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==Magic== Wood elves have gone from being, magically, the least diverse race with the least choice of all when it came to spells, to the most. All Wood Elf wizards now have access to ALL rulebook lores, which is amazing for them, and the Spell Weavers are the only models who now have access to the new Wood Elf specific lores, the Lore of High and Dark Magic. Yes both are directly stolen from the High and Dark elves (this is confirmed by the fluff) but have different lore attributes (this can be seen as good and bad). As such a Spellweaver can now choose 10 lores with a chance to pick 3/4 of 72 different spells. The following overviews are in my eyes, in the order of importance. However that is up to debate and which most important is dependant on your list and situation. ====Lore of Life==== This Lore is really good for Wood Elves as you can restore wounds on your best units (ie:Warhawks and arguably Treekin). It provides you with a way to give your Glade Guard saves, revive your most expensive units, kill your foes with a characteristic test, and has a safety net for you, if you miscast. It is best taken on a lvl 3/4, so you can get throne of vines up and not have to worry about any more miscasts. ====Lore of Shadow==== The Lore of Shadow allows you to switch and save the most important characters while debuffing your foes. It helps your shooting by reducing your opponent's toughness and weakens them in combat by reducing their strength, weapon skill and intiative. Withering is the must-have spell for Wood Elves (unless you run a LOT of poisoned arrows), as it solves their greatest weakness - Str 3 bows. By using Melkoth's Mysitifying Miasma you can slow down your foes, giving you more time to fire. It can make one your heroes fly but that isn't as useful as the others. It also comes with a semi-cannon ball and a blast initiative test spell which can destroy your enemy's tougher units. Finally it comes with a buff that allows you to shred through tougher units. It is useful since it works on any wizard of any level. The Lore attribute can be good but it is very situational. Some calculations can be seen in the Talk page. ====Lore of High Magic==== 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", 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'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. ====Lore of Metal==== The Lore of Metal is mostly aimed at helping armies like the wood elves deal with heavily armoured foes. It can debuff your foe's armour, pick off standards, has a 5+ pit of shades which causes stupidity and can give your troops a 5+ scaly skin save and +1 to hit (almost everything has armour piercing already). It isn't bad but the other lores often help more. 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. ====Lore of Beasts==== The Lore of Beasts lets you run train on things that you normally would not be able to run train on. Arguably, it has the best signature spell of the 8 base Lores. +1 Strength and Toughness make even glade guard dangerous in hand to hand. They are still rubbish, but they may hurt someone. If applied to Treekin, they will each have Dragon-like stats, and go from being 'decent' to 'good' super fast. It really shines on wild riders and warhawks, though, since it takes them from squishy, to survivable, and from dangerous to just death. High initiative Strength 5 will scare anything. The +1S also gives your army an option at S4 ranged hits if cast on a unit of Sisters of the Thorn. 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 (the spell says all terrain. Doesn't this also apply to open terrain? In that case, lose 1/3 on the open terrain then 1/3 of what's left on the forest. If it's a faster unit chasing your fast units, maybe another 1/3 on open terrain on the other side of that forest, killing a total of 7/9 of the unit on average). ====Lore of Heavens==== The Lore of Heavens is a mixed bag.You get 2 of the spells with the largest areas of affect and potentially the biggest damage output in the game, 1 high strength magic missile, 2 debuffs which synergise well, preventing your foe from ever getting poisoned or killling blow attacks or -1 to hit and a 50/50 chance to put warmachines out of commision for one turn, a buff which makes you reroll all ones (which Wood Elves do in woods anyway) and a very situational knock back spell. Also it's lore attribute turns all of it's spells into lvl 1 fireballs when cast at something with wings. Not bad but it is often outshone. Still, can be used as a monster-hunter lore (since its damage spells inflict low number of very strong hits), or for bombing your opponent's warmachine batteries. ====Lore of Death==== The Lore of Death is good for situations when the enemy has some tough (literally) Lord or Hero, who laughs off your S3 sniping shots and has a chance to wreck your game - like a T4 Grey Seer with the Dreaded 13th ratifying your MSUs. Doom and Darkness also has nice synergy with Fear of your Dryads, Treekin, Treemen, and Wild Riders, and might actually cause an enemy to fail a panic test caused by shooting (giving you a rare opportunity to win with the thing your army is meant to do), while Soulblight does a fine job equalizing some S4 T4 brutes with your fragile elves. The Black Sun of Xereous kills half of everything that isn't elves (great with death's lore attribute). Between those three spells you are bound to get something great on a high level wizard. The character sniping spells are cool but just take waystalkers instead. Just a pity you can't cast Aspect of the Dreadnight on enemies (to exploit Wildwood Rangers' 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...). ====Lore of Fire==== The Lore of Fire is best for level 1s since it comes with the best guaranteed magic missile in the game. If you lose your lvl 4 then go and pump all your dice into a super fireball. Beyond that the only spell of great use for wood elves is the Flaming Sword of Rhuin, which you sadly can't guarantee. ====Lore of Dark Magic==== Pity you can't take it on a level 1. On a level 4 it isn't bad but is beaten by almost all the other lores. *'''Power of Darkness''': **'''''Augment'''''. 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'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. *'''Doombolt''': **'''''Magic Missile'''''. Always take it. It gives you a much needed high strength shooting attack. *'''Chillwind''': **'''''Magic Missile'''''. Is an easy spell to cast, is good against low toughness units and will help you against other shooting armies. *'''Word of Pain''': **'''''Hex'''''. Good against shooting/high WS armies that seek to match you prowess. The boosted version will save a lot of your elves in combat, ''especially'' since you don't have much, if any, armor. *'''Bladewind''': **'''''Direct Damage'''''. Is a good choice for big blocks of infantry, like the always pleasant Slavebus or Zombietrain or even some tougher units. *'''Shroud of Despair''': **'''''Hex'''''. 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't wanna hang around for Round 2. *'''Soul Stealer''': **'''''Direct Damage'''''. Once again, great against big horde units/busses/trains. If you get this off, place the 3" template anywhere of the wizard within 18". You can go nuts with '''Power of Darkness''' and never worry about it, if it lands right. *'''Arnzipal's Black Horror''': **'''''Magical Vortex'''''. 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 ''"Snitches's gonna die/This bitch is gonna fly/My wizard's rollin' high/Or she's gonna fry"''. It will then travel anywhere between 6"-40" in the form of a 3" 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 ''Remains in Play''. 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't screw up. Not as powerful as the '''Lore of Death''' version, but still good fun. It's lore attribute is best likend to that of the '''Lore of Fire'''. 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. ====Lore of Light==== It's quite good against Undead and Daemons and could still be considered against Elf armies. Against most other armies, it sadly won't be of much use, as many of the other lores gives you better options. High strength flaming attacks, superb WS, exellent skirmisher [[Troll|trolling]] and M10 A4 Unbreakable Tree Kin is nice when playing the mirror match, but again, other lores give you a better selection of choices all-round. Alternative take: -1 to be hit is nice considering your high weapons skill. Double movement can make your waywatchers/glade riders uncatchable. Unfortunately, you cannot guarantee getting either of these spells. On a level 4 wizard it is highly likely you will either get one of these or roll doubles, however. It's definitely not the best option, but it is far from useless with the right spells.
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