoring, sniping shots or on the Glade Lord to fire 5 bs7 shots. Note that these are Multiple Shots (so -1 to hit and can't stack with Waystalker multiple shots and won't get any bonus from extra hand weapon). The best that can be said about this bow is that it is properly priced.
- Helm of the Hunt: For 20 points you can grab a 6+ save, Devastating Charge, Frenzy, and Forest Spirit. This might allow you to join the wearer with legit Wild Riders or with treepeople, but that's all you get.
- The Rhymer's Harp: Grants a 5++ Ward and Strider to the bearer, the mount, and any unit they join. That sounds neat, but...75 points? Fucking really?
- Calaingor's Stave: With Tree Singing now in its own lore, what does this thing do? Well, it lets you re-roll the distance your forest moves or the damage it inflicts when using Tree Singing. All right, that might make the spell useful, especially now at 15 points.
- Moonstone of the Hidden Ways: This item's potential power is immense, while it's actual usefulness is varied. For 35 points you can teleport your unit at the end of a movement phase, from one forest to another. The only restriction on what can be teleported is whether it can fit wholly inside the forest. The "forest walking" unit can't be placed in another forest that is too small and counts as having marched. While interesting, this item makes you a sitting duck for 1 turn and either relies on the luck of the terrain deployment table or how quickly you can get Madrigal of Meeting to cast. Leave it to the Tree Revenants.
- Hail of Doom Arrow: Still out of reach of Waystalkers, still sends a fucking frenzy of arrows, but now without armour piercing. Say goodbye to hordes.
- The Banner of the Eternal Queen: For about the cost of the Banner of the World Dragon, this banner provides Magic Resistance 3 and for 1 turn the ability to be unbreakable. No thanks.
- The Banner of the Hunter King: Another banner which gives to it's unit vanguard and allows you to re-roll the unit's first failed charge of the game for 30 pts. Dwarfs get these rules for 35pts and 15pts respectively.
The Lore of Athel Loren
Lore Attribute: Verdurous Harmony: Whenever you cast an augment spell on an friendly unit, they can recover one wound/model.
- Signature: Tree Singing: You're pretty familiar with this as something else: Calaingor's Stave. While it's still the same as before and can't benefit from the Lore Attribute, the only benefit this spell has is its casting value being reduced to a 6+ (12+ for augment). It's still highly situational and unless you also got Drycha's trickery or Tree Revenants, its use is very suspect.
- Fury of the Forest: Fires d6 S4 hits on an enemy, doubled to 2d6 when the enemy's within 6" of a forest.
- The Twilight Host: Makes an allied unit cause Fear/Terror and counts as double the unit strength for outnumbering and steadfast. Combined with the Lore Attribute, this can turn around a losing fight or make you dominate a deadlock.
- The Hidden Path: Grants a unit Ethereal until they end up in a fight.
- Madrigal of Meeting: Summons one mysterious forest within 24". Acorn of Ages, meet your match.
- Ariel's Blessing: Grants a unit a 4+ Regen, which when combined with the rezzed unit lets you laugh off attacks...until some dickhole decides to set their swords on fire.
- Call of the Hunt: Either grants a unit a bonus attack (mounts excluded) or throws a unit 2d6" forward with random movement.
Lords & Heroes
- Orion, the King in the Wood: Anyone who remembers him remembers how friggin' powerful he is, but also how costly he is. Fortunately, he's made it through fairly intact with the only changes being turned into Monstrous Infantry with -1S compared to before and his Horn of the Wild Hunt being single-use while granting a massive 18" aura for his effects. In addition, he renders all Wild Riders core when taken as General, which is oddly fitting in a thematic sort of way.
- Ariel, the Mage Queen of Loren: For someone who's a half of a god, she's quite the package. She's the requisite Loremaster of Athel Loren who's essentially a Spellweaver+1 before adding the other things. And a single attack. One pitiful S4 armour-ignoring hit...spread around everyone in b2b. Anyone charging her goes through difficult terrain and anyone pursuing rolls 3d6" dropping the best. She has the Acorn of Ages for a surprise forest. Then you get to the magic stuff, which is where her oomph is. On top of being a L4 Loremaster, she has Magic Resistance (2), the ability to re-roll dispels and the chance to rob an enemy of a wizard level and the spell they tried if you dispelled it (though subject to a Ld check). In all, make sure she's always casting, but don't feel too guilty to have her hold a round before running.
- Araloth, Lord of Talsyn: Remains the troubled soul he was before. 260pts for a 4++, stubborn, unbreakable on his own (don't let him go on his own EVER), Glade Lord with a 6+ armour, armed with...a regular Spear, and who comes with a bird. At least 60pts overpriced. The bird is a free S4 hit on one model within 18", and functions like a weird Killing Blow that causes blindness instead of death (robbing the enemy of Weapon Skill, Ballistics Skill, AND Initiative, which is a big step up from 8E).
- Thalandor Doomstar, Lord of Argwylon: A Glade Lord riding a hawk. He has a -1 to hit him with missiles and his spear provides a 5++ parry at all times, which makes him incredible when facing weaker armies.
- Durthu Oakheart: Everyone's favorite racist tree is back with some serious reworks. While maintaining his Ancient statline and casting, his weapons are all changed. For starters, he has d6 additional S2 attacks that can give a slight penalty to hit him in melee while also weakening their armour enough for him to mock anything that crosses him. His sword, while still a hand weapon, lets him re-roll to hit every turn with perpetual hatred while making his frenzy endless. As always, Wyssan's Wildform or Savage Beast of Horrors is all you need from him.
- Drycha: She became way more fragile this time around. Since she's now docked to only TWO WOUNDS with Fanatical Resolve only granting her +1 attack for losing a wound, she's going to be way less likely to fight without a pack of dryads or treekin by her side, Dryad Aspects or not. Fortunately, her lores have changed to being able to use Life or Athel Loren Lores, letting her at least recover if need be.
- Naestra & Arahan, Sisters of Twilight: You don't take them to win, you take them to troll. For 275 points you get the pair on the back of Gwindalor the Great Eagle and for a few 220 more can have them ride the forest dragon Ceithin-Har. Why you ever would take them on a dragon is a mystery since the eagle allows them to re-roll failed to hits and the dragon can only charge if they pass Leadership (Not a big issue, but inconvenient when it triggers). Their Dragon is 80pts cheaper than the glade lord's since Gwindalor is clearly 80pts. They have the Asrai Archery, Forest Strider, Conjoined Destiny, and Sisters of Twilight special rules. The Conjoined Destiny rule means that they must always stay together if their mount dies and that if one of them dies then she is revived at the end of her phase with all of her wounds, while the Sisters of Twilight makes Naestra gain a +1 to wound forces of destruction units in combat and Arahan gain a +1 to wound forces of order in combat. They also have 2 special bows. Naestra has a str 5 d6 wound long bow which gives her mount a wound back if she wounds with it and Arahan has a bow which fires 2d6 str 1 poisoned shots. Between them have, they have good shooting and survival thanks to their previous rules and weapons and stats: M5, WS 6, BS 6, str 4, t 3, w2, 3 attacks, i7 and Ld9. These compete badly with the waystalker, lvl 1 spellsinger and BSB in the Heroes section though, so chose wisely. Pity you can't take these gals on foot though...
- Naieth the Prophetess: High Seer of Athel Loren. She's as Spellsinger with a free power die each magic phase. Her other trick is an owl that sits upon any standard bearer (but can't stay on them for longer than a turn) and lets the unit re-roll 1s to hit with missiles. While Ariel is just jam-packed with things to do, Naieth is purely a support hero, so do keep her out of combat.
- Lothlann the Brave: His defining tool is the Battle Standard of Athel Loren, letting him be the BSB and allowing any unit within 12" of him to dispel on a 5+.
- Scarloc: A legendary Deepwood Scout. His sword gives him Piercing 1 and ASF, making him an asset while his longbow lets him re-roll to hit with a chance of hitting him if he fails again.
- Skaw the Falconer: He's back and crazier than ever. Unlike Araloth's single bird, he possesses a flock of them that always hit on a 2+ and deliver three S3 hits each at range and provide three S3 hits at WS4 in cc. While not very well armoured in combat with a cloak with 6++ ward (though it's fucking heavy armour against missiles), his weapon gives him ASF and adds +1 strength for the first turn of combat - if he hits, he robs the enemy of an attack.
- Gruarth the Beastmaster: In case you needed more support for alters, you get a named hero for them. He's joined by a pair of wolves whom can move away from him if you want (though they're always within 12" of Gruarth). Gruarth himself has light armour that becomes medium armour when shot by missiles and has a pair of bolas with Piercing 1, Multishot (2), and Sniper that he can use to trap an enemy from escaping from the puppers or to rip the wizard from a meddlesome bodyguard unit.
- Glade Lord: Generic combat lord, reasonably fighty but you'll pale in comparison to most other Lords. (Basically, he is identical to Asur Prince or Druchii Dreadlord, but the army's style and racial items work against making him a similar meatgrinder) He can be kitted out in a variety of ways to be more fighty and can be given magic arrows which is a plus, he also dishes out an LD10 bubble. He also got an extra point of BS, probably to compensate for the loss of free moving and shooting. Should not be your first Lord choice, but is by far not the worst. One popular choice is to give him Daith's Reaper and the Armour of Destiny for a stabtastic warboss.
- Spellweaver: This should be your first Lord choice. Level 4 at 220 points now, a variety of magic items to make her better, the only character who can take the Acorn of Eternity (technically, the Glade Lord can take it too, but naked combat lord suffers much more than naked wizard lord). If you want a Lord choice, this is the one you should go for in (almost) every situation.
- Treeman Ancient: While Treemen are alright, Treemen Ancients fail for many reasons. First off, they're 255 points, are lvl 1 life/athel loren wizards only (who can only upgrade to level 2) have a flammable 3+/6++, can tree whack and have the kind of melee stats that make cherubs cry. WS4, S5, A3, I2. I guess old age shows? The best thing that can be said about them is probably that they are large targets with Ld 10. Actually, against anything that hasn't got a particularly threatening shooting phase, the ancient will be basically immortal unless they exploit fire. 3+, 6 wounds, 6T and lore of life means that light shooting will be almost useless against it, and even bolt throwers will struggle to down him. Fortunately
- Branchwraith: The Branchwraith is fairly effective (WS6, S4, T4, I7, A3, 6+ Ward), but got a price raise and now has to pay to be a level 1 Life/Athel Loren wizard. She's a cheap way of beefing up a Treekin or Dryad unit and can give one such unit a means to shoot with spites. It is also of note that if you're taking the Lore of Beasts for your casters, and you're running a Branchwraith, you can use 2 of the spells to buff her up to insane levels.
- Glade Captain: This is the generic combat and battle standard bearer character for wood elves. And actually comparing him to other non-elf race's characters he isn't too bad. He can't buy anything armour-wise better than a shield and light armour but then he is a wood elf and he does have some decent combat stats and a bow to make up for it. Overall, while not having as much access to armour as the Dark Elf Master, this hero is a decent battle standard bearer, especially if you spend a few points to make him tougher. Consider adding a dragon helm, helm of the hunt or any cheap magic armour to make him less squishy. Keep in mind, that most Wood Elf lists are quite mobile (if not outright full-cavalry) and have good Ld, so BSB might not be the best investment.
- Shadow Dancer: Your Wardancer character. Worth consideration. For 100pts you get a ws8 s4 I8 a4 (two hand weapons) combat character, with the amazing new wardancer dances. You have a 25 points magic weapon/item allowance and for 60pts become a lore of shadow wizard. Sadly she doesn't have a way of moving any more quickly, without switching her across the battlefield with lore of shadows lore attribute and also doesn't have a better save than a 6++, unless you use one of the dances to give you a 3++ for 1 turn. Hit hard, hit fast.
- Note: For those enterprising gentle...elves, a Shadow Dancer can be used as a pretty nifty rank breaker for a close combat army. Use the Dance of the Woven Mist to rob a horde of their rank bonus and watch them lose instantly.
- NEVER put her into Wardancer unit, their dances do not stack. Put her with Eternal Guard or, better, with Dryads - her attacks and dances will help them overcome their downsides.
- Good items to give her are Glittering Scales (most core will hit her on 6+, with most elites hitting on 5+), Bow of Loren (making her pretty shooty) or Helm of the Hunt (making her RAPE things on the charge).
- Arguably, making her a level 1 wizard is a pretty bad choice, as you can no longer take magical armor. This leaves you with 25 points to either make her your walking dispell scroll slot or give her the Bow of Loren. Also, as she is only a level 1, you get one spell, and there is no grantee you can actually get it off (On the other side, give her Mystifying Miasma and watch a unit of Chosen get slaughtered at M1 by your archers with starfire arrows). Unless you are really in need of saving points, you are probably better off buying a Level 2 Spellsinger if you want the Lore of Shadow.
- Spellsinger: One word. Amazing, when compared to the old wizards. Five points cheaper than the high elf equivalent, +35 for a level 2, and 5 points for a bow. Now has access to Beasts, Life, Light, Heavens, Shadow, or Athel Loren.
- WayStalker: Is a hero version of the Waywatchers. Just think of this guy as the replacement for the waywatcher kindred hero (sadly there is no replacement for the alter kindred). He has bs 7, a bow and a 25pts weapons allowance. Bow of Loren is an option that allows you to fire 2 ignores armour shots which can also be combined with the Savage Beast of Horos from the Beasts lore to grant 5 ignores armour sniper shots that do suffer from multiple shots penalty (though with BS7, will you care?). An interesting combo if you're going to be running with the beasts lore. The guy is dirt cheap, only 115 points with the bow of loren, 90 without.
- Elven Steed: You know it, you love it. M9 Forest Strider, 20pts for lords, half that for heroes, and allows you to keep pace with all your cavalry. Take it for your mages to hide with your cavalry.
- Forest Dragon: It's a Dragon, what do you want? Considering that this funky-looking dude with wings is a green, environmental-friendly lizard who smokes faeries, makes others stupefied and dumb when they inhale (presumably from forcing the enemy to second hand smoke whatever herbs the elves use to mellow out the dragon), and is a beast when he thinks you're going after his stash, he's actually just that little bit better than most Dragons. Also, there's only one poser who's cool enough to hang with him, and that's the Glade Lord (who, if you don't kit out for combat, really is a poser; the GL has same statline like Prince and Dreadlord, and his dragon is tiny bit stronger than Black/Moon Dragon for same points, so it's not a much worse investment than any other Elf Lord of Dragon. Plus, Helm of the Hunt). Still, if you are running MSU, a dragon equal a giant target with "SHOOT ME!" written all over it in dwarfen runes.
- Great Eagle: Worth taking to make your models more mobile for 50 pts. I wouldn't take it on every hero but on a lvl 1 mage without the scroll or the bsb it should be worth some consideration.
- Great Stag: Really, why aren't you taking it? Better stats than it's closest cousin (IE the Eagle), you can still join units, you get a monstrous mount. One of the better mounts. [The reason not to take it, is that you don't get look-out-sir when joining units (because no units you can join are MC)]
- Unicorn: Unicorns are weird. They seem to be designed to deliver a Hero/Lord directly into combat, but it's only available to Casters and all it really does for them is make them a tiny bit more durable. A mage on a unicorn may be able to scare away some chaff. It gives you movement 10 and still can skewer some models but is outshone by the elven steed easily. Magic Resistance (2) may seem nice, but it is better to just put your mounted wizard with Sisters of the Thorn and give them Lichebone Pennant.
- Great Eagle: In the event that you wanted a flying cavalry HQ, you can take a bird. While a poor choice for the High Elves due to their predilection towards melee, your heroes are archers, and thus you can hide with your warhawks and pepper things to death.
- Glade Guard: Your basic cut-rate Wood Elves.
- Deepwood Scouts: Don't let their fancy new name fool you. These are the Glade Scouts of the past, simply moved and renamed. For 1 point more than a Glade Guard, they gain scout and skirmish and still keep the option to buy magic arrows. They can also buy a full command interestingly and can be taken in units as small as 5. Whenever you feel the urge to buy glade guard that don't contribute to your core allowance, choose Deepwood scouts instead. If anything they are one less unit you have to deploy at the start of a game before the roll-off thanks to scout. As a side note; 12 of these armed with Hagbane will kill a Warmachine each turn, on average, without a modifier.
- Dryad: While retaining their statline and now dropping to T3 for an insane I7, Dryads share a property with the Alters in that they can shapeshift each turn for a new non-consecutive benefit (+1 Attack, +1 Toughness, or -1 to hit them), allowing them to at least attempt to grasp the vestiges of greatness they were.
- Eternal Guard: 11 points WS 5 armour piercing, stubborn spearelves. They can also buy shields too and have a medium armour. And those spears? They can be replaced with special two-handers with a free attack that add S+1 and a free attack when a non-infantry unit charges their front. Don't get me wrong, their save will be laughed at by every army out there, (apart from beastmen) but for wood elves, it's respectable. At first glance their cost - 250 points for 20 of them with shields and a full command squad and 360 for a horde - is a high one, but comparing them to other spearelves, for measly 3 points they gain Stubborn, Armor Piercing, +1WS and +1LD, making them an incredible anchor - almost unbreakable when within BSB range. Also, you don't take them in such big units - small units (10-15) can hold off pretty long even against elites. Many people don't like them, since these generally do not fit in with the traditional Wood Elves' Hit and Run or Run and Shoot style of play. Also, they are incredible in the now-viable melee Wood Elf lists and are one of the better places to hide your wizards. Also so durable because of ws5 If you don't kill all of them then you'll have to face them again.
- Glade Rider Out of all the core choices, this is perhaps the only unit which has been priced correctly. For 19pts you get m9 fast cavalry with an Asrai Longbow and Spear, who can take the magic arrows. They can also take a magic banner worth up to 25pts which is neat (I would recommend Gleaming Pennant - cheap and nice for fast cavalry). Generally you will want to take these in multiple small units that can come up behind the opponents and cause havoc. In a pinch they also make good warmachine hunters. A downside of this unit is that you cannot depend on them to act early in the game, since they can only move onto the board from turn 2 onward. If you have a treeman that you don't want to get hit by artillery that could kill him in one phase, you may not want to use these guys as warmachine hunters. However, it can be incredibly fun in friendly games and is inevitable in full cavalry lists.
- Alter: A new band of wood elves who become were-beasts. Each turn lets them shapeshift into a new form (Bear for more deadly attacks, Wolf for super-fast Swiftstride and Devastating Charge, Stag for super-fast Swiftstride and S4 Impact Hits, Boar for S5 attacks on the charge) so long as it's non-consecutive.
- Meadow Chariot: Just like the rest of your army, it's super flimsy but hella fast and adept at peppering the enemy with arrows.
- Spite Revenant: The Tree Revenants at least have a constant use with their teleportation. These guys lack even that. They force anyone within 6" of a forest they inhabit to roll 3d6 and drop the lowest, which would be useful except in places where no forests exist.
- Sylvan Hunters: These guys are like treekin, but trade out 1 toughness for the ability to use weapons, of note being their S5 volley longbows. If you wanted more of a screen, you can bunker them down during any movement phase, robbing them of movement but making them hide in heavy cover.
- Tree Kin: Treekin are the younger brother of Treemen and not the force they once were. With the unit size limit removed, treekin can now be taken in hordes and with a 20 point reduction, they won't eat up as much of your points. Compared to an O&G troll for the same price, treekin suffer from a distinct lack of S5(that the troll has), but they also benefit from a distinct lack of stupidity(that the troll has). Overall treekin are evenly matched with river and stone trolls as they should be for the same point cost. They are the best of the forest spirits the wood elves have to offer but still are no longer a must-take. For 45 points you get S4, T5, 3 wounds, 3 attacks, Stomp, 4+ armor, 6++ Ward, and flammable. Beware they are vulnerable to Great Weapons, fire and high volumes of S4 attacks and have trouble overcoming large amounts of static combat res, so be careful to not send them into battles they can't win.
- Additional Thought: Proper use of these guys is against large S3 units (Spearelves of all flavors, Clanrats, Empire Spearmen, Skeletons...the list goes on). Your archers won't be able to bring the unit down to size very effectively, and most of your CC units will just bounce off, but Treekin have enough attacks (2 ranks have 18 attacks) and high enough toughness to grind them into powder. It's a niche, but it's one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success.
- Tree Revenant: The first of the AoS lineup, these guys are essentially Dryads with only I5, but their ability to teleport to any forest during the Remaining Moves sub-phase gives them a worthwhile recommendation as emergency kamikaze units.
- War Dancer: Wardancers are still a reasonably good unit let down by a few flaws and a fairly high cost of entry. They cost 15 points a pop and with T3 and a 6+ Ward, they're still about as hard as tissue paper, but that's par for the course with Wood Elves and Skirmishers in general. They no longer gain +1 S on the charge and have 3 new dances. The first gives you armor piercing and killing blow, second one gives you +1 attack, another gives you a 3++ and the final dance now provides ASF. What lets these guys down is the fact that because they're not Scouts, they have to start in your deployment zone, and M5 does not let them cross the board very quickly, as well as being unable to repeat any of their dances the turn after it is used. To overcome this take a small unit of 5 and hang them back, then proceed to laugh as you charge them into an on-going combat and win it by a landslide due to the -3 combat res. If the dice gods are high that day and the combat goes on for another turn, your shadow dancer can do a different dance if it is not in the wardancer unit (which it should never be).
- Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections. Choose whom will you use with care (unless you use both).
- As a side note, any models in the squad (not the whole squad - you can choose) can replace two weapons with a spear. Which is kinda useless, since if you are taking more than 5 Wardancers in a single squad, you are doing it wrong.
- It is also highly disappointing that taking a musician does not do more to help the unit of dancers.How did Matt Ward not see the connection between music and dancing?
- He must like dubstep. It would explain a lot of things.
- Warhawk Rider: You think your Glade Riders are fast? Think again. These guys are one of the best units in the Army Book, acting as troubleshooters since they can bring down War Machines like they're not there, punch out shooting units, ping wounds off lightly armored units and even help out in large combats (this is only for emergencies though). For 45 points you are getting fast flying monstrous cavalry with the Asrai Bows, W3, T4, spears, and killing blow on the charge. They deal out 1 str 4 AP with ASF as well as 2 str 4 AP killing blow hits and a stomp. Possibly, the best flying unit in the game with the exception of the frost phoenix and pegasus knights. Take as many units of 3 as you can. Also they make Great Eagles look very sad and useless.
- Wild Riders: While they may be quite fragile for cavalry, Wild Riders of Kurnous move like an arrow and hit like a ton of bricks (glass bricks). Similes aside, they are the only fast cavalry in the game with the potential to get a 4+/6++ and they eat monsters (or damn near anything) for breakfast. For 26 points you get a WS5, S4, T3, model on stagback with light armour, which can buy a shield for 2 extra points, Full Command for 30, and a magic banner up to 50pts. In combat they dish out 3 str 5 AP, ASF and 2 str 4 attack on the charge, thanks to frenzy (which also applies to the mounts) asrai spears for +1 strength on the charge and devastating charge for an extra attack on the charge. Conveniently they also have fear, which is always nice when facing something else with terror You do know that Frenzy makes you Immune to Psychology, right? A unit of 5 on the charge with a champion will cause an average of 12 wounds with -3 to armour and 4 Wounds with -1 to anything at T3 with less than WS5 - that unit is looking a lot less threatening with 15 less guys now isn't it. Also have a lot more staying power than most other cav, retaining 4 st4 attacks per model until you lose frenzy. That's better than having lances. Also, they keep their spears in following rounds, so their attacks still have AP. Bear in mind, they're reliant on a 4+ 6++ (one of the best saves the wood elves get is still not that good), so don't get them charged, or they will die in troves. Ironically enough, they are no longer Forest Spirits, but their new models actually look like forest spirits, unlike their older models of regular elves. (Don't let them get charged, they suddenly hurt a lot less. 2 S4 armor piercing attacks per is just "ok")
- Wildwood Ranger: 11 points per model gets you light armor, Eternal Guard stats, immune to psychology, and a great weapon. They are slightly more resilient than Gnoblars but do carry a Great Weapon. What makes these guys special is that if they're in combat with a unit that causes fear or terror they get an extra attack (good against Chaos, Undead, and Ogres). On the upside they are better than Empire Greatswords (In forests and against fear causers), but are worse than almost every other race's Great Weapon elites (however also cheaper per model).
- Giant Eagle: They would be reliable, cheap and versatile for 50pts. However, Warhawk costs 5pts less, has KB and a rider (who can shoot), and only loses 1WS. Take Eagles only if you are full on Warhawks, otherwise Hawks will give you much more for less points. Also they can't be upgraded like High Elf eagles. Don't bother. If you insist on using your Great Eagle models, stick a Glade Rider or Glade Guard with spear on it back and have yourself a Warhawk.
- Counterpoint: you would want to take a great eagle instead of a warhawk if you had less than 135pts to spend on flying dudes. Warhawks need to be taken in units of at least 3, and have enough whoopass to draw more attention from the enemy than the eagle. A pair of eagles is great for topping off the last hundred points in your list. Place one of these between your enemy death star and your death star so your death star can get the charge next turn. The eagle is one of the cheapest chaff units in the game. Skaven could probably field a unit of slaves for less than 50pts, but those slaves won't give you the same coverage as an eagle.
- Sisters of the Thorn: The Wood Elf alternative to Dark Elf Warlocks. While Wild Riders rock out with their cocks out and kill or get killed in a blaze of gory glory, the sisters are more subtle and indirect with their attack. For 26 points they get a 4++ ward, T3, BS5 and a poisoned javelin. They can buy full command and a 50pts banner. They also count as a lvl 2 wizard with the Shield of Thorns and Curse of Anraheir spells, with a +1 to cast with equal to your rank bonus (maxing out at +3). You can pull some crazy stunts with these Druidic Elven Nuns, but they are pricey, have one good spell and one mediocre with great lore attribute, though both will be difficult to cast with less than 3 dice. One thing that is really good about them is that despite their massive cost, they are tough, they do look awesome and they are one of two cavalry units you can deploy your mounted characters in and that they don't have frenzy when compared to the Wild Riders. They are an awesome retinue for a mounted Spellweaver. Get them a Lichebone Pennant and you can laugh at enemy spells. They also can help/substitute a Lifeweaver or a Branchwraith, providing healing with Shield of Thorns (with thorns themselves being just a little bonus). They ain't a no-brainer, but can be very effective with proper application.
- Doomfire Warlocks: These guys are often bench-marked against SotT. For just one point less you get a Dark Elf version of the sisters in the rare units. These guys don't throw poisoned javelins and they don't get the lore of life attribute on one of their spells. If you find yourself in a friendly game where you two decide to do unbound lists (somehow), the sisters are probably worth considering over warlocks.
- Treeman: The best that can be said about this unit is that it is priced correctly, but it is nowhere near the monster it was in the past. It is still quite tough with T6, W5 and a 3+ scaly skin and 6++ ward. It also has 5 attacks at WS6 S5 in combat with the option to swap them all for a tree whack which deals d6 armour ignoring wounds to a model if your enemy fails his initiative test (each wound must be saved seperately in case of ward saves). Also, Stomp. It also appears that the strangle roots have become a better ranged attack. Str 5 d6+1 attacks may not seem like much but every little counts I guess. While the treeman is not amazing and necessary for most armies, sadly it is the best value monster we have and, perhaps, our best monster killer.
- Side note: The current Treeman model is mounted on a 50X100 mm chariot base. The 50mm short side goes at the front/rear based on the way you are supposed to assemble the model. This can be seen in GW images in their online store. I believe that the base is 75x50mm with the longer side being the front and the 50mm sides being his flanks.
- Waywatcher: This is potentially the best unit in the Army Book. For 20pts you get a BS5 skirmishing sniper scout archer who can add KB to his bow, can deploy from inside forests (with protection) and rigs all forests he enters with traps. They also come with 2 hand weapons for some mild protection against chaff units in combat, but don't expect them to be able to take the enemy head on with T3 and no armour. Everything they do is very wood elfy. They shoot well, avoid the enemy well and die easily if the enemy puts any real firepower on them. Take a unit of 5 and annoy the living hell out of your opponents. For 100pts you can thin out the enemy if they ignore them, or distract what ever the enemy sends to stomp these guys down. It actually isn't a bad idea to fill your rare allocation up with these. Keep in mind, their bows are still S3 only, so pick your targets carefully and use Withering (lore of shadows) or you're going to be sorely disappointed. Calculation of disappointment can be seen on the talk page.
Regiments of Renown
Wood elves have gone from being, magically, the least diverse race with the least choice of all when it came to spells, to the most. All Wood Elf wizards now have access to ALL rulebook lores, which is amazing for them, and the Spell Weavers are the only models who now have access to the new Wood Elf specific lores, the Lore of High and Dark Magic. Yes both are directly stolen from the High and Dark elves (this is confirmed by the fluff) but have different lore attributes (this can be seen as good and bad). As such a Spellweaver can now choose 10 lores with a chance to pick 3/4 of 72 different spells.
The following overviews are in my eyes, in the order of importance. However that is up to debate and which most important is dependant on your list and situation.
Lore of Life
This Lore is really good for Wood Elves as you can restore wounds on your best units (ie:Warhawks and arguably Treekin). It provides you with a way to give your Glade Guard saves, revive your most expensive units, kill your foes with a characteristic test, and has a safety net for you, if you miscast. It is best taken on a lvl 3/4, so you can get throne of vines up and not have to worry about any more miscasts.
Lore of Shadow
The Lore of Shadow allows you to switch and save the most important characters while debuffing your foes. It helps your shooting by reducing your opponent's toughness and weakens them in combat by reducing their strength, weapon skill and intiative. Withering is the must-have spell for Wood Elves, as it solves their greatest weakness - Str 3 bows. By using Melkoth's Mysitifying Miasma you can slow down your foes, giving you more time to fire. It can make one your heroes fly but that isn't as useful as the others. It also comes with a semi-cannon ball and a blast initiative test spell which can destroy your enemy's tougher units. Finally it comes with a buff that allows you to shred through tougher units. It is useful since it works on any wizard of any level. The Lore attribute can be good but it is very situational. Some calculations can be seen in the Talk page.
Lore of Metal
The Lore of Metal is mostly aimed at helping armies like the wood elves deal with heavily armoured foes. It can debuff your foe's armour, pick off standards, has a 5+ pit of shades which causes stupidity and can give your troops a 5+ scaly skin save and +1 to hit (almost everything has armour piercing already). It isn't bad but the other lores often help more.
Lore of Beasts
The Lore of Beasts lets you run train on things that you normally would not be able to run train on. Arguably, it has the best signature spell of the 8 base Lores. +1 Strength and Toughness make even glade guard dangerous in hand to hand. They are still rubbish, but they may hurt someone. If applied to Treekin, they will each have Dragon-like stats, and go from being 'decent' to 'good' super fast. It really shines on wild riders and warhawks, though, since it takes them from squishy, to survivable, and from dangerous to just death. High initiative Strength 5 will scare anything. It will also give you the amber spear which helps you deal with monsters and a couple of character buffing spells which can help your shadow dancers. Curse of Anraheir has great synergy with all the forests you might bring along (Acorn of Ages). Making a third of an enemy unit that follows you into a forest die is pretty great.
Lore of Heavens
The Lore of Heavens is a mixed bag.You get 2 of the spells with the largest areas of affect and potentially the biggest damage output in the game, 1 high strength magic missile, 2 debuffs which synergise well, preventing your foe from ever getting poisoned or killling blow attacks or -1 to hit and a 50/50 chance to put warmachines out of commision for one turn, a buff which makes you reroll all ones (which Wood Elves do in woods anyway) and a very situational knock back spell. Also it's lore attribute turns all of it's spells into lvl 1 fireballs when cast at something with wings. Not bad but it is often outshone. Still, can be used as a monster-hunter lore (since its damage spells inflict low number of very strong hits).
Lore of Death
The Lore of Death is good for situations when the enemy has some tough (literally) Lord or Hero, who laughs off your S3 sniping shots and has a chance to wreck your game - like a T4 Grey Seer with the Dreaded 13th ratifying your MSUs. Doom and Darkness also has nice synergy with Fear of your Dryads and Wild Riders, while Soulblight does a fine job equalizing some S4 T4 brutes with your fragile elves. Just a pity you can't cast Aspect of the Dreadnight on enemies (to exploit Wildwood Rangers' special rule).
Lore of Fire
The Lore of Fire is best for level 1s since it comes with the best guaranteed magic missile in the game. If you lose your lvl 4 then go and pump all your dice into a super fireball. Beyond that the only spell of great use for wood elves is the Flaming Sword of Rhuin, which you sadly can't guarantee.
Lore of Light
It's quite good against Undead and Daemons and could still be considered against Elf armies. Against most other armies, it sadly won't be of much use, as many of the other lores gives you better options. High strength flaming attacks, superb WS, exellent skirmisher trolling and M10 A4 Tree Kin is nice when playing the mirror match, but again, other lores give you a better selection of choices all-round.
Army Composition & Tactics
Build your tactics around your army. Basically Wood Elves need to ambush, pick their fights carefully, and throw multiple units into every combat they fight if they want to win. One unit on its own is not going anywhere unless it's Wild Riders vs a monster or if the unit is charging the enemies flanks or rear.
Currently, there are four main methods of building your army:
- A) Shooty army.
- Don't get charged and keep on shooting. Circle around your foes, slow them down, and don't be afraid to sacrifice a unit if it saves your army.
- B) Fast combat army.
- You could take an entire horse army. Very hard to use but pays great dividends. This army should always get to choose when and how it fights. Abuse the Wood Elves' superior movement to ridiculous levels.
- C) Infantry army.
- Units of 5 or 6 Treekin have high Strength and Toughness, multiple wounds, good weapons skill and nearly 20 attacks per turn. Spearelf units are expensive but good for holding characters and is now stubborn even without a glade captain or lord. The enemy will need to kill everyone, so they are not going anywhere for some turns. However this army will die to anything stronger than a stiff breeze.
- D) Hybrid army.
- A mix of any of the above.
Ambush of the Worldroots
To once again clarify, for future reference, the precise wording of the rule is "This forest is not mysterious terrain - declare it's type when you place it"
With "Mysterious" being a fancy word for "Random type", no?
- The most obvious tactic for this is to chuck one in the middle of your Glade Guard. However, for an interesting option, to cater towards more close combat orientated armies, you can stick it between your big unit of Eternal Guard, etc and the most likely enemy deployment to mitigate a lot of return shots and hopefully force a fight in the woods. Or simply hamper the enemies movement towards you, forcing them to trudge through the forest or having to split around it
- Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won't grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks.
- Abyssal Wood imposes no penalties and serves as a perfect place to station your Glade Guard, Eternal Guard or Wildwood Rangers. Fear will grant them an edge in melee (which all WE badly need), and luring an enemy far enough into the Abyssal Wood will give it Fear as well - directly empowering your Rangers when hacking them. An Abyssal Wood with a bunch of Rangers stationed in it (with just enough space to accommodate an enemy unit) can be quite effective in a choke-point.
- The other woods should NEVER be considered for two reasons:
- 1) Strider only stops Dangerous Terrain checks, so Abyssal Wood/Venom Thicket are the only forests you can survive in while still doing damage to your enemies.
- 2) You don't really want to use your guaranteed forest as barrier. You want to stand in it and gain bonuses distilled from HElf and DElf tears.
Many of these tips might seem redundant, but one extra reminder is better than forgetting a small detail that might help you later
- With the introduction of Enchanted Arrows and generally improved shooting units, Wood Elves favour a mix between Shooting and Fast Combat armies. As a general rule, avoid putting any more points into core than necessary, always take a Level 4 wizard, 2 Great Eagles, some Waywatchers, and try to avoid any foot based combat unit. This is not to say that you should never take footsloggers, but most of your units will have neither the toughness nor the saves to match other armies.
- Most, if not all of your army has M5 or more. Use this maneuverability to it's utmost to ensure that you stay alive and pick your fights with care.
- Remember that units fighting in forests lose their steadfast rule (this goes for your units as well). This could make a difference when fighting big blocks of Skavenslaves or other similar units that relies on keeping your units tied up until help arrives. Eternal Guards (Stubborn LD9) can shine here, even in relative few numbers.
- Beware of Monsters or units with high toughness! Unless you have units with Poisoned Attacks, Wild Riders (S5 on the charge) or Wildwood Rangers, it's gonna be difficult to wound most of the time when you're in combat. Almost every other Army has access to Warmachines to pick off your Treemen/Treeman Ancients, but you won't have the same luxury.
- DISTRACTION FAERIE: You need at least one of these. Either a Treeman, a Forest Dragon or some Waywatcher. Why? Because you need something that is gonna rob your enemy of his reason and make all his Empire/Skaven/Bolt Throwers/Leadbelchers warmachines go "Huuuurr... Dat's a purdy unit yoo's got there mate... Be a real shame if sumfink hap'n to it, roight?, so that the rest of your army survives and gets into position.
- Bear in mind that against Dwarfs this will be less of a distraction and more 220 points of free victory points for their Flaming Cannon.
- What's that? Having trouble with High Elves and their Banner of The World Dragon on a beefy cav unit you say? What you're actually saying is that you don't have enough Waywatchers in your army, am I right?
- Seriously consider the Recipe for Success
- You will need the following:
- 1) 5 Wild Riders
- 2) 1 Forest
- 3) Flank Charge on the Enemy
- You will need the following:
Mix it all together, add command, a War Banner if you like it thick and put it in the oven for about 1 Magic and 1 Shooting Phase at 200 and voilà: 16 Fear-causing ASF S5 AP attacks (reroll 1s to wound) + 10 S4 attacks with no enemy parry saves, supporting attacks or steadfast. The cost? 160-195 points. (Add more Wild Riders to really hurt those 40+ man units)
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