<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2600%3A1700%3A7D0%3A60B0%3A709A%3AE4B8%3A2B5A%3AFB45</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2600%3A1700%3A7D0%3A60B0%3A709A%3AE4B8%3A2B5A%3AFB45"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45"/>
	<updated>2026-04-27T08:42:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Wood_Elves&amp;diff=542401</id>
		<title>Warhammer/Tactics/8th Edition/Wood Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Wood_Elves&amp;diff=542401"/>
		<updated>2020-05-12T08:22:39Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45: /* Army Composition &amp;amp; Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Wood Elves==&lt;br /&gt;
Wood Elves have been redone and almost completely rewritten. Everything has been turned on its head and old Wood Elf players have to adapt to the new changes. However they have recently not only reclaimed the title of being the fastest army but being arguably the best shooting army too. Wood Elves appear to be of equal parts of light and dark outlooks. They are the middle ground for elves. This is shown by them having magic arrows which are keyed to wounding forces of order and destruction respectively and with their best wizards having access to High and Dark magic. Wood Elves still have access to their old free wood.&lt;br /&gt;
&lt;br /&gt;
Wood Elves are an army almost completely made up of trees, bowmen, or fast cavalry. They rely on speed, shooting and picking their fights. Wood elves still lack war machines but have in exchange a megaton of poisoned weaponry.&lt;br /&gt;
&lt;br /&gt;
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 enemided as some of the best archers in the game, the wood elves&#039; possible greatest strength is not in their shooting, but in their prowess fighting in forests. They combine the best of both High Elves &amp;amp; Dark Elves when defending areas of wood. 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, they will quickly end up on the losing side. &lt;br /&gt;
&lt;br /&gt;
Lastly, they have the widest variety of spells to chose from amongst the three Elf factions.&lt;br /&gt;
&lt;br /&gt;
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&#039;re bad ass vengeful guardians of the forest, so that&#039;s pretty cool too. &lt;br /&gt;
&lt;br /&gt;
Be warned that they aren&#039;t a good starter army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short, play Wood Elves if you want to play an army that requires a lot of skill, strategy and tactical thought to do well. You can&#039;t rely on Armor nor Warmachines or crazy shenanigans. Only a quick aim, a steady eye and a hungry forest will aid you in Athel Loren. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Matt Ward did have a hand in working on this book. However, GW decided to stop putting author&#039;s name in the book, most likely to preserve Watt Mard&#039;s tender feelings.  What is known is that this was his last army book with GW and after having a hand in End Times:Nagash and End Times:Khaine he has now left).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
&lt;br /&gt;
Wood Elves have four new army rules. They are the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings of The Ancients&#039;&#039;&#039;: Any model with this special rule (IE your wizards) gets a +1 to all casting attempts if they are inside a forest.  ONLY when they&#039;re in a forest.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Spellweaver&#039;&#039;&#039;, &#039;&#039;&#039;Spellsinger&#039;&#039;&#039;, &#039;&#039;&#039;Shadowdancers&#039;&#039;&#039;, &#039;&#039;&#039;Branchwraiths&#039;&#039;&#039;, &#039;&#039;&#039;Treeman Ancients&#039;&#039;&#039;, &#039;&#039;&#039;Durthu&#039;&#039;&#039;, and &#039;&#039;&#039;Drycha&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush of the Worldroots&#039;&#039;&#039;: You may place a single forest (of any type, you decide) anywhere on your half of the table. It must be placed before any units are deployed. It &#039;&#039;must&#039;&#039; be wholly within your half of the table. If it can&#039;t fit, move the other terrain pieces to make room. If it still can&#039;t fit, or you&#039;re in a scenario where you don&#039;t have a deployment zone, you don&#039;t get a forest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See &#039;&#039;&#039;Army Composition &amp;amp; Tactics&#039;&#039;&#039; for ideas and recommendations on how to use this rule&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Spirit&#039;&#039;&#039;: Models with this rule has Forest Strider, Magical Attacks and Immune to Psychology special rule and a 6+ ward save. A weaker save, but no longer mundane like in the previous army book. Mounts do not get the ward save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Unicorns&#039;&#039;&#039;, &#039;&#039;&#039;Great Stags&#039;&#039;&#039;, &#039;&#039;&#039;Dryads&#039;&#039;&#039;, &#039;&#039;&#039;Branchwraiths&#039;&#039;&#039;, &#039;&#039;&#039;Tree Kin&#039;&#039;&#039;, &#039;&#039;&#039;Treemen&#039;&#039;&#039;, &#039;&#039;&#039;Treeman Ancients&#039;&#039;&#039;, &#039;&#039;&#039;Forest Dragons&#039;&#039;&#039;, &#039;&#039;&#039;Durthu&#039;&#039;&#039;, &#039;&#039;&#039;Hounds of Orion&#039;&#039;&#039;, &#039;&#039;&#039;Drycha&#039;&#039;&#039; and &#039;&#039;&#039;Ceithin-Har&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Stalker&#039;&#039;&#039;: Models with this rule have the Forest Strider special rule. If at least half of a unit with this rule is inside a forest, it will be able to do the following:&lt;br /&gt;
&lt;br /&gt;
* They may fire with one more rank. For the purpose of Volley Fire, this means a full three ranks may shoot, before you have to round down the following ranks.&lt;br /&gt;
&lt;br /&gt;
* They may fight in close combat with one extra rank than normal, just like High Elves. This is cumulative with other similar effects.&lt;br /&gt;
&lt;br /&gt;
* They may reroll to wound any rolls of 1 in close combat, just like Dark Elves. Their mounts, however, may not.&lt;br /&gt;
**&#039;&#039;Basically, in terms of special rules, all your elves are worse than high elves and dark elves in the open, but equal to both of them combined while in forests. (In truth Eternal Guard is more effective than Spearelves/Dreadspears, Glade Guard beats HE Archers and Glade Riders are Ellyrian Reavers on steroids; but they all cost much more. Model for model - WE are better. Point for point - WE are worse.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Glade Lord&#039;&#039;&#039;, &#039;&#039;&#039;Glade Captain&#039;&#039;&#039;, &#039;&#039;&#039;Spellweaver&#039;&#039;&#039;, &#039;&#039;&#039;Spellsinger&#039;&#039;&#039;, &#039;&#039;&#039;Eternal Guard&#039;&#039;&#039;, &#039;&#039;&#039;Glade Guard&#039;&#039;&#039;, &#039;&#039;&#039;Deepwood Scouts&#039;&#039;&#039;, &#039;&#039;&#039;Glade Riders&#039;&#039;&#039;, &#039;&#039;&#039;Warhawk Riders&#039;&#039;&#039;, &#039;&#039;&#039;Wildwood Rangers&#039;&#039;&#039;, &#039;&#039;&#039;Wardancers&#039;&#039;&#039;, &#039;&#039;&#039;Shadowdancers&#039;&#039;&#039;, &#039;&#039;&#039;Sisters of the Thorn&#039;&#039;&#039;, &#039;&#039;&#039;Wild Riders&#039;&#039;&#039;, &#039;&#039;&#039;Waywatchers&#039;&#039;&#039;, &#039;&#039;&#039;Waystalker&#039;&#039;&#039;, &#039;&#039;&#039;Orion&#039;&#039;&#039;, &#039;&#039;&#039;Araloth&#039;&#039;&#039; and &#039;&#039;&#039;Naestra &amp;amp; Arahan&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
&lt;br /&gt;
====Named Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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&#039;re really getting your points worth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orion, The King of the Woods:&#039;&#039;&#039; Orion is what in general is refered to as a Glass Cannon: Incredibly expensive, requires a massive tax on your resources, can be incredibly powerful and yet is very fragile. Orion costs 600 points. He can also beat in almost anyone&#039;s face (9,8,8,6,5,5,9,5,10), comes with a Bolt Thrower and machine gun and is Unbreakable and Frenzy, regains a wound on a 6 at the start of each of your turns. Also comes with two War Beasts (for 20 pts) that share his Frenzy and Unbreakable rule. Here&#039;s the downside: He&#039;s only T5 with a 5+ Ward and MR 2, making him somewhat less durable than a Treeman, but more durable against spells. He&#039;s a Monster, so he has Thunderstomp too, however, he doesn&#039;t have the Large Target rule. He will drop like a fly to high volume S4 and above attacks. He also has Always Strikes First but will have trouble winning combats against large units (he&#039;ll probably tie or grab a minor win on round 1 and then start losing from then on, not that it matters so much anymore). Not great but has potential. He is basically a Greater Daemon with leafy clothing that gives units within 6&amp;quot; of him Devastating Charge (Everyone of your units gets DC. Including mount)) every turn. Charge him along with your Wild Riders or Warhawk  Riders into something. Anything. Then watch the mother hurt of ALL the People&#039;s Elbow decend upon your foe. Nothing bar the Dice Gods will stop you. That, or Phoenix Guard. Giggle like an Elf if you get to fight in a forest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drycha:&#039;&#039;&#039; Orion is fighty, the Twins are shooty, Drycha is weird. She&#039;s rather expensive for a Hero, at 255 points, but she doesn&#039;t come with nearly enough stuff to justify this. For starters, she&#039;s a Level 2 caster and only has access to Lore of Shadows. While she&#039;s reasonably fighty (she gets +2 attacks per lost wound, no life shenanigans), T4, 3 wounds and only a 6+ Ward means she&#039;s easy to drop. She needs units with the Forest Spirit rule to be effective, but while her kinda ganky Deep Strike ability seems fun, you&#039;re only guaranteed d3+1 Woods max (IE the one you brought, sitting in your half of the table, and the acorn of eternity if you buy it) it&#039;s probably easier to just have them join her from the front. Don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Araloth, Lord of Talsyn:&#039;&#039;&#039; This is Skaw the Falconer reborn. Sadly, Matt Ward clearly hates him and has not only changed his name but made him the only Wood Elf whose sole purpose is to be repurposed for conversions. 260pts for a 4++, stubborn, unbreakable on his own (don&#039;t let him go on his own EVER), Glade Lord with a 6+ armour (Seriously. He doesn&#039;t even have Light Armour, even though his model is wearing it. Wild Riders, meanwhile, [[Derp|go around bare chested and count as wearing them]]), armed  with an amazing-looking spear that is...a regular Asrai Spear, and who comes with a bird. At least 60pts overpriced. The bird is a free S4 hit on one model within 18&amp;quot;, and functions like a weird Killing Blow that causes blindness instead of death (somehow it makes the model worse in combat but not at shooting... go figure). Cute, I guess? This model&#039;s only use is to troll Tomb Kings, but with End Times taking away crumble he can&#039;t even do that anymore. Don&#039;t buy the model to play Wood Elves.&lt;br /&gt;
**&#039;&#039;Note: Actually, I have found skaryn to be a pretty effective character hunter. The six to wound comes up much more often than you might think (one in three chance of any sort of wound blinding a T 4 model) and if your opponent skimped on armour for that bsb then they just became a lot less effective. Also, this guy combined with a waystalker or two can make a trolltastic wizard sniping team. Still overpriced, but not entirely useless.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Durthu:&#039;&#039;&#039; Once again a recycled character from the far distant past which is bad. At first his stats don&#039;t look bad; Ws 7, str 6, t6, w6, 6 attacks, frenzy, hatred. But he only has a 3+ armour with a 6++ ward save and is flammable. The greatest of the Treemen can die from a single flamming bolt thrower if it gets lucky, let alone a flaming cannonball. To add salt into the wound he is only a level 1 Lore of Beasts wizard, has a pretty hand weapon of no significance save fluff, and a 2d6 str 2 killing blow ranged attack (which is awesome since he has BS7). All of this is for 385 pts. If you have already ordered the Treemen kit make a basic Treeman instead and convert a Wraithknight/Wraithlord. If you really want to play with him, get him into combat, any combat, as quickly as you can and either get &#039;&#039;&#039;The Savage Beast of Horrors&#039;&#039;&#039; to make him eat Greater Daemons/Monsters or go with the default &#039;&#039;&#039;Wyssan&#039;s Wildform&#039;&#039;&#039; to make him do 7 WS7 (rerollable to hit) S7 attacks. 666 is the name of the Beast, but 777 is carved on the Tree.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Naestra and Arahan, The Sisters of Twilight:&#039;&#039;&#039; Anyone who makes a &#039;Twins are hot&#039; joke gets kicked out of Athel Loren. As for the girls, they can be hilarious. You don&#039;t only 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 gives them more wounds and t4 thanks to it being monstrous cavalry, while also allowing them to reroll failed to hits. Their Dragon is 80pts cheaper than the glade lord&#039;s since gwindalor is clearly 80pts. They have the Always Strikes First, Forest Stalker, 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 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 so chose wisely. Pitty you can&#039;t take these guys on foot though...&lt;br /&gt;
**&#039;&#039;Alright, someone explain this to me. Since N&amp;amp;A are now MC on Big G, isn&#039;t the Conjoined Destiny rule quite worthless if you get shot? Since the three birds are counted as one model, have practically no saves AND you have to use the profile with the most wounds (which is 3 for Big G), how does this work? Are they able to survive a cannon ball to the face, or does the entire model die after 3 wounds?&lt;br /&gt;
***&#039;&#039;To counter that which is below, if you stick near 5 Warhawk riders you can get a 4+ look out sir, you can seriously boost your survivability. So long as one twin survives then your foes cannon ball was for naught.&lt;br /&gt;
***&#039;&#039;A single cannonball won&#039;t kill them - and certainly it won&#039;t kill Gwindalor, since, according to MC rules, it can&#039;t be targeted (yes, this means that the rule that lets the mount regain wounds is useless for G). When N&amp;amp;A are hit, you have to randomize, according to their rules. Then you wound, then the sister that was hit probably dies; then she pops back to full life if the other hasn&#039;t been killed by the end of the shooting phase. In melee, you have to allocate attacks, as you would do with two normal characters. N&amp;amp;A can indeed take risks that would be suicidal for other wood elven characters. Quite worthy of the points you pay to field them.&#039;&#039;&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Lord:&#039;&#039;&#039; Generic combat lord, reasonably fighty but you&#039;ll pale in comparison to most other Lords. (Basically, he is identical to High Prince or Dark Dreadlord, but the army&#039;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 a LD10 bubble. He also got an extra point of BS, probably to compensate for the loss of free moving and shooting. One new rule, The Arrow of Kurnous, lets him deal a auto str 3 hit on your opponent&#039;s general if they are within 36&amp;quot; of a character with the rule and in line of sight. If your foe has a caster lord as his general then I guess it will force him to deploy further back so not bad. Should not be your first Lord choice, but is by far not the worst. One popular choice is to give him Daith&#039;s Reaper and the Armour of Destiny for a stabtastic warboss.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spellweaver:&#039;&#039;&#039; 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) and most importantly, access to all rulebook lores and Dark and High Magic. Plus she can buy an Asrai Longbow for 5pts, which means that while she&#039;s hanging in the back with your Glade Guard, she can ping off the odd casualty herself, which is hilarious by the by. If you want a Lord choice, this is the one you should go for in (almost) every situation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treeman Ancient:&#039;&#039;&#039; While Treemen are alright, Treemen Ancients fail for many reasons. First off, they&#039;re 290 points, don&#039;t get spites any more, are lvl 2 life wizards only (who can upgrade to level 4) have a 3+ 6++, can buy magic levels, can tree whack and have the kind of melee stats that make cherubs cry. Ws4, Str5, A3, I2. I guess old age shows? Also, being an old coot, he gets the 75mm long side of his base pointed forwards for some insane reason. The best thing that can be said about them is probably that they are large targets with Ld 10. Actually, against anything that hasn&#039;t got a particularly threatening shooting phase, the ancient will be basically immortal unless it gets killed in combat. 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Captain:&#039;&#039;&#039; This is the generic combat and battle standard bearer character for wood elves. And actually comparing him to other non-elf race&#039;s characters he isn&#039;t too bad. He can&#039;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. Also he shares the Arrow of Kurnous with your general so you are not punished for taking a caster lord. 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow Dancer:&#039;&#039;&#039; Your Wardancer character. Worth consideration. For 100pts you get a ws8 s4 I8 a4 (two hand weapons) Always Strike Firsts 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&#039;t have a way of moving any more quickly, without switching her across the battlefield with lore of shadows lore attribute and also doesn&#039;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.&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; 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.  &lt;br /&gt;
* 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.&lt;br /&gt;
** 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|RAPE]] things on the charge).&lt;br /&gt;
*** 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waystalker:&#039;&#039;&#039; 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 Horrors from the Beasts lore to grant 5 ignores armour sniper shots that do suffer from multiple shots penalty (though with BS7 will you care). You can also use the spell Birona&#039;s Timewarp from lore of light to increase attacks by 1 (and double movement) but, this is probably not the best use of that spell. An interesting combo if you&#039;re going to be running with the beasts lore. The guy is dirt cheap, only 115 points with the bow of loren, 90 without. With sniper on top of that, the Waystalker can pick enemy heroes out of units with up to 5 armor ignoring attacks! (But, he would suffer -1 to hit from multiple hits AND -1 to hit from sniper, plus possibly other -1 from moving or long range etc.) So keep this in mind because even with 7 BS, if you have too much modifier on your hit chance, all the armor ignoring attacks in the world won&#039;t mean a thing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spellsinger:&#039;&#039;&#039; 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 all battle rule book lores but not to the Wood Elf specific lores (ie the opposite of its sixth edition form). Shame. Take a dispel scroll and the lore of shadow or fire on this hero since their spells are the most effective at level 1/2. (Or lore of beasts and get the signature spell)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Branchwraith:&#039;&#039;&#039; The Branchwraith has 2 advantages: 1, she&#039;s fairly effective (WS6, S4, T4, I7, A3, 6+ Ward). 2, she&#039;s cheap. She is 75pts and a level 1 Lore of Life wizard. She&#039;s a cheap way of beefing up a Treekin or Dryad unit. It is also of note that if you&#039;re taking the Lore of Beasts for your casters, and you&#039;re running a Branchwraith, you can use 2 of the spells to buff her up to insane levels.&lt;br /&gt;
&lt;br /&gt;
====Mounts====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Elven Steed:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Great Stag:&#039;&#039; Really, why aren&#039;t you taking it? Better stats than it&#039;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&#039;t get look-out-sir when joining units (because no units you can join are MC)]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Great Eagle:&#039;&#039; Worth taking to make your models more mobile for 50 pts. I wouldn&#039;t take it on every hero but on a lvl 1 mage without the scroll or the bsb it should be worth some consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Unicorn:&#039;&#039; Unicorns are weird. They seem to be designed to deliver a Hero/Lord directly into combat, but it&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Forest Dragon:&#039;&#039; It&#039;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&#039;re going after his stash, he&#039;s actually just that little bit better than most Dragons. Also, there&#039;s only one poser who&#039;s cool enough to hang with him, and that&#039;s the Glade Lord (who, if you don&#039;t kit out for combat, really &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; 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&#039;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 &amp;quot;SHOOT ME!&amp;quot; written all over it in dwarven runes.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
Currently, all Wood Elf Core units are kind of sub-optimal and are no no-brainers. But on the other hand, none of them are precisely duds either, and most can find uses (and you might as well, since you HAVE to take them). Tailor your tactics and choose wisely. Ironically, our Core units now feel more like Specials, role-wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dryads:&#039;&#039;&#039; Why Matt Ward! Dryads went from being overpowered to good to one of the weaker units in the game is the initial impression, but in reality Dryads are just trash if you try to use them in their old role. (People tend to judge them based on their old profile, understandably.) They can&#039;t take anything other than a champion and cost 330 for 30 of them - then again, they cost as much as Witch Elves and cheaper than Plague Monks, while fulfilling the same role. The Dryads can still be good, and do have a place in combat armies (which are a thing these days and we now have 10 lores of magic to back them up. Seriously, you can make them tough or strong - they work well with either buff). Most armies would kill for toughness 4 core with a ward save and 2 attacks. For 11pts you get WS 4, S3, T4, A2, I5, Ld8, hatred, immune to psychology and a 6++ save (in the forest). Though they have no armour save to mitigate the lower ward save (though they can now take it against magical attacks), and no more skirmisher, they are basically our assassins, crashing into enemy flank and tearing it shreds, while taking not so much damage in return. They are not so useful in a shooty or cavalry army, but if you are running a combat wood elf army, which can actually do well in this book, dryads and eternal guard are what you&#039;re gonna take.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eternal Guard:&#039;&#039;&#039; 11 points WS 5 armour piercing, ASF, stubborn, elven spearmen, who can fight better in forests. They can also buy shields too and have a 5+ armour save. Considering that the more well protected units in the wood elf army get just a 4+ and 6++, these guys have a pretty good save. Don&#039;t get me wrong, their save will be laughed at by every army out there, (apart from beastmen) but for wood elves, it&#039;s respectable. At the first glance their cost - 270 points for 20 of them with shields and a full command squad and 390 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&#039;t take them in such big units - small units (10-15) can hold off pretty long even against elites. Many people don&#039;t like them, since these generally do not fit in with the traditional Wood Elves&#039; 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&#039;t kill all of them then you&#039;ll have to face them again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Guard:&#039;&#039;&#039; Glade Guard are of debatable worth. For 12 points you get a bs 4 model with no armour, an armour piercing long bow, the option to take full command and a magic standard worth 25 points. In forests they get to reroll ones to wound in close combat and can fire and fight in 1 extra rank. They also can buy any of the magic arrows (discussed in magic arrows section). It is up to you whether you chose to deploy them in multiple small units or in one horde, though generally msu is better since they will have more time to fire. All in all, Deepwood Scouts do same job better for just 1 point more (except of course, they won&#039;t fill up your manditory 25% core).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Riders:&#039;&#039;&#039; 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 a Asrai Bow and Asrai Spear, who have to ambush (Being forced to ambush can sometimes be an issue, keep this in mind when taking Riders.), that 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&#039;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.&lt;br /&gt;
** &#039;&#039;And no, they cannot choose Vanguard deployment over Ambush deployment, because you Vanguard-move &#039;&#039;after&#039;&#039; you have deployed - which you don&#039;t with Ambush. Feel free to Vanguard-move in the model case, waiting for your ambush roll.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deep Wood Scouts:&#039;&#039;&#039; Don&#039;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. Pity that you can only have so many special unit duplicates. Whenever you feel the urge to buy glade guard that don&#039;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 &#039;&#039;&#039;poisoned arrows&#039;&#039;&#039; will kill a warmachine each turn, on average, without a modifier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sisters of the Thorn:&#039;&#039;&#039; The Wood Elf alternative to Dark Elf Warlocks. While wildriders rock out with their cock out and kill and 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++, 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 pricy, 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&#039;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 both enemy spells and any miscasts (Edit: as per the errata, MR doesn’t help with miscasts). 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&#039;t a no-brainer, but can be very effective with proper application.&lt;br /&gt;
** &#039;&#039;Doomfire Warlocks:&#039;&#039; These guys are often bench-marked a against SotT. For just one point less you get a Dark Elf version of the sisters in the rare units (or more correctly, the sisters are a Wood Elf version of the warlocks since the DE book came out first). These guys don&#039;t throw poisoned javelins and they don&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treekin:&#039;&#039;&#039; 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&#039;t eat up as much of your points. Compared to an O&amp;amp;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, cause fear, 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&#039;t win (unless you have the lore of light unbreakable spell or other buffing spells to improve armor or toughness).&lt;br /&gt;
** &#039;&#039;Additional Thought:&#039;&#039; 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&#039;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&#039;s a niche, but it&#039;s one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wardancer Troupe:&#039;&#039;&#039; 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&#039;re still about as hard as tissue paper, but that&#039;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 [[AWESOME|strips your foe of their rank bonuses]]. What lets these guys down is the fact that because they&#039;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).&lt;br /&gt;
** Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections. Choose well, whom will you use (unless you use both).&lt;br /&gt;
*** As a side note, any models in the squad &#039;&#039;&#039;(not the whole squad - you can choose)&#039;&#039;&#039; can replace two weapons with an Asrai Spear. Which is kinda useless, since if you are taking more than 5 Wardancers in a single squad, you are doing it wrong.&lt;br /&gt;
**&#039;&#039;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?&#039;&#039;&lt;br /&gt;
***&#039;&#039;He must like dubstep. It would explain a lot of things.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warhawk Riders:&#039;&#039;&#039; You think your Glade Riders are fast? Think again. These guys are one of the best units in the Army Book, acting troubleshooters, since they can bring down War Machines like they&#039;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, Asrai 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Riders of Kurnous:&#039;&#039;&#039; 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, &amp;lt;s&amp;gt;which is always nice when facing something else with terror&amp;lt;/s&amp;gt; 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&#039;t it. Also have a lot more staying power than most other cav, retaining 4 st4 attacks per model until you lose frenzy. That&#039;s better than having lances. Also, they keep their spears in following rounds, so their attacks still have AP. Bear in mind, they&#039;re reliant on a 4+ 6++ (one of the best saves the wood elves get is still not that good), so don&#039;t get them charged, or they will die in troves. &#039;&#039;Ironically enough, they are no longer Forest Spirits, but their new models actually look like forest spirits, unlike their older models of regular elves.&#039;&#039; (Don&#039;t let them get charged, they suddenly hurt a lot less. 2 S4 armor piercing attacks per is just &amp;quot;ok&amp;quot;). These units are not very useful in a head-on charge due to the enemy stepping up (unless you wipe out the entire unit!) but, they are excellent at charging from the rear. However, due to frenzy, it might be difficult to get behind the enemy without being forced the charge them head-on in the first place.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wildwood Rangers&#039;&#039;&#039; New to the Wood Elf Army Book, 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&#039;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 Great Swordsmen(In forests and against fear causers), but are worse than almost every other race&#039;s Great Weapon elites (however also cheaper per model). With the End Times bringing undead-summoning for everyone, these fellers become more useful, easily clearing freshly-summoned shamblers with their special rule. Also, if the WE use the fear causing forest for the free WE forest, placing these guys in it is awesome. Not only do they get fear, but enemies that engage them (and step foot into the forest) gain fear as well, which is not only completely useless against them due to immune to psychology, it also means they get to use that +1 attack! These guys can hit hard, but sadly they are difficult to keep alive. High initiative and ASF cancelling out the great weapons&#039; ASL means your best bet to keep these guys alive is to fight low I enemies and kill before you get killed.&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle:&#039;&#039;&#039; 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&#039;t be upgraded like High Elf eagles. Don&#039;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.&lt;br /&gt;
** 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&#039;t give you the same coverage as an eagle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treeman:&#039;&#039;&#039; 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, Thunderstomp. 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. ALTERNATE OPINION: Strangleroots are 20pts for an average of 3.5 S5 shots a turn, which against something anything glass cannon, like Witch Elves or Swordmasters, can easily make back its points. 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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waywatchers:&#039;&#039;&#039; This is potentially the best unit in the Army Book, so place your bets now on how 9th ed will nerf these guys (9th? We wish). For 20pts you get a BS5 skirmishing scouting archer who can chose whether to add the multiple fire 2 rule to his bow or to ignore armour saves with his shooting. They also come with 2 hand weapons for some mild protection against chaff units in combat, but don&#039;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&#039;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&#039;re going to be sorely disappointed. Calculation of disappointment can be seen on the talk page. These guys are best at picking off heavily armored units with non-exceptional toughness. They are also useful at unleashing a small group of arrows into the foe. If facing a high toughness enemy, Deepwood Scouts with poison arrows will probably do the job better.&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
===Buying Your Army===&lt;br /&gt;
&lt;br /&gt;
The battalion set was a good value. You could get a fairly decent army out of it. &#039;&#039;It is still mighty cool if you manage to find it at some backwater hobby shop (I even managed to get one with discount &amp;quot;&#039;cos no one wanted it for long time&amp;quot; from, apparently, completely ignorant shop assistant).&lt;br /&gt;
The battalion shared models with regular kits, so following old guidelines still apply.&lt;br /&gt;
&lt;br /&gt;
From the Glade Guard sprues, you can build Waywatchers. If you have some spare High Elf or Dark Elf spearmen/warriors, giving them a Glade Guard head can turn them into Eternal Guard. You get a ton of heads with the Glade Guard, so you&#039;re spoilt! Especially now, when they look like High Elves.&lt;br /&gt;
&lt;br /&gt;
The Glade Riders you can build as Wild Riders with the spears. Or even Sisters of the Thorn.&lt;br /&gt;
&lt;br /&gt;
For your Lords/Heroes choices, you can build them out of the sprues provided. You can make a mounted Glade Lord or Captain (even a BSB), as well as a Waystalker and, with a bit of imagination, a Spellweaver.&lt;br /&gt;
&lt;br /&gt;
Otherwise, for the Spellweaver, the Dark Elves&#039; plastic Sorceress is a good alternative if you don&#039;t want old/metal models.&lt;br /&gt;
&lt;br /&gt;
You could make a Treeman with the LotR Ent as it&#039;s cheaper, but the two have different dimentions, so be warned.&lt;br /&gt;
It is taller, but can fit on a 50x50mm base that you can buy seperatly.(and still be cheaper than a treeman.)&lt;br /&gt;
Especially now, when Treemen are taller, slimmer and look more like -Men, than Tree-.&lt;br /&gt;
&lt;br /&gt;
Dryad bits are awesome in making Wild Riders, Sisters of the Thorn and characters. Their back-branches make pretty cool saplings to add foresty clutter on elf bases. You can also glue the extra dryad arms together to make treekin looking things. It will take some patience but you can build three or four sleek looking treekin from a box of a dozen dryads. The ghetto treekin don&#039;t look as tough or macho as the GW treekin, so it is easier to picture them as just strength 4 instead of the strength 5 they used to have.&lt;br /&gt;
&lt;br /&gt;
If you want Dryads and Treemen (though they&#039;ve been nerf-sawed) - you should hurry to grab the Guardians of the Deepwood box, which contains three Treemen and 36 Dryads - and is actually cheaper than cost of those models combined. Either GW are trying to be kinder, or their head manager made a typo. Most likely the latter. Hurry, it is limited edition and stuff.&lt;br /&gt;
&lt;br /&gt;
If you are OK with using mediocre models made from shitty resin, D&amp;amp;D Treant and Roc miniatures make pretty good Treeman or Great Eagle/Warhawk. Be advised, D&amp;amp;D resin is crappy and bendy, but they come pre-painted. The Guardians of the Galaxy Heroclix version of Groot could fill the roll of your treeman easily.&lt;br /&gt;
&lt;br /&gt;
==Equipping Your Army==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asrai Bow&#039;&#039;&#039;: Just like an ordinary Longbow. 30&amp;quot; range, but now comes with AP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asrai Spear&#039;&#039;&#039;: Follows the same rules as regular spears, except for having AP.&lt;br /&gt;
&lt;br /&gt;
Basicly, all Wood Elf spears and bows have AP. Because inch-thick armor is of little use when there&#039;s an arrow sticking out of your eye and a spear in your throat.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
&lt;br /&gt;
No more Spites, no more Kindreds. Matt Ward, after having given High Elves a meta changing item and Dark elves at least some decent ones, he decided to balance out his previous mistakes by not giving Wood Elves any good items. He even made sure to prevent broken combos this time.  It&#039;s especially surprising as Wood Elves are reputed to be Matt Ward&#039;s favourite elf faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spirit Sword:&#039;&#039;&#039; 85 points for ignoring armour saves (as if Wood Elves didn&#039;t have enough of this 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(Though it can hurt the wielder if you want to use the more amusing 6th ed rules for the sword). 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&#039;s magic items instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daith&#039;s Reaper:&#039;&#039;&#039; This weapon would be amazing for almost any race but Wood Elves. For 50pts you can reroll to hit and to wound and force your opponent to reroll successful armour saves. Considering you can only take this on a hero who is likely to get to hit rerolls from ASF and that 8th favours ward saves rather than armour saves, this weapon is only slightly better than useless. Buying great weapon or sword of +1 str wound be a far better/cheaper alternative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bow of Loren:&#039;&#039;&#039; For 20 points you get a bow that fires your character&#039;s attacks +1 shots. You can use it on the Waystalker to get 2, armour ignoring, sniping shots or on the Glade Lord to fire 5 bs7 shots. This can actually be increased further through augment magic that increases attacks (lore of beasts). Note that these are Multiple Shots (so -1 to hit and can&#039;t stack with Waystalker multiple shots and don&#039;t get any bonus attacks from extra hand weapon). The best that can be said about this bow is that it is properly priced. All other races ranged magic items aren&#039;t though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm of the Hunt:&#039;&#039;&#039; For 20pts you get a dragon helm which instead of giving you a 2++ vs flaming attacks, gives you the devastating charge special rule and +1 ws on the charge. Cute I guess for Wood Elves but is it really worth it? Basically, it allows you to make a Wild Rider Noble from older editions (especially with Wild Riders wearing noticeable horned helms now)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acorns of Ages:&#039;&#039;&#039; This is the item that Wood Elves have been waiting for. For 100pts you get d3 forests in addition to the starting one, which all have to be the same type and are deployed like drop pods, since they scatter but can&#039;t land on other terrain. Lots of tactics are circulating around this item, Drycha/Moonstone of Hidden Ways for teleporting units or almost deep striking treemen. See Talk page for tactics and stuff. As for the item - if nothing else, it&#039;s fluffy. The problem is only a couple lords even have the points to carry the thing, and it then leaves them with no points for anything else. Unless your strategy depends on having many forests (Drycha, Moonstone of Hidden ways), it is probably better to pass on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonstone of Hidden Ways:&#039;&#039;&#039; This item&#039;s potential power is immense, while it&#039;s actual usefulness is varied. For 40pts 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 &amp;quot;forest walking&amp;quot; unit can&#039;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 the Acorns of Ages. Buy another gimmick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hail of the Doom Arrow:&#039;&#039;&#039; If only this item was 5 points cheaper so Waystalkers could take it (This does prevent the abuse from being able to hail of the doom arrow snipe combo - &amp;lt;strike&amp;gt;almost&amp;lt;/strike&amp;gt; guaranteed dead wizard. Seems like it could have been fixed better with a &#039;cannot be used in conjunction with the sniper special rule&#039; as opposed to just making it too expensive to take). For 30pts, you get a 1 use str 4 armour piercing arrow that causes 3d6 hits. Some people swear by these things since they can instantly mince lightly armoured units though there are dissenting opinions. Still it is the best magic item Wood Elves have. Sadly, Asyndi&#039;s Bane was removed as a magic item, so you can no longer use the HoDA to take out an enemy unit and the guy who fired the arrow in the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calaingor&#039;s Stave:&#039;&#039;&#039; Such a depressing item. For 20 points you get the privilege of swapping a spell for Tree Singing. Tree Singing is cast on a 8+ now and can move an empty forest d6+1 inches, which is not much more than the forest moves by being accidentally bumped. If the forest is partially occupied, then instead you can deal 2d6 str4 hits on an enemy unit that is at least partially within the forest. You can improve the spell so that, when cast on a 16+ it affects all forests within 12&amp;quot;. If the spell could be cast more than once, was given as an additional spell, had a lore attribute, could be cast on all forests on the board instead of those within 12&amp;quot;, cast on a 4+, to name a multitude of reasons, then it would be worth taking. Otherwise, unless you wish to move the destination forest of the moonstone of hidden way&#039;s unit or Drycha&#039;s helpers, it is the worst magic item in the game. If you really want your eternal guard to hit in an extra rank, its usually easier to move yourself to the forest than to move the forest to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Banner of the Eternal Queen:&#039;&#039;&#039; For twice 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 traditional overpriced banner does not fail to disappoint me even if you don&#039;t compare it to the Banner of the World Dragon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Banner of the Hunter King:&#039;&#039;&#039; Another banner which gives to it&#039;s unit vanguard and, that allows you to reroll the first failed charge of the game for 75pts. Dwarfs get these rules for 35pts and 15pts respectively. Also almost everything that can take this banner has Vanguard already. Competes with Calaingor&#039;s Staff for being the worst magic item ever. Well, at least Calaingor&#039;s staff only costs 20 points where this costs 75. Worst magic (or even mundane) item ever.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Arrows====&lt;br /&gt;
&lt;br /&gt;
(Note, all arrows have AP and volleyfire, 30 inch range). All of these are available to Glade Guard, Deepwood Scouts, Glade Riders, Glade Lords and Glade Captains.&lt;br /&gt;
They replace the profile of regular bows wielded by models and count as magical attacks. &amp;lt;s&amp;gt;Note, that until we get a FAQ, they are &#039;&#039;not&#039;&#039; Asrai Longbows and prevent using Hail of Doom Arrows!&amp;lt;/s&amp;gt; The enchanted arrows are Enchanted Items which do not prevent you from holding a second Enchanted item. As such they are NOT weapons, and do not prevent you from using the HODA. The WE book specifically says &amp;quot;Each type of enchanted arrow replaced the profile of the Asrai longbow with the one shown in its entry.&amp;quot; In other words, you don&#039;t have asrai longbow anymore, you have Arcane Bodkins, Starfire Shafts, Hagbane Tips, Swiftshiver Shards, Moonfire shot, or Trueflight Arrows instead. This would technically disable HoDA even though you are replacing the bow with arrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Bodkins:&#039;&#039;&#039; 5 pts per model, confers ap -3 instead of normal armour piercing. Expensive for what they do. I prefer to do more wounds than reduce armour saves but these arrows kill cavalry like nobody&#039;s business.  All the same, if your plan is to screw over enemy armour, just use Waywatchers instead. For three more points waywatchers can spite that guy with a 1+ re-rollable armour save while the arcane bodkins have a 50/50 chance of being saved. And they can also fuck up light infantry like nobody&#039;s business, if no heavy cavalry presents itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagbane Tips:&#039;&#039;&#039; 3 points per model, confers poison attacks. Amazing. This will probably be your go-to magic arrow, since wood elves have troubles vs monsters. It is nice to have Skink-like firepower on the move at 30&amp;quot; (With BS4+ throughout most of the shooting units, your problems will probably lie in wounding. Might as well turn those 6&#039;s to hit into wounds, and save yourself the possibility of connecting a hit that won&#039;t wound anything)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trueflight Arrows:&#039;&#039;&#039; 3 points per model, confers no penalty to shooting whatever you do. This is probably going to be the second most used arrow. Best taken on your Glade Guard as they will suffer the most penalties (move and shoot, long range, volley fire, etc.). These should be your first choice against Skaven and their shenanigans. &lt;br /&gt;
*&#039;&#039;As of now there are many opinions about the merits of these arrows which should be shared on the talk page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonfire Arrows:&#039;&#039;&#039; 4 points, confers flaming and +1 to wound versus Forces of Order. Great against warmachines, which almost all Forces of Order have. BUT against war machines, poison is still better (and cheaper) unless buffed by magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starfire Arrows:&#039;&#039;&#039;  4 points per model confers flaming and +1 to wound versus Forces of Destruction. Great against monsters and repeater bolt throwers. The better choice of the &amp;quot;...fire Arrows&amp;quot; duo as almost everything with Regen in the game is from a Forces of Destruction army. If you buy a unit of 10-12 of this instead of the flaming banner you can make OK monster hunters out of them. OR flame banner + Hagbane tips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swiftshiver Shards:&#039;&#039;&#039; 4 points per model confers multiple shot, making your Glade Guards into Dark Elf repeater crossbowmen. Interesting, but Waywatchers have this basic and do this better than any of the other unit. One recommendation is to fill your core with a big block of swiftshiver shard glade guard (fun to say) and then buff them with hand of glory from the high magic. Your swiftshiver shard glade guard should eviscerate anything that is not protected by the high elf banner of game breaking.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Life&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Shadow&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;s toughness and weakens them in combat by reducing their strength, weapon skill and intiative. Withering is the must-have spell for Wood Elves (unless you run a LOT of poisoned arrows), as it solves their greatest weakness - Str 3 bows. By using Melkoth&#039;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&#039;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&#039;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.&lt;br /&gt;
Some calculations can be seen in the Talk page.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of High Magic&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
This Lore is really quite neat. It has a wide variety of cheap to cast spells which give you a better shorter ranged fireball as a signature spell, a buff the complete opposite of the MMM importantly buffing your BS, a spell which dispels all effects (very useful against any foe dependant on magic) as a signature spell,  a small blast, the ability to redeploy one of your units 10&amp;quot;, to dismantle magic items and to deal a str 4 hit to all your foes in one unit. Matt Ward has also given a good lore attribute which stacks well with it&#039;s multiple low level spells. Every time you successfully cast a spell you gain a counter. If you suffer an unsaved wound, then the counter nullifies the wound. Great if you are hiding your General anywhere, but especially with the sisters of the Thorn. I feel it is very much like a proactive version of the lore of life, preventing damage rather than repairing it.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Metal&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
The Lore of Metal is mostly aimed at helping armies like the wood elves deal with heavily armoured foes. It can debuff your foe&#039;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&#039;t bad but the other lores often help more. Especially since nearly all the elves have armor piercing and (one of) their best units can outright ignore armor. The scaly skin is nice though since the wood elves are lacking when it comes to armor.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Beasts&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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 &#039;decent&#039; to &#039;good&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Heavens&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;s lore attribute turns all of it&#039;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).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Death&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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, Treekin, Treemen, and Wild Riders, while Soulblight does a fine job equalizing some S4 T4 brutes with your fragile elves. Just a pity you can&#039;t cast Aspect of the Dreadnight on enemies (to exploit Wildwood Rangers&#039; special rule). But, there is always a free mysterious forest which you can make cause fear (making your enemy step into it on the other hand is a bit more difficult...).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Fire&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;t guarantee.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Dark Magic&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Pity you can&#039;t take it on a level 1. On a level 4 it isn&#039;t bad but is beaten by almost all the other lores. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Darkness&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Augment&#039;&#039;&#039;&#039;&#039;. While it does give your unit a much needed strength bonus and extra power dice it will eventually wear you down ( you take a wound with no armor saves if you roll a 3 for power dice) unless you protect yourself with a decent ward save. Often, you&#039;d be best served not getting bogged down in combat.  For a stupid elf trick, use when your caster is with Sisters of Thorn and watch those javelins get nasty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doombolt&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&#039;&#039;. Always take it. It gives you a much needed high strength shooting attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chillwind&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&#039;&#039;. Is an easy spell to cast, is good against low toughness units and will help you against other shooting armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Word of Pain&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hex&#039;&#039;&#039;&#039;&#039;. Good against shooting/high WS armies that seek to match you prowess. The boosted version will save a lot of your elves in combat, &#039;&#039;especially&#039;&#039; since you don&#039;t have much, if any, armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladewind&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Direct Damage&#039;&#039;&#039;&#039;&#039;. Is a good choice for big blocks of infantry, like the always pleasant Slavebus or Zombietrain or even some tougher units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Despair&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hex&#039;&#039;&#039;&#039;&#039;. Simply fantastic when you get into combat. No Inspiring Presence and no Hold Your Ground! for you enemies. This will make breaking enemies easier, which is good, because you don&#039;t wanna hang around for Round 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Stealer&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Direct Damage&#039;&#039;&#039;&#039;&#039;. Once again, great against big horde units/busses/trains. If you get this off, place the 3&amp;quot; template anywhere of the wizard within 18&amp;quot;. You can go nuts with &#039;&#039;&#039;Power of Darkness&#039;&#039;&#039; and never worry about it, if it lands right.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arnzipal&#039;s Black Horror&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magical Vortex&#039;&#039;&#039;&#039;&#039;. Oh baby. This thing is crazy. Like warpstone-laced cocaine. No wonder Ariel got hooked on this Dark Magic stuff... Anyway, should you get this off, pop it down and sing &#039;&#039;&amp;quot;Snitches&#039;s gonna die/This bitch is gonna fly/My wizard&#039;s rollin&#039; high/Or she&#039;s gonna fry&amp;quot;&#039;&#039;. It will then travel anywhere between 6&amp;quot;-40&amp;quot; in the form of a 3&amp;quot; template in a straight line (of your choice) depending on your wizards magic lvl and how much you roll on the arty dice. Everything hit must pass a strength check or die (ward save allowed). As with arty rolls, should you misfire, place it on top of your wizard and scatter it D6. It &#039;&#039;Remains in Play&#039;&#039;. Every turn, it jollies around randomly, spreading more laughter and happy thoughts with another arty roll. Misfire and it will stop working. Boost it and you get to use the large 5 incher, then pray to Isha that you don&#039;t screw up. Not as powerful as the &#039;&#039;&#039;Lore of Death&#039;&#039;&#039; version, but still good fun.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lore attribute is best likend to that of the &#039;&#039;&#039;Lore of Fire&#039;&#039;&#039;. Everytime you cast it on an enemy unit, it creates a vengeance counter (on the unit) which activates when damage is next applied through a spell to that unit. It causes d3 extra hits when it does so, for each counter on the unit. If you can take 2 lv 3/4 mages then this is a good secondary lore but beyond the Storm of Magic I doubt it will see much use. Try it out and see how useful it is to you.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Light&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
It&#039;s quite good against Undead and Daemons and could still be considered against Elf armies. Against most other armies, it sadly won&#039;t be of much use, as many of the other lores gives you better options. High strength flaming attacks, superb WS, exellent skirmisher [[Troll|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.&lt;br /&gt;
&lt;br /&gt;
==Army Composition &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
Build your tactics around your army.&lt;br /&gt;
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&#039;s Wild Riders vs a monster or if the unit is charging the enemies flanks or rear.&lt;br /&gt;
&lt;br /&gt;
Currently, there are four main methods of building your army:&lt;br /&gt;
&lt;br /&gt;
*A) &#039;&#039;&#039;Shooty army.&#039;&#039;&#039;&lt;br /&gt;
**Don&#039;t get charged and keep on shooting. Circle around your foes, slow them down, and don&#039;t be afraid to sacrifice a unit if it saves your army.&lt;br /&gt;
&lt;br /&gt;
*B) &#039;&#039;&#039;Fast combat army.&#039;&#039;&#039;&lt;br /&gt;
**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&#039; superior movement to ridiculous levels.&lt;br /&gt;
&lt;br /&gt;
*C) &#039;&#039;&#039;Infantry army.&#039;&#039;&#039;&lt;br /&gt;
**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, without serious magical buffing, this army will die to anything stronger than a stiff breeze. &lt;br /&gt;
&lt;br /&gt;
*D) &#039;&#039;&#039;Hybrid army.&#039;&#039;&#039;&lt;br /&gt;
**A mix of any of the above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush of the Worldroots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To once again clarify, for future reference, the precise wording of the rule is &amp;quot;&#039;&#039;&#039;This forest is not mysterious terrain - declare it&#039;s type when you place it&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With &amp;quot;Mysterious&amp;quot; being a fancy word for &amp;quot;Type of your choice&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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&lt;br /&gt;
&lt;br /&gt;
*Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won&#039;t grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*The other woods should NEVER be considered for two reasons: &lt;br /&gt;
**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.&lt;br /&gt;
**2) You don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Many of these tips might seem redundant, but one extra reminder is better than forgetting a small detail that might help you later &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Most, if not all of your army has M5 or more. Use this maneuverability to it&#039;s utmost to ensure that you stay alive and pick your fights with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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. It should also be noted that skirmishers gain stubborn in forests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Beware of Monsters or units with high toughness! Unless you have units with Poisoned Attacks, Wild Riders (S5 on the charge), magically buffed units (result being S5 or higher), or Wildwood Rangers, it&#039;s gonna be difficult to wound most of the time when you&#039;re in combat. Almost every other Army has access to Warmachines to pick off your Treemen/Treeman Ancients, but you won&#039;t have the same luxury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[DISTRACTION CARNIFEX|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 &amp;quot;&#039;&#039;Huuuurr... Dat&#039;s a purdy unit yoo&#039;s got there mate... Be a real shame if sumfink hap&#039;n to it, roight?&#039;&#039;, so that the rest of your army survives and gets into position. &lt;br /&gt;
**&#039;&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What&#039;s that? Having trouble with High Elves and their &#039;&#039;Banner of The World Dragon&#039;&#039; on a beefy cav unit you say? What you&#039;re actually saying is that you don&#039;t have enough Waywatchers in your army, am I right?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Seriously consider the &#039;&#039;Recipe for Success&#039;&#039;&lt;br /&gt;
**You will need the following:&lt;br /&gt;
***1) 5 Wild Riders&lt;br /&gt;
***2) 1 Forest&lt;br /&gt;
***3) Flank Charge on the Enemy&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;voilà&#039;&#039;: 16 Fear-causing ASF S5 AP attacks (reroll 1s to wound) + 10 S4 attacks with no enemy parry saves, supporting attacks or step up (so Always Strikes First actually helps you kill the enemy before they kill you. Also note that flanking does not remove steadfast, so unless you get your enemy within the forest, they may not run as easily). The cost? 160-195 points. (Add more Wild Riders to really hurt those 40+ man units)&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_Tactics_Races}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;/div&gt;</summary>
		<author><name>2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Wood_Elves&amp;diff=542400</id>
		<title>Warhammer/Tactics/8th Edition/Wood Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Wood_Elves&amp;diff=542400"/>
		<updated>2020-05-12T08:03:53Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45: /* Magic Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Wood Elves==&lt;br /&gt;
Wood Elves have been redone and almost completely rewritten. Everything has been turned on its head and old Wood Elf players have to adapt to the new changes. However they have recently not only reclaimed the title of being the fastest army but being arguably the best shooting army too. Wood Elves appear to be of equal parts of light and dark outlooks. They are the middle ground for elves. This is shown by them having magic arrows which are keyed to wounding forces of order and destruction respectively and with their best wizards having access to High and Dark magic. Wood Elves still have access to their old free wood.&lt;br /&gt;
&lt;br /&gt;
Wood Elves are an army almost completely made up of trees, bowmen, or fast cavalry. They rely on speed, shooting and picking their fights. Wood elves still lack war machines but have in exchange a megaton of poisoned weaponry.&lt;br /&gt;
&lt;br /&gt;
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 enemided as some of the best archers in the game, the wood elves&#039; possible greatest strength is not in their shooting, but in their prowess fighting in forests. They combine the best of both High Elves &amp;amp; Dark Elves when defending areas of wood. 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, they will quickly end up on the losing side. &lt;br /&gt;
&lt;br /&gt;
Lastly, they have the widest variety of spells to chose from amongst the three Elf factions.&lt;br /&gt;
&lt;br /&gt;
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&#039;re bad ass vengeful guardians of the forest, so that&#039;s pretty cool too. &lt;br /&gt;
&lt;br /&gt;
Be warned that they aren&#039;t a good starter army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short, play Wood Elves if you want to play an army that requires a lot of skill, strategy and tactical thought to do well. You can&#039;t rely on Armor nor Warmachines or crazy shenanigans. Only a quick aim, a steady eye and a hungry forest will aid you in Athel Loren. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Matt Ward did have a hand in working on this book. However, GW decided to stop putting author&#039;s name in the book, most likely to preserve Watt Mard&#039;s tender feelings.  What is known is that this was his last army book with GW and after having a hand in End Times:Nagash and End Times:Khaine he has now left).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
&lt;br /&gt;
Wood Elves have four new army rules. They are the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings of The Ancients&#039;&#039;&#039;: Any model with this special rule (IE your wizards) gets a +1 to all casting attempts if they are inside a forest.  ONLY when they&#039;re in a forest.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Spellweaver&#039;&#039;&#039;, &#039;&#039;&#039;Spellsinger&#039;&#039;&#039;, &#039;&#039;&#039;Shadowdancers&#039;&#039;&#039;, &#039;&#039;&#039;Branchwraiths&#039;&#039;&#039;, &#039;&#039;&#039;Treeman Ancients&#039;&#039;&#039;, &#039;&#039;&#039;Durthu&#039;&#039;&#039;, and &#039;&#039;&#039;Drycha&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush of the Worldroots&#039;&#039;&#039;: You may place a single forest (of any type, you decide) anywhere on your half of the table. It must be placed before any units are deployed. It &#039;&#039;must&#039;&#039; be wholly within your half of the table. If it can&#039;t fit, move the other terrain pieces to make room. If it still can&#039;t fit, or you&#039;re in a scenario where you don&#039;t have a deployment zone, you don&#039;t get a forest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See &#039;&#039;&#039;Army Composition &amp;amp; Tactics&#039;&#039;&#039; for ideas and recommendations on how to use this rule&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Spirit&#039;&#039;&#039;: Models with this rule has Forest Strider, Magical Attacks and Immune to Psychology special rule and a 6+ ward save. A weaker save, but no longer mundane like in the previous army book. Mounts do not get the ward save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Unicorns&#039;&#039;&#039;, &#039;&#039;&#039;Great Stags&#039;&#039;&#039;, &#039;&#039;&#039;Dryads&#039;&#039;&#039;, &#039;&#039;&#039;Branchwraiths&#039;&#039;&#039;, &#039;&#039;&#039;Tree Kin&#039;&#039;&#039;, &#039;&#039;&#039;Treemen&#039;&#039;&#039;, &#039;&#039;&#039;Treeman Ancients&#039;&#039;&#039;, &#039;&#039;&#039;Forest Dragons&#039;&#039;&#039;, &#039;&#039;&#039;Durthu&#039;&#039;&#039;, &#039;&#039;&#039;Hounds of Orion&#039;&#039;&#039;, &#039;&#039;&#039;Drycha&#039;&#039;&#039; and &#039;&#039;&#039;Ceithin-Har&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Stalker&#039;&#039;&#039;: Models with this rule have the Forest Strider special rule. If at least half of a unit with this rule is inside a forest, it will be able to do the following:&lt;br /&gt;
&lt;br /&gt;
* They may fire with one more rank. For the purpose of Volley Fire, this means a full three ranks may shoot, before you have to round down the following ranks.&lt;br /&gt;
&lt;br /&gt;
* They may fight in close combat with one extra rank than normal, just like High Elves. This is cumulative with other similar effects.&lt;br /&gt;
&lt;br /&gt;
* They may reroll to wound any rolls of 1 in close combat, just like Dark Elves. Their mounts, however, may not.&lt;br /&gt;
**&#039;&#039;Basically, in terms of special rules, all your elves are worse than high elves and dark elves in the open, but equal to both of them combined while in forests. (In truth Eternal Guard is more effective than Spearelves/Dreadspears, Glade Guard beats HE Archers and Glade Riders are Ellyrian Reavers on steroids; but they all cost much more. Model for model - WE are better. Point for point - WE are worse.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Glade Lord&#039;&#039;&#039;, &#039;&#039;&#039;Glade Captain&#039;&#039;&#039;, &#039;&#039;&#039;Spellweaver&#039;&#039;&#039;, &#039;&#039;&#039;Spellsinger&#039;&#039;&#039;, &#039;&#039;&#039;Eternal Guard&#039;&#039;&#039;, &#039;&#039;&#039;Glade Guard&#039;&#039;&#039;, &#039;&#039;&#039;Deepwood Scouts&#039;&#039;&#039;, &#039;&#039;&#039;Glade Riders&#039;&#039;&#039;, &#039;&#039;&#039;Warhawk Riders&#039;&#039;&#039;, &#039;&#039;&#039;Wildwood Rangers&#039;&#039;&#039;, &#039;&#039;&#039;Wardancers&#039;&#039;&#039;, &#039;&#039;&#039;Shadowdancers&#039;&#039;&#039;, &#039;&#039;&#039;Sisters of the Thorn&#039;&#039;&#039;, &#039;&#039;&#039;Wild Riders&#039;&#039;&#039;, &#039;&#039;&#039;Waywatchers&#039;&#039;&#039;, &#039;&#039;&#039;Waystalker&#039;&#039;&#039;, &#039;&#039;&#039;Orion&#039;&#039;&#039;, &#039;&#039;&#039;Araloth&#039;&#039;&#039; and &#039;&#039;&#039;Naestra &amp;amp; Arahan&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
&lt;br /&gt;
====Named Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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&#039;re really getting your points worth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orion, The King of the Woods:&#039;&#039;&#039; Orion is what in general is refered to as a Glass Cannon: Incredibly expensive, requires a massive tax on your resources, can be incredibly powerful and yet is very fragile. Orion costs 600 points. He can also beat in almost anyone&#039;s face (9,8,8,6,5,5,9,5,10), comes with a Bolt Thrower and machine gun and is Unbreakable and Frenzy, regains a wound on a 6 at the start of each of your turns. Also comes with two War Beasts (for 20 pts) that share his Frenzy and Unbreakable rule. Here&#039;s the downside: He&#039;s only T5 with a 5+ Ward and MR 2, making him somewhat less durable than a Treeman, but more durable against spells. He&#039;s a Monster, so he has Thunderstomp too, however, he doesn&#039;t have the Large Target rule. He will drop like a fly to high volume S4 and above attacks. He also has Always Strikes First but will have trouble winning combats against large units (he&#039;ll probably tie or grab a minor win on round 1 and then start losing from then on, not that it matters so much anymore). Not great but has potential. He is basically a Greater Daemon with leafy clothing that gives units within 6&amp;quot; of him Devastating Charge (Everyone of your units gets DC. Including mount)) every turn. Charge him along with your Wild Riders or Warhawk  Riders into something. Anything. Then watch the mother hurt of ALL the People&#039;s Elbow decend upon your foe. Nothing bar the Dice Gods will stop you. That, or Phoenix Guard. Giggle like an Elf if you get to fight in a forest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drycha:&#039;&#039;&#039; Orion is fighty, the Twins are shooty, Drycha is weird. She&#039;s rather expensive for a Hero, at 255 points, but she doesn&#039;t come with nearly enough stuff to justify this. For starters, she&#039;s a Level 2 caster and only has access to Lore of Shadows. While she&#039;s reasonably fighty (she gets +2 attacks per lost wound, no life shenanigans), T4, 3 wounds and only a 6+ Ward means she&#039;s easy to drop. She needs units with the Forest Spirit rule to be effective, but while her kinda ganky Deep Strike ability seems fun, you&#039;re only guaranteed d3+1 Woods max (IE the one you brought, sitting in your half of the table, and the acorn of eternity if you buy it) it&#039;s probably easier to just have them join her from the front. Don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Araloth, Lord of Talsyn:&#039;&#039;&#039; This is Skaw the Falconer reborn. Sadly, Matt Ward clearly hates him and has not only changed his name but made him the only Wood Elf whose sole purpose is to be repurposed for conversions. 260pts for a 4++, stubborn, unbreakable on his own (don&#039;t let him go on his own EVER), Glade Lord with a 6+ armour (Seriously. He doesn&#039;t even have Light Armour, even though his model is wearing it. Wild Riders, meanwhile, [[Derp|go around bare chested and count as wearing them]]), armed  with an amazing-looking spear that is...a regular Asrai Spear, and who comes with a bird. At least 60pts overpriced. The bird is a free S4 hit on one model within 18&amp;quot;, and functions like a weird Killing Blow that causes blindness instead of death (somehow it makes the model worse in combat but not at shooting... go figure). Cute, I guess? This model&#039;s only use is to troll Tomb Kings, but with End Times taking away crumble he can&#039;t even do that anymore. Don&#039;t buy the model to play Wood Elves.&lt;br /&gt;
**&#039;&#039;Note: Actually, I have found skaryn to be a pretty effective character hunter. The six to wound comes up much more often than you might think (one in three chance of any sort of wound blinding a T 4 model) and if your opponent skimped on armour for that bsb then they just became a lot less effective. Also, this guy combined with a waystalker or two can make a trolltastic wizard sniping team. Still overpriced, but not entirely useless.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Durthu:&#039;&#039;&#039; Once again a recycled character from the far distant past which is bad. At first his stats don&#039;t look bad; Ws 7, str 6, t6, w6, 6 attacks, frenzy, hatred. But he only has a 3+ armour with a 6++ ward save and is flammable. The greatest of the Treemen can die from a single flamming bolt thrower if it gets lucky, let alone a flaming cannonball. To add salt into the wound he is only a level 1 Lore of Beasts wizard, has a pretty hand weapon of no significance save fluff, and a 2d6 str 2 killing blow ranged attack (which is awesome since he has BS7). All of this is for 385 pts. If you have already ordered the Treemen kit make a basic Treeman instead and convert a Wraithknight/Wraithlord. If you really want to play with him, get him into combat, any combat, as quickly as you can and either get &#039;&#039;&#039;The Savage Beast of Horrors&#039;&#039;&#039; to make him eat Greater Daemons/Monsters or go with the default &#039;&#039;&#039;Wyssan&#039;s Wildform&#039;&#039;&#039; to make him do 7 WS7 (rerollable to hit) S7 attacks. 666 is the name of the Beast, but 777 is carved on the Tree.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Naestra and Arahan, The Sisters of Twilight:&#039;&#039;&#039; Anyone who makes a &#039;Twins are hot&#039; joke gets kicked out of Athel Loren. As for the girls, they can be hilarious. You don&#039;t only 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 gives them more wounds and t4 thanks to it being monstrous cavalry, while also allowing them to reroll failed to hits. Their Dragon is 80pts cheaper than the glade lord&#039;s since gwindalor is clearly 80pts. They have the Always Strikes First, Forest Stalker, 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 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 so chose wisely. Pitty you can&#039;t take these guys on foot though...&lt;br /&gt;
**&#039;&#039;Alright, someone explain this to me. Since N&amp;amp;A are now MC on Big G, isn&#039;t the Conjoined Destiny rule quite worthless if you get shot? Since the three birds are counted as one model, have practically no saves AND you have to use the profile with the most wounds (which is 3 for Big G), how does this work? Are they able to survive a cannon ball to the face, or does the entire model die after 3 wounds?&lt;br /&gt;
***&#039;&#039;To counter that which is below, if you stick near 5 Warhawk riders you can get a 4+ look out sir, you can seriously boost your survivability. So long as one twin survives then your foes cannon ball was for naught.&lt;br /&gt;
***&#039;&#039;A single cannonball won&#039;t kill them - and certainly it won&#039;t kill Gwindalor, since, according to MC rules, it can&#039;t be targeted (yes, this means that the rule that lets the mount regain wounds is useless for G). When N&amp;amp;A are hit, you have to randomize, according to their rules. Then you wound, then the sister that was hit probably dies; then she pops back to full life if the other hasn&#039;t been killed by the end of the shooting phase. In melee, you have to allocate attacks, as you would do with two normal characters. N&amp;amp;A can indeed take risks that would be suicidal for other wood elven characters. Quite worthy of the points you pay to field them.&#039;&#039;&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Lord:&#039;&#039;&#039; Generic combat lord, reasonably fighty but you&#039;ll pale in comparison to most other Lords. (Basically, he is identical to High Prince or Dark Dreadlord, but the army&#039;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 a LD10 bubble. He also got an extra point of BS, probably to compensate for the loss of free moving and shooting. One new rule, The Arrow of Kurnous, lets him deal a auto str 3 hit on your opponent&#039;s general if they are within 36&amp;quot; of a character with the rule and in line of sight. If your foe has a caster lord as his general then I guess it will force him to deploy further back so not bad. Should not be your first Lord choice, but is by far not the worst. One popular choice is to give him Daith&#039;s Reaper and the Armour of Destiny for a stabtastic warboss.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spellweaver:&#039;&#039;&#039; 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) and most importantly, access to all rulebook lores and Dark and High Magic. Plus she can buy an Asrai Longbow for 5pts, which means that while she&#039;s hanging in the back with your Glade Guard, she can ping off the odd casualty herself, which is hilarious by the by. If you want a Lord choice, this is the one you should go for in (almost) every situation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treeman Ancient:&#039;&#039;&#039; While Treemen are alright, Treemen Ancients fail for many reasons. First off, they&#039;re 290 points, don&#039;t get spites any more, are lvl 2 life wizards only (who can upgrade to level 4) have a 3+ 6++, can buy magic levels, can tree whack and have the kind of melee stats that make cherubs cry. Ws4, Str5, A3, I2. I guess old age shows? Also, being an old coot, he gets the 75mm long side of his base pointed forwards for some insane reason. The best thing that can be said about them is probably that they are large targets with Ld 10. Actually, against anything that hasn&#039;t got a particularly threatening shooting phase, the ancient will be basically immortal unless it gets killed in combat. 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Captain:&#039;&#039;&#039; This is the generic combat and battle standard bearer character for wood elves. And actually comparing him to other non-elf race&#039;s characters he isn&#039;t too bad. He can&#039;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. Also he shares the Arrow of Kurnous with your general so you are not punished for taking a caster lord. 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow Dancer:&#039;&#039;&#039; Your Wardancer character. Worth consideration. For 100pts you get a ws8 s4 I8 a4 (two hand weapons) Always Strike Firsts 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&#039;t have a way of moving any more quickly, without switching her across the battlefield with lore of shadows lore attribute and also doesn&#039;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.&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; 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.  &lt;br /&gt;
* 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.&lt;br /&gt;
** 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|RAPE]] things on the charge).&lt;br /&gt;
*** 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waystalker:&#039;&#039;&#039; 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 Horrors from the Beasts lore to grant 5 ignores armour sniper shots that do suffer from multiple shots penalty (though with BS7 will you care). You can also use the spell Birona&#039;s Timewarp from lore of light to increase attacks by 1 (and double movement) but, this is probably not the best use of that spell. An interesting combo if you&#039;re going to be running with the beasts lore. The guy is dirt cheap, only 115 points with the bow of loren, 90 without. With sniper on top of that, the Waystalker can pick enemy heroes out of units with up to 5 armor ignoring attacks! (But, he would suffer -1 to hit from multiple hits AND -1 to hit from sniper, plus possibly other -1 from moving or long range etc.) So keep this in mind because even with 7 BS, if you have too much modifier on your hit chance, all the armor ignoring attacks in the world won&#039;t mean a thing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spellsinger:&#039;&#039;&#039; 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 all battle rule book lores but not to the Wood Elf specific lores (ie the opposite of its sixth edition form). Shame. Take a dispel scroll and the lore of shadow or fire on this hero since their spells are the most effective at level 1/2. (Or lore of beasts and get the signature spell)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Branchwraith:&#039;&#039;&#039; The Branchwraith has 2 advantages: 1, she&#039;s fairly effective (WS6, S4, T4, I7, A3, 6+ Ward). 2, she&#039;s cheap. She is 75pts and a level 1 Lore of Life wizard. She&#039;s a cheap way of beefing up a Treekin or Dryad unit. It is also of note that if you&#039;re taking the Lore of Beasts for your casters, and you&#039;re running a Branchwraith, you can use 2 of the spells to buff her up to insane levels.&lt;br /&gt;
&lt;br /&gt;
====Mounts====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Elven Steed:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Great Stag:&#039;&#039; Really, why aren&#039;t you taking it? Better stats than it&#039;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&#039;t get look-out-sir when joining units (because no units you can join are MC)]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Great Eagle:&#039;&#039; Worth taking to make your models more mobile for 50 pts. I wouldn&#039;t take it on every hero but on a lvl 1 mage without the scroll or the bsb it should be worth some consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Unicorn:&#039;&#039; Unicorns are weird. They seem to be designed to deliver a Hero/Lord directly into combat, but it&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Forest Dragon:&#039;&#039; It&#039;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&#039;re going after his stash, he&#039;s actually just that little bit better than most Dragons. Also, there&#039;s only one poser who&#039;s cool enough to hang with him, and that&#039;s the Glade Lord (who, if you don&#039;t kit out for combat, really &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; 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&#039;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 &amp;quot;SHOOT ME!&amp;quot; written all over it in dwarven runes.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
Currently, all Wood Elf Core units are kind of sub-optimal and are no no-brainers. But on the other hand, none of them are precisely duds either, and most can find uses (and you might as well, since you HAVE to take them). Tailor your tactics and choose wisely. Ironically, our Core units now feel more like Specials, role-wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dryads:&#039;&#039;&#039; Why Matt Ward! Dryads went from being overpowered to good to one of the weaker units in the game is the initial impression, but in reality Dryads are just trash if you try to use them in their old role. (People tend to judge them based on their old profile, understandably.) They can&#039;t take anything other than a champion and cost 330 for 30 of them - then again, they cost as much as Witch Elves and cheaper than Plague Monks, while fulfilling the same role. The Dryads can still be good, and do have a place in combat armies (which are a thing these days and we now have 10 lores of magic to back them up. Seriously, you can make them tough or strong - they work well with either buff). Most armies would kill for toughness 4 core with a ward save and 2 attacks. For 11pts you get WS 4, S3, T4, A2, I5, Ld8, hatred, immune to psychology and a 6++ save (in the forest). Though they have no armour save to mitigate the lower ward save (though they can now take it against magical attacks), and no more skirmisher, they are basically our assassins, crashing into enemy flank and tearing it shreds, while taking not so much damage in return. They are not so useful in a shooty or cavalry army, but if you are running a combat wood elf army, which can actually do well in this book, dryads and eternal guard are what you&#039;re gonna take.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eternal Guard:&#039;&#039;&#039; 11 points WS 5 armour piercing, ASF, stubborn, elven spearmen, who can fight better in forests. They can also buy shields too and have a 5+ armour save. Considering that the more well protected units in the wood elf army get just a 4+ and 6++, these guys have a pretty good save. Don&#039;t get me wrong, their save will be laughed at by every army out there, (apart from beastmen) but for wood elves, it&#039;s respectable. At the first glance their cost - 270 points for 20 of them with shields and a full command squad and 390 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&#039;t take them in such big units - small units (10-15) can hold off pretty long even against elites. Many people don&#039;t like them, since these generally do not fit in with the traditional Wood Elves&#039; 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&#039;t kill all of them then you&#039;ll have to face them again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Guard:&#039;&#039;&#039; Glade Guard are of debatable worth. For 12 points you get a bs 4 model with no armour, an armour piercing long bow, the option to take full command and a magic standard worth 25 points. In forests they get to reroll ones to wound in close combat and can fire and fight in 1 extra rank. They also can buy any of the magic arrows (discussed in magic arrows section). It is up to you whether you chose to deploy them in multiple small units or in one horde, though generally msu is better since they will have more time to fire. All in all, Deepwood Scouts do same job better for just 1 point more (except of course, they won&#039;t fill up your manditory 25% core).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Riders:&#039;&#039;&#039; 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 a Asrai Bow and Asrai Spear, who have to ambush (Being forced to ambush can sometimes be an issue, keep this in mind when taking Riders.), that 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&#039;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.&lt;br /&gt;
** &#039;&#039;And no, they cannot choose Vanguard deployment over Ambush deployment, because you Vanguard-move &#039;&#039;after&#039;&#039; you have deployed - which you don&#039;t with Ambush. Feel free to Vanguard-move in the model case, waiting for your ambush roll.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deep Wood Scouts:&#039;&#039;&#039; Don&#039;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. Pity that you can only have so many special unit duplicates. Whenever you feel the urge to buy glade guard that don&#039;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 &#039;&#039;&#039;poisoned arrows&#039;&#039;&#039; will kill a warmachine each turn, on average, without a modifier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sisters of the Thorn:&#039;&#039;&#039; The Wood Elf alternative to Dark Elf Warlocks. While wildriders rock out with their cock out and kill and 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++, 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 pricy, 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&#039;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 both enemy spells and any miscasts (Edit: as per the errata, MR doesn’t help with miscasts). 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&#039;t a no-brainer, but can be very effective with proper application.&lt;br /&gt;
** &#039;&#039;Doomfire Warlocks:&#039;&#039; These guys are often bench-marked a against SotT. For just one point less you get a Dark Elf version of the sisters in the rare units (or more correctly, the sisters are a Wood Elf version of the warlocks since the DE book came out first). These guys don&#039;t throw poisoned javelins and they don&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treekin:&#039;&#039;&#039; 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&#039;t eat up as much of your points. Compared to an O&amp;amp;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, cause fear, 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&#039;t win (unless you have the lore of light unbreakable spell or other buffing spells to improve armor or toughness).&lt;br /&gt;
** &#039;&#039;Additional Thought:&#039;&#039; 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&#039;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&#039;s a niche, but it&#039;s one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wardancer Troupe:&#039;&#039;&#039; 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&#039;re still about as hard as tissue paper, but that&#039;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 [[AWESOME|strips your foe of their rank bonuses]]. What lets these guys down is the fact that because they&#039;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).&lt;br /&gt;
** Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections. Choose well, whom will you use (unless you use both).&lt;br /&gt;
*** As a side note, any models in the squad &#039;&#039;&#039;(not the whole squad - you can choose)&#039;&#039;&#039; can replace two weapons with an Asrai Spear. Which is kinda useless, since if you are taking more than 5 Wardancers in a single squad, you are doing it wrong.&lt;br /&gt;
**&#039;&#039;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?&#039;&#039;&lt;br /&gt;
***&#039;&#039;He must like dubstep. It would explain a lot of things.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warhawk Riders:&#039;&#039;&#039; You think your Glade Riders are fast? Think again. These guys are one of the best units in the Army Book, acting troubleshooters, since they can bring down War Machines like they&#039;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, Asrai 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Riders of Kurnous:&#039;&#039;&#039; 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, &amp;lt;s&amp;gt;which is always nice when facing something else with terror&amp;lt;/s&amp;gt; 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&#039;t it. Also have a lot more staying power than most other cav, retaining 4 st4 attacks per model until you lose frenzy. That&#039;s better than having lances. Also, they keep their spears in following rounds, so their attacks still have AP. Bear in mind, they&#039;re reliant on a 4+ 6++ (one of the best saves the wood elves get is still not that good), so don&#039;t get them charged, or they will die in troves. &#039;&#039;Ironically enough, they are no longer Forest Spirits, but their new models actually look like forest spirits, unlike their older models of regular elves.&#039;&#039; (Don&#039;t let them get charged, they suddenly hurt a lot less. 2 S4 armor piercing attacks per is just &amp;quot;ok&amp;quot;). These units are not very useful in a head-on charge due to the enemy stepping up (unless you wipe out the entire unit!) but, they are excellent at charging from the rear. However, due to frenzy, it might be difficult to get behind the enemy without being forced the charge them head-on in the first place.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wildwood Rangers&#039;&#039;&#039; New to the Wood Elf Army Book, 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&#039;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 Great Swordsmen(In forests and against fear causers), but are worse than almost every other race&#039;s Great Weapon elites (however also cheaper per model). With the End Times bringing undead-summoning for everyone, these fellers become more useful, easily clearing freshly-summoned shamblers with their special rule. Also, if the WE use the fear causing forest for the free WE forest, placing these guys in it is awesome. Not only do they get fear, but enemies that engage them (and step foot into the forest) gain fear as well, which is not only completely useless against them due to immune to psychology, it also means they get to use that +1 attack! These guys can hit hard, but sadly they are difficult to keep alive. High initiative and ASF cancelling out the great weapons&#039; ASL means your best bet to keep these guys alive is to fight low I enemies and kill before you get killed.&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle:&#039;&#039;&#039; 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&#039;t be upgraded like High Elf eagles. Don&#039;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.&lt;br /&gt;
** 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&#039;t give you the same coverage as an eagle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treeman:&#039;&#039;&#039; 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, Thunderstomp. 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. ALTERNATE OPINION: Strangleroots are 20pts for an average of 3.5 S5 shots a turn, which against something anything glass cannon, like Witch Elves or Swordmasters, can easily make back its points. 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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waywatchers:&#039;&#039;&#039; This is potentially the best unit in the Army Book, so place your bets now on how 9th ed will nerf these guys (9th? We wish). For 20pts you get a BS5 skirmishing scouting archer who can chose whether to add the multiple fire 2 rule to his bow or to ignore armour saves with his shooting. They also come with 2 hand weapons for some mild protection against chaff units in combat, but don&#039;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&#039;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&#039;re going to be sorely disappointed. Calculation of disappointment can be seen on the talk page. These guys are best at picking off heavily armored units with non-exceptional toughness. They are also useful at unleashing a small group of arrows into the foe. If facing a high toughness enemy, Deepwood Scouts with poison arrows will probably do the job better.&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
===Buying Your Army===&lt;br /&gt;
&lt;br /&gt;
The battalion set was a good value. You could get a fairly decent army out of it. &#039;&#039;It is still mighty cool if you manage to find it at some backwater hobby shop (I even managed to get one with discount &amp;quot;&#039;cos no one wanted it for long time&amp;quot; from, apparently, completely ignorant shop assistant).&lt;br /&gt;
The battalion shared models with regular kits, so following old guidelines still apply.&lt;br /&gt;
&lt;br /&gt;
From the Glade Guard sprues, you can build Waywatchers. If you have some spare High Elf or Dark Elf spearmen/warriors, giving them a Glade Guard head can turn them into Eternal Guard. You get a ton of heads with the Glade Guard, so you&#039;re spoilt! Especially now, when they look like High Elves.&lt;br /&gt;
&lt;br /&gt;
The Glade Riders you can build as Wild Riders with the spears. Or even Sisters of the Thorn.&lt;br /&gt;
&lt;br /&gt;
For your Lords/Heroes choices, you can build them out of the sprues provided. You can make a mounted Glade Lord or Captain (even a BSB), as well as a Waystalker and, with a bit of imagination, a Spellweaver.&lt;br /&gt;
&lt;br /&gt;
Otherwise, for the Spellweaver, the Dark Elves&#039; plastic Sorceress is a good alternative if you don&#039;t want old/metal models.&lt;br /&gt;
&lt;br /&gt;
You could make a Treeman with the LotR Ent as it&#039;s cheaper, but the two have different dimentions, so be warned.&lt;br /&gt;
It is taller, but can fit on a 50x50mm base that you can buy seperatly.(and still be cheaper than a treeman.)&lt;br /&gt;
Especially now, when Treemen are taller, slimmer and look more like -Men, than Tree-.&lt;br /&gt;
&lt;br /&gt;
Dryad bits are awesome in making Wild Riders, Sisters of the Thorn and characters. Their back-branches make pretty cool saplings to add foresty clutter on elf bases. You can also glue the extra dryad arms together to make treekin looking things. It will take some patience but you can build three or four sleek looking treekin from a box of a dozen dryads. The ghetto treekin don&#039;t look as tough or macho as the GW treekin, so it is easier to picture them as just strength 4 instead of the strength 5 they used to have.&lt;br /&gt;
&lt;br /&gt;
If you want Dryads and Treemen (though they&#039;ve been nerf-sawed) - you should hurry to grab the Guardians of the Deepwood box, which contains three Treemen and 36 Dryads - and is actually cheaper than cost of those models combined. Either GW are trying to be kinder, or their head manager made a typo. Most likely the latter. Hurry, it is limited edition and stuff.&lt;br /&gt;
&lt;br /&gt;
If you are OK with using mediocre models made from shitty resin, D&amp;amp;D Treant and Roc miniatures make pretty good Treeman or Great Eagle/Warhawk. Be advised, D&amp;amp;D resin is crappy and bendy, but they come pre-painted. The Guardians of the Galaxy Heroclix version of Groot could fill the roll of your treeman easily.&lt;br /&gt;
&lt;br /&gt;
==Equipping Your Army==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asrai Bow&#039;&#039;&#039;: Just like an ordinary Longbow. 30&amp;quot; range, but now comes with AP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asrai Spear&#039;&#039;&#039;: Follows the same rules as regular spears, except for having AP.&lt;br /&gt;
&lt;br /&gt;
Basicly, all Wood Elf spears and bows have AP. Because inch-thick armor is of little use when there&#039;s an arrow sticking out of your eye and a spear in your throat.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
&lt;br /&gt;
No more Spites, no more Kindreds. Matt Ward, after having given High Elves a meta changing item and Dark elves at least some decent ones, he decided to balance out his previous mistakes by not giving Wood Elves any good items. He even made sure to prevent broken combos this time.  It&#039;s especially surprising as Wood Elves are reputed to be Matt Ward&#039;s favourite elf faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spirit Sword:&#039;&#039;&#039; 85 points for ignoring armour saves (as if Wood Elves didn&#039;t have enough of this 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(Though it can hurt the wielder if you want to use the more amusing 6th ed rules for the sword). 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&#039;s magic items instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daith&#039;s Reaper:&#039;&#039;&#039; This weapon would be amazing for almost any race but Wood Elves. For 50pts you can reroll to hit and to wound and force your opponent to reroll successful armour saves. Considering you can only take this on a hero who is likely to get to hit rerolls from ASF and that 8th favours ward saves rather than armour saves, this weapon is only slightly better than useless. Buying great weapon or sword of +1 str wound be a far better/cheaper alternative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bow of Loren:&#039;&#039;&#039; For 20 points you get a bow that fires your character&#039;s attacks +1 shots. You can use it on the Waystalker to get 2, armour ignoring, sniping shots or on the Glade Lord to fire 5 bs7 shots. This can actually be increased further through augment magic that increases attacks (lore of beasts). Note that these are Multiple Shots (so -1 to hit and can&#039;t stack with Waystalker multiple shots and don&#039;t get any bonus attacks from extra hand weapon). The best that can be said about this bow is that it is properly priced. All other races ranged magic items aren&#039;t though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm of the Hunt:&#039;&#039;&#039; For 20pts you get a dragon helm which instead of giving you a 2++ vs flaming attacks, gives you the devastating charge special rule and +1 ws on the charge. Cute I guess for Wood Elves but is it really worth it? Basically, it allows you to make a Wild Rider Noble from older editions (especially with Wild Riders wearing noticeable horned helms now)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acorns of Ages:&#039;&#039;&#039; This is the item that Wood Elves have been waiting for. For 100pts you get d3 forests in addition to the starting one, which all have to be the same type and are deployed like drop pods, since they scatter but can&#039;t land on other terrain. Lots of tactics are circulating around this item, Drycha/Moonstone of Hidden Ways for teleporting units or almost deep striking treemen. See Talk page for tactics and stuff. As for the item - if nothing else, it&#039;s fluffy. The problem is only a couple lords even have the points to carry the thing, and it then leaves them with no points for anything else. Unless your strategy depends on having many forests (Drycha, Moonstone of Hidden ways), it is probably better to pass on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonstone of Hidden Ways:&#039;&#039;&#039; This item&#039;s potential power is immense, while it&#039;s actual usefulness is varied. For 40pts 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 &amp;quot;forest walking&amp;quot; unit can&#039;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 the Acorns of Ages. Buy another gimmick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hail of the Doom Arrow:&#039;&#039;&#039; If only this item was 5 points cheaper so Waystalkers could take it (This does prevent the abuse from being able to hail of the doom arrow snipe combo - &amp;lt;strike&amp;gt;almost&amp;lt;/strike&amp;gt; guaranteed dead wizard. Seems like it could have been fixed better with a &#039;cannot be used in conjunction with the sniper special rule&#039; as opposed to just making it too expensive to take). For 30pts, you get a 1 use str 4 armour piercing arrow that causes 3d6 hits. Some people swear by these things since they can instantly mince lightly armoured units though there are dissenting opinions. Still it is the best magic item Wood Elves have. Sadly, Asyndi&#039;s Bane was removed as a magic item, so you can no longer use the HoDA to take out an enemy unit and the guy who fired the arrow in the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calaingor&#039;s Stave:&#039;&#039;&#039; Such a depressing item. For 20 points you get the privilege of swapping a spell for Tree Singing. Tree Singing is cast on a 8+ now and can move an empty forest d6+1 inches, which is not much more than the forest moves by being accidentally bumped. If the forest is partially occupied, then instead you can deal 2d6 str4 hits on an enemy unit that is at least partially within the forest. You can improve the spell so that, when cast on a 16+ it affects all forests within 12&amp;quot;. If the spell could be cast more than once, was given as an additional spell, had a lore attribute, could be cast on all forests on the board instead of those within 12&amp;quot;, cast on a 4+, to name a multitude of reasons, then it would be worth taking. Otherwise, unless you wish to move the destination forest of the moonstone of hidden way&#039;s unit or Drycha&#039;s helpers, it is the worst magic item in the game. If you really want your eternal guard to hit in an extra rank, its usually easier to move yourself to the forest than to move the forest to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Banner of the Eternal Queen:&#039;&#039;&#039; For twice 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 traditional overpriced banner does not fail to disappoint me even if you don&#039;t compare it to the Banner of the World Dragon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Banner of the Hunter King:&#039;&#039;&#039; Another banner which gives to it&#039;s unit vanguard and, that allows you to reroll the first failed charge of the game for 75pts. Dwarfs get these rules for 35pts and 15pts respectively. Also almost everything that can take this banner has Vanguard already. Competes with Calaingor&#039;s Staff for being the worst magic item ever. Well, at least Calaingor&#039;s staff only costs 20 points where this costs 75. Worst magic (or even mundane) item ever.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Arrows====&lt;br /&gt;
&lt;br /&gt;
(Note, all arrows have AP and volleyfire, 30 inch range). All of these are available to Glade Guard, Deepwood Scouts, Glade Riders, Glade Lords and Glade Captains.&lt;br /&gt;
They replace the profile of regular bows wielded by models and count as magical attacks. &amp;lt;s&amp;gt;Note, that until we get a FAQ, they are &#039;&#039;not&#039;&#039; Asrai Longbows and prevent using Hail of Doom Arrows!&amp;lt;/s&amp;gt; The enchanted arrows are Enchanted Items which do not prevent you from holding a second Enchanted item. As such they are NOT weapons, and do not prevent you from using the HODA. The WE book specifically says &amp;quot;Each type of enchanted arrow replaced the profile of the Asrai longbow with the one shown in its entry.&amp;quot; In other words, you don&#039;t have asrai longbow anymore, you have Arcane Bodkins, Starfire Shafts, Hagbane Tips, Swiftshiver Shards, Moonfire shot, or Trueflight Arrows instead. This would technically disable HoDA even though you are replacing the bow with arrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Bodkins:&#039;&#039;&#039; 5 pts per model, confers ap -3 instead of normal armour piercing. Expensive for what they do. I prefer to do more wounds than reduce armour saves but these arrows kill cavalry like nobody&#039;s business.  All the same, if your plan is to screw over enemy armour, just use Waywatchers instead. For three more points waywatchers can spite that guy with a 1+ re-rollable armour save while the arcane bodkins have a 50/50 chance of being saved. And they can also fuck up light infantry like nobody&#039;s business, if no heavy cavalry presents itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagbane Tips:&#039;&#039;&#039; 3 points per model, confers poison attacks. Amazing. This will probably be your go-to magic arrow, since wood elves have troubles vs monsters. It is nice to have Skink-like firepower on the move at 30&amp;quot; (With BS4+ throughout most of the shooting units, your problems will probably lie in wounding. Might as well turn those 6&#039;s to hit into wounds, and save yourself the possibility of connecting a hit that won&#039;t wound anything)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trueflight Arrows:&#039;&#039;&#039; 3 points per model, confers no penalty to shooting whatever you do. This is probably going to be the second most used arrow. Best taken on your Glade Guard as they will suffer the most penalties (move and shoot, long range, volley fire, etc.). These should be your first choice against Skaven and their shenanigans. &lt;br /&gt;
*&#039;&#039;As of now there are many opinions about the merits of these arrows which should be shared on the talk page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonfire Arrows:&#039;&#039;&#039; 4 points, confers flaming and +1 to wound versus Forces of Order. Great against warmachines, which almost all Forces of Order have. BUT against war machines, poison is still better (and cheaper) unless buffed by magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starfire Arrows:&#039;&#039;&#039;  4 points per model confers flaming and +1 to wound versus Forces of Destruction. Great against monsters and repeater bolt throwers. The better choice of the &amp;quot;...fire Arrows&amp;quot; duo as almost everything with Regen in the game is from a Forces of Destruction army. If you buy a unit of 10-12 of this instead of the flaming banner you can make OK monster hunters out of them. OR flame banner + Hagbane tips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swiftshiver Shards:&#039;&#039;&#039; 4 points per model confers multiple shot, making your Glade Guards into Dark Elf repeater crossbowmen. Interesting, but Waywatchers have this basic and do this better than any of the other unit. One recommendation is to fill your core with a big block of swiftshiver shard glade guard (fun to say) and then buff them with hand of glory from the high magic. Your swiftshiver shard glade guard should eviscerate anything that is not protected by the high elf banner of game breaking.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Life&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Shadow&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;s toughness and weakens them in combat by reducing their strength, weapon skill and intiative. Withering is the must-have spell for Wood Elves (unless you run a LOT of poisoned arrows), as it solves their greatest weakness - Str 3 bows. By using Melkoth&#039;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&#039;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&#039;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.&lt;br /&gt;
Some calculations can be seen in the Talk page.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of High Magic&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
This Lore is really quite neat. It has a wide variety of cheap to cast spells which give you a better shorter ranged fireball as a signature spell, a buff the complete opposite of the MMM importantly buffing your BS, a spell which dispels all effects (very useful against any foe dependant on magic) as a signature spell,  a small blast, the ability to redeploy one of your units 10&amp;quot;, to dismantle magic items and to deal a str 4 hit to all your foes in one unit. Matt Ward has also given a good lore attribute which stacks well with it&#039;s multiple low level spells. Every time you successfully cast a spell you gain a counter. If you suffer an unsaved wound, then the counter nullifies the wound. Great if you are hiding your General anywhere, but especially with the sisters of the Thorn. I feel it is very much like a proactive version of the lore of life, preventing damage rather than repairing it.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Metal&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
The Lore of Metal is mostly aimed at helping armies like the wood elves deal with heavily armoured foes. It can debuff your foe&#039;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&#039;t bad but the other lores often help more. Especially since nearly all the elves have armor piercing and (one of) their best units can outright ignore armor. The scaly skin is nice though since the wood elves are lacking when it comes to armor.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Beasts&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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 &#039;decent&#039; to &#039;good&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Heavens&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;s lore attribute turns all of it&#039;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).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Death&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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, Treekin, Treemen, and Wild Riders, while Soulblight does a fine job equalizing some S4 T4 brutes with your fragile elves. Just a pity you can&#039;t cast Aspect of the Dreadnight on enemies (to exploit Wildwood Rangers&#039; special rule). But, there is always a free mysterious forest which you can make cause fear (making your enemy step into it on the other hand is a bit more difficult...).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Fire&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;t guarantee.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Dark Magic&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Pity you can&#039;t take it on a level 1. On a level 4 it isn&#039;t bad but is beaten by almost all the other lores. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Darkness&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Augment&#039;&#039;&#039;&#039;&#039;. While it does give your unit a much needed strength bonus and extra power dice it will eventually wear you down ( you take a wound with no armor saves if you roll a 3 for power dice) unless you protect yourself with a decent ward save. Often, you&#039;d be best served not getting bogged down in combat.  For a stupid elf trick, use when your caster is with Sisters of Thorn and watch those javelins get nasty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doombolt&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&#039;&#039;. Always take it. It gives you a much needed high strength shooting attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chillwind&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&#039;&#039;. Is an easy spell to cast, is good against low toughness units and will help you against other shooting armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Word of Pain&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hex&#039;&#039;&#039;&#039;&#039;. Good against shooting/high WS armies that seek to match you prowess. The boosted version will save a lot of your elves in combat, &#039;&#039;especially&#039;&#039; since you don&#039;t have much, if any, armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladewind&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Direct Damage&#039;&#039;&#039;&#039;&#039;. Is a good choice for big blocks of infantry, like the always pleasant Slavebus or Zombietrain or even some tougher units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Despair&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hex&#039;&#039;&#039;&#039;&#039;. Simply fantastic when you get into combat. No Inspiring Presence and no Hold Your Ground! for you enemies. This will make breaking enemies easier, which is good, because you don&#039;t wanna hang around for Round 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Stealer&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Direct Damage&#039;&#039;&#039;&#039;&#039;. Once again, great against big horde units/busses/trains. If you get this off, place the 3&amp;quot; template anywhere of the wizard within 18&amp;quot;. You can go nuts with &#039;&#039;&#039;Power of Darkness&#039;&#039;&#039; and never worry about it, if it lands right.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arnzipal&#039;s Black Horror&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magical Vortex&#039;&#039;&#039;&#039;&#039;. Oh baby. This thing is crazy. Like warpstone-laced cocaine. No wonder Ariel got hooked on this Dark Magic stuff... Anyway, should you get this off, pop it down and sing &#039;&#039;&amp;quot;Snitches&#039;s gonna die/This bitch is gonna fly/My wizard&#039;s rollin&#039; high/Or she&#039;s gonna fry&amp;quot;&#039;&#039;. It will then travel anywhere between 6&amp;quot;-40&amp;quot; in the form of a 3&amp;quot; template in a straight line (of your choice) depending on your wizards magic lvl and how much you roll on the arty dice. Everything hit must pass a strength check or die (ward save allowed). As with arty rolls, should you misfire, place it on top of your wizard and scatter it D6. It &#039;&#039;Remains in Play&#039;&#039;. Every turn, it jollies around randomly, spreading more laughter and happy thoughts with another arty roll. Misfire and it will stop working. Boost it and you get to use the large 5 incher, then pray to Isha that you don&#039;t screw up. Not as powerful as the &#039;&#039;&#039;Lore of Death&#039;&#039;&#039; version, but still good fun.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lore attribute is best likend to that of the &#039;&#039;&#039;Lore of Fire&#039;&#039;&#039;. Everytime you cast it on an enemy unit, it creates a vengeance counter (on the unit) which activates when damage is next applied through a spell to that unit. It causes d3 extra hits when it does so, for each counter on the unit. If you can take 2 lv 3/4 mages then this is a good secondary lore but beyond the Storm of Magic I doubt it will see much use. Try it out and see how useful it is to you.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Light&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
It&#039;s quite good against Undead and Daemons and could still be considered against Elf armies. Against most other armies, it sadly won&#039;t be of much use, as many of the other lores gives you better options. High strength flaming attacks, superb WS, exellent skirmisher [[Troll|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.&lt;br /&gt;
&lt;br /&gt;
==Army Composition &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
Build your tactics around your army.&lt;br /&gt;
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&#039;s Wild Riders vs a monster or if the unit is charging the enemies flanks or rear.&lt;br /&gt;
&lt;br /&gt;
Currently, there are four main methods of building your army:&lt;br /&gt;
&lt;br /&gt;
*A) &#039;&#039;&#039;Shooty army.&#039;&#039;&#039;&lt;br /&gt;
**Don&#039;t get charged and keep on shooting. Circle around your foes, slow them down, and don&#039;t be afraid to sacrifice a unit if it saves your army.&lt;br /&gt;
&lt;br /&gt;
*B) &#039;&#039;&#039;Fast combat army.&#039;&#039;&#039;&lt;br /&gt;
**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&#039; superior movement to ridiculous levels.&lt;br /&gt;
&lt;br /&gt;
*C) &#039;&#039;&#039;Infantry army.&#039;&#039;&#039;&lt;br /&gt;
**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, without serious magical buffing, this army will die to anything stronger than a stiff breeze. &lt;br /&gt;
&lt;br /&gt;
*D) &#039;&#039;&#039;Hybrid army.&#039;&#039;&#039;&lt;br /&gt;
**A mix of any of the above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush of the Worldroots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To once again clarify, for future reference, the precise wording of the rule is &amp;quot;&#039;&#039;&#039;This forest is not mysterious terrain - declare it&#039;s type when you place it&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With &amp;quot;Mysterious&amp;quot; being a fancy word for &amp;quot;Type of your choice&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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&lt;br /&gt;
&lt;br /&gt;
*Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won&#039;t grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*The other woods should NEVER be considered for two reasons: &lt;br /&gt;
**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.&lt;br /&gt;
**2) You don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Many of these tips might seem redundant, but one extra reminder is better than forgetting a small detail that might help you later &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Most, if not all of your army has M5 or more. Use this maneuverability to it&#039;s utmost to ensure that you stay alive and pick your fights with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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. It should also be noted that skirmishers gain stubborn in forests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Beware of Monsters or units with high toughness! Unless you have units with Poisoned Attacks, Wild Riders (S5 on the charge), magically buffed units (result being S5 or higher), or Wildwood Rangers, it&#039;s gonna be difficult to wound most of the time when you&#039;re in combat. Almost every other Army has access to Warmachines to pick off your Treemen/Treeman Ancients, but you won&#039;t have the same luxury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[DISTRACTION CARNIFEX|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 &amp;quot;&#039;&#039;Huuuurr... Dat&#039;s a purdy unit yoo&#039;s got there mate... Be a real shame if sumfink hap&#039;n to it, roight?&#039;&#039;, so that the rest of your army survives and gets into position. &lt;br /&gt;
**&#039;&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What&#039;s that? Having trouble with High Elves and their &#039;&#039;Banner of The World Dragon&#039;&#039; on a beefy cav unit you say? What you&#039;re actually saying is that you don&#039;t have enough Waywatchers in your army, am I right?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Seriously consider the &#039;&#039;Recipe for Success&#039;&#039;&lt;br /&gt;
**You will need the following:&lt;br /&gt;
***1) 5 Wild Riders&lt;br /&gt;
***2) 1 Forest&lt;br /&gt;
***3) Flank Charge on the Enemy&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;voilà&#039;&#039;: 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)&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_Tactics_Races}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;/div&gt;</summary>
		<author><name>2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Wood_Elves&amp;diff=542399</id>
		<title>Warhammer/Tactics/8th Edition/Wood Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Wood_Elves&amp;diff=542399"/>
		<updated>2020-05-12T08:00:33Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45: /* Magic Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Why Play Wood Elves==&lt;br /&gt;
Wood Elves have been redone and almost completely rewritten. Everything has been turned on its head and old Wood Elf players have to adapt to the new changes. However they have recently not only reclaimed the title of being the fastest army but being arguably the best shooting army too. Wood Elves appear to be of equal parts of light and dark outlooks. They are the middle ground for elves. This is shown by them having magic arrows which are keyed to wounding forces of order and destruction respectively and with their best wizards having access to High and Dark magic. Wood Elves still have access to their old free wood.&lt;br /&gt;
&lt;br /&gt;
Wood Elves are an army almost completely made up of trees, bowmen, or fast cavalry. They rely on speed, shooting and picking their fights. Wood elves still lack war machines but have in exchange a megaton of poisoned weaponry.&lt;br /&gt;
&lt;br /&gt;
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 enemided as some of the best archers in the game, the wood elves&#039; possible greatest strength is not in their shooting, but in their prowess fighting in forests. They combine the best of both High Elves &amp;amp; Dark Elves when defending areas of wood. 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, they will quickly end up on the losing side. &lt;br /&gt;
&lt;br /&gt;
Lastly, they have the widest variety of spells to chose from amongst the three Elf factions.&lt;br /&gt;
&lt;br /&gt;
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&#039;re bad ass vengeful guardians of the forest, so that&#039;s pretty cool too. &lt;br /&gt;
&lt;br /&gt;
Be warned that they aren&#039;t a good starter army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In short, play Wood Elves if you want to play an army that requires a lot of skill, strategy and tactical thought to do well. You can&#039;t rely on Armor nor Warmachines or crazy shenanigans. Only a quick aim, a steady eye and a hungry forest will aid you in Athel Loren. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Matt Ward did have a hand in working on this book. However, GW decided to stop putting author&#039;s name in the book, most likely to preserve Watt Mard&#039;s tender feelings.  What is known is that this was his last army book with GW and after having a hand in End Times:Nagash and End Times:Khaine he has now left).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
&lt;br /&gt;
Wood Elves have four new army rules. They are the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessings of The Ancients&#039;&#039;&#039;: Any model with this special rule (IE your wizards) gets a +1 to all casting attempts if they are inside a forest.  ONLY when they&#039;re in a forest.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Spellweaver&#039;&#039;&#039;, &#039;&#039;&#039;Spellsinger&#039;&#039;&#039;, &#039;&#039;&#039;Shadowdancers&#039;&#039;&#039;, &#039;&#039;&#039;Branchwraiths&#039;&#039;&#039;, &#039;&#039;&#039;Treeman Ancients&#039;&#039;&#039;, &#039;&#039;&#039;Durthu&#039;&#039;&#039;, and &#039;&#039;&#039;Drycha&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush of the Worldroots&#039;&#039;&#039;: You may place a single forest (of any type, you decide) anywhere on your half of the table. It must be placed before any units are deployed. It &#039;&#039;must&#039;&#039; be wholly within your half of the table. If it can&#039;t fit, move the other terrain pieces to make room. If it still can&#039;t fit, or you&#039;re in a scenario where you don&#039;t have a deployment zone, you don&#039;t get a forest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See &#039;&#039;&#039;Army Composition &amp;amp; Tactics&#039;&#039;&#039; for ideas and recommendations on how to use this rule&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Spirit&#039;&#039;&#039;: Models with this rule has Forest Strider, Magical Attacks and Immune to Psychology special rule and a 6+ ward save. A weaker save, but no longer mundane like in the previous army book. Mounts do not get the ward save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Unicorns&#039;&#039;&#039;, &#039;&#039;&#039;Great Stags&#039;&#039;&#039;, &#039;&#039;&#039;Dryads&#039;&#039;&#039;, &#039;&#039;&#039;Branchwraiths&#039;&#039;&#039;, &#039;&#039;&#039;Tree Kin&#039;&#039;&#039;, &#039;&#039;&#039;Treemen&#039;&#039;&#039;, &#039;&#039;&#039;Treeman Ancients&#039;&#039;&#039;, &#039;&#039;&#039;Forest Dragons&#039;&#039;&#039;, &#039;&#039;&#039;Durthu&#039;&#039;&#039;, &#039;&#039;&#039;Hounds of Orion&#039;&#039;&#039;, &#039;&#039;&#039;Drycha&#039;&#039;&#039; and &#039;&#039;&#039;Ceithin-Har&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Stalker&#039;&#039;&#039;: Models with this rule have the Forest Strider special rule. If at least half of a unit with this rule is inside a forest, it will be able to do the following:&lt;br /&gt;
&lt;br /&gt;
* They may fire with one more rank. For the purpose of Volley Fire, this means a full three ranks may shoot, before you have to round down the following ranks.&lt;br /&gt;
&lt;br /&gt;
* They may fight in close combat with one extra rank than normal, just like High Elves. This is cumulative with other similar effects.&lt;br /&gt;
&lt;br /&gt;
* They may reroll to wound any rolls of 1 in close combat, just like Dark Elves. Their mounts, however, may not.&lt;br /&gt;
**&#039;&#039;Basically, in terms of special rules, all your elves are worse than high elves and dark elves in the open, but equal to both of them combined while in forests. (In truth Eternal Guard is more effective than Spearelves/Dreadspears, Glade Guard beats HE Archers and Glade Riders are Ellyrian Reavers on steroids; but they all cost much more. Model for model - WE are better. Point for point - WE are worse.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The full list of models that have this rule is: &#039;&#039;&#039;Glade Lord&#039;&#039;&#039;, &#039;&#039;&#039;Glade Captain&#039;&#039;&#039;, &#039;&#039;&#039;Spellweaver&#039;&#039;&#039;, &#039;&#039;&#039;Spellsinger&#039;&#039;&#039;, &#039;&#039;&#039;Eternal Guard&#039;&#039;&#039;, &#039;&#039;&#039;Glade Guard&#039;&#039;&#039;, &#039;&#039;&#039;Deepwood Scouts&#039;&#039;&#039;, &#039;&#039;&#039;Glade Riders&#039;&#039;&#039;, &#039;&#039;&#039;Warhawk Riders&#039;&#039;&#039;, &#039;&#039;&#039;Wildwood Rangers&#039;&#039;&#039;, &#039;&#039;&#039;Wardancers&#039;&#039;&#039;, &#039;&#039;&#039;Shadowdancers&#039;&#039;&#039;, &#039;&#039;&#039;Sisters of the Thorn&#039;&#039;&#039;, &#039;&#039;&#039;Wild Riders&#039;&#039;&#039;, &#039;&#039;&#039;Waywatchers&#039;&#039;&#039;, &#039;&#039;&#039;Waystalker&#039;&#039;&#039;, &#039;&#039;&#039;Orion&#039;&#039;&#039;, &#039;&#039;&#039;Araloth&#039;&#039;&#039; and &#039;&#039;&#039;Naestra &amp;amp; Arahan&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
&lt;br /&gt;
====Named Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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&#039;re really getting your points worth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Orion, The King of the Woods:&#039;&#039;&#039; Orion is what in general is refered to as a Glass Cannon: Incredibly expensive, requires a massive tax on your resources, can be incredibly powerful and yet is very fragile. Orion costs 600 points. He can also beat in almost anyone&#039;s face (9,8,8,6,5,5,9,5,10), comes with a Bolt Thrower and machine gun and is Unbreakable and Frenzy, regains a wound on a 6 at the start of each of your turns. Also comes with two War Beasts (for 20 pts) that share his Frenzy and Unbreakable rule. Here&#039;s the downside: He&#039;s only T5 with a 5+ Ward and MR 2, making him somewhat less durable than a Treeman, but more durable against spells. He&#039;s a Monster, so he has Thunderstomp too, however, he doesn&#039;t have the Large Target rule. He will drop like a fly to high volume S4 and above attacks. He also has Always Strikes First but will have trouble winning combats against large units (he&#039;ll probably tie or grab a minor win on round 1 and then start losing from then on, not that it matters so much anymore). Not great but has potential. He is basically a Greater Daemon with leafy clothing that gives units within 6&amp;quot; of him Devastating Charge (Everyone of your units gets DC. Including mount)) every turn. Charge him along with your Wild Riders or Warhawk  Riders into something. Anything. Then watch the mother hurt of ALL the People&#039;s Elbow decend upon your foe. Nothing bar the Dice Gods will stop you. That, or Phoenix Guard. Giggle like an Elf if you get to fight in a forest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drycha:&#039;&#039;&#039; Orion is fighty, the Twins are shooty, Drycha is weird. She&#039;s rather expensive for a Hero, at 255 points, but she doesn&#039;t come with nearly enough stuff to justify this. For starters, she&#039;s a Level 2 caster and only has access to Lore of Shadows. While she&#039;s reasonably fighty (she gets +2 attacks per lost wound, no life shenanigans), T4, 3 wounds and only a 6+ Ward means she&#039;s easy to drop. She needs units with the Forest Spirit rule to be effective, but while her kinda ganky Deep Strike ability seems fun, you&#039;re only guaranteed d3+1 Woods max (IE the one you brought, sitting in your half of the table, and the acorn of eternity if you buy it) it&#039;s probably easier to just have them join her from the front. Don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Araloth, Lord of Talsyn:&#039;&#039;&#039; This is Skaw the Falconer reborn. Sadly, Matt Ward clearly hates him and has not only changed his name but made him the only Wood Elf whose sole purpose is to be repurposed for conversions. 260pts for a 4++, stubborn, unbreakable on his own (don&#039;t let him go on his own EVER), Glade Lord with a 6+ armour (Seriously. He doesn&#039;t even have Light Armour, even though his model is wearing it. Wild Riders, meanwhile, [[Derp|go around bare chested and count as wearing them]]), armed  with an amazing-looking spear that is...a regular Asrai Spear, and who comes with a bird. At least 60pts overpriced. The bird is a free S4 hit on one model within 18&amp;quot;, and functions like a weird Killing Blow that causes blindness instead of death (somehow it makes the model worse in combat but not at shooting... go figure). Cute, I guess? This model&#039;s only use is to troll Tomb Kings, but with End Times taking away crumble he can&#039;t even do that anymore. Don&#039;t buy the model to play Wood Elves.&lt;br /&gt;
**&#039;&#039;Note: Actually, I have found skaryn to be a pretty effective character hunter. The six to wound comes up much more often than you might think (one in three chance of any sort of wound blinding a T 4 model) and if your opponent skimped on armour for that bsb then they just became a lot less effective. Also, this guy combined with a waystalker or two can make a trolltastic wizard sniping team. Still overpriced, but not entirely useless.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Durthu:&#039;&#039;&#039; Once again a recycled character from the far distant past which is bad. At first his stats don&#039;t look bad; Ws 7, str 6, t6, w6, 6 attacks, frenzy, hatred. But he only has a 3+ armour with a 6++ ward save and is flammable. The greatest of the Treemen can die from a single flamming bolt thrower if it gets lucky, let alone a flaming cannonball. To add salt into the wound he is only a level 1 Lore of Beasts wizard, has a pretty hand weapon of no significance save fluff, and a 2d6 str 2 killing blow ranged attack (which is awesome since he has BS7). All of this is for 385 pts. If you have already ordered the Treemen kit make a basic Treeman instead and convert a Wraithknight/Wraithlord. If you really want to play with him, get him into combat, any combat, as quickly as you can and either get &#039;&#039;&#039;The Savage Beast of Horrors&#039;&#039;&#039; to make him eat Greater Daemons/Monsters or go with the default &#039;&#039;&#039;Wyssan&#039;s Wildform&#039;&#039;&#039; to make him do 7 WS7 (rerollable to hit) S7 attacks. 666 is the name of the Beast, but 777 is carved on the Tree.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Naestra and Arahan, The Sisters of Twilight:&#039;&#039;&#039; Anyone who makes a &#039;Twins are hot&#039; joke gets kicked out of Athel Loren. As for the girls, they can be hilarious. You don&#039;t only 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 gives them more wounds and t4 thanks to it being monstrous cavalry, while also allowing them to reroll failed to hits. Their Dragon is 80pts cheaper than the glade lord&#039;s since gwindalor is clearly 80pts. They have the Always Strikes First, Forest Stalker, 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 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 so chose wisely. Pitty you can&#039;t take these guys on foot though...&lt;br /&gt;
**&#039;&#039;Alright, someone explain this to me. Since N&amp;amp;A are now MC on Big G, isn&#039;t the Conjoined Destiny rule quite worthless if you get shot? Since the three birds are counted as one model, have practically no saves AND you have to use the profile with the most wounds (which is 3 for Big G), how does this work? Are they able to survive a cannon ball to the face, or does the entire model die after 3 wounds?&lt;br /&gt;
***&#039;&#039;To counter that which is below, if you stick near 5 Warhawk riders you can get a 4+ look out sir, you can seriously boost your survivability. So long as one twin survives then your foes cannon ball was for naught.&lt;br /&gt;
***&#039;&#039;A single cannonball won&#039;t kill them - and certainly it won&#039;t kill Gwindalor, since, according to MC rules, it can&#039;t be targeted (yes, this means that the rule that lets the mount regain wounds is useless for G). When N&amp;amp;A are hit, you have to randomize, according to their rules. Then you wound, then the sister that was hit probably dies; then she pops back to full life if the other hasn&#039;t been killed by the end of the shooting phase. In melee, you have to allocate attacks, as you would do with two normal characters. N&amp;amp;A can indeed take risks that would be suicidal for other wood elven characters. Quite worthy of the points you pay to field them.&#039;&#039;&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Generic Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Lord:&#039;&#039;&#039; Generic combat lord, reasonably fighty but you&#039;ll pale in comparison to most other Lords. (Basically, he is identical to High Prince or Dark Dreadlord, but the army&#039;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 a LD10 bubble. He also got an extra point of BS, probably to compensate for the loss of free moving and shooting. One new rule, The Arrow of Kurnous, lets him deal a auto str 3 hit on your opponent&#039;s general if they are within 36&amp;quot; of a character with the rule and in line of sight. If your foe has a caster lord as his general then I guess it will force him to deploy further back so not bad. Should not be your first Lord choice, but is by far not the worst. One popular choice is to give him Daith&#039;s Reaper and the Armour of Destiny for a stabtastic warboss.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spellweaver:&#039;&#039;&#039; 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) and most importantly, access to all rulebook lores and Dark and High Magic. Plus she can buy an Asrai Longbow for 5pts, which means that while she&#039;s hanging in the back with your Glade Guard, she can ping off the odd casualty herself, which is hilarious by the by. If you want a Lord choice, this is the one you should go for in (almost) every situation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treeman Ancient:&#039;&#039;&#039; While Treemen are alright, Treemen Ancients fail for many reasons. First off, they&#039;re 290 points, don&#039;t get spites any more, are lvl 2 life wizards only (who can upgrade to level 4) have a 3+ 6++, can buy magic levels, can tree whack and have the kind of melee stats that make cherubs cry. Ws4, Str5, A3, I2. I guess old age shows? Also, being an old coot, he gets the 75mm long side of his base pointed forwards for some insane reason. The best thing that can be said about them is probably that they are large targets with Ld 10. Actually, against anything that hasn&#039;t got a particularly threatening shooting phase, the ancient will be basically immortal unless it gets killed in combat. 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Captain:&#039;&#039;&#039; This is the generic combat and battle standard bearer character for wood elves. And actually comparing him to other non-elf race&#039;s characters he isn&#039;t too bad. He can&#039;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. Also he shares the Arrow of Kurnous with your general so you are not punished for taking a caster lord. 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow Dancer:&#039;&#039;&#039; Your Wardancer character. Worth consideration. For 100pts you get a ws8 s4 I8 a4 (two hand weapons) Always Strike Firsts 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&#039;t have a way of moving any more quickly, without switching her across the battlefield with lore of shadows lore attribute and also doesn&#039;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.&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; 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.  &lt;br /&gt;
* 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.&lt;br /&gt;
** 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|RAPE]] things on the charge).&lt;br /&gt;
*** 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waystalker:&#039;&#039;&#039; 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 Horrors from the Beasts lore to grant 5 ignores armour sniper shots that do suffer from multiple shots penalty (though with BS7 will you care). You can also use the spell Birona&#039;s Timewarp from lore of light to increase attacks by 1 (and double movement) but, this is probably not the best use of that spell. An interesting combo if you&#039;re going to be running with the beasts lore. The guy is dirt cheap, only 115 points with the bow of loren, 90 without. With sniper on top of that, the Waystalker can pick enemy heroes out of units with up to 5 armor ignoring attacks! (But, he would suffer -1 to hit from multiple hits AND -1 to hit from sniper, plus possibly other -1 from moving or long range etc.) So keep this in mind because even with 7 BS, if you have too much modifier on your hit chance, all the armor ignoring attacks in the world won&#039;t mean a thing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spellsinger:&#039;&#039;&#039; 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 all battle rule book lores but not to the Wood Elf specific lores (ie the opposite of its sixth edition form). Shame. Take a dispel scroll and the lore of shadow or fire on this hero since their spells are the most effective at level 1/2. (Or lore of beasts and get the signature spell)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Branchwraith:&#039;&#039;&#039; The Branchwraith has 2 advantages: 1, she&#039;s fairly effective (WS6, S4, T4, I7, A3, 6+ Ward). 2, she&#039;s cheap. She is 75pts and a level 1 Lore of Life wizard. She&#039;s a cheap way of beefing up a Treekin or Dryad unit. It is also of note that if you&#039;re taking the Lore of Beasts for your casters, and you&#039;re running a Branchwraith, you can use 2 of the spells to buff her up to insane levels.&lt;br /&gt;
&lt;br /&gt;
====Mounts====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Elven Steed:&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Great Stag:&#039;&#039; Really, why aren&#039;t you taking it? Better stats than it&#039;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&#039;t get look-out-sir when joining units (because no units you can join are MC)]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Great Eagle:&#039;&#039; Worth taking to make your models more mobile for 50 pts. I wouldn&#039;t take it on every hero but on a lvl 1 mage without the scroll or the bsb it should be worth some consideration.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Unicorn:&#039;&#039; Unicorns are weird. They seem to be designed to deliver a Hero/Lord directly into combat, but it&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Forest Dragon:&#039;&#039; It&#039;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&#039;re going after his stash, he&#039;s actually just that little bit better than most Dragons. Also, there&#039;s only one poser who&#039;s cool enough to hang with him, and that&#039;s the Glade Lord (who, if you don&#039;t kit out for combat, really &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; 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&#039;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 &amp;quot;SHOOT ME!&amp;quot; written all over it in dwarven runes.&lt;br /&gt;
&lt;br /&gt;
===Core Units===&lt;br /&gt;
Currently, all Wood Elf Core units are kind of sub-optimal and are no no-brainers. But on the other hand, none of them are precisely duds either, and most can find uses (and you might as well, since you HAVE to take them). Tailor your tactics and choose wisely. Ironically, our Core units now feel more like Specials, role-wise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dryads:&#039;&#039;&#039; Why Matt Ward! Dryads went from being overpowered to good to one of the weaker units in the game is the initial impression, but in reality Dryads are just trash if you try to use them in their old role. (People tend to judge them based on their old profile, understandably.) They can&#039;t take anything other than a champion and cost 330 for 30 of them - then again, they cost as much as Witch Elves and cheaper than Plague Monks, while fulfilling the same role. The Dryads can still be good, and do have a place in combat armies (which are a thing these days and we now have 10 lores of magic to back them up. Seriously, you can make them tough or strong - they work well with either buff). Most armies would kill for toughness 4 core with a ward save and 2 attacks. For 11pts you get WS 4, S3, T4, A2, I5, Ld8, hatred, immune to psychology and a 6++ save (in the forest). Though they have no armour save to mitigate the lower ward save (though they can now take it against magical attacks), and no more skirmisher, they are basically our assassins, crashing into enemy flank and tearing it shreds, while taking not so much damage in return. They are not so useful in a shooty or cavalry army, but if you are running a combat wood elf army, which can actually do well in this book, dryads and eternal guard are what you&#039;re gonna take.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eternal Guard:&#039;&#039;&#039; 11 points WS 5 armour piercing, ASF, stubborn, elven spearmen, who can fight better in forests. They can also buy shields too and have a 5+ armour save. Considering that the more well protected units in the wood elf army get just a 4+ and 6++, these guys have a pretty good save. Don&#039;t get me wrong, their save will be laughed at by every army out there, (apart from beastmen) but for wood elves, it&#039;s respectable. At the first glance their cost - 270 points for 20 of them with shields and a full command squad and 390 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&#039;t take them in such big units - small units (10-15) can hold off pretty long even against elites. Many people don&#039;t like them, since these generally do not fit in with the traditional Wood Elves&#039; 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&#039;t kill all of them then you&#039;ll have to face them again.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Guard:&#039;&#039;&#039; Glade Guard are of debatable worth. For 12 points you get a bs 4 model with no armour, an armour piercing long bow, the option to take full command and a magic standard worth 25 points. In forests they get to reroll ones to wound in close combat and can fire and fight in 1 extra rank. They also can buy any of the magic arrows (discussed in magic arrows section). It is up to you whether you chose to deploy them in multiple small units or in one horde, though generally msu is better since they will have more time to fire. All in all, Deepwood Scouts do same job better for just 1 point more (except of course, they won&#039;t fill up your manditory 25% core).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Glade Riders:&#039;&#039;&#039; 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 a Asrai Bow and Asrai Spear, who have to ambush (Being forced to ambush can sometimes be an issue, keep this in mind when taking Riders.), that 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&#039;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.&lt;br /&gt;
** &#039;&#039;And no, they cannot choose Vanguard deployment over Ambush deployment, because you Vanguard-move &#039;&#039;after&#039;&#039; you have deployed - which you don&#039;t with Ambush. Feel free to Vanguard-move in the model case, waiting for your ambush roll.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deep Wood Scouts:&#039;&#039;&#039; Don&#039;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. Pity that you can only have so many special unit duplicates. Whenever you feel the urge to buy glade guard that don&#039;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 &#039;&#039;&#039;poisoned arrows&#039;&#039;&#039; will kill a warmachine each turn, on average, without a modifier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sisters of the Thorn:&#039;&#039;&#039; The Wood Elf alternative to Dark Elf Warlocks. While wildriders rock out with their cock out and kill and 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++, 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 pricy, 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&#039;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 both enemy spells and any miscasts (Edit: as per the errata, MR doesn’t help with miscasts). 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&#039;t a no-brainer, but can be very effective with proper application.&lt;br /&gt;
** &#039;&#039;Doomfire Warlocks:&#039;&#039; These guys are often bench-marked a against SotT. For just one point less you get a Dark Elf version of the sisters in the rare units (or more correctly, the sisters are a Wood Elf version of the warlocks since the DE book came out first). These guys don&#039;t throw poisoned javelins and they don&#039;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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treekin:&#039;&#039;&#039; 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&#039;t eat up as much of your points. Compared to an O&amp;amp;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, cause fear, 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&#039;t win (unless you have the lore of light unbreakable spell or other buffing spells to improve armor or toughness).&lt;br /&gt;
** &#039;&#039;Additional Thought:&#039;&#039; 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&#039;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&#039;s a niche, but it&#039;s one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wardancer Troupe:&#039;&#039;&#039; 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&#039;re still about as hard as tissue paper, but that&#039;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 [[AWESOME|strips your foe of their rank bonuses]]. What lets these guys down is the fact that because they&#039;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).&lt;br /&gt;
** Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections. Choose well, whom will you use (unless you use both).&lt;br /&gt;
*** As a side note, any models in the squad &#039;&#039;&#039;(not the whole squad - you can choose)&#039;&#039;&#039; can replace two weapons with an Asrai Spear. Which is kinda useless, since if you are taking more than 5 Wardancers in a single squad, you are doing it wrong.&lt;br /&gt;
**&#039;&#039;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?&#039;&#039;&lt;br /&gt;
***&#039;&#039;He must like dubstep. It would explain a lot of things.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warhawk Riders:&#039;&#039;&#039; You think your Glade Riders are fast? Think again. These guys are one of the best units in the Army Book, acting troubleshooters, since they can bring down War Machines like they&#039;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, Asrai 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wild Riders of Kurnous:&#039;&#039;&#039; 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, &amp;lt;s&amp;gt;which is always nice when facing something else with terror&amp;lt;/s&amp;gt; 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&#039;t it. Also have a lot more staying power than most other cav, retaining 4 st4 attacks per model until you lose frenzy. That&#039;s better than having lances. Also, they keep their spears in following rounds, so their attacks still have AP. Bear in mind, they&#039;re reliant on a 4+ 6++ (one of the best saves the wood elves get is still not that good), so don&#039;t get them charged, or they will die in troves. &#039;&#039;Ironically enough, they are no longer Forest Spirits, but their new models actually look like forest spirits, unlike their older models of regular elves.&#039;&#039; (Don&#039;t let them get charged, they suddenly hurt a lot less. 2 S4 armor piercing attacks per is just &amp;quot;ok&amp;quot;). These units are not very useful in a head-on charge due to the enemy stepping up (unless you wipe out the entire unit!) but, they are excellent at charging from the rear. However, due to frenzy, it might be difficult to get behind the enemy without being forced the charge them head-on in the first place.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wildwood Rangers&#039;&#039;&#039; New to the Wood Elf Army Book, 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&#039;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 Great Swordsmen(In forests and against fear causers), but are worse than almost every other race&#039;s Great Weapon elites (however also cheaper per model). With the End Times bringing undead-summoning for everyone, these fellers become more useful, easily clearing freshly-summoned shamblers with their special rule. Also, if the WE use the fear causing forest for the free WE forest, placing these guys in it is awesome. Not only do they get fear, but enemies that engage them (and step foot into the forest) gain fear as well, which is not only completely useless against them due to immune to psychology, it also means they get to use that +1 attack! These guys can hit hard, but sadly they are difficult to keep alive. High initiative and ASF cancelling out the great weapons&#039; ASL means your best bet to keep these guys alive is to fight low I enemies and kill before you get killed.&lt;br /&gt;
&lt;br /&gt;
===Rare Units===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle:&#039;&#039;&#039; 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&#039;t be upgraded like High Elf eagles. Don&#039;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.&lt;br /&gt;
** 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&#039;t give you the same coverage as an eagle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Treeman:&#039;&#039;&#039; 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, Thunderstomp. 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. ALTERNATE OPINION: Strangleroots are 20pts for an average of 3.5 S5 shots a turn, which against something anything glass cannon, like Witch Elves or Swordmasters, can easily make back its points. 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.&lt;br /&gt;
**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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Waywatchers:&#039;&#039;&#039; This is potentially the best unit in the Army Book, so place your bets now on how 9th ed will nerf these guys (9th? We wish). For 20pts you get a BS5 skirmishing scouting archer who can chose whether to add the multiple fire 2 rule to his bow or to ignore armour saves with his shooting. They also come with 2 hand weapons for some mild protection against chaff units in combat, but don&#039;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&#039;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&#039;re going to be sorely disappointed. Calculation of disappointment can be seen on the talk page. These guys are best at picking off heavily armored units with non-exceptional toughness. They are also useful at unleashing a small group of arrows into the foe. If facing a high toughness enemy, Deepwood Scouts with poison arrows will probably do the job better.&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
===Buying Your Army===&lt;br /&gt;
&lt;br /&gt;
The battalion set was a good value. You could get a fairly decent army out of it. &#039;&#039;It is still mighty cool if you manage to find it at some backwater hobby shop (I even managed to get one with discount &amp;quot;&#039;cos no one wanted it for long time&amp;quot; from, apparently, completely ignorant shop assistant).&lt;br /&gt;
The battalion shared models with regular kits, so following old guidelines still apply.&lt;br /&gt;
&lt;br /&gt;
From the Glade Guard sprues, you can build Waywatchers. If you have some spare High Elf or Dark Elf spearmen/warriors, giving them a Glade Guard head can turn them into Eternal Guard. You get a ton of heads with the Glade Guard, so you&#039;re spoilt! Especially now, when they look like High Elves.&lt;br /&gt;
&lt;br /&gt;
The Glade Riders you can build as Wild Riders with the spears. Or even Sisters of the Thorn.&lt;br /&gt;
&lt;br /&gt;
For your Lords/Heroes choices, you can build them out of the sprues provided. You can make a mounted Glade Lord or Captain (even a BSB), as well as a Waystalker and, with a bit of imagination, a Spellweaver.&lt;br /&gt;
&lt;br /&gt;
Otherwise, for the Spellweaver, the Dark Elves&#039; plastic Sorceress is a good alternative if you don&#039;t want old/metal models.&lt;br /&gt;
&lt;br /&gt;
You could make a Treeman with the LotR Ent as it&#039;s cheaper, but the two have different dimentions, so be warned.&lt;br /&gt;
It is taller, but can fit on a 50x50mm base that you can buy seperatly.(and still be cheaper than a treeman.)&lt;br /&gt;
Especially now, when Treemen are taller, slimmer and look more like -Men, than Tree-.&lt;br /&gt;
&lt;br /&gt;
Dryad bits are awesome in making Wild Riders, Sisters of the Thorn and characters. Their back-branches make pretty cool saplings to add foresty clutter on elf bases. You can also glue the extra dryad arms together to make treekin looking things. It will take some patience but you can build three or four sleek looking treekin from a box of a dozen dryads. The ghetto treekin don&#039;t look as tough or macho as the GW treekin, so it is easier to picture them as just strength 4 instead of the strength 5 they used to have.&lt;br /&gt;
&lt;br /&gt;
If you want Dryads and Treemen (though they&#039;ve been nerf-sawed) - you should hurry to grab the Guardians of the Deepwood box, which contains three Treemen and 36 Dryads - and is actually cheaper than cost of those models combined. Either GW are trying to be kinder, or their head manager made a typo. Most likely the latter. Hurry, it is limited edition and stuff.&lt;br /&gt;
&lt;br /&gt;
If you are OK with using mediocre models made from shitty resin, D&amp;amp;D Treant and Roc miniatures make pretty good Treeman or Great Eagle/Warhawk. Be advised, D&amp;amp;D resin is crappy and bendy, but they come pre-painted. The Guardians of the Galaxy Heroclix version of Groot could fill the roll of your treeman easily.&lt;br /&gt;
&lt;br /&gt;
==Equipping Your Army==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asrai Bow&#039;&#039;&#039;: Just like an ordinary Longbow. 30&amp;quot; range, but now comes with AP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asrai Spear&#039;&#039;&#039;: Follows the same rules as regular spears, except for having AP.&lt;br /&gt;
&lt;br /&gt;
Basicly, all Wood Elf spears and bows have AP. Because inch-thick armor is of little use when there&#039;s an arrow sticking out of your eye and a spear in your throat.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
&lt;br /&gt;
No more Spites, no more Kindreds. Matt Ward, after having given High Elves a meta changing item and Dark elves at least some decent ones, he decided to balance out his previous mistakes by not giving Wood Elves any good items. He even made sure to prevent broken combos this time.  It&#039;s especially surprising as Wood Elves are reputed to be Matt Ward&#039;s favourite elf faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spirit Sword:&#039;&#039;&#039; 85 points for ignoring armour saves (as if Wood Elves didn&#039;t have enough of this 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(Though it can hurt the wielder if you want to use the more amusing 6th ed rules for the sword). 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&#039;s magic items instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daith&#039;s Reaper:&#039;&#039;&#039; This weapon would be amazing for almost any race but Wood Elves. For 50pts you can reroll to hit and to wound and force your opponent to reroll successful armour saves. Considering you can only take this on a hero who is likely to get to hit rerolls from ASF and that 8th favours ward saves rather than armour saves, this weapon is only slightly better than useless. Buying great weapon or sword of +1 str wound be a far better/cheaper alternative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bow of Loren:&#039;&#039;&#039; For 20 points you get a bow that fires your character&#039;s attacks +1 shots. 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&#039;t stack with Waystalker multiple shots and don&#039;t get any bonus from extra hand weapon). The best that can be said about this bow is that it is properly priced. All other races ranged magic items aren&#039;t though...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm of the Hunt:&#039;&#039;&#039; For 20pts you get a dragon helm which instead of giving you a 2++ vs flaming attacks, gives you the devastating charge special rule and +1 ws on the charge. Cute I guess for Wood Elves but is it really worth it? Basically, it allows you to make a Wild Rider Noble from older editions (especially with Wild Riders wearing noticeable horned helms now)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acorns of Ages:&#039;&#039;&#039; This is the item that Wood Elves have been waiting for. For 100pts you get d3 forests in addition to the starting one, which all have to be the same type and are deployed like drop pods, since they scatter but can&#039;t land on other terrain. Lots of tactics are circulating around this item, Drycha/Moonstone of Hidden Ways for teleporting units or almost deep striking treemen. See Talk page for tactics and stuff. As for the item - if nothing else, it&#039;s fluffy. The problem is only a couple lords even have the points to carry the thing, and it then leaves them with no points for anything else. Unless your strategy depends on having many forests (Drycha, Moonstone of Hidden ways), it is probably better to pass on this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonstone of Hidden Ways:&#039;&#039;&#039; This item&#039;s potential power is immense, while it&#039;s actual usefulness is varied. For 40pts 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 &amp;quot;forest walking&amp;quot; unit can&#039;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 the Acorns of Ages. Buy another gimmick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hail of the Doom Arrow:&#039;&#039;&#039; If only this item was 5 points cheaper so Waystalkers could take it (This does prevent the abuse from being able to hail of the doom arrow snipe combo - &amp;lt;strike&amp;gt;almost&amp;lt;/strike&amp;gt; guaranteed dead wizard. Seems like it could have been fixed better with a &#039;cannot be used in conjunction with the sniper special rule&#039; as opposed to just making it too expensive to take). For 30pts, you get a 1 use str 4 armour piercing arrow that causes 3d6 hits. Some people swear by these things since they can instantly mince lightly armoured units though there are dissenting opinions. Still it is the best magic item Wood Elves have. Sadly, Asyndi&#039;s Bane was removed as a magic item, so you can no longer use the HoDA to take out an enemy unit and the guy who fired the arrow in the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Calaingor&#039;s Stave:&#039;&#039;&#039; Such a depressing item. For 20 points you get the privilege of swapping a spell for Tree Singing. Tree Singing is cast on a 8+ now and can move an empty forest d6+1 inches, which is not much more than the forest moves by being accidentally bumped. If the forest is partially occupied, then instead you can deal 2d6 str4 hits on an enemy unit that is at least partially within the forest. You can improve the spell so that, when cast on a 16+ it affects all forests within 12&amp;quot;. If the spell could be cast more than once, was given as an additional spell, had a lore attribute, could be cast on all forests on the board instead of those within 12&amp;quot;, cast on a 4+, to name a multitude of reasons, then it would be worth taking. Otherwise, unless you wish to move the destination forest of the moonstone of hidden way&#039;s unit or Drycha&#039;s helpers, it is the worst magic item in the game. If you really want your eternal guard to hit in an extra rank, its usually easier to move yourself to the forest than to move the forest to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Banner of the Eternal Queen:&#039;&#039;&#039; For twice 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 traditional overpriced banner does not fail to disappoint me even if you don&#039;t compare it to the Banner of the World Dragon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Banner of the Hunter King:&#039;&#039;&#039; Another banner which gives to it&#039;s unit vanguard and, that allows you to reroll the first failed charge of the game for 75pts. Dwarfs get these rules for 35pts and 15pts respectively. Also almost everything that can take this banner has Vanguard already. Competes with Calaingor&#039;s Staff for being the worst magic item ever. Well, at least Calaingor&#039;s staff only costs 20 points where this costs 75. Worst magic (or even mundane) item ever.&lt;br /&gt;
&lt;br /&gt;
====Enchanted Arrows====&lt;br /&gt;
&lt;br /&gt;
(Note, all arrows have AP and volleyfire, 30 inch range). All of these are available to Glade Guard, Deepwood Scouts, Glade Riders, Glade Lords and Glade Captains.&lt;br /&gt;
They replace the profile of regular bows wielded by models and count as magical attacks. &amp;lt;s&amp;gt;Note, that until we get a FAQ, they are &#039;&#039;not&#039;&#039; Asrai Longbows and prevent using Hail of Doom Arrows!&amp;lt;/s&amp;gt; The enchanted arrows are Enchanted Items which do not prevent you from holding a second Enchanted item. As such they are NOT weapons, and do not prevent you from using the HODA. The WE book specifically says &amp;quot;Each type of enchanted arrow replaced the profile of the Asrai longbow with the one shown in its entry.&amp;quot; In other words, you don&#039;t have asrai longbow anymore, you have Arcane Bodkins, Starfire Shafts, Hagbane Tips, Swiftshiver Shards, Moonfire shot, or Trueflight Arrows instead. This would technically disable HoDA even though you are replacing the bow with arrows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Bodkins:&#039;&#039;&#039; 5 pts per model, confers ap -3 instead of normal armour piercing. Expensive for what they do. I prefer to do more wounds than reduce armour saves but these arrows kill cavalry like nobody&#039;s business.  All the same, if your plan is to screw over enemy armour, just use Waywatchers instead. For three more points waywatchers can spite that guy with a 1+ re-rollable armour save while the arcane bodkins have a 50/50 chance of being saved. And they can also fuck up light infantry like nobody&#039;s business, if no heavy cavalry presents itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagbane Tips:&#039;&#039;&#039; 3 points per model, confers poison attacks. Amazing. This will probably be your go-to magic arrow, since wood elves have troubles vs monsters. It is nice to have Skink-like firepower on the move at 30&amp;quot; (With BS4+ throughout most of the shooting units, your problems will probably lie in wounding. Might as well turn those 6&#039;s to hit into wounds, and save yourself the possibility of connecting a hit that won&#039;t wound anything)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trueflight Arrows:&#039;&#039;&#039; 3 points per model, confers no penalty to shooting whatever you do. This is probably going to be the second most used arrow. Best taken on your Glade Guard as they will suffer the most penalties (move and shoot, long range, volley fire, etc.). These should be your first choice against Skaven and their shenanigans. &lt;br /&gt;
*&#039;&#039;As of now there are many opinions about the merits of these arrows which should be shared on the talk page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moonfire Arrows:&#039;&#039;&#039; 4 points, confers flaming and +1 to wound versus Forces of Order. Great against warmachines, which almost all Forces of Order have. BUT against war machines, poison is still better (and cheaper) unless buffed by magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starfire Arrows:&#039;&#039;&#039;  4 points per model confers flaming and +1 to wound versus Forces of Destruction. Great against monsters and repeater bolt throwers. The better choice of the &amp;quot;...fire Arrows&amp;quot; duo as almost everything with Regen in the game is from a Forces of Destruction army. If you buy a unit of 10-12 of this instead of the flaming banner you can make OK monster hunters out of them. OR flame banner + Hagbane tips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swiftshiver Shards:&#039;&#039;&#039; 4 points per model confers multiple shot, making your Glade Guards into Dark Elf repeater crossbowmen. Interesting, but Waywatchers have this basic and do this better than any of the other unit. One recommendation is to fill your core with a big block of swiftshiver shard glade guard (fun to say) and then buff them with hand of glory from the high magic. Your swiftshiver shard glade guard should eviscerate anything that is not protected by the high elf banner of game breaking.&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Life&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Shadow&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;s toughness and weakens them in combat by reducing their strength, weapon skill and intiative. Withering is the must-have spell for Wood Elves (unless you run a LOT of poisoned arrows), as it solves their greatest weakness - Str 3 bows. By using Melkoth&#039;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&#039;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&#039;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.&lt;br /&gt;
Some calculations can be seen in the Talk page.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of High Magic&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
This Lore is really quite neat. It has a wide variety of cheap to cast spells which give you a better shorter ranged fireball as a signature spell, a buff the complete opposite of the MMM importantly buffing your BS, a spell which dispels all effects (very useful against any foe dependant on magic) as a signature spell,  a small blast, the ability to redeploy one of your units 10&amp;quot;, to dismantle magic items and to deal a str 4 hit to all your foes in one unit. Matt Ward has also given a good lore attribute which stacks well with it&#039;s multiple low level spells. Every time you successfully cast a spell you gain a counter. If you suffer an unsaved wound, then the counter nullifies the wound. Great if you are hiding your General anywhere, but especially with the sisters of the Thorn. I feel it is very much like a proactive version of the lore of life, preventing damage rather than repairing it.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Metal&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
The Lore of Metal is mostly aimed at helping armies like the wood elves deal with heavily armoured foes. It can debuff your foe&#039;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&#039;t bad but the other lores often help more. Especially since nearly all the elves have armor piercing and (one of) their best units can outright ignore armor. The scaly skin is nice though since the wood elves are lacking when it comes to armor.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Beasts&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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 &#039;decent&#039; to &#039;good&#039; 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.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Heavens&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;s lore attribute turns all of it&#039;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).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Death&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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, Treekin, Treemen, and Wild Riders, while Soulblight does a fine job equalizing some S4 T4 brutes with your fragile elves. Just a pity you can&#039;t cast Aspect of the Dreadnight on enemies (to exploit Wildwood Rangers&#039; special rule). But, there is always a free mysterious forest which you can make cause fear (making your enemy step into it on the other hand is a bit more difficult...).&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Fire&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
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&#039;t guarantee.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Dark Magic&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
Pity you can&#039;t take it on a level 1. On a level 4 it isn&#039;t bad but is beaten by almost all the other lores. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Darkness&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Augment&#039;&#039;&#039;&#039;&#039;. While it does give your unit a much needed strength bonus and extra power dice it will eventually wear you down ( you take a wound with no armor saves if you roll a 3 for power dice) unless you protect yourself with a decent ward save. Often, you&#039;d be best served not getting bogged down in combat.  For a stupid elf trick, use when your caster is with Sisters of Thorn and watch those javelins get nasty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doombolt&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&#039;&#039;. Always take it. It gives you a much needed high strength shooting attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chillwind&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magic Missile&#039;&#039;&#039;&#039;&#039;. Is an easy spell to cast, is good against low toughness units and will help you against other shooting armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Word of Pain&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hex&#039;&#039;&#039;&#039;&#039;. Good against shooting/high WS armies that seek to match you prowess. The boosted version will save a lot of your elves in combat, &#039;&#039;especially&#039;&#039; since you don&#039;t have much, if any, armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bladewind&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Direct Damage&#039;&#039;&#039;&#039;&#039;. Is a good choice for big blocks of infantry, like the always pleasant Slavebus or Zombietrain or even some tougher units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Despair&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hex&#039;&#039;&#039;&#039;&#039;. Simply fantastic when you get into combat. No Inspiring Presence and no Hold Your Ground! for you enemies. This will make breaking enemies easier, which is good, because you don&#039;t wanna hang around for Round 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Stealer&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Direct Damage&#039;&#039;&#039;&#039;&#039;. Once again, great against big horde units/busses/trains. If you get this off, place the 3&amp;quot; template anywhere of the wizard within 18&amp;quot;. You can go nuts with &#039;&#039;&#039;Power of Darkness&#039;&#039;&#039; and never worry about it, if it lands right.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arnzipal&#039;s Black Horror&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Magical Vortex&#039;&#039;&#039;&#039;&#039;. Oh baby. This thing is crazy. Like warpstone-laced cocaine. No wonder Ariel got hooked on this Dark Magic stuff... Anyway, should you get this off, pop it down and sing &#039;&#039;&amp;quot;Snitches&#039;s gonna die/This bitch is gonna fly/My wizard&#039;s rollin&#039; high/Or she&#039;s gonna fry&amp;quot;&#039;&#039;. It will then travel anywhere between 6&amp;quot;-40&amp;quot; in the form of a 3&amp;quot; template in a straight line (of your choice) depending on your wizards magic lvl and how much you roll on the arty dice. Everything hit must pass a strength check or die (ward save allowed). As with arty rolls, should you misfire, place it on top of your wizard and scatter it D6. It &#039;&#039;Remains in Play&#039;&#039;. Every turn, it jollies around randomly, spreading more laughter and happy thoughts with another arty roll. Misfire and it will stop working. Boost it and you get to use the large 5 incher, then pray to Isha that you don&#039;t screw up. Not as powerful as the &#039;&#039;&#039;Lore of Death&#039;&#039;&#039; version, but still good fun.&lt;br /&gt;
&lt;br /&gt;
It&#039;s lore attribute is best likend to that of the &#039;&#039;&#039;Lore of Fire&#039;&#039;&#039;. Everytime you cast it on an enemy unit, it creates a vengeance counter (on the unit) which activates when damage is next applied through a spell to that unit. It causes d3 extra hits when it does so, for each counter on the unit. If you can take 2 lv 3/4 mages then this is a good secondary lore but beyond the Storm of Magic I doubt it will see much use. Try it out and see how useful it is to you.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;Lore of Light&#039;&#039;&#039;====&lt;br /&gt;
&lt;br /&gt;
It&#039;s quite good against Undead and Daemons and could still be considered against Elf armies. Against most other armies, it sadly won&#039;t be of much use, as many of the other lores gives you better options. High strength flaming attacks, superb WS, exellent skirmisher [[Troll|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.&lt;br /&gt;
&lt;br /&gt;
==Army Composition &amp;amp; Tactics==&lt;br /&gt;
&lt;br /&gt;
Build your tactics around your army.&lt;br /&gt;
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&#039;s Wild Riders vs a monster or if the unit is charging the enemies flanks or rear.&lt;br /&gt;
&lt;br /&gt;
Currently, there are four main methods of building your army:&lt;br /&gt;
&lt;br /&gt;
*A) &#039;&#039;&#039;Shooty army.&#039;&#039;&#039;&lt;br /&gt;
**Don&#039;t get charged and keep on shooting. Circle around your foes, slow them down, and don&#039;t be afraid to sacrifice a unit if it saves your army.&lt;br /&gt;
&lt;br /&gt;
*B) &#039;&#039;&#039;Fast combat army.&#039;&#039;&#039;&lt;br /&gt;
**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&#039; superior movement to ridiculous levels.&lt;br /&gt;
&lt;br /&gt;
*C) &#039;&#039;&#039;Infantry army.&#039;&#039;&#039;&lt;br /&gt;
**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, without serious magical buffing, this army will die to anything stronger than a stiff breeze. &lt;br /&gt;
&lt;br /&gt;
*D) &#039;&#039;&#039;Hybrid army.&#039;&#039;&#039;&lt;br /&gt;
**A mix of any of the above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush of the Worldroots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To once again clarify, for future reference, the precise wording of the rule is &amp;quot;&#039;&#039;&#039;This forest is not mysterious terrain - declare it&#039;s type when you place it&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With &amp;quot;Mysterious&amp;quot; being a fancy word for &amp;quot;Type of your choice&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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&lt;br /&gt;
&lt;br /&gt;
*Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won&#039;t grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks.&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
*The other woods should NEVER be considered for two reasons: &lt;br /&gt;
**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.&lt;br /&gt;
**2) You don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Many of these tips might seem redundant, but one extra reminder is better than forgetting a small detail that might help you later &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Most, if not all of your army has M5 or more. Use this maneuverability to it&#039;s utmost to ensure that you stay alive and pick your fights with care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*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. It should also be noted that skirmishers gain stubborn in forests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Beware of Monsters or units with high toughness! Unless you have units with Poisoned Attacks, Wild Riders (S5 on the charge), magically buffed units (result being S5 or higher), or Wildwood Rangers, it&#039;s gonna be difficult to wound most of the time when you&#039;re in combat. Almost every other Army has access to Warmachines to pick off your Treemen/Treeman Ancients, but you won&#039;t have the same luxury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[DISTRACTION CARNIFEX|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 &amp;quot;&#039;&#039;Huuuurr... Dat&#039;s a purdy unit yoo&#039;s got there mate... Be a real shame if sumfink hap&#039;n to it, roight?&#039;&#039;, so that the rest of your army survives and gets into position. &lt;br /&gt;
**&#039;&#039;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*What&#039;s that? Having trouble with High Elves and their &#039;&#039;Banner of The World Dragon&#039;&#039; on a beefy cav unit you say? What you&#039;re actually saying is that you don&#039;t have enough Waywatchers in your army, am I right?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Seriously consider the &#039;&#039;Recipe for Success&#039;&#039;&lt;br /&gt;
**You will need the following:&lt;br /&gt;
***1) 5 Wild Riders&lt;br /&gt;
***2) 1 Forest&lt;br /&gt;
***3) Flank Charge on the Enemy&lt;br /&gt;
&lt;br /&gt;
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 &#039;&#039;voilà&#039;&#039;: 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)&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_Tactics_Races}}&lt;br /&gt;
[[Category:Warhammer/Tactics]]&lt;/div&gt;</summary>
		<author><name>2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_Magic&amp;diff=557400</id>
		<title>Warhammer Magic</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_Magic&amp;diff=557400"/>
		<updated>2020-05-12T07:56:03Z</updated>

		<summary type="html">&lt;p&gt;2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45: /* Lore of Athel Loren */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is a very important, fluffy and epic part of &#039;&#039;[[Warhammer Fantasy]]&#039;&#039; (40k now gets to taste some of it, sort of. Psychic powers + sheer epicness = Warhammer Magic).&lt;br /&gt;
&lt;br /&gt;
Fluff-wise, magic is a wind, which flows from great Chaos Rifts on Warhammer World&#039;s poles. It flows out as dark and chaotic Dhar wind, but later splits into eight winds, each of which governs a certain aspect. Greatest wizards in the world (namely, High Elves, Wood Elves and Slann) can then weave the winds back into a single force - Qhaysh, or High Magic. The winds are fickle and their flow may wax and wane multiple times during the same battle. The winds are unpredictable and hard to control, so wizards trying to harness too much power at once tend to invite unpleasant surprises; the rampant energy can burst outward, incinerating allies, scar the mind and soul of the wizard (robbing him of magical power), or just obliterate the wizard outright. Magic is a powerful and dangerous force. The winds now constitutes the eight realms of the [[Age of Sigmar]].&lt;br /&gt;
&lt;br /&gt;
Crunch-wise, each magic phase a player rolls 2d6 to determine the strength of the winds, gaining that many dice to cast his spell. His enemy also gains the highest of the two dice to try and &amp;quot;dispel&amp;quot; (i.e. counterspell) the spell. Each wizard also may &amp;quot;channel&amp;quot; for additional dice, rolling a die and adding a die to the pool on a roll of 6. Number of dice in either pool may not exceed 12 at any point.&lt;br /&gt;
Casting the spell basically involves rolling a deliberate amount of dice from those available to try and beat the casting value of a spell, with wizard&#039;s level added to the roll result. Dispelling involves rolling dice to try and beat the caster&#039;s result. Rolling two or more 6&#039;s on casting attempt results in the wizard drawing upon too much power at once, which goes out of control, causing Irresistible Force and Miscast. The spell goes off no matter what, but the wizard (or those nearby, or every other mage in the army) suffers pretty unpleasant consequences.&lt;br /&gt;
Almost all lores have a &#039;&#039;lore attribute&#039;&#039; - a passive effect or an active component that is added to each successful casting of that lore&#039;s spells. In some cases (ahem, Life, ahem) lore attribute is so powerful it makes the actual spells matter not so much.&lt;br /&gt;
&lt;br /&gt;
There are 8 &amp;quot;Lores of Battle Magic&amp;quot;, which are common among most races, though most have some limitations (Bretonnian Prophetesses cannot draw upon powers of Death, Vampires, abominations against nature, cannot draw upon Life and so on). Many races have certain racial magics, such as Necromancy of the Vampires, Skaven Lores of Ruin and Plague and the like. Most of them won&#039;t be covered here (instead they are covered on their respective race pages). However, certain racial lores are shared by multiple races (notable example being High Magic), so I&#039;ll describe them.&lt;br /&gt;
&lt;br /&gt;
All spells are divided into following types:&lt;br /&gt;
* Magic Missile - basically, shooting attacks, with all shooting restrictions (need line of sight, no firing into melee, no firing in combat, etc), which hit automatically and distribute hits as per shooting.&lt;br /&gt;
* Direct Damage - has no such limitations, but generally has shorter range. Direct damage spells usually target &#039;&#039;models&#039;&#039; as opposed to &#039;&#039;units&#039;&#039; and make great character killers. Template damage spells are also in this category.&lt;br /&gt;
* Hexes and Augments are basically non-damaging spells that either help or hinder their targets (buffs and debuffs or boons and conditions, if you are into vidya). They &#039;&#039;can&#039;&#039; deal damage, but it is mostly conditional.&lt;br /&gt;
* Magical Vortices - round templates, that move across the battlefield in certain direction, RAPING up things they touch. Are among the costliest and the most powerful spells in the game.&lt;br /&gt;
&lt;br /&gt;
All damage dealt by spells counts as magical (yeah, some people had doubts about it). Armour saves &#039;&#039;can&#039;&#039; be taken against spell damage, unless stated otherwise. Magic Resistance (X) improves unit&#039;s Ward Save by X when saving against spell &#039;&#039;damage&#039;&#039; (even if just one model has it, whole unit has it; it only works against &#039;&#039;damage&#039;&#039; and instant death, like any other save - it has no effect on hexes/augments; it only works against spells, and spells alone - it is useless against regular magic attacks; if the model has no ward save, it creates one).&lt;br /&gt;
&lt;br /&gt;
Lastly, each regular wizard generates a number of spells, equal to his level (1-4) from his selected lore. He can swap any spell for the &amp;quot;signature spell&amp;quot; (the first spell after attribute in every lore). Loremaster just knows all spells from his selected lore. No two wizards may have the same spell in a single army, unless it is a signature spell or it is just &#039;&#039;granted&#039;&#039; to the wizard (due to a special rule or Loremaster rule).&lt;br /&gt;
&lt;br /&gt;
Magic plays a big role in the [[Storm of Magic]] expansion, where you can wield even bigger and deadlier magics. More on the subject can be found on that page.&lt;br /&gt;
&lt;br /&gt;
With the third books of [[The End Times]] out, magic has undergone a notable revamp, with what are presumably new rules (such as all wizards knowing all the spells for their lore instead of randomly generating) and the addition of [[End Times Spells]].&lt;br /&gt;
&lt;br /&gt;
[[Age of Sigmar]] backed off from the eight Lores of Magic, instead granting most factions their own unique spell lores. The Malign Sorcery expansion reintroduced the classic lores; however, they are only accessible if you&#039;re playing a game within their corresponding Mortal Realm. This is justified in the fluff as the Arcanum Optimar allowing wizards to easily draw upon the dominant wind of their Mortal Realm. &lt;br /&gt;
&lt;br /&gt;
==Endless Spells==&lt;br /&gt;
A new addition for [[Age of Sigmar]]&#039;s second edition. Nagash&#039;s plans in Malign Portents have fundamentally altered the nature of magic. Normally most spells dissipate on their own after a time, but now a small handful of spells take a life of their own, roaming the realms and growing increasingly powerful. These spells have their own models and remain on the board to cause whatever effects are associated with them unless dispelled successfully by a Wizard. &lt;br /&gt;
&lt;br /&gt;
Endless spells are moved at the start of each battle round after determining who gets the first turn, with players taking it in turns to pick a spell to move, starting with the player that has the second turn that round. The catch? Endless spells can be moved by &#039;&#039;either&#039;&#039; player regardless of who cast them, which means a damaging (or &amp;quot;predatory&amp;quot;) endless spell can easily be turned against its caster.&lt;br /&gt;
&lt;br /&gt;
==Classic Lores==&lt;br /&gt;
===White: Wind of Hysh, Lore of Light===&lt;br /&gt;
Kinda egyptian/semitic in flavour, with Light Wizards often wielding snake-headed staves and wearing pharaoh-like headdresses. In fluff this lore is also associated with geomancy for some reason, but this isn&#039;t reflected in any of the spells. Once was a signature lore of the &amp;quot;good guys&amp;quot;, but now Tomb Kings, Dark Elves, Vampires (with certain gimmick) and Wood Elves (whoever calls them &amp;quot;good guys&amp;quot; gets a tainted arrow in the gut) can use it.&lt;br /&gt;
A great support lore, best used to augment slow (whether in I, WS or M department) units or annihilate &amp;quot;tainted&amp;quot; creatures.&lt;br /&gt;
It is worth noting, that most augments in this lore can be boosted to affect all allied units in certain radius, so Light mages often stand in the middle of their forces, like shining paragons. &lt;br /&gt;
Take this lore if you run a lot of slow heavy infantry or play against Undead/Daemons.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire, Vampires with Forbidden Lore, Tomb Kings, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Exorcism:&#039;&#039;&#039; The cleansing power of the Light is especially damaging against Daemons and Undead. ([[Tomb Kings]], [[Vampire Counts]], [[Chaos|Daemons of Chaos]], and select things from [[Beastmen]] and [[Warriors of Chaos]]), causing damaging spells to deal 1d6 more damage to them. Take it if you are playing against those aberrations and troll away.&lt;br /&gt;
*&#039;&#039;&#039;Shem’s Burning Gaze:&#039;&#039;&#039; A holy fireball which can pumped with more casting dice to have a very far range and deal more damage. Not bad especially, for a signature spell. Against Undead or Daemons it&#039;s a fast moving middle finger that&#039;ll crush what it hits most likely. Has flaming attacks, so is kinda cool against Tomb Kings.&lt;br /&gt;
*&#039;&#039;&#039;Pha’s Protection:&#039;&#039;&#039; Summons the image of some kind of diving thing to protect the wizard and the people around it. You are less likely to get hit in fight and even by cannons, and you can spread that in a lovely 12 inch bubble of cannon freedom. This would be really great for [[Warriors of Chaos|Warriors of Chaos Knights]], but that&#039;s the drawback to eating babies and raping flowers I guess.&lt;br /&gt;
*&#039;&#039;&#039;The Speed of Light:&#039;&#039;&#039; You know these Ogres/Saurus which have really nice stats but a shortcoming in WS and I? You know High Elves hitting you on a re-roll 3? If you said yes, you will LOVE this spell. MAX WS and I for one Unit or everything in 12 inches, turning a re-roll 3 into a not re-roll 5, easy one of the best buffs in Warhammer magic. Just hope those pointy-eared bastards didn&#039;t take it too.&lt;br /&gt;
*&#039;&#039;&#039;Light of Battle:&#039;&#039;&#039; [[Tau|Ethereal-style]] happy thoughts straight from the Warp and gold colored. Making one unit Unbreakable is not always what you want, but most times what you need. Also it makes the target instantly rally if it&#039;s fleeing. Basically a butt-saving spell for dire circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Net of Amyntok:&#039;&#039;&#039; Summon a giant sparkly magic net woven by a god. Makes the enemy unit test for S when moving, shooting, casting, going to the toilet, everything except close combat. Failing the test, the unit can&#039;t do that AND takes some damage. Neat. Cast this on a unit with [[High Elves|Teclis]] and see how well he can cast with his S2 (bear in mind that the &#039;&#039;unit&#039;&#039; makes the test, not the &#039;&#039;model&#039;&#039;, so it&#039;ll probably be at S3- but still good odds). Or cast on a Necromancer and laugh as his casting attempts incinerate him with Exorcism.&lt;br /&gt;
*&#039;&#039;&#039;Banishment:&#039;&#039;&#039; Shem&#039;s Burning Gaze, but cranked up to the max. It&#039;s a magic missile that deals 2d6 S4 hits with an additional 1S for each spellcaster with Lore of Light nearby (yours or your enemy&#039;s). In addition, the target must re-roll ward saves it passes so you are looking at the ultimate daemon killer, which its name of course implies.&lt;br /&gt;
*&#039;&#039;&#039;Birona’s Timewarp:&#039;&#039;&#039; The top spell in Light, makes the laws of time stop applying for a short amount of time (it&#039;s magic, that isn&#039;t supposed to make sense). Makes your Unit or for increased casting value everything in the 12 inch bubble move Matrix-style. The units double in speed, get ASF and one more attack so cast this whenever you feel like it, and whenever you can muster the power dice. Cast this on Saurus Warriors and [[RAPE|have a little skirmish with those elves]].&lt;br /&gt;
&lt;br /&gt;
===Gold: Wind of Chamon, Michael Jackson&#039;s favorite lore, Lore of Metal (and Alchemy)===&lt;br /&gt;
Yep, alchemy; turning whatnot into gold and stuff, a shame it can&#039;t buy you additional points with said gold but never mind. Mainly deals with high-armour target and is pretty much a lore to murder enemy elite units. Take it against Warriors of Chaos, Empire, Lizardmen and Dwarfs.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire (Balthazar Gelt only), Chaos Warriors (unmarked or Tzeentch) and Daemons (Tzeentch only), Vampires with Forbidden Lore, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Metalshifting:&#039;&#039;&#039; All (read: both. There&#039;s only two) of your damaging spells are flaming attacks and have no strength - instead they wound the enemy on his armour save roll, with no armour saves allowed. Virtually useless against armourless enemies. And yes, Scaly Skin counts as armor for all purposes. Logic? Bleh.&lt;br /&gt;
*&#039;&#039;&#039;Searing Doom:&#039;&#039;&#039; Shoot little white-hot slivers of metal out of your hands. Standard 24 inch range magic missile causing d6 hits, but does 2d6 if you bump up the casting level. This is the reason why solo Lords carry around a Dragonbane Gem. This spell alone will decimate heavily armored units. &lt;br /&gt;
*&#039;&#039;&#039;Plague of Rust:&#039;&#039;&#039; Better than fielding a [[Rust Monster]], disintegrates the enemy&#039;s armor reducing a specific model&#039;s armor save FOR THE REST OF THE GAME by one point. You can CONTINUE CASTING THIS ON THE SAME MODEL to further reduce their armor. Even when said model is in combat! Because there&#039;s nothing funnier than a naked [[Archaon]] running from a unit of [[Skaven|Skaven Clanrats]] for dear life (Skaven can&#039;t take the Lore, so how would this happen? Warlord with wizard hat (he&#039;s fun, try it!)). Keep in mind, it makes target more resistant to your own spellcasting (it does not, as Metalshifting explicitly uses the target&#039;s unmodified armor save).&lt;br /&gt;
*&#039;&#039;&#039;Enchanted Blades of Aiban:&#039;&#039;&#039; Wizard magically sharpens the weapons of everyone around him. Target unit gets +1 bonus to hitting with shooting or melee attacks for a turn. Makes them magical AND Armor Piercing. Pretty nice spell when you&#039;re running big units, or your favorite unit is meeting its equal on the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Glittering Robe:&#039;&#039;&#039; Caster makes everyone who&#039;s his friend some really gaudy magic cloaks of pure metal. Gives a unit, or all friendlies in a 12 inch bubble if boosted, a serious hard scale armor (Scaly Skin (5+)). Probably useless if you play [[Lizardmen]] of course since that&#039;s like putting alligator skin clothing on an alligator (actually, the scaly skin rule specifically states to treat it exactly the same as armor save, so it would be cumulative with other scaly skin just like scaly skin would be cumulative with any other armor, which would make it fantastic on anything), but +2 to your armor save is fantastic for literally anything else.&lt;br /&gt;
*&#039;&#039;&#039;Gehenna’s Golden Hounds:&#039;&#039;&#039; Caster whips a gold whistle out of nowhere and two giant robot dogs appear and kill the fuck out of whatever the caster points at. Spell deals d6 hits to the chosen model, but it gets a Look Out Sir! roll. Basically, it is inferior to Searing Doom, unless the target receives no LOS (e.g. a mounted Chaos Lord in a unit of Chaos Warriors or a Hydra). Against regular characters in units, signature is better.&lt;br /&gt;
*&#039;&#039;&#039;Transmutation of Lead:&#039;&#039;&#039; Makes the enemy&#039;s weapons and armor much heavier for a short time. 24 inch range hex, target model has a -1 to WS, BS, and armor save for a turn. Powered up version has a 48 inch range. Lets you cripple an enemy by a bit. Unlike Plague of Rust it&#039;s a one-turn effect, but also unlike Plague of Rust this spell makes them hit weaker too. Good for a dangerous model already in close combat or firing at your troops. Good deal to make elite things mediocre and normal things weak.&lt;br /&gt;
*&#039;&#039;&#039;Final Transmutation:&#039;&#039;&#039; Here you have it, transforming things into gold and living things on top of that. Choose a unit within 18 inches. Roll a d6 for each model in it, for things with 1 wound on a 5+ it instantly dies. More than one wound only a 6 will kill it. Turning 1/3 of an enemy unit into gold without any kind of save is not bad, and you can even kill enemy heroes with luck. Oh, and the next round every enemy unit within 12 inches of the one that was hit has to test for stupidity on the next turn to avoid running for that unit to carry some of their dead friends away to pawn. It is the most unconditional of all the kill spells, not relying on a characteristic test or anything and disallowing any saves at all. Granted not the BEST of the final spells in the lore choices, but there&#039;s just something really fun about using it. If you&#039;re really an asshole you can buy some models that you know the opponent has, dip them straight into the gold paint well, and bring them along to put on the field as casualties (unless it&#039;s a [[Dwarf]] player at which point they&#039;ll probably already have said models).&lt;br /&gt;
&lt;br /&gt;
===Jade: Wind of Ghyran, Lore of Life===&lt;br /&gt;
The first druid lore. It is a sort of D&amp;amp;D druid, tree-hugging hippie gardener, who calls upon the power of daisies to smite the baddies.&lt;br /&gt;
This is the most commonly used Lore by lord level mages, and probably most common lore at all. Ideally, you need 4 level or Loremaster at best because you need the third spell, the Throne to really rock with this Lore and of course other spells so that they can grow stronger. This Lore will make your units tough as hell, is easy to cast and is indeed eco-friendly. Incredible defensive lore, but mighty boring.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire, Lizardmen (Slann only), all Elves, Bretonnia.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Lifebloom:&#039;&#039;&#039; Whenever a spell from this lore is successfully cast, a single model within 12 inches of the wizard may regain 1 wound (doesn&#039;t raise dead though). Incredibly awesome attribute, often making it worthy to take/keep/cast a useless spell just for some healing. It is often useful to have a level 1 Life wizard stuck in some tarpit, spamming Earth Blood just to heal nearby Dragon/Lord/Monstrous Infantry.&lt;br /&gt;
*&#039;&#039;&#039;Earth Blood:&#039;&#039;&#039; 5+ regeneration (4+ if Throne is in play) for the mage&#039;s unit makes it kinda weak, but is sometimes useful on Slann (a regenerating horde of Temple Guard is something that will not die under nearly any circumstances), Damsel or Branchwraith. In any case, it is a nice cheap spell to spam for the attribute.&lt;br /&gt;
*&#039;&#039;&#039;Awakening of the Wood:&#039;&#039;&#039; Make trees grow so fast they punch the enemy in the dick. It&#039;s crap as long as it&#039;s not buffed by Throne AND the enemy is hiding in the woods.  Still, it&#039;s even cheaper than signature and can be used to spam attribute heal.&lt;br /&gt;
*&#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Classic &amp;quot;Stone Skin&amp;quot; spell, grants a unit a big bonus to toughness. Cast this on elves so that they are hard as Stone, cast this buffed up on heavy cavalry to make them as hard as a diamond in an ice storm, get an ally cast this on a Necrosphynx to... oh my god...&lt;br /&gt;
*&#039;&#039;&#039;Throne of Vines:&#039;&#039;&#039; One spell to buff them all, one spell to ... oh wait wrong universe but hey, this spell gives the whole Lore its meaning by seriously buffing most of the other Life spells (except Dwellers). Oh and you get a special 2+ save negate any miscast effects. Less explosions so less fun but probably safer for your 500+ point Slann or the likes. Incredible spell.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; Looks really bad in this incredible lore, but not so bad on its own. Target unit deals some S3 hits to enemies in base contact. Still, has its uses, easy to cast and can be taken on your level 1 healer if his unit has no use for Regen.&lt;br /&gt;
*&#039;&#039;&#039;Regrowth:&#039;&#039;&#039; While your attribute can only heal, not resurrect, this spell does right that. Target &#039;&#039;unit&#039;&#039; regains wounds, reviving dead models. Do not forget to wear your biggest trollface when you unleash a buffed version on your nearly-dead elite unit.&lt;br /&gt;
*&#039;&#039;&#039;The Dwellers Below:&#039;&#039;&#039; Here is your one-spell-solves-all-problems-spell. Cast it on a unit and see everything taking strength test, and when they fail they are dead without any save, because little Dwarves crawl out of a hole in the ground and take them with them. Yes those badass mages, and those funny Commanders (which get +3S while attacking) are all for naught and their unit with them. Easily one of the most devastating spells.&lt;br /&gt;
&lt;br /&gt;
===Celestial: Wind of Azyr, Lore of the Heavens===&lt;br /&gt;
A mixed bag lore, it contains some pretty good buffs/debuffs, some nice damage and good utility, but excels at nothing. A good lore, but often outshone by other lores. Can be good if you want a monster/lone character-hunting mage, but don&#039;t want to go Death.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire, Ogres, Vampires with Forbidden Lore, Lizardmen, all Elves, Bretonnia. (Aaaand Warriors of Chaos through Sayl the Faithless(forgeworld mage) worth a mention too)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Roiling Skies:&#039;&#039;&#039; Spells targeting enemy flying units deal bonus damage to them, not super-useful, but not bad, especially with the rumors of new flier rules in the next edition and most races getting some sort of fliers.&lt;br /&gt;
*&#039;&#039;&#039;Iceshard Blizzard:&#039;&#039;&#039; Blinding your enemies with snowflakes, making him fail more often (includes a 50/50 chance of a targeted cannon not firing), because he can&#039;t see. Oh and he can&#039;t see his pals so his LD is taking a little dump. Not the most devastating spell, but for a cheap price and a signature spell really working well.  &lt;br /&gt;
*&#039;&#039;&#039;Harmonic Convergence:&#039;&#039;&#039; You know how you have these super-awesome-heavy-cavalry-rapetrain-unit? You attack and only roll 1s and you need only 2s? That is no problem. This spell let you re roll every 1 your unit rolls for a turn, so give it to your elite units and don&#039;t fear the ones.&lt;br /&gt;
*&#039;&#039;&#039;Wind Blast:&#039;&#039;&#039; A magic missile which pushes enemy units around. Ultimate when you have a Mage on flying mount to mess up the enemy movement phase, but worth it every time, though not terribly competitive. Use against Goblin Fanatics, commence trollface.&lt;br /&gt;
*&#039;&#039;&#039;Curse of the Midnight Wind:&#039;&#039;&#039; You read the Harmonic convergence? This is the other way around. The enemy unit has to re-roll all 6s it rolls, so no poison or killing blow, or even wounding your monster with T6 while having S4. Everything is fine with this and it comes with a bubble version.&lt;br /&gt;
*&#039;&#039;&#039;Urannon’s Thunderbolt:&#039;&#039;&#039; Calls down a bolt of lightning dealing a few high-strength hits. Use it on enemy monsters, lone characters or very small, very elite units (e.g. Blood Knights).&lt;br /&gt;
*&#039;&#039;&#039;Comet of Casandora:&#039;&#039;&#039; Perhaps the most damaging spell out there, it calls a comet at target spot, dealing somewhat random damage in somewhat random radius after somewhat random number of turns. Very unreliable and easy to dodge, but with right planning it can be utterly devastating.  Useful for area denial- you see your opponent&#039;s battle line marching toward you?  Drop this in their path and force your opponent to make a tough decision. Also, one of the few means to deal S10 damage in the game. Can be boosted to obscene levels.&lt;br /&gt;
*&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; THIS is how you play Palpatine or Thor or any other kind of crazy thunderbolt thrower, potentially shooting a thunderbolt at every freaking enemy unit on the field. Perhaps you should say something like &amp;quot;come to the dark side or perish&amp;quot; while you do this, even if you play high elves. Basically, it is Thunderbolt which makes you roll a d6 after it hits - on 3+ it hits another unit, rinse-repeat until you roll less than 3 or run out of units to hit (can only hit a unit once per casting). Due to a low number of hits and high cost, it is not as powerful as it may seem, but still awesome. Wipe whole armies&#039; worth of MSU in a few casts, it can.&lt;br /&gt;
&lt;br /&gt;
===Grey: Wind of Ulgu, Lore of Shadows===&lt;br /&gt;
Shadow Magic is a great support lore, rivaling even Life. Where life is defensive and reactive, Shadow is versatile and proactive, afflicting an enemy with a variety of hexes and debuffs, softening an enemy up and making him weaker all round.&lt;br /&gt;
Damage spells are just a little bonus and aren&#039;t why you are taking this lore, but they are powerful in their own right. They are basically templates with Initiative tests, making them extremely powerful against slow units (wiping out hordes of ghouls or entire units of temple guard) and they scale really well with signature spell.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire, Beastmen, Chaos Warriors (unmarked or Slaanesh) and Daemons (Slaanesh only), Vampires, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Smoke and Mirrors:&#039;&#039;&#039; When a Shadow spell is successfully cast, the wizard may swap places with another friendly character (of same unit type) in range. Useless most of the time, but can be useful to escape close combat, while bringing a melee powerhouse into the fray.  Especially fun when your level 2 Chaos Sorcerer teleports away so a beatstick Chaos Lord can take over...&lt;br /&gt;
*&#039;&#039;&#039;Melkoth’s Mystifying Miasma:&#039;&#039;&#039; Signature Spells are bound to be good most of the times and this one truly is. It reduces one or all (if boosted) of the following: M,WS,BS,I of a enemy unit for d3. Incredibly useful and versatile. Even better when used in conjunction with the damage spells in this Lore. It is often worth it to take a level 1-2 Shadow wizard just for the sake of spamming this spell.&lt;br /&gt;
*&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; Casting your own shadow Horse, you&#039;ll probably feel like the Ghostrider or something. Sadly its not as useful as it was in previous editions.&lt;br /&gt;
*&#039;&#039;&#039;The Enfeebling Foe:&#039;&#039;&#039; Making your enemy weak. Really, really weak, with a bit of luck. This spell is so nice to reduce the danger to your units and it even stays in the game, so your enemy has to waste power dice dispelling this or decide to never make a kill with this unit.&lt;br /&gt;
*&#039;&#039;&#039;The Withering:&#039;&#039;&#039; Other way around, making your enemy not weak but less tough until even a gnoblar can club him down. Like his counterpart staying in the game so your enemy will have to dispel this and don&#039;t have the dice to do the same to you in his magic phase. A must-have spell for S3 units, ESPECIALLY archers with S3 bows, ESPECIALLY Wood Elf archery lists.&lt;br /&gt;
*&#039;&#039;&#039;The Penumbral Pendulum:&#039;&#039;&#039; Swinging a big, albeit almost invisible, pendulum into the enemy lines. First damaging spell, it hits all models in a line. Line is of random length, so consider exploiting lore attribute to quickly get in range, fire it off and blink away. BTW, it is a use for the Steed of Shadows!&lt;br /&gt;
*&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; Second damaging spells. Small (or large, boosted) template of DOOM!. It scatters and stuff, but against hordes of Saurus or Undead it is just brilliant.  Ogres and other low I, high cost units will cry.&lt;br /&gt;
*&#039;&#039;&#039;Okkam’s Mindrazor:&#039;&#039;&#039; The greatest buff (if not the greatest spell) in the game. Basically, target unit uses LD for wounding instead of Strength. See even Dragons and Chaos Knights falling like flies before you. Does not stack with S bonus so no great weapons, but hey, if you are in general&#039;s bubble, you likely have Ld 9-10 anyway! Tip: cast it on swarms. Their S2 becomes S10!!!&lt;br /&gt;
&lt;br /&gt;
===Amethyst: Wind of Shyish, Lore of Death===&lt;br /&gt;
Focuses mainly on single character or monster slaying, although it has some nice support spells.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire, Beastmen, Ogres, Chaos Warriors (unmarked and Nurgle) and Daemons (Nurgle only), Vampires, Tomb Kings, Lizardmen (Slann only), all Elves, Bretonnia (Fay Enchantress only).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Life Leeching:&#039;&#039;&#039; Basically, you get power from killing. For every wound caused by your spells, you have 33% chance to gain a power dice. Meaning you have to roll a 5+ for each unsaved wound caused by a single spell in order to get said power die.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leech:&#039;&#039;&#039; Both caster and target a D6 and add their unmodified leadership values. For every point the caster wins by the target loses a wound, with no armor saves allowed. Generally not the most reliable character-sniping spell, but great against monsters and warmachines. Bye bye Stegadon. &lt;br /&gt;
*&#039;&#039;&#039;Aspect of the Dreadknight:&#039;&#039;&#039; Grants the target Fear, or Terror (when boosted). Incredibly cheap and can be used to make a unit ignore enemy&#039;s Fear/Terror.&lt;br /&gt;
*&#039;&#039;&#039;The Caress of Laniph:&#039;&#039;&#039; Summoning a ghost gurl that wants to know the enemy target a bit better (winkwink), and while she&#039;s at it she steals his life force ... So pretty much just like any other woman. Target suffers a number of hits equal to 2D6 minus his own strength. Hits from this spell cause a wound on a 4+ with no armor saves.&lt;br /&gt;
*&#039;&#039;&#039;Soulblight:&#039;&#039;&#039; Your mage slaps the shit out of the soul of the enemy making him less strong and tough. When boosted, it works in a freaking 24 inch bubble so it can hit the whole enemy army, making even Chaos Knights into mere humans (at least on S and T). Very good, but often loses to more specialized Shadow hexes. Still, not a bad substitute to Withering when dealing with high-toughness foes. This effect lasts until the caster&#039;s next magic phase.&lt;br /&gt;
*&#039;&#039;&#039;Doom and Darkness:&#039;&#039;&#039; Cast this on the enemy general to take the LD bubble away. Specifically to give said enemy a -3 on their Leadership. Make sure to cast on enemy with Okkam&#039;s Mindrazor and have them flip a table.  Combine with Spirit Leech by rolling dice with one hand and holding out the FAQ with the other as a shield for incoming fury.&lt;br /&gt;
*&#039;&#039;&#039;The Fate of Bjuna:&#039;&#039;&#039; The last sniping spell and it&#039;s the strongest as the target suffers hits equal to 2D6 minus it&#039;s Toughness. The bastard is gonna laugh until he explodes (and if it miscasts the casting player may laugh until &#039;&#039;he&#039;&#039; explodes...) If target survives they get teh stupid for the rest of the game. &amp;lt;s&amp;gt;Cegorach&#039;s&amp;lt;/s&amp;gt; Loec&#039;s favourite spell, I bet.&lt;br /&gt;
*&#039;&#039;&#039;The Purple Sun of Xereus:&#039;&#039;&#039; Also known as the Purple Sun of [[Anal Circumference|Prepare your Anus]], the Purple Sun of Xereus is a big purple ball of [[RAGE|FUCK YOU]] that floats around on the battlefield semi-randomly, and anything that touches it takes an Initiative Test or DIES. Period. Just like that. Very difficult to cast, but when you pull it off correctly it can murder entire armies of [[Lizardmen]], [[Dwarfs]] or [[Orcs]]; this spell will make Ogre players (what few there are) consider quitting the game. Cast with your last dice and laugh maniacally as it refills your dice pool with lore attribute! If you&#039;re a girly elf player, take 2 units of warlocks, take Khaine magic rules, take vanguard, take as many power dice as you can muster, take double purple sun down the enemy&#039;s line from both ends in turn one, take shrugging off pesky miscasts, take your opponents tears and DRINK DEEP (then take the extra power dice you generate and try it again for lolz).&lt;br /&gt;
&lt;br /&gt;
===Bright: Wind of Aqshy, Lore of Fire===&lt;br /&gt;
You know these D&amp;amp;D mages always throwing fireballs at everything? You wanna be one of them? This is your chance. A pure damage lore inflicting tons of firey hits on pretty much anything.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire, Chaos Warriors (unmarked only), Vampires with Forbidden Lore, Lizardmen (Slann only), all Elves, Ogres, Bretonnia (Fay Enchantress only).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Kindleflame:&#039;&#039;&#039; All of the Lore&#039;s spells are considering &amp;quot;flaming&amp;quot; (no shit, right?).  Each subsequent damaging Fire spell cast &amp;lt;s&amp;gt;sets your Amazon Kindle on fire&amp;lt;/s&amp;gt; at the same unit in the same phase is easier to cast. Not great, but if you plan on destroying a big fat horde per turn - can be nice.&lt;br /&gt;
*&#039;&#039;&#039;Fireball:&#039;&#039;&#039; Your one-for-all damage spell goes from &amp;quot;easy to cast and not so hard to hit&amp;quot; to &amp;quot;hard as hell to cast and roasting a mammut ... herd&amp;quot;. You &#039;&#039;&#039;always&#039;&#039;&#039; want this spell, because you can use it against nearly everything. From flaming a little flanking unit or flaming away this regeneration from this Hydra to turning entire Swordmaster units to ash or softening up this big big horde of core units. When you want Fire magic you want it because of this spell. Also, keep a level 1 Fire wizard. If your Wizard Lord somehow dies, pump all your useless dice into super-fireball each turn.&lt;br /&gt;
*&#039;&#039;&#039;Cascading Fire-Cloak:&#039;&#039;&#039; A defensive spell only working on the mage and his unit. Not really worth it, since you don&#039;t want your mage in combat, except perhaps for Firebelly or Dragon Mage.&lt;br /&gt;
*&#039;&#039;&#039;Flaming Sword of Rhuin:&#039;&#039;&#039; The second best spell in this Lore, because it helps your little, weak elves/humans/anything to wound better and by the way ignore the regeneration of the enemy, especially good for all elves, but generally not a bad spell. One of the few spell to help archers overcome their S3 bow weakness.&lt;br /&gt;
*&#039;&#039;&#039;The Burning Head:&#039;&#039;&#039; Your Mage throws a burning and screaming head on the enemy. Mediocre damage in line and causes Panic... which is kinda weak in the current edition.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Bolts of Burning:&#039;&#039;&#039; Fancy fireball, with number of hits scaling off target unit&#039;s ranks. Basically a spell to annihilate Goblins, Skeletons, Skavenslaves and Zombies.&lt;br /&gt;
*&#039;&#039;&#039;Fulminating Flame Cage:&#039;&#039;&#039; So now you imprison your enemy in flames and if he moves, he is toast. Again against really big units its great against heavy cavalry its lame. But it&#039;s always funny to see a light flanking unit destroy itself in the charge because of this spell, or not flanking, so that you can win against the enemy in front. Note, this is a hex, so doesn&#039;t work with lore attribute. If you&#039;re a mega-douche, cast it on a unit in combat and then issue a challenge. Oh, you accept do you sir, good show! Now comecloser, move into base contact with me.. that&#039;s right.... BAM, whole unit counts as moving! (yeah I know it&#039;s weird but check the FAQ). Take those hits baby! Take &#039;em. Oh I see... wise to it now are we? Refuse the challenge then... go on... move to the back. BAM!&lt;br /&gt;
*&#039;&#039;&#039;Flame Storm:&#039;&#039;&#039; Yeah big plates to throw, but only S4 and not really with sniper precision, so no thanks. Still, the name is cool.&lt;br /&gt;
&lt;br /&gt;
===Amber: Wind of Ghur, Lore of Beasts===&lt;br /&gt;
The second druid lore. This is a kind of druid/shaman with sacrificial knife, covered in pelts, horns and skulls of sacrificial victims.&lt;br /&gt;
The Lore for everyone who wants to buff his units, especially the heroes. The Lore Attribute will mostly affect you if you play Beastmen or Bretonnia, but even then it&#039;s not so much of an effect.&lt;br /&gt;
&lt;br /&gt;
Available to: Empire, Beastmen, Ogres, Vampires with Forbidden Lore, Lizardmen, all Elves, Bretonnia.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Wildheart:&#039;&#039;&#039; Basically, your spells are easier to cast at cavalry, warbeasts or Beastmen. Can be nice if you are playing Beastmen (duh), Bretonnia or run a cavalry High or Wood Elf list. But still sub-par.&lt;br /&gt;
*&#039;&#039;&#039;Wyssan&#039;s Wildform:&#039;&#039;&#039; The signature spell and WHAT a spell this is! It will make your measly humans go and win against other units and it will make your Bestigors or Minotaurs go rapetrain against nearly everything for one round. Another spell it is worth taking level 1 wizards for.&lt;br /&gt;
*&#039;&#039;&#039;The Flock of Doom:&#039;&#039;&#039; Yeah &#039;&#039;doom&#039;&#039; sounds nice, but it&#039;s only doom if your enemy is afraid of birds. It is like a new episode of hitchcocks &amp;quot;the birds&amp;quot; with a few crows pecking on the enemy unit, good enough to make this stupid harpies go away but there are better options. Useless spell.  &#039;&#039;It&#039;s one of the cheapest spells in the game, and has a decent range (and range is boostable).  Sure, S2 is terrible... but 6s always wound.  Can be cast on one die (don&#039;t forget the Wildheart bonus when applicable) to deal with annoying chaff units.  With some lucky 6s, you could even destroy a cannon.  That said, you&#039;re still probably better off dropping this for Wildform.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pann&#039;s Impenetrable Pelt:&#039;&#039;&#039; Make one or more heroes harder to wound, it won&#039;t save your unit, because the enemy can hit something else most times, but if your hero is currently challenging a dragon or so this spell will make his chance to survive go over the 0%.&lt;br /&gt;
*&#039;&#039;&#039;The Amber Spear:&#039;&#039;&#039; Magic, auto-hitting bolt thrower with pretty good damage. Can be boosted to start with S10 doing D6 wounds. Awesome?  Yes.  Use in any situation you would normally use a bolt thrower (monsters, elite units, etc).&lt;br /&gt;
*&#039;&#039;&#039;The Curse of Anraheir:&#039;&#039;&#039; Making your enemy stumble over roots and die, is one funny thing to do, especially against these tree-loving wood elves (except that they have Forest Strider so they don&#039;t take Dangerous Tests from forests...). Also it makes your people harder to hit, what more do you want? Awesome spell.&lt;br /&gt;
*&#039;&#039;&#039;The Savage Beast of Horrors:&#039;&#039;&#039; Yeah now we&#039;re talking. Giving one or more heroes way more strength and attacks and he will rip entire units in two. Really if you have a lot of cheap heroes and can make this spell hit them all at once its good-bye for your enemy. Especially awesome with the new end times rules: build an army out of characters, have one person cast panns impenetrable pelt and the Savage Beast (And stack wildform if it is a unit) and you will just win. Everything. 100% of the time. ++ for casting on the Incarnate host. &lt;br /&gt;
*&#039;&#039;&#039;Transformation of Kadon:&#039;&#039;&#039; What was that about more strength and attacks? Forget it, this will turn your mage into a fricking MONSTER, what do you want? A Hydra? A Dragon? A Chimaera? Everything is possible. Ok it prevents your mage from casting (and also temporarily negates any gear carried- so byebye Talisman of Preservation!), but you will only ever cast this in cc so who cares?  Just remember - it can be dispelled, possibly leaving your mage in close combat, and all wounds are carried over - two wounds may not seem a lot for Chimaera, but will kill a hero-level mage. Oh and it can be boosted, in case you want a statline that informs a star dragon it can fuck off and die.&lt;br /&gt;
&lt;br /&gt;
==Uncommon Lores of Magic==&lt;br /&gt;
&lt;br /&gt;
===Qhaysh: all eight winds woven together, Lore of High Magic===&lt;br /&gt;
&lt;br /&gt;
Previously a High Elf-only lore, it is now available to Wood Elves and Lizardmen also. It is a nice, balanced lore, with enough support, defense and damage spells.&lt;br /&gt;
Notably, it has separate attributes for each race and it has two signature spells (you can choose either or both).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;High Elf Lore Attribute:&#039;&#039; &#039;&#039;&#039;Shield of Saphery:&#039;&#039;&#039; Successful High Magic spell casts grant the wizards and his unit +1 to ward save (caps at 3+). Stacking. Stick a mage into a phoenix guard unit and they will never die.&lt;br /&gt;
* &#039;&#039;Wood Elf Lore Attribute:&#039;&#039; &#039;&#039;&#039;Ancients&#039; Protection:&#039;&#039;&#039; Successful High Magic spell casts grant the wizard&#039;s units a protection token. When an unsaved wound is taken by the unit (or wizard), discard the token to prevent that wound. It&#039;s like proactive Life attribute!&lt;br /&gt;
* &#039;&#039;Lizardmen Lore Attribute:&#039;&#039; &#039;&#039;&#039;Contemplation:&#039;&#039;&#039; Successful High Magic spell casts allow the wizard to forget the spell he just cast and roll for a new spell from any allowed lore (including High Magic; yeah, he can just pick a signature instead). Very interesting and versatile option. You can start with High Magic Loremaster and quickly learn all the cool signature spells you want!&lt;br /&gt;
*&#039;&#039;&#039;Drain Magic:&#039;&#039;&#039; The first signature spell. An interesting spell. It dispels all active spell effects from the target unit (friend or foe) and can be boosted into a bubble. Pretty nice against high-cost spells, which are hard to dispel conventionally or to clear away the mess that Shadow wizard dumped upon your elite unit.&lt;br /&gt;
*&#039;&#039;&#039;Soul Quench:&#039;&#039;&#039; The second signature spell. A most basic magic missile, 2d6 S4 hit, but can be boosted to 4d6 S4 hits, which should cause some concern for your target.&lt;br /&gt;
*&#039;&#039;&#039;Apotheosis:&#039;&#039;&#039; Now we&#039;re talking. Restores 1 wound to the target (d3 wounds if boosted) and is extremely cheap (even when boosted). Also grants the target Fear, but who cares about that?&lt;br /&gt;
*&#039;&#039;&#039;Hand of Glory:&#039;&#039;&#039; Basically, reversed Melkoth&#039;s Mistifying Miasma. Boosts WS/BS/M/I or all four by d3. Nice, cheap, etc.&lt;br /&gt;
*&#039;&#039;&#039;Walk Between Worlds:&#039;&#039;&#039; The target gains Ethereal and may immediately move 10 (20, boosted) inches. Not the worst spell ever, but overshadowed by almost everything here.&lt;br /&gt;
*&#039;&#039;&#039;Tempest:&#039;&#039;&#039; Large round template, S3 hit, S4 against fliers, scatters d6 inches. Also, the target gains -1 to hit with all attacks and template weapons need a 4+ roll. Not bad, though nothing special.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Unforging:&#039;&#039;&#039; Wounds like Lore of Metal spells (roll on armor save), hits a single model, causing single wound. What is best, if it hits, one of target&#039;s magic items is randomly destroyed on a roll of 2+!!! Ghal&#039;maraz, Banner of the World Dragon (if the initial hit gets through the ward save, that is), Armour of Destiny, any of Archaon&#039;s or Teclis&#039;s gimmicks - anything!&lt;br /&gt;
*&#039;&#039;&#039;Fiery Convocation:&#039;&#039;&#039; If you thinks you&#039;ve seen horde-killing spells already, think agains. This beauty (or horror, depending on your perspective) causes a S4 flaming hit on &#039;&#039;every. single. fcking. model. in the target unit.&#039;&#039; And it will hit again at the end of &#039;&#039;every. single. fcking. magic phase&#039;&#039;, until dispelled- and it has a pretty steep casting value, so your opponent&#039;s gonna be using a few dice. Cast it at the unit of Skavenslaves or Goblins and make sure that person will never ever play against you again.&lt;br /&gt;
&lt;br /&gt;
===Dhar, the raw Wind of Magic, Lore of Dark Magic===&lt;br /&gt;
Technically, it is the same magic Vampires use in their lore, but different spells.&lt;br /&gt;
Despite the fact it has two hexes and even an augment, this lore has just one purpose - to blast the almighty freaking crap out of anything and everything.&lt;br /&gt;
Once it was only available to Dark Elves, but now Wood Elves learned it too. Like High Magic, it too has separate lore attributes and two signature spells.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dark Elf Lore Attribute:&#039;&#039; &#039;&#039;&#039;Spiteful Conjuration:&#039;&#039;&#039; Successful Dark Magic spellcasts cause 2d6 or 3d6 bonus S1 hits to the enemy target if the casting roll contained any doubles or triples. Not bad. More damage is always nice.&lt;br /&gt;
* &#039;&#039;Wood Elf Lore Attribute:&#039;&#039; &#039;&#039;&#039;Wrath of the Wood:&#039;&#039;&#039; Successful Dark Magic spellcasts put a vengeance token on the target. Damaging Dark Magic spells cast at the target consume these tokens to increase number of hits inflicted by d3. Not only does it simply boost damage, it also acts a sort of deterrent - the enemy may think twice before moving his precious elite unit with vengeance counter into your wizard&#039;s range.&lt;br /&gt;
*&#039;&#039;&#039;Power of Darkness:&#039;&#039;&#039; The first signature spell. Awesome name, awesome effect. First of all, it grants the mage and his unit +1S, which is just a fluffy bonus - what the hell is your mage doing in melee? (although it may be nice with Sisters of the Thorn and their javelins). Secondly, it generates d3 dice. If 3 dice are generated, the wizard takes a wound with no armor save. Now, on levels 1-3 it ain&#039;t easy to cast it with 1 dice (casting value 8), but on level 4 it is always worth a try. It is always nice to get more dice &amp;lt;s&amp;gt;and get your sorceress killed&amp;lt;/s&amp;gt;. Always take it on level 4 wizard.&lt;br /&gt;
*&#039;&#039;&#039;Doombolt:&#039;&#039;&#039; The second signature spell. Every magic missile&#039;s big brother. It deal 2d6 or 4d6 S5 (!) hits and is capable of wiping entire units outs. Pure DOOM! Though it ain&#039;t cheap for a signature.&lt;br /&gt;
*&#039;&#039;&#039;Chillwind:&#039;&#039;&#039; A weak (S2), cheap magic missile. Nice part is - it gives the target -1 to BS. Cast it with your last dice at those Waywatchers or Maiden Guard and laugh.&lt;br /&gt;
*&#039;&#039;&#039;Word of Pain:&#039;&#039;&#039; By Sigmar&#039;s balls, oh the horror! First of all, this cheap monstrosity gives the target -d3 to &#039;&#039;both&#039;&#039; BS and WS for 1 turn. Secondly, it can be boosted (for a minimal increase) to give -3 to S and I! It basically turns absolutely any killing machine into a hamster for 1 turn. And now imagine dropping elite unit&#039;s WS to 1 and then slapping them with Bladewind...&lt;br /&gt;
*&#039;&#039;&#039;Bladewind:&#039;&#039;&#039; Every model in the target unit must make a WS test or take S4 AP hit. Don&#039;t bother casting it at elves - use it on gobbos, slaves or undead and watch them get ripped to bloody shreds by a storm of flying swords.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Despair:&#039;&#039;&#039; Target of this hex cannot benefit from general&#039;s or BSB&#039;s bubble, and any leadership check it fails causes a -1 penalty Ld for 1 turn. Not brilliant, but cast it on greenskins or beastmen and watch the fun! (And no, Skaven don&#039;t care for their general so much, they get their LD from their ranks. They love BSB though...)&lt;br /&gt;
*&#039;&#039;&#039;Soulstealer:&#039;&#039;&#039; A small plate of S2 hits with no armor saves. Seems useless? Wait for the nice part. For every unsaved wound inflicted, this spell grants the wizard a wound on a roll of 4+, up to a maximum of 10. Now you can spam Power of Darkness all you want. In melee, if you want. Against enemies with multiple wound weapons, if you want. Vampires wish they were so immortal.&lt;br /&gt;
*&#039;&#039;&#039;Arnzipal&#039;s Black Horror:&#039;&#039;&#039; To quote another member here &amp;quot;&#039;&#039;Oh baby. This thing is crazy. Like warpstone-laced cocaine.&#039;&#039;&amp;quot; It is basically the Purple Sun from Lore of Death, with all the gimmicks - remains in play, moves randomly, etc. Starts with small template, can be boosted to large. There is one major difference with the Purple Sun. PSoX tests I, which has most variable values among different units. ABH tests Str, which has low variance (though few units have S lower than 3). Generally, ABH is more reliable.&lt;br /&gt;
&lt;br /&gt;
===Lore of Undeath===&lt;br /&gt;
Introduced with Nagash and now oficially FAQ&#039;d into BRB.&lt;br /&gt;
&lt;br /&gt;
Spells in this lore all have pretty short range (12 inches). Summoning spells summon units from [[Warhammer/Tactics/8th_Edition/Undead_Legions|Undead Legions]]. Note that summoned units can take any upgrades listed in their army books (apparently, including any magic banners, magic items, mounts, etc.), but are still limited by unit size (no summoning 3 Blood Knights, for instance). Under new undead rules, there&#039;s no more crumbling from dead general, so summoned undead are safe. However, they have to be within 12&amp;quot; of the general to march (unless they&#039;re vampiric).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Raising the Dead:&#039;&#039;&#039; Basically, every time you successfully cast a spell from lore of Undeath, you get a counter. When casting summoning spells from this lore, you can choose to consume any number of counters to increase the point value of the summon by 10.&lt;br /&gt;
*&#039;&#039;&#039;Ryze - the Grave Call:&#039;&#039;&#039; Cast on 9+, this spell summons a unit of infantry worth up to 50 points. Boosted version summon has a 100 point limit and requires 12+ to cast. Even more boosted version summons monstrous infantry, has 150 points limit and requires 16+ to cast.&lt;br /&gt;
*&#039;&#039;&#039;Morkharn - the Breath of Darkness:&#039;&#039;&#039; Cast on 6+, restores 1d3+1 wounds to the target undead unit and if its not in combat, it can make a normal move. Pretty nice spell to both replenish forces and provide mobility.&lt;br /&gt;
*&#039;&#039;&#039;Sulekhim - the Hand of Dust:&#039;&#039;&#039; Coming back from the dead (hah!), this spell is cast on 7+ and affects only the casting wizard. While under its effect, he can forgo making all of his attacks, instead making a single attacks, which automatically wounds if it hits, causing multiple wounds (1d6) with no armor saves allowed. If this spell kills a character in a challenge, the player gains 1d6 Raise Dead counter. Take it on high-WS vampire lord and watch the fun! You can even one-shot a Chaos Lord, if you are lucky!&lt;br /&gt;
*&#039;&#039;&#039;Khizaar - the Soul Stealer:&#039;&#039;&#039; Cast on 8+, this spell makes you roll 2d6+2 and compare the number to target&#039;s leadership. For every point the roll exceed the Ld, the target takes 1 wound with no armor saves allowed - this is basically Casket of Souls in spell form. If at least one wound is caused, you gain 1d3 counters for the lore attribute.  With low casting value, it easy way to ramp up some counters for summoning, though this is offset by its short range.&lt;br /&gt;
*&#039;&#039;&#039;Razkhar - the Abyssal Swarm:&#039;&#039;&#039; Cast on 10+, this spell summons 75 points worth of Warbeasts or Swarms. Boosted version summons Monstrous Beasts (only), has point limit of 150 and requires 16+ to cast.&lt;br /&gt;
*&#039;&#039;&#039;Kandorak - the Harbinger:&#039;&#039;&#039; Cast on 10+, this spell summons a character worth up to 65 points. Boosted version summons a single Monster, Chariot or Warmachine costing up to 200 points, requiring 24+ to cast.&lt;br /&gt;
*&#039;&#039;&#039;Akar&#039;aran - the Dark Riders:&#039;&#039;&#039; Cast on 16+, this spell summons a unit of cavalry, monstrous cavalry or chariots, with a maximum cost of 150 points. Not boostable.&lt;br /&gt;
&lt;br /&gt;
===Lore of Tzeentch===&lt;br /&gt;
The lore of the God of Hope. Followers of Tzeentch - both daemon and mortal - are able to harness spells from this lore, although each with different attributes. Despite Tzeentch&#039;s apparent inclination towards subtlety and planning, all but one spell from this lore is dedicated to devastating enemies with multicolor lightning bolts and brightly-hued firestorms. &lt;br /&gt;
&lt;br /&gt;
There are a few things to note about spells from this lore. All the damaging spells (i.e. magic missile and direct damage) have the Warpflame special rule. This rule causes a toughness test to be made on the unit a spell has wounded - if the unit fails, they take d3 wounds with no armor save; if they pass, they get a Regeneration save of 6+ or +1 to their existing Regeneration save. Keep in mind however, that you take a characteristic on the highest value within the unit, so be mindful of where you are aiming your Tzeentchian fires. Also, you take the Warpflame test &#039;&#039;at the end of the phase&#039;&#039; and not for each spell cast.&lt;br /&gt;
&lt;br /&gt;
Warpflame is also not flaming, so it won&#039;t negate the regeneration you&#039;re giving your target.  This means that Tzeentchian damaging spells are generally best against smaller units that can be cleared out quickly or simply devastated past the point of usefulness rather than big blocks that can take some casualties and happily gain regeneration for everyone else on top of that.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Warriors of Chaos Lore Attribute:&#039;&#039; &#039;&#039;&#039;Boon of Magic:&#039;&#039;&#039; When a spell is successfully cast, for each 6 rolled on the power dice, the wizard gets to add a power dice to his pool.  Kinda useless considering if you roll multiple 6s, you are miscasting (and will probably lose more dice than you gain, not to mention the other effects...).&lt;br /&gt;
* &#039;&#039;Daemons of Chaos Lore Attribute:&#039;&#039; &#039;&#039;&#039;Fires of Change:&#039;&#039;&#039; Each wound caused by a spell from this lore has a chance to add models to a nearby unit of Pink Horrors (on a roll of 4+) or Screamers (on a roll of 6) near the caster, even going beyond their starting number. These extra models do not grant extra victory points.&lt;br /&gt;
*&#039;&#039;&#039;Blue Fire of Tzeentch:&#039;&#039;&#039; The Tzeentch signature spell. A 24&amp;quot; magic missile that deals d6 strength d6 hits. Can be upgraded to 48&amp;quot;. Very random, so it could either be destructive or ineffective. It has a very low casting cost (even the upgraded version), so your Pink Horror units can feasibly get this off on one or two die. Good against low toughness chaff (e.g. Goblin Wolf Riders, Ellyrian Reavers, etc.).&lt;br /&gt;
*&#039;&#039;&#039;Treason of Tzeentch:&#039;&#039;&#039; This is a very potent hex that targets the enemy&#039;s leadership. This forces the hexed unit to use the lowest Leadership value and prevents the unit from using the General&#039;s Inspiring Presence or the BSB&#039;s Hold Your Ground! special rule. Could be used to great effect with Terror charges with all the monsters Chaos has access to. Still effective against Undead and Daemon armies, because of crumbling and Daemonic Instability respectively.&lt;br /&gt;
*&#039;&#039;&#039;Pink Fire of Tzeentch:&#039;&#039;&#039; A teardrop template that has d6 strength and goes a distance equal to a roll on the artillery dice. Arguably better on a highly mobile caster, such as a Lord of Change or a Sorcerer on a Disc, than a footslogger, because you really need a flank to maximize the damage on this spell.&lt;br /&gt;
*&#039;&#039;&#039;Bolt of Change:&#039;&#039;&#039; A direct damage spell that acts much like a bolt thrower, but imagine it shooting energy that causes spontaneous mutations on the enemy. Like a bolt thrower, it penetrates ranks, ignores armor, and does d3 multiple wounds. It however has a strength value of d6+4, so it is strictly more reliable than the other spells from this lore. This is a valued spell as it answers the question of highly armored units.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Glean Magic:&#039;&#039;&#039; You and an enemy wizard roll off, adding your wizard levels to the result. If you lose, aside from being disappointed, nothing really happens. If you win (or draw) you get to punch the wizard with a strength 3 Warpflame hit, he loses a wizard level (along with a random spell that wizard knows), and your caster gets to steal that spell. Tactically speaking, target your opponent&#039;s lower level wizards to ensure you win the roll-off- especially if it&#039;s a token Fire mage, so you can steal a fire spell and negate the regeneration caused by Warpflame.&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch Firestorm:&#039;&#039;&#039; Rain fabulous fire on your enemies. Uses the blast template and scatters d6&amp;quot;. Could be upgraded to the larger template, in which case it scatters 2d6&amp;quot;. Be very wary of casting this on large high toughness units. You really don&#039;t want to cast this more than once on the same unit, as you run the risk of giving them resilience in the form of 5+ or lower Regeneration saves. &lt;br /&gt;
*&#039;&#039;&#039;Infernal Gateway:&#039;&#039;&#039; The wizard opens a portal to the Realm of Chaos, exposing the target to the very face of magic itself. It is a direct damage spell that deals 2d6 strength 2d6 hits. If you roll an 11 or 12 on the strength, the hits become 3d6. This is a very powerful spell that ruins large units and utterly destroys small ones. It is also a very potent monster killer. Do not be discouraged by its variable nature as rolling average means that you&#039;re still doing 7 strength 7 hits. Keep in mind that it is a direct damage spell, so you only need your target to be not in combat. Aim at warmachines hiding behind units and watch those stone throwers and cannons melt.&lt;br /&gt;
&lt;br /&gt;
===Lore of Slaanesh===&lt;br /&gt;
The lore of the God of Obsession and Excess. Daemons and Mortals who follow Slannesh are able to harness spells from this lore, although each with different attributes. The spells of Slannesh focus heavily on Hex spells and befitting a god of temptation a lot of the spells use the enemies leadership value when determining if it works or not.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Warriors of Chaos Lore Attribute:&#039;&#039; &#039;&#039;&#039;Bliss in Torment:&#039;&#039;&#039; For every unsaved wound caused by a spell roll a D6, on a 6 the wizards WS, I and A are increased by 1 till your next magic phase. Not great as you won&#039;t be able to get him into close combat before your next magic phase unless you expect his unit to be attacked by an enemy unit next turn first.  Where this really shines is on a Daemon Prince, especially if he can charge a unit and fire off the boosted Cacophonic Choir to hit multiple targets...&lt;br /&gt;
* &#039;&#039;Daemons of Chaos Lore Attribute:&#039;&#039; &#039;&#039;&#039;Born of Damnation:&#039;&#039;&#039; Each wound caused by a spell from this lore has a chance to add models to a nearby unit of Daemonettes (on a roll of 5+) or Fiends (on a roll of 6) near the caster, even going beyond their starting number. These extra models do not grant extra victory points.&lt;br /&gt;
*&#039;&#039;&#039;Lash of Slaanesh:&#039;&#039;&#039; The signature spell of Slaanesh. A 24&amp;quot; inch direct damage spell were a line from the wizard to a point 24&amp;quot; away is drawn and any model in between takes a strength 3 hit with armor piercing. Not the best as it is limited by the number of models it can hit and its low strength. Would be better if it could be upgraded to 48&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Acquiescence:&#039;&#039;&#039; Hex with a range of 24&amp;quot;. Can be upgraded to 48&amp;quot; Gives the unit the Always Strikes Last rule and Random Movement (D6) for a turn. Useful against high speed units like elves as it takes away their Always strikes first and units that are looking to set up a charge; also bear in mind that Random Movement will force a Move or Fire unit (such as a cannon, or a unit dwarf thunderers) to move, meaning they can&#039;t fire.  Less useful against slow enemies with large weapons. Overall pretty good.&lt;br /&gt;
*&#039;&#039;&#039;Pavane of Slaanesh:&#039;&#039;&#039; Direct Damage with a range of 24&amp;quot;. Can be upgraded to 48&amp;quot;. Targets a single model that has to take a leadership test with 3D6 and if failed takes a would with no armor save. Decent sniping spell but since most characters have high leadership it will still be difficult to wound them. Good to target command models with.&lt;br /&gt;
*&#039;&#039;&#039;Hysterical Frenzy:&#039;&#039;&#039; A unique spell that is really two spells in one. You can use it as a Augment or a Hex spell depending on who you target. Both have a range of 24&amp;quot;. As an Augment spell the unit gains the frenzy special rule that can&#039;t be lost if the unit is defeated (if the unit already has Frenzy, then the Frenzy gives +2A instead of +1). Cheap for a spell that grants an extra attack and Immune to Psychology but does come at a cost as the unit takes D6 strength 3 hits at the end of the casters magic phase. Not bad though but less useful for Daemons as they only get the extra attack. As a Hex spell it also grants the unit the Frenzy rule (including the +2A if they are already Frenzied) and does D6 strength 3 hits at the end of each magic phase. It would be a bad idea to give frenzy to those Black Orcs over there but as a hex spell it is more useful to target units that specialize in long range attacks like archers so they won&#039;t be able to shoot at you (assuming they fail their Ld test to restrain- and in the current edition, it&#039;s usually pretty easy to pass).&lt;br /&gt;
*&#039;&#039;&#039;Slicing Shards:&#039;&#039;&#039; A Magic Missile with a range of 24&amp;quot;. Does D6 strength 4 hits with armor piercing. Right after however the unit must then take a leadership test and if failed the unit takes another D6 hits with the same rules and must continue this until a leadership test is passed or the unit is wiped-out. Not good against high leadership units like elves and dwarves but can destroy the lower leadership hordes of goblins and undead out there.&lt;br /&gt;
*&#039;&#039;&#039;Phantasmogoria:&#039;&#039;&#039; A hex with a range of 24&amp;quot;. Can be upgraded to hit all enemies in 24&amp;quot;. the target unit must use an additional D6 with ever leadership test and discard the lowest for a turn. Kind of like a reverse cold blooded and very useful if used in conjunction with one of the other spells that use leadership or if you got a big monster with terror.&lt;br /&gt;
*&#039;&#039;&#039;Cacophonic Choir:&#039;&#039;&#039; The caster seems to channel the noise marines as the caster unleashes a sonic scream for this one. A hex with a range of 12&amp;quot;. Can be upgraded to hit all enemies in 12&amp;quot;. Acts as an upgrade to Acquiescence as the target unit takes 2D6 hits that wound on a 4+ with no armor saves allowed and if just one wound is made the entire unit has the Always Strikes Last rule and Random Movement (D6) for a turn. Works better as a direct damage spell with the 50% chance to wound and no armor save (but remember as a hex it can be targeted at enemies in close combat) and if you want to slow the enemy Acquiescence works better. Works really good if you can get the caster in the middle of a bunch of enemies and have magic dice to burn.&lt;br /&gt;
&lt;br /&gt;
===Lore of Nurgle===&lt;br /&gt;
The lore of the God of Despair it is fitting that most of the spell are about spreading the sickness around. Daemons and Mortals who follow Nurgle are able to harness spells from this lore, although each with different attributes. The spells of Nurgle  focus heavily on Augment spells and most of his damaging spells focus on the enemies toughness.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Warriors of Chaos Lore Attribute:&#039;&#039; &#039;&#039;&#039;Bloated with Disease:&#039;&#039;&#039; Every time a wizard successfully casts a spell it rolls a D6. If a 6 is rolled the wizard&#039;s toughness and wounds are permanently increased. Really useful if you can spam a low cost spell and especially useful with a Daemon Prince.&lt;br /&gt;
* &#039;&#039;Daemons of Chaos Lore Attribute:&#039;&#039; &#039;&#039;&#039;Children of Nurgle:&#039;&#039;&#039; Each wound caused by a spell from this lore has a chance to add models to a nearby unit of Plaguebearers (on a roll of 5+) or Nurglings (on a roll of 6) near the caster, even going beyond their starting number. These extra models do not grant extra victory points.&lt;br /&gt;
*&#039;&#039;&#039;Stream of Corruption:&#039;&#039;&#039; The signature spell of Nurgle. A direct damage spell that uses the teardrop template. Models under the template take a toughness test and if failed take a wound with no armor saves. The spell has potential but a lot is holding it back. It has very short range as the template must touch the wizard and doesn&#039;t move forward and once you get a wizard that close they are vulnerable and the wizard or unit should be getting into close combat. Another major problem is that high toughness is pretty common in many armies so it will be harder to wound with this spell and as a direct damage spell it can&#039;t target units held up in combat. This spell would be much more useful if the wizard could use it like a breath weapon in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Miasma of Pestilence:&#039;&#039;&#039; An unusual spell in that it is an augment spell that acts like a Hex spell. Any enemy units in base contact with the augmented unit lower their WS and I by 1 for a turn. The upgraded version lowers WS and I by D3. Useful in that as an augment spell the enemy until does not need to take any characteristic tests to see if they are effected, they just need to be in base contact with one of your units.&lt;br /&gt;
*&#039;&#039;&#039;Blades of Putrefaction:&#039;&#039;&#039; Augment with a range of 12&amp;quot;. For a turn the units attacks are poisoned and if they already have poisoned attacks they now auto wound on a 5+. Good spell for little pay. One of Nurgle&#039;s best.  Ironically, is probably best used on a unit like daemonettes, which have a lot of attacks (and probably ASF for rerolls) but poor S.&lt;br /&gt;
*&#039;&#039;&#039;Curse of the Leper:&#039;&#039;&#039; Like Slaanesh&#039;s Hysterical Frenzy this spell can be used as either an Augment or a Hex. Range of 18&amp;quot;, 36&amp;quot; when upgraded. As an Augment it increases the targets toughness by D3 for a turn. As a Hex it decreases the targets toughness by D3. If you are planning to use your Nurglite wizard offensively this spell is basically a must have.&lt;br /&gt;
*&#039;&#039;&#039;Rancid Visitations:&#039;&#039;&#039; Magic Missile with a range of 18&amp;quot;. Target takes D6 strength 5 hits. And right after must take a toughness test and if failed takes another D6 strength 5 hits and so on until it passes or is killed. Really good against low toughness units but less against those with toughness 4 or above.&lt;br /&gt;
*&#039;&#039;&#039;Fleshy Abundance:&#039;&#039;&#039; Augment with a range of 18&amp;quot;. Can target all units within 18&amp;quot; if upgraded. the unit gains regeneration 5+ for a turn. Really good for Warriors with their high armor saves and toughness but useless for Daemons unless they got a greater locus of Nurgle.&lt;br /&gt;
*&#039;&#039;&#039;Plague Wind:&#039;&#039;&#039; Like Stream of Corruption this spell has potential but is held back too much. Works like other vortex spells but when it passes over a model it must take a toughness test. Unlike the Purple sun or ABH the model just takes a single wound with no armor saves. So once again good against goblins and such but against Ogres and such not so much.&lt;br /&gt;
&lt;br /&gt;
===Lore of Khorne===&lt;br /&gt;
There is just one spell in the lore of Khorne - whack that enemy with anything sharp or heavy. Very effective.&lt;br /&gt;
&lt;br /&gt;
Also during a Storm of Magic if a caster screws up one of the super spells from one of the other Chaos Gods Khorne throws a brass skull onto the battle field aimed at the offending wizard. Not a real spell but the closest there is for him.&lt;br /&gt;
&lt;br /&gt;
==Unique Lores of Magic==&lt;br /&gt;
While the main flavours of Warhammer magic comes as those above and you will most likely face an average wizard using one of them, many races have their own unique lores as well. A few spells are not given any lore. Lord Kroak&#039;s only spell is descrbied in detail in the Lizardmen army book, but is not given a specific flavour. If it had, it would probably be High Magic or some unknown Lore of Ancient Doom and Cheese.&lt;br /&gt;
&lt;br /&gt;
===Lore of Da Big Waaagh===&lt;br /&gt;
Used exclusively by the orcs. Orc spells are loud, brutal and unsubtle (just like the caster) and get stronger the more orcs are stuck in da fightin&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Power of Da Waaagh!:&#039;&#039;&#039; Any spells from Da Big Waaagh! with a Strength value (or granting a Strength bonus) gains +1 Strength if there are more friendly units in combat (anywhere on the table) than there are fleeing.&lt;br /&gt;
* &#039;&#039;&#039;Gaze of Mork:&#039;&#039;&#039; The signature spell. A Direct Damage spell that draws a line 4D6” (8D6” when boosted) from the caster’s base. Any models touched by the line suffer a Strength 4 hit.&lt;br /&gt;
* &#039;&#039;&#039;Brain Bursta:&#039;&#039;&#039; A Strength 5 hit on a single model within range. A basic character-sniping spell.&lt;br /&gt;
* &#039;&#039;&#039;Fists of Gork:&#039;&#039;&#039; Gives the Shaman +3 Strength and +3 Attacks, and a 6+ ward save. Remains in Play.&lt;br /&gt;
* &#039;&#039;&#039;The Hand of Gork:&#039;&#039;&#039; Moves the target unengaged friendly unit up to 3D6&amp;quot; (5D6&amp;quot; when boosted), though cannot be used to charge.&lt;br /&gt;
* &#039;&#039;&#039;&#039;Eadbutt:&#039;&#039;&#039; Targeting an enemy wizard within 4D6&amp;quot; (8D6&amp;quot; when boosted), inflicts a Strength 4 hit doing D3 wounds and ignoring armour saves. The second sniping spell, though more restricted since it can only target wizards.&lt;br /&gt;
* &#039;&#039;&#039;&#039;Ere We Go!:&#039;&#039;&#039; An augment spell that affects all Orc units within 2D6&amp;quot;, and grants rerolls to hit in close combat for one full turn.&lt;br /&gt;
* &#039;&#039;&#039;Foot of Gork:&#039;&#039;&#039; Uses a unique foot-shaped template, and scatters D6&amp;quot;. Models touched by the template suffer a Strength 6 hit, doing D3 wounds. If boosted, Foot can stomp multiple times. Rolling a D6, on a 1 the opponent can choose one of your units to be hit, on a 2-3 the spell ends and on a 4+ an enemy unit is hit.&lt;br /&gt;
&lt;br /&gt;
===Lore of Da Little Waaagh===&lt;br /&gt;
Used exclusively by the goblins. Goblin spells are much sneakier and spiteful, focusing on bringing the enemy down to the goblins&#039; level for a good backstab.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Sneaky Stealin&#039;&#039;&#039;&#039;: Upon successfully casting a spell of da Little Waaagh and resolvin it, roll a 1d6. On a 5 or 6, you steal a dispel die from the opponent and put into your possession.&lt;br /&gt;
*&#039;&#039;&#039;Sneaky Stabbin&#039;&#039;&#039;&#039;: The signature spell. It gives Armor Piercing to one unit&#039;s close combat attacks until the next Magic Phase. This unit also re-rolls all to-hit and to-wound rolls when in close combat against an enemy unit&#039;s flank or rear.&lt;br /&gt;
*&#039;&#039;&#039;Vindictive Glare&#039;&#039;&#039;: Blast the enemy with 2d6 S3 attacks from your shaman&#039;s eyes. Can be boosted to make 3d6 hits, but this makes the spell harder to cast.&lt;br /&gt;
*&#039;&#039;&#039;Gift of the Spider-God&#039;&#039;&#039;: Gives Poisoned Attacks to one unit&#039;s close combat attacks until the next Magic Phase. If the model already has Poisoned Attacks, it can now trigger on a to-wound roll of 5 or 6.&lt;br /&gt;
*&#039;&#039;&#039;Itchy Nuisance&#039;&#039;&#039;: An enemy unit suffers -1d6 to their Movement and Initiative (Units with random movement take -1d3 to their rolls) as they start developing rashes.&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;ll Fix It&#039;&#039;&#039;: An enemy unit must re-roll any to-hit or to-wound rolls of 6 in the shooting and combat phases until the next Magic Phase.&lt;br /&gt;
*&#039;&#039;&#039;Night Shroud&#039;&#039;&#039;:  The caster and any unit they&#039;re attached with now count as being in soft cover until the next Magic Phase. Anyone that tries to charge them must test for dangerous terrain. This can be augmented to cover anyone within 12&amp;quot; of the caster, but this is more difficult to cast.&lt;br /&gt;
*&#039;&#039;&#039;Curse of Da Bad Moon&#039;&#039;&#039;: Summon a small pieplate sized vortex that moves 4d6&amp;quot; (3d6&amp;quot; in later turns) in a single direction. Anyone the vortex passes over must test a randomized characteristic test (1-2 Strength, 3-4 Toughness, 5-6 Initiative) or take a wound. This can be augmented to make it summon a large pieplate blast and select what characteristic to cast, though casting it becomes harder in this case.&lt;br /&gt;
&lt;br /&gt;
===Lore of Hashut===&lt;br /&gt;
Used exclusively by the Chaos Dwarfs. Has a good variety of spells that range from an augment granting Hatred, hexes that reduce Ld and cover the enemy in burning ash (with penalties to hit with missile weapons and movement, may only cast spells on itself, and becomes Flamable), and numerous ways to light things on fire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Killing Fire:&#039;&#039;&#039; Magic Missiles and Direct Damage spells from this lore gives +D3 to cast against Flammable units.&lt;br /&gt;
* &#039;&#039;&#039;Breath of Hatred:&#039;&#039;&#039; The signature spell. Range 12”, Augment, Remains in play, Unit has Hatred. Can be boosted to a 12&amp;quot; bubble.&lt;br /&gt;
* &#039;&#039;&#039;Burning Wrath:&#039;&#039;&#039; A short-range, high-strength Fireball.&lt;br /&gt;
* &#039;&#039;&#039;Dark Subjugation:&#039;&#039;&#039; A Range 24” Hex, take a Leadership test at -3 or permanently lose 1 Leadership.&lt;br /&gt;
* &#039;&#039;&#039;Curse of Hashut:&#039;&#039;&#039; Direct Damage, target single model (can be in a unit), 2D6-Toughness hits, which wounds on 4+ with no armour save allowed. A good sniping spell.&lt;br /&gt;
* &#039;&#039;&#039;Ashstorm:&#039;&#039;&#039; Hex, affects target unit until start of casters next magic phase, -1 to hit in close combat, -2 to hit with shooting, can’t march, fly or charge, takes dangerous terrain test if moving, Wizards cannot cast spells unless on themselves, and the unit is Flammable. The most powerful spell in the lore, useful in nearly every situation.&lt;br /&gt;
* &#039;&#039;&#039;Hellhammer:&#039;&#039;&#039; In a straight line like a cannonball, direct damage with 3D6 range. Each model takes a S6 hit with Multiple Wounds (D3), if the unit suffers a wound, take a panic test.&lt;br /&gt;
* &#039;&#039;&#039;Flames of Azgorh:&#039;&#039;&#039; Direct damage like a stone thrower. Small round template, scatter D6, every models touched suffers a S6 hit with Multiple Wound (D6). Model directly under the hole takes a Toughness test at -2 or is slain outright without any saves. Can be boosted to a large template.&lt;br /&gt;
&lt;br /&gt;
===Lore of Nehekara===&lt;br /&gt;
Used exclusively by the Tomb Kings, raises dead, buffs for your units, debuffs for the enemy, and a generic vortex.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;The Restless Dead&#039;&#039;&#039;: Any time an augment spell from the Lore of Nehekara is cast on a Nehekaran Undead unit, that unit recovers 1d3+1 wounds worth of models. Animated Constructs can only recover one turn each turn.&lt;br /&gt;
*&#039;&#039;&#039;Khsar&#039;s Incantation of the Desert Wind&#039;&#039;&#039;: All unengaged Nehekaran Undead units within 12&amp;quot; can make a free move. This can be augmented to let all Nehekaran Undead units within 24&amp;quot; move.&lt;br /&gt;
*&#039;&#039;&#039;Djaf&#039;s Incantation of Cursed Blades&#039;&#039;&#039;: Bestow Killing Blow on one unit&#039;s close combat attacks. If the unit already has Killing Blow or Heroic Killing Blow, they instead trigger on a 5 or 6. This can be augmented to target a unit within 24&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Neru&#039;s Incantation of Protection&#039;&#039;&#039;: One unit within 12&amp;quot; now has a 5+ Ward save for this turn. This can be augmented to grant a Ward save to everyone within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Ptra&#039;s Incantation of Righteous Smiting&#039;&#039;&#039;: One unit within 12&amp;quot; gains +1 attack and gains the Multiple Shots (2) rule if they have bows or greatbows. This can be augmented to grant this to all Nehekaran Undead within 24&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Usirian&#039;s Incantation of Vengeance&#039;&#039;&#039;: One enemy unit suffers -d3 to Movement and now counts as always under dangerous terrain for the turn. This can be augmented to increase the range.&lt;br /&gt;
*&#039;&#039;&#039;Usekhp&#039;s Incantation of Dessication&#039;&#039;&#039;: One enemy unit suffers -1 to Strength and Toughness. This can be augmented to instead inflict a penalty of -1d3 to Strength and Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Sakhmet&#039;s Incantation of the Skullstorm&#039;&#039;&#039;: Summon a small pieplate using an artillery dice. If it rolls a misfire, it&#039;s centered on the caster, otherwise it moves that direction multiplied by the caster level while a direct hit sees it not move from where you put it. After this, it moves using the artillery dice, though a direct hit sees it stay where it is and a misfire destroys the vortex. Any model the vortex passes over takes an S4 hit. This can be augmented to summon a large pieplate vortex.&lt;br /&gt;
&lt;br /&gt;
===Lore of Plague===&lt;br /&gt;
Used exclusively by the Skaven to inflict disease, crumble buildings, and topple empires. Mainly a [[Clan Pestilens]] thing, but Moulder occasionally dabble in it.&lt;br /&gt;
&lt;br /&gt;
===Lore of Ruin===&lt;br /&gt;
Used exclusively by the Skaven to inflict disease, topple buildings and crumble empires. Most of the spells are extremely cheap, and with the Warlock Engineers being so cheap too you can really pump out spells.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; No Lore Attribute. This is an older lore which wasn&#039;t updated for 8th edition. So no lore attribute and no boosted casting values.&lt;br /&gt;
* &#039;&#039;&#039;Skitterleap:&#039;&#039;&#039; One of the signature spells for the Grey Seers. Targets a friendly infantry character within 12”, target is immediately teleported anywhere on the table, although not into combat. Can be used to get characters out of combat and to safety, or to move a character into a position to attack. A very cheap spell with potential.&lt;br /&gt;
* &#039;&#039;&#039;Warp Lightning:&#039;&#039;&#039; The signature spell for Warlock Engineers. A D6 S5 magic missile. On the role of a 1, the caster takes the hit instead. Super useful spell, especially when you can guarantee to get it.&lt;br /&gt;
* &#039;&#039;&#039;Howling Warpgale:&#039;&#039;&#039; Affecting the entire battlefield, it forces Flyers to use their ground movement, and adds a -1 penalty to enemy shooting that rolls to hit. Mostly going to use it for the shooting debuff than the grounding Flyers, its usefulness depends on what army you&#039;re up against and if you have high-value shooting targets.&lt;br /&gt;
* &#039;&#039;&#039;Death Frenzy:&#039;&#039;&#039; Affects a friendly unit within 18”. The unit gains Frenzy, except that the models get +2 Attacks instead of the normal +1. The unit takes D6 wounds with no armour saves at the end of each friendly turn. The spell remains in play until the unit loses combat the same as Frenzy. Balance between choosing high-strength units that don&#039;t want to lose D6 wounds or lower strength but more numerous units.&lt;br /&gt;
* &#039;&#039;&#039;Scorch:&#039;&#039;&#039; Place a small blast marker within 24”, and everything touched by it taking a Strength 4 hit. If the unit takes an unsaved wound, it must take a panic test. A good damage spell, for taking out units that aren&#039;t good targets for Warp Lightning.&lt;br /&gt;
* &#039;&#039;&#039;Crack&#039;s Call:&#039;&#039;&#039; Draw a line out 4D6” from the caster, models touched by the template must take an Initiative test or be removed. War Machines and Chariots must roll a 5+ or be removed. If a building is touched by the line, on a 5+ it collapses and all models contained within must take an Initiative test to avoid being crushed.&lt;br /&gt;
* &#039;&#039;&#039;Curse of the Horned Rat:&#039;&#039;&#039; A unique signature spell to Grey Seers and Verminlords, it&#039;s not really a part of either Lores of Ruin or Plague. Targets an enemy Infantry unit within 24&amp;quot; and within line of sight. The caster rolls 4D6, and if that number equals or exceeds the number of models in the target unit, the whole thing (characters and all) is removed and replaced with Clanrats under the control of the casting player. If the number rolled is less than the number of models in the target unit, it instead kills that many models outright, with no saves of any kind possible. The only bad thing about this spell is it needs 25+ to cast. Yes, this the most powerful and ridiculous spell in the game. No tests or saves, just gone. All players should watch out for this spell and try at all costs to dispel it.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Great Maw===&lt;br /&gt;
Not really traditional magic, Gut Magic is the magic of the shaman/religious figures the Butchers of Ogre society. They channel the power of their god the Great Maw into acts which produce effects just like magic.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; &#039;&#039;&#039;Bloodgruel:&#039;&#039;&#039; Successfully casting a spell using the Great Maw&#039;s magic is both rewarding, and fraught with danger. Roll a D6, and anything but a one, your ogre Wizard just gained back a wound and adds +1 to the next casting or dispel attempt.  Frickin&#039; sweet.  What about rolling a 1?  Take a S6 hit, loser.  &lt;br /&gt;
* &#039;&#039;&#039;Spinemarrow:&#039;&#039;&#039; The signature spell.  It&#039;s... okay.  Cheap, and makes a unit Stubborn.  Boost it for cheap to reach out further to help.  Helpful since Ogre units tend to have crummy leadership and thick skulls.  &lt;br /&gt;
* &#039;&#039;&#039;Bonecrusher:&#039;&#039;&#039; Just like everyone else&#039;s first magic missile option, it is cheap, and does a lot (2D6) of weak (S2) hits.  No armor saves, since it snaps your bones, but you can reach out and touch someone across the board if you boost it.  Make hordes less big with this.  Ogres love pre-tenderized snackies.&lt;br /&gt;
* &#039;&#039;&#039;Bullgorger:&#039;&#039;&#039; Ogres are big on making themselves better.  And stronger.  Make a unit stronger by +1, or if you pump it up, make everybody in 12&amp;quot; stronger.  As if your Mournfang Cavalry with Great Weapons really needed to be nastier.  Or throw a bunch of S4 Gnoblars at your enemy that you buffed with Wyssan&#039;s Wildform, and watch their mouth go slack like they choked on a bone.  &lt;br /&gt;
* &#039;&#039;&#039;Toothcracker:&#039;&#039;&#039; Minotaurs got you down?  Keep augmenting your lads by making them even tougher.  Since everything but the Gnoblars is at least T4, you can make your units tough nuts to crack.  Boost it and make everyone around you tougher.  A T7 Stonehorn is a crime against nature.  Perpetrate some crime.  &lt;br /&gt;
* &#039;&#039;&#039;Braingobbler:&#039;&#039;&#039;  Not as cheap as the buffs, because Ogres aren&#039;t good at getting in people&#039;s heads.  Their own are so empty, it&#039;s hard to tinker with what you lack.  Make units Panic from across the board if you boost it, but Immune to Psychology puts the kibosh on it.  Take Spinemarrow unless you&#039;ve got some low leadership hordes you want to send stampeding through their own lines.  &lt;br /&gt;
* &#039;&#039;&#039;Trollguts:&#039;&#039;&#039;  This is the Ogre money shot.  Cream your Gonblar-flavored twinky if you get the boosted version off.  Everyone inside a foot regenerates.  Having a single regenerating Death Star of Iron Guts for a 12+ cost, though?  Say goodbye to whatever was in their way.  &lt;br /&gt;
* &#039;&#039;&#039;The Maw:&#039;&#039;&#039;  Might as well call on their God directly and feed it once in a while.  Slap down a template and watch it hurt everyone it hits, whether they pass the initiative test or not.  S3 hits aren&#039;t bad, but if you get a big, slow target, that S7 hit with Multiple Wounds (D6) is going to chew them up and not spit them back out.  Just don&#039;t misfire, or you opponent gets to slap that template on you.  Go big, and buy the large template for extra gnashing of teeth.  Lizardmen and Dwarves ought to fear this more than any Thundertusk.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Wild===&lt;br /&gt;
Used exclusively by the Beastmen, essentially a corrupted version of the Lore of Beasts. Summons various monsters and tides of venomous insects. The single word to describe this lore is &#039;&#039;situational&#039;&#039;. There are no hexes and only 1 augment, with a focus on close range damage spell.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Lore Attribute:&#039;&#039; There is no Lore Attribute for the Lore of the Wild&lt;br /&gt;
* &#039;&#039;&#039;Bestial Surge:&#039;&#039;&#039; The signature spell. It allows all friendly units within 6&amp;quot; to move D6+1&amp;quot; towards an enemy unit, or straight forward if there are no visible enemy units. Units cannot charge with this spell. A very situational spell, can be useful if you are facing a gun line and you need to quickly close the gap or if you want rush a unit forward to block an enemy charge. &lt;br /&gt;
* &#039;&#039;&#039;Viletide:&#039;&#039;&#039; A magic missile, 5D6 S1 hits. Since you&#039;ll be wounding most units on 6s anyway, targeting high toughness and low armour units is the best use. Great for taking out war machines.&lt;br /&gt;
* &#039;&#039;&#039;Devolve:&#039;&#039;&#039; All enemy units within 12&amp;quot; take a leadership test and lose wounds equal to the amount they fail by. Useless against high leadership armies, and made worse if the enemy general or BSB is nearly. Has its uses, but very situational.&lt;br /&gt;
* &#039;&#039;&#039;Bray-scream:&#039;&#039;&#039; A friendly character within 12&amp;quot; to make a S3 breath weapon attack, ignoring armour saves. In the right circumstances it could be good, but getting a character into a good position will be difficult.&lt;br /&gt;
* &#039;&#039;&#039;Traitor-kin:&#039;&#039;&#039; A very unique and hard to explain spell. Targets all enemy models (not units, but the individual models within those units) within 12” of the caster, provided that they have mounts of some kind. Also affects chariots and monsters with handlers. The mounts attack the riders, with as many automatic hits as the mount has attacks, and wounds with its base Strength. The rider or crew do not get any save bonuses from the beast or any barding it may be wearing against these attacks. Best used when there are strong mounts about, for example Demigryph Knights or Lords mounted on monsters.&lt;br /&gt;
* &#039;&#039;&#039;Mantle of Ghorok:&#039;&#039;&#039; My personal favourite spell of the lore. A character within 6&amp;quot; gains D6 Attacks and Strength (rolled separately). If either of the dice rolls a 6, the character also takes a wound with no saves. Turns weak characters into decent fighters, and medium to strong characters into combat monsters.&lt;br /&gt;
* &#039;&#039;&#039;Savage Dominion:&#039;&#039;&#039; Summons a Giant, Ghorgon or Jabberslythe, which is placed anywhere on a board edge. Every time the beast suffers a wound the Shaman must take a Toughness test or suffer one as well, with no saves allowed. The shaman cannot cast any other spells once the monster is in play, and the monster vanishes if the Shaman dies. As you can probably guess, it&#039;s situational. Gaining an extra monster is always useful, but you&#039;ll have to decide if losing control of your shaman is worth it and if the possibility of them failing their Toughness tests is too risky.&lt;br /&gt;
&lt;br /&gt;
===Lore of Vampires===&lt;br /&gt;
A corrupt version of the wind of death used by necromancers and vampires. This lore is what makes the undead powerful and is all about raising hordes of minions to fight for you and stealing the souls of your enemies. Crunch-wise, it is about summoning and buffing with some moderate direct damage spells (vortex, magic missile).&lt;br /&gt;
&lt;br /&gt;
==Historical Lores==&lt;br /&gt;
These lores were squatted, either alone or with their respective army books.&lt;br /&gt;
&lt;br /&gt;
===Lore of Athel Loren===&lt;br /&gt;
The magic of the Wood Elves, using the power of the forest of Athel Loren itself. The spells were about creating advantages for the wood elves, often in forest conditions (make sure to have some tree scenery then wood elf players!). Got replaced with High and Dark magic, and the signature Tree Singing was turned into a most useless magic item ever.&lt;br /&gt;
Alternate take: Wood elves gain a lot of benefits from being in forests, so being able to move a forest to where you need can help you hold a position to defend your archers. Especially one of those poison thickets. Also, wood elves lack ranged high strength hits. However, while this may be situationally useful and only costs 20 points, generating one less spell in order to have the tree singing spell is usually not worth the cost. It might be better if it gave the wizard the option to take tree singing as another signature spell instead, after you roll for your lore of magic, but sadly it does not do that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree Singing:&#039;&#039;&#039; Allows you to target any patch of woods within 18&amp;quot; and move them D3+1&amp;quot; in any direction, although it stops when it touches an enemy modal. If an enemy unit is in said forest, instead of moving it deals D6 Strength 5 hits. This cannot be cast on an enemy unit in combat though.&lt;br /&gt;
*&#039;&#039;&#039;Fury of the Forest:&#039;&#039;&#039; Direct damage spell that targets an enemy unit within 18&amp;quot;. Deals D6 Strength 4 hits, or Strength 5 hits if they are within 6&amp;quot; of a wooded area. With all the trees you should be getting, this can be at full strength a fair amount of the time.&lt;br /&gt;
*&#039;&#039;&#039;The Hidden Path:&#039;&#039;&#039; Allows a unit to ignore terrain and non-magical missile attacks for a turn. This augment breaks if you enter close combat, but by then it shouldn&#039;t matter. Good for getting your shooters away and into safe territory, with the added bonus of ignoring many shooting and magic attacks.&lt;br /&gt;
*&#039;&#039;&#039;The Twilight Host:&#039;&#039;&#039; An augment that gives a unit Fear, or a Fear-causing unit Terror. Not terribly exciting.&lt;br /&gt;
*&#039;&#039;&#039;Ariel&#039;s Blessing:&#039;&#039;&#039; An augment that gives a unit Regeneration. Depending on what you are facing, this is either a decent augment or largely useless. If your opponent has a bunch of flaming attacks this is a waste, but if not giving an entire unit Regeneration can greatly increase your saving throws in combat.&lt;br /&gt;
*&#039;&#039;&#039;Call of the Hunt:&#039;&#039;&#039; Another augment that does one of two things. If your targeted unit is in combat, it gives each model an additional attack. If they are not in combat, they move 2D6&amp;quot; towards the nearest enemy, which can only react by taking a hold action. If the unit comes into contact with the enemy, it counts as a charge. Very useful, essentially giving you an extra 2D6&amp;quot; in charge distance for a unit. Very good for close combat as well, giving each unit an extra attack.&lt;br /&gt;
&lt;br /&gt;
===Lore of Ice===&lt;br /&gt;
Used exclusively by the people of Kislev, it is described as the magic of their land. Had some interesting spells, but got cut along with Kislev army book. A shame, really. The most annoying thing about this lore, however, is that Kislev didn&#039;t have generic ice mages, so the only unit in the game who could take it was Tsarina Katarin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shardstorm:&#039;&#039;&#039; Standard direct damage spell causing 2D6 Strength 3 hits. The flavor of this one is a rain of ice shards set upon your opponents.&lt;br /&gt;
*&#039;&#039;&#039;Freezing Blast:&#039;&#039;&#039; This one is a break from the norm. It can be used to freeze any body of water, treating it as normal terrain, or can be used on an enemy unit to make it treat all movements as difficult terrain. If an enemy unit happens to be in a body of water you target, each model in the water takes a Strength 2 hit with no save allowed. To top it all off, this one doesn&#039;t require line of sight.&lt;br /&gt;
*&#039;&#039;&#039;Form of the Frostfiend:&#039;&#039;&#039;  An augment spell that transforms the caster into a mythical Kislev ice beast. You lose all effects from your magical items, but gain Fly and becomes Strength 5 with 4 attacks. This would&#039;ve been nice if you had a level 1 wizard, but has a very limited use since you only have one wizard in the army.&lt;br /&gt;
*&#039;&#039;&#039;Invocation of the Ice Storm:&#039;&#039;&#039; Summons an ice storm anywhere on the table. You nominate a spot on the table and roll the artillery dice, doubling the result. Everything within that many inches of the spot must pass a leadership test at -2 to shoot until next turn. If you roll a misfire, then it affects the entire table. It also cannot be dispelled.&lt;br /&gt;
*&#039;&#039;&#039;Midwinter&#039;s Kiss:&#039;&#039;&#039; Strength 5 breath attack, although it cannot be cast in combat. It does cancel out all armor saves though, so it can be quite useful. If you have this and Form of the Frostfiend you can breath attack a unit getting too close and then transform for fun and excitement.&lt;br /&gt;
*&#039;&#039;&#039;Glacial Barrier:&#039;&#039;&#039; Allows you to place a 1&amp;quot; x 5&amp;quot; ice wall within 24&amp;quot; of the caster. This does require line of sight. Once placed, the ice wall is considered impassable terrain and blocks line of sight. Units can charge it like a building and it is automatically hit and destroyed by a Strength 5 attack or any Flaming Attack. Units that do so, however, cannot overrun, making it a great way to stop a unit within charge or shooting range from getting any closer.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Serpent===&lt;br /&gt;
Magical lore used by the Amazons of Lustria. Appeared on a single unit from White Dwarf 307, the Amazon Serpent Priestess, back in Sixth Edition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Singing Wind:&#039;&#039;&#039; Strength 3 breath attack. Fairly weak considering most breath attacks are Strength 4.&lt;br /&gt;
*&#039;&#039;&#039;Serpent&#039;s Strength:&#039;&#039;&#039; Augment spell that grants a unit +1 Strength until the start of your next turn. Decent and somewhat useful, if not terribly exciting.&lt;br /&gt;
*&#039;&#039;&#039;Wendala&#039;s Maelstrom:&#039;&#039;&#039; An augment that can be cast on the priestess. It prevents any missile attack from being made on any Monster on the same side of the board as the priestess and reduces the movement of all such monsters by 1.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Thorns:&#039;&#039;&#039; An augment that can be cast on the priestess only. It gives her a form of Blazing Body, causing a Strength 4 automatic hit to any modal that comes into base contact with her. Good to use when on the defensive and expecting a charge.&lt;br /&gt;
*&#039;&#039;&#039;The Living Jungle:&#039;&#039;&#039; Direct damage spell that deals 4D6 Strength 2 hits. Likely will produce more hits then most any spell, although at Strength 2 you&#039;re not wounding much. Can be useful against weaker, horde forces, but otherwise not very useful.&lt;br /&gt;
*&#039;&#039;&#039;Siren&#039;s Dream:&#039;&#039;&#039; Hex spell that reduces the Strength and attacks of an enemy unit by 1, to a minimum of 0, until your next turn. Probably her best spell.&lt;br /&gt;
&lt;br /&gt;
==Appearing only in [[Total War: Warhammer]]==&lt;br /&gt;
&lt;br /&gt;
===Lore of The Deep===&lt;br /&gt;
Created specifically for Total War: Warhammer II&#039;s Vampire Coast, the lore is centered around dealing damage, disruption, augmenting, and summoning. There are no rules for it for tabletop (since it&#039;s exclusive to Total Warhammer II). Not to be confused with the Lore of The Deeps used by the Idoneth Deepkin in Age of Sigmar.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]]&lt;/div&gt;</summary>
		<author><name>2600:1700:7D0:60B0:709A:E4B8:2B5A:FB45</name></author>
	</entry>
</feed>