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Age of Sigmar/Tactics/Warscrolls Compendium/Wood Elves
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===Heroes=== '''Glade Captain Battle Standard Bearer:''' The BSB grants your Wanderers within 8" a bonus save of 4+ against spells. So, you take a mortal wound from a spell, you get a 4+ save instead of taking the wound automatically. If he doesn't move, he can increase the range to 16". Unfortunately many sources of lots of mortal wounds in AoS come from shooting/special melee abilities, and the banner doesn't help against those. He's situational but can make a huge difference at times. '''Glade Lord:''' The Lord has three load-outs: He can either be armed with Blade and Spear, which is far and away the worst of the choices. Sure, 6 attacks, but it's 6 meh attacks. He can also be armed with Bow and Greatblade, which makes him scary in both melee and at range (though more so in melee), or you give him Bow, Blade, hunting falcon and the ability to once per game fire 3D6 shots instead of 3. Yikes. His Command Ability lets Wanderers reroll 1s to Hit so long as they're within 8" of him when they are activated. Notably, it does not specify melee or shooting, so wherever you put the guy, he helps your army. Grab a Greatblade and have him swing in concert with your Rangers, grab the shooty option and plonk him down between your Glade Guard and your Waywatchers, it's your rodeo. '''Glade Lord on Great Eagle:''' The biggest mount you can take without being considered a monster. Combines the powerful mobility and melee of the Great Eagle with the nice shooting of the Warhawk Riders. His Command Ability grants +2 to charges for Wanderers, or +4 for Warhawk Riders. Also, 7 Wounds make him surprisingly tough. Don't use him as a general, instead use him to blast weak units off objectives, take out backlines, and be a highly mobile threat. Pairs exceptionally well with a Shadowdancer, who can make him fly a whopping 32 inches in a single turn. '''Glade Lord on Great Stag:''' Slower, just as tough and much harder hitting than the Eagle version. His Command Ability is also very similar, only specifying Wild Riders instead of Warhawk Riders. It's a shame Wood Elves don't get any "additional attack with each melee weapon" ability, because on this guy it'd be hilarious. If you somehow manage to get such a buff on him, he's a real powerhouse. '''Glade Lord on Purebred Steed:''' '''Glade Lord on Forest Dragon:''' The oddest dragon in the game. His "breath attack" makes it so that enemies within 3" of the dragon can only attack after all other units already have attacked. This sounds useless, but can actually ruin entire strategies, as Age of Sigmar is mainly about choosing the most opportune unit to attack. Also it means your Dragon can tear enemies a new asshole in peace without being knocked down a peg beforehand. Which it really really can, with a bunch of powerful attacks. 12 Wounds with a rerollable 4+ save is also really tough to kill, especially if you have one of those BSBs hiding behing him. His Command Ability is also pretty sweet, letting a friendly Wanderer unit reroll 1s to Hit and Wound (again, not specifying melee or shooting, so it works for both). The only thing he lacks is a bow, but that's really nothing you should complain about. '''Shadowdancer:''' The Shadowdancer has a very specific role. She's fragile and not particularly 'killy', so you basically want to use her like a wizard to support other units. The main use for her though comes from allowing other units to snipe objectives. When the Shadowdancer uses her unique spell to double another unit's movement (and grant flying) for the turn, you can really surprise your opponent by throwing a unit somewhere pretty far away. The best units to pair this with are guys like Orion, Glade Lord on a Great Eagle, Wild Riders/Sisters, or Warhawks. For example, a Glade Lord on a Great Eagle can suddenly move 32 inches in a single turn with this spell, allowing him to cross a HUGE difference and hit weak spots or clear off a weak unit holding an objective. The value of this spell obviously goes up with higher base movement units. If you aren't taking fast units, don't bother with a Shadowdancer. '''Avatar of the Hunt:''' He shoots great, making him the shootiest monster by a wide margin, he swings 4 times with 3" range at 3+/3+/-2/3, which is damn solid, about the same as Archaon Everchosen, though keep in mind Archaon can't shoot, never mind shooting this well. He also heals a wound a turn, which makes his 8 Wounds at 4+ even tougher and he and all Wanderers within 8" can reroll failed charges. And on top of that he gets his Command Ability, which grants rerolls To Wound for all Wanderers within 16" but only in combat. If a Glade Lord on foot is a jack of all trades, then Orion is pretty much the King of all trades, doing everything the Lord does but way better. Oh, and he moves 12" which is excessively fast, almost fast enough to keep up with Wild Riders, whom his presence buffs. '''Twilight Sisters on Forest Dragon:'''
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