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==Building Your Army== ===Magic=== Taking a page out of earlier editions, half of the Lores of Battle Magic are removed as well as High and Dark. In exchange for the throwback lore of Athel Loren. The loss of Metal makes it even harder to deal with +1 Knights and Steamtanks, and impossible to give any of your units a decent armour save. It can still take Shadow to make your shooting even better. Overall, another nerf to the Woodies. '''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 have a safety net for you if you miscast. It is best taken on a lvl 3/4, so you can get the 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 initiative. Withering is the must-have spell for Wood Elves, as it solves their greatest weakness - Str 3 bows. By using Melkoth's Mystifying 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 Beasts''': The Lore of Beasts lets you run a train on things that you normally would not be able to run a 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 Morderus. 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 that 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. '''Lore of Light''': It's quite good against Undead and Daemons and could still be considered against other armies. With the loss of universal ASF, it's much better than previously during elf vs elf. '''Lore of Heavens:''' '''Lore of Athel Loren:''' combines lore of Life healing and Reg Save with other needed Wood-elves Flare: Gives Fear/Terror + double unit Strength so you win CC, let an expensive units cant be damaged in the shooting phase, Create forests, or put a unit into a murder frenzy. ===Army Composition & Tactics=== Build your tactics around your army. 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's Wild Riders vs a monster or if the unit is charging the enemy's flanks or rear. Currently, there are four main methods of building your army: *A) '''Shooty army.''' **Don't get charged and keep on shooting. Circle around your foes, slow them down, and don't be afraid to sacrifice a unit if it saves your army. *B) '''Fast combat army.''' **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' superior movement to ridiculous levels. *C) '''Infantry army.''' **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 are 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, this army will die to anything stronger than a stiff breeze. You do need Dryads and armour slayers to put down that stiff breeze. **new stuff and improvements have made the wood people more melee, Better Trees: Dryad(Core unit DPS and attack resistant), Tree Revenant (teleporting Dryad Spearelfs), Spite Revenant (Scary Tree Revenant skirmishers), Sylvan Hunter(When not shooting, they are Offensive Tree Kin), and the Arch-Revenant Grants them extra attacks from her Frenzy aura. *D) '''Hybrid army.''' **A mix of any of the above. ===Ambush of the Worldroots=== ''To once again clarify, for future reference, the precise wording of the rule is "'''This forest is not mysterious terrain - declare it's type when you place it'''" ''With "Mysterious" being a fancy word for "Random type", no?'' *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 *Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won't grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks. *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. *The other woods should NEVER be considered for two reasons: **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. **2) You don't really want to use your guaranteed forest as a barrier. You want to stand in it and gain bonuses distilled from HElf and DElf tears.
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