Editing
Warhammer/Tactics/8th Edition/Wood Elves
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Core Units=== Currently, all Wood Elf Core units are kind of sub-optimal and are no no-brainers. But on the other hand, none of them are precisely duds either, and most can find uses (and you might as well, since you HAVE to take them). Tailor your tactics and choose wisely. Ironically, our Core units now feel more like Specials, role-wise. * '''Dryads:''' Why Matt Ward! Dryads went from being overpowered to good to one of the weaker units in the game is the initial impression, but in reality Dryads are just trash if you try to use them in their old role. (People tend to judge them based on their old profile, understandably.) They can't take anything other than a champion and cost 330 for 30 of them - then again, they cost as much as Witch Elves and cheaper than Plague Monks, while fulfilling the same role. The Dryads can still be good, and do have a place in combat armies (which are a thing these days and we now have 10 lores of magic to back them up. Seriously, you can make them tough or strong - they work well with either buff). Most armies would kill for toughness 4 core with a ward save and 2 attacks. For 11pts you get WS 4, S3, T4, A2, I5, Ld8, hatred, immune to psychology and a 6++ save (in the forest). Though they have no armour save to mitigate the lower ward save (though they can now take it against magical attacks), and no more skirmisher, they are basically our assassins, crashing into enemy flank and tearing it shreds, while taking not so much damage in return. They are not so useful in a shooty or cavalry army, but if you are running a combat wood elf army, which can actually do well in this book, dryads and eternal guard are what you're gonna take. Dryad units must include 10 or more Dryads. * '''Eternal Guard:''' 11 points WS 5 armour piercing, ASF, stubborn, elven spearmen, who can fight better in forests. They can also buy shields too for an extra point and have a 5+ armour save. Considering that the more well protected units in the wood elf army get just a 4+ and 6++, these guys have a pretty good save. Don't get me wrong, their save will be laughed at by every army out there, (apart from beastmen) but for wood elves, it's respectable. At the first glance their cost - 270 points for 20 of them with shields and a full command squad and 390 for a horde - is a high one, but comparing them to other spearelves, for measly 3 points they gain Stubborn, Armor Piercing, +1WS and +1LD, making them an incredible anchor - almost unbreakable when within BSB range. Also, you don't take them in such big units - small units (10-15) can hold off pretty long even against elites. Many people don't like them, since these generally do not fit in with the traditional Wood Elves' Hit and Run or Run and Shoot style of play. Also, they are incredible in the now-viable melee Wood Elf lists and are one of the better places to hide your wizards.Also so durable because of ws5 If you don't kill all of them then you'll have to face them again. Eternal Guard units must include 10 or more Eternal Guard. * '''Glade Guard:''' Glade Guard are of debatable worth. For 12 points you get a bs 4 model with no armour, an armour piercing long bow, the option to take full command and a magic standard worth 25 points. In forests they get to reroll ones to wound in close combat and can fire and fight in 1 extra rank. They also can buy any of the magic arrows (discussed in magic arrows section). It is up to you whether you chose to deploy them in multiple small units or in one horde, though generally msu is better since they will have more time to fire. All in all, Deepwood Scouts do same job better for just 1 point more (except of course, they won't fill up your manditory 25% core). Glade Guard units must include 10 or more Glade Guard. * '''Glade Riders:''' Out of all the core choices, this is perhaps the only unit which has been priced correctly. For 19pts you get m9 fast cavalry with a Asrai Bow and Asrai Spear, who have to ambush (Being forced to ambush can sometimes be an issue, keep this in mind when taking Riders.), that can take the magic arrows. They can also take a magic banner worth up to 25pts which is neat (I would recommend Gleaming Pennant - cheap and nice for fast cavalry). Generally you will want to take these in multiple small units that can come up behind the opponents and cause havoc. In a pinch they also make good warmachine hunters. A downside of this unit is that you cannot depend on them to act early in the game, since they can only move onto the board from turn 2 onward. If you have a treeman that you don't want to get hit by artillery that could kill him in one phase, you may not want to use these guys as warmachine hunters. However, it can be incredibly fun in friendly games and is inevitable in full cavalry lists. Glade Rider units must include 5 or more Glade Riders. ** ''And no, they cannot choose Vanguard deployment over Ambush deployment, because you Vanguard-move ''after'' you have deployed - which you don't with Ambush. Feel free to Vanguard-move in the model case, waiting for your ambush roll.''
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information