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===Troops=== '''Glade Riders:''' Worse saves, worse mounts and worse personal attacks than Wild Riders, but they get a bow and can actually run and shoot with it, so they can be pretty useful. The High Elf Ellyrian Reavers are just straight up better though, since the move ''after'' they shoot. Since these guys will be roaming around outside of your General's Command ability range, you may as well proxy them as Reavers. '''Warhawk Riders:''' Oddly tough for wood elves. Warhawk Riders are basically Glade Riders with slightly better melee, better saves, twice the wounds and the ability to fly and fly far. They also get a few fun special rules. First, they always "run" 6 extra inches, no dice roll required, though with their 20" bows this will rarely see use. Then you gain +1 to Wound if they charged, which makes them pretty decent in big units. Finally, they have an oddly specific but potentially devastating special rule. If there are no enemies within 3" of them after they attacked, they can pile in 6" and attack again. Potentially cool, but requires pretty precise positioning and a good bit of luck to see use. These can make the value of the Spellsinger's "Regrowth" spell skyrocket, since it returns '''models''' and Warhawks have 4 wounds a piece. '''Wardancers:''' Wardancers are basically chaff units now. They CAN do decent damage or be fairly durable depending for a turn on the dance that you use. They move faster than any other infantry in the game at 8" (seriously, Chaos has some mounted stuff that's slower). The low point cost and high movement makes them pretty useful for contesting objectives, especially since the dances allow you to be deadly or durable depending on the need. At worst they are a speedbump against an elite enemy unit, and for the points they cost, that's actually an okay way to use them. '''Waywatchers:''' They are very similar to their Lord, though their attack stats are basically -1 from the Lord all the way across. at 80 points for 3, these are a fantastic way to pay the battleline tax if you don't want to take Glade Guard. In small units of 3 they have 7 (sometimes more) attacks with rapid shots, making them dangerous enough to require attention, but cheap enough to not be much of a loss if they die. Very useful for harassing enemies or finishing off units/characters with a few wounds left. '''Great Eagles:''' Fragile, strong on the charge and with basically 40k's Hit and Run rule, which helps a lot since the eagles get bonuses for charging. Just don't expect them to survive shooting, as everyone and their dog will be gunning for your eagles. '''Hunting Hounds:''' Hilarious. They are fast, tough chaff with meh attacks that only get good if you get Orion closeby. But there's one awesome thing about them: They can be summoned. Casting value 5, sets up 5 and Orion can cast this spell on every turn even though he's no Wizard, but all Wanderer Wizards know the spell. They aren't the most powerful summoned unit, but being able to create your own chaff is amazing for such a fragile army. '''Tree Kin:'''
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