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===Special Units=== *'''Wildwood Ranger:''' 13 points per model gets your light armor, Eternal Guard stats, immune to psychology, and S4 with greatweapons. They are slightly more resilient than Gnoblars but do carry a Great Weapon. What makes these guys special is that if they're in combat with a unit that causes fear or terror they get an extra attack (good against Chaos, Undead, and Ogres). On the upside, they are better than Empire Greatswords (In forests and against fear causers) but still easy to lose your investment (slow but costly elfs in Light armour are not survivable). You do have Treemen that will live longer, but their DPS worth it if you can keep them alive for long enough like by a wizard. *'''Wardancer:''' Wardancers are still a reasonably good unit let down by a few flaws and a fairly high cost of entry. They cost 14 points a pop, and with 3 Attacks, T3, MR(1), and a 6+ Ward, they're still about as hard as tissue paper, but that's par for the course with Wood Elves and Skirmishers in general. They no longer gain +1 S on the charge and have 3 new dances. The first gives you armor-piercing and killing blow, the second one gives you +1 attack, another gives you a 3++, and the final dance now provides ASF. What lets these guys down is the fact that because they're not Scouts, they do move out of the deployment zone with only a 6" vanguard, 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 ongoing combat and win it by a landslide due to the -3 combat res. If the dice gods are high that day and the combat goes on for another turn, your shadow dancer can do a different dance if it is not in the wardancer unit (which it should never be). **Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections. Choose whom you will use with care (unless you use both). **As a side note, the whole squad can replace two weapons with a Saearath. An expensive 210+pts if trying to get 3 ranks (it's maybe better to go wider for that extra attack than supporting attacks), your trading that Default 4++ save in melee for 5++ and warding away charging this glass cannon in the front with that 4 in strength (won't ward the heavier calv but will cut down the lighter skirmishers that trie to tie them down). *'''Wild Riders:''' While they may be quite fragile for cavalry, Wild Riders of Kurnous move like an arrow and hit like a ton of bricks (glass bricks). Jesus Christ. Another Wood Elf unit that got shafted for little reason. If this unit is upgraded to have its default light armour and the Steed of Kournous is 1pts cheaper than 8th edition. Along with the loss of both AP on spears and the Frenzy buff benefiting their mounts. This unit is squishier and less damaging than ever for almost no benefit. Even with the hits, they are still your heavy-hitting cavalry. At min size with Steed of Kurnous, 10 S4 + 15 S5 attacks on the charge are no laughing matter. They are probably not as good solo, but things will break when they ram into someone's flanks. *'''Meadow Chariot:''' Just like the rest of your army, it's super flimsy but hella fast and adept at 360, peppering the enemy with arrows. If you pincer an Enemy, it will also deal D6 S5 impact hits. *'''Tree Kin:''' Treekin have not been returned to their 7th edition glory, but are still more useful than 8th edition, with the addition of stubborn and the neutering of Warhawks. Compared to an O&G troll for the 11pts less, treekin suffers from a distinct lack of S5(that the troll has), but they also benefit from a distinct lack of stupidity(that the troll has). They are the best forest spirits the wood elves have to offer but are no longer a must-take. For 48 points, you get Stubborn, S4, T5, 3 wounds, 3 attacks, 4+ armor, 6++ Ward, and flammable. Beware, they are vulnerable to Great Weapons, fire, and high volumes of S4 attacks and have trouble overcoming large amounts of static combat res, so be careful not to send them into battles they can't win. **Additional Thought: Proper use of these guys is against large S3 units (Spearelves of all flavors, Clanrats, Empire Spearmen, Skeletons...the list goes on). Your archers won't be able to bring the unit down to size very effectively, and most of your CC units will just bounce off, but Treekin has enough attacks (2 ranks have 18 attacks) and high enough toughness to grind them into powder. It's a niche, but it's one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success. *'''Alters:''' A new band of wood elves from old lore who become were-beasts with Fear. Each turn lets them shapeshift into a new form (Stag your charge opener with Str bonus and impact hits, Bear for tougher targets, Wolf getting 3 attacks with AP(1), or Boar to cross you fingers you can hold for a turn) so long as it's non-consecutive for two rounds while in combat. They are basically the cheaper Glade Riders only used for melee. They don't last long, likely only two rounds. They are a decent inclusion in a Melee Wood Elf army. *'''Warhawk Rider:''' Was the best Monstrous Cavalry and fly(10) unit in the game until brought low in this edition. Downgraded from archers riding monster birds to only upgraded Glade Riders with the Spiterider Revenant stealing its melee role. 27pts cheaper but lost a bunch of things [1T, 1W, Armour Piercing(on both the Rider and Hawk), and killing blow on the charge]. Another unique unit that got absolutely dragged in the mud. Can still find some use as it can move 20". With changes to shield rules and thier high speed, they are best at shooting people in the back and destroying Warmachines, though your other Calvary can do the same job for cheaper but not so quickly into the game. *'''Tree Revenants:''' The first of the AoS lineup, The souls of dead elves that refuse to pass to defend the forest, these guys are essentially an Eternal Guard/Dryad Hybrid. Forest Spirit Eternal Guard with S4 2 attacks each and reroll 1s to hit and wound. Like all Wood Elves, they have the DPS, but their fragility and Fear rule makes them better as flankers. In addition, they can teleport to any forest during the Remaining Moves sub-phase gives them a worthwhile recommendation as emergency kamikaze units. *'''Spite Revenants:''' A dark reflection of the Tree Revenants that are somehow more spiteful than Dryads. Fill the roll of Infantry munchers better than Tree Revenant, being ambusher Skirmishers with 2 attacks, permanent Hatred, fear, and that causes enemies without Immunity (Psychology) to reroll successful Leadership test when in combat. When in the flanks, double-teaming them with calvary will break most enemies' revolve. A reason you take them over the more mobile and reliable Tree Revenants is that not every tree can be moved into position in time, Spites have an easier getting things to break, and they are slightly cheaper.
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