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Why Play Wood Elves
Wood Elves are one of, if not the only army in Warhammer Fantasy that lacks any sort of War Machines to root down their lines and hold them in a single spot. They're slowest units have movement 5, and most move much much faster. The name of their game is speed and maneuverability. By the end of turn 2 you can be behind the enemy lines, ready to unleash deadly co-ordinated flank charges, and against slower armies you can quite simply run circles around your enemies.
Though regarded as some of the best archers in the game, due to their strength 4 short range shots, the wood elves' greatest strength is not in their shooting. They are formidable in combat but lack staying power. You will need to use your maneuverability to ensure that you win the first combat resolution. If the elves get bogged down, their low toughness means they will be hacked to pieces.
Lastly, their magic is not the most powerful, but with forest spirits and units such as treekin bolstering their lines, regenerative life or athel loren magic can give some monsters heavy staying power to tie up more valuable and deadly enemy units, leaving the majority of the army free to maneuver at will and pick off the weaker enemy units.
The Wood Elves require perhaps the most skill and nuance to play well, but this directly translates into them also being one of the most rewarding armies to play.
Plus they're bad ass vengeful guardians of the forest, so that's pretty cool too.
Unit Analysis
Lords & Heroes
Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Lords
Highborn - Generic combat character/general, you can make him a member of any of the Kindreds, where they basically become a tougher unit leader. Generally speaking Highborn are only good if tooled for a specific role only and will suck outside of that niche. Has good leadership though, but lots of Forest Spirit units in the army makes that moot, its impossible to play an elf only list without him. Of all the Kindreds, Eternal is the best for a Lord on foot geared for hand to hand, not saying this is really bad, but its not exactly the optimal choice. Waywatcher grants them scouting if you feel your general should be doing that. Wardancer is bad if he's meant to be the General as Wardancers lack a certain "armour" thing on their bodies. Wild is pretty good if you want you highborn to charge shit down, it has less drawbacks. On the other hand, getting a Highborn with Alter is fun as to run, but keep cheaps so you can have an actual general to do all the leading and boss stuff. Probably best to leave Kindreds off unless you want to spend the points on over-compensating a given role for him. Spites would be good if they didn't count to magic item allowance and guess what... they do. Only a few Spites are ever going to be used, and mostly for niche roles, they cost too much for some effects, especially because they chew into reliable and proven magic items. Good cost but GW could probably have cut off 25-30 points from his base cost without pushing it into a unfairness.
Spellweaver - Generic heavy magic character. Nothing really to be said other than sensible armed for wizard, but that doesn't mean they should be given magic arrows or bows. The Spellweaver is handy to spam the Treesinger spell, which you will be doing in order to move around quickly with cover. Pretty much your magic is geared around movement shenanigans and support, except your nuke spell, its actually painful to read it and compare it to other lores. Don't cast it on unengaged units, us it to buff and win combats, the movement boost granted to unengaged units is pretty unreliable, prevents shooting (which is really bad for an army that has a focus on shooting on the run) and forces you to attack the closest tarpit rather than the juicy warmachine crews or exposed character. The Spelweaver also demands a hefty price tag comapared to the Highborn.
Treeman Ancient - In Athel Lorien beat sticks are the size of trees. This guy is fairly tough, except if there is flammable attacks where you pretty much should just remove the model from the table instead of rolling to wound. Unfortunately can only take Spites, which is like saying "here is a nice big fuck you to all those Chaos assholes, but he is balanced by a glaring weakness and we don't want you the chance to compensate or increase his effectiveness in any of his roles". Causes Terror because its a fucking rapist tree, one that is immune to psychology and has 3+ Scaly Skin and small ward save. His price tag is fairly high without any upgrades, honestly if they dropped the cost it wouldn't be so bad, but the lack of options really cripples it, until Spites get fixed he really lacks in all areas, especially because you can only have one of each spite. Try to avoid, a highborn with Alter is more useful and funnier.
Heroes
Noble - Generic Hero tier combat character. When upgraded to BSB he loses all weapons and can only take a magic banner or a kindred thanks to poor writing/understanding of the game. BSB is pretty good for keeping Elves in line. Can join a Kindred, its a better deal here as you can use them to boost the effectiveness of a Kindred, although the Alter Kindred is not so great a deal as it is on a Highborn. Can take the standard allowance of magic items and Spites if you like suck. Spites may or may not count to the limit with respect to BSB magic items.
Spellsinger - Generic Hero tier mage character. Is level 1, but can get the level 2 upgrade. Necessary for getting Treesinging off, can scroll caddy too. You're not Lizardmen so don't expect wondrous nuke-fests from these guys, they're stuck with the Wood Elf Lore too which is a little lacklustre to put it politely. Always have at least one in your army, especially so you can get the dispel dice as anyone facing you who can take Lore of Fire, will take it and just hose the Forest Spirits.
Branchwraith - This is a Dryad at hero tier, meaning you can run a whole army that is Forest Spirit and thus cry when someone starts throw Lore of Fire at you. Can be upgraded from simply casting Treesinging to being a Level 1 Wizard of the Lore of Athel Loren, but honestly why bother when you can get the Spellsinger at the same slot as a level 2. Is somewhat tougher than your other Heroes at the cost of only being able to take Spites, if you're reading this you should know why this is not a good thing.
Core Units
In terms of points your core units are expensive. Sadly for you they're also the cheapest units you have access to. Welcome to the exciting world of the glass cannon.
Glade Guard - When used well with terrain features can be a persistent thorn in your enemies side, and a distraction. Left out in the open they'll get shot to pieces or slaughtered in combat, but position them in a woods or behind a wall and they will be a headache for your enemies. At close range (15") their shots become strength 4.
Glade Riders - Overpriced fast calvery. They're maneuverability is great, but they only have strength 3 shooting and are mediocre combat. Avoid. Use them with care, these are not going to end games or anything but you can harass light armoured troops with shooting. Use them more to draw attention away and make wider flanking manoeuvres. Their shooting is weaker than anything else you have, but you can kite slower units easily and draw units away from the army if your opponent isn't aware how weak these guys are.
Dryads - Fear causing, immune to pysch, good in combat. Never leave home without your trusty dryads. Probably the only Core unit that isn't a flop. That said making a whole army of Dryads will leave you vulnerable to Fire. They're good in melee, better than most Core units but unfortunately weaker than units like Saurus Warrior bricks or Ogres. Their leader can take Spites.... Moving on they're mobile and pretty much move through terrain quite well, provided its Wood.
Eternal Guard - Bow-less elves, that are "just okay" in close combat. Perhaps you can bunker a wizard in them? They're kind of useless in 8th edition. Taking them in larger units makes them usable as an anchor for your lines while other units push off and act as offence, but the downside is that they're not using bows and thus are not moving and shooting every turn.
Special Units
War Dancers - Light melee infantry, has sheer speed but suffers from lack of armour to counter the presence of any ranged attack at all. Does get a neat ward save, and can smash most infantry units under 20 models, using the dances properly is essential to getting them to work properly for you, although that mostly comes down to spamming the +1A dance as much as possible. Unfortunately they're a little pricey. Hopefully the new book will cut their cost a bit and maybe do something to fix that vulnerability to arrows. Also you can upgrade your Highborn/Noble General to be one of these, which is stupid, upgrading a few Nobles to War Dancers, but not your General, and sticking them in Wardancers can give you pretty nasty unit to hit in the flanks.
Warhawk Riders - You know how your Glade Riders are iffy because they require patience and are still chancey in good hands? Well these guys are the same... except with being good at impersonating the Mongol Horse Archers. Basically its Horse Archers on giant birds. Great speed, tougher than the Riders with 2 Wounds, a little more costly, but generally its a better choice, except they still lack armour... Honestly how the fuck does GW think this was a good idea? Matt Ward is credited as a writer, but I don't think its possible as you'd expect at least one broken as all fuck unit to build a competitive list around spamming it.
Wild Riders of Kurnous - These guys are likeable, they have armour, Ward saves, WS 5. Again the Wood Elf curse of not being able to take a hit strikes, but they have Magic Resistance (1) and a 4+ Ward save. They get +1S on the Charge and in every turn after they get +1A which is nice, but would have been better if it did include the charge turn. The closest you can get to heavy cavalry, not true Heavy cavalry, but they can hit quite hard on that first turn. A Highborn in this unit is a pretty strong combo, excusing the restrictions of course. Bows and Shields would be nice but again we see that putting shitty fluff restrictions on the design of an army causes some serious fail.
Treekin - The Special tier version of Dryads. Nice tough units, excluding Fire/Flaming, can hit hard and tarpit things. Basically use it to stop an enemy unit so that the rest of the army can charge its flanks. Really these guys are great to enable you to take advantage of situations. Don't play defensive though, just because they can take more of a beating then your other units, you must throw them forward into combat.
Rare Units
Building Your Army
Buying Your Army
Army Composition
A few principles of the wood elves army -
They're okay at shooting, but not amazing. However get those shots in. They won't win the game but they'll help.
Maneuverability is your biggest strength. Use this. Fight on your terms, and don't fight when you don't want to.
Use well timed charges, and well placed charges to win combats. Run down the survivors, then bound out of reach.
It's an uphill battle with the wood elves. good luck!
With Wood Elves, get a hold of a few as many forest bases, as you can buy, as far as the eye can see there should be small miniature plastic trees. You will need these, if someone suggests lets do a fight in a city, you can beat them for being a passive-aggressive cunt trying to fuck you over. Anyone suggesting this to a Wood Elf player is being a dick.
Wood Elves require you to pretty much fight according to the terrain, if your opponent is in the open and surrounded by woods, flank him. If he is entering the woods to get to your units, move away, circle Dance Dance Revoultion the motherfucker. If he's in Woods you can fuck him with your spells and bonuses to terrain movement, while his units are slowed by the terrain and unable to get to grips with you, he's probably also retarded if he decided trying to fight Wood Elves in Woods was a good idea.
Treesinging is important as fuck. Spam this spell as often as possible, put a unit in there and you can taxi it across the board, albeit slowly (if GW actually cares about this army, they will bump it to D6 instead of D3 inches). Treesinging also means you can line up woods to create a safe passage for your units to move through. You can castle with the woods and use The Hidden Path to move units through to strike at weak points. Block LoS, fuck with charge lanes, use it to ensure that you control your opponent's movement phase as that is where the Wood Elves have the best odds of being dominant.
You may have read the phrase "Great for Flank charging" or something similar, take heed of that. Most of the Wood Elf units seriously fail to achieve anything other than losing horribly in direct combat. Because of the Wood Elf phobia of surviving you need to focus on hitting units with flank charges, religiously. With your high mobility you can get around units to hit them in the sides. Use Treekin and other toughies to stall an enemy unit so that you can get something or everything to flank charge.
Shooting is not going to win battles, but winning battles will not happen without a crap ton of shooting. The focus here is not to shoot your opponent to death but to force enough wounds to give your melee units an equal footing when they charge units. Flanking and manoeuvring is 50% of the battle, 30% of is shooting the fuck out of things and the last 20% is getting your magic on.
Magic is essential, it helps put wounds on units before they can assault Wood Elf units in close combat. It helps rearrange terrain to your advantage. Magic is like shooting here, its not going to win games but it will facilitate every single win. WE lack nuke spells like Comet of Cassandora or Pit Of Shades, instead you get a Dual purpose basic spell that casts low, and a few utility spells and one sucky for your big shot. You won't be able to out-magic Lizardmen, Tzeetnch, High Elves or other caster heavy armies, but you will able to spam low cost spells that won't matter if they get dispelled because you can cast more. Take at least 2 Wizards, with the level upgrade at all times, but make sure you have a General for leadership and asskicking purposes. Your casters should be humble like the Kung Fu Shaolin monk in those 70s movies, providing all the leg work to get shit done, but being humble about it and not trying to go for big scores, aiming to win the battle on a sensible path.
If you coming to Wood Elves from Warmachine/Hordes, the Wood Elves are basically the Circle Orboros, only sucky as they can't create forest terrain out of nowhere and pin units in the open by turning the area into a trap of Trees and death.
Magic Items
Magic
Tactics
Sell your army for a better one.