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1. Characters1.1. Lords2. Units1.1.1. Highborn1.2. Heros
1.1.2. Spellweaver
1.1.3. Treeman Ancient
1.1.4. Mount: Forest Dragon1.2.1. Noble1.3. Kindreds
1.2.2. BSB
1.2.3. Spellsinger
1.2.4. Branchwraith1.3.1. Wardancer Kindred1.4. Special Characters
1.3.2. Eternal Kindred
1.3.3. Alter Kindred
1.3.4. Scout Kindred
1.3.5. Wild Rider Kindred
1.3.6. Waywatcher Kindred1.4.1. Orion
1.4.2. Drycha
1.4.3. The Sisters of Twilight
1.4.4. Skaw
1.4.5. Ariel2.1. Core3. Magic Items2.1.1. Glade Guard2.2. Special
2.1.2.Glade Guard Scouts
2.1.3. Glade Riders
2.1.4. Dryads2.2.1. Eternal Guard2.3. Rare
2.2.2. Wardancers
2.2.3. Wild Riders
2.2.4. Warhawk Riders
2.2.5. Treekin2.3.1. Waywatchers
2.3.2. Treemen
2.3.3. Great Eagles3.1. Common Magic Items4. Spites
3.2. Magic Weapons
3.3. Magic Armor
3.4. Talismans
3.5. Enchanted Items
3.6. Arcane Items
3.7. Magical Standards
5. Wood Elf Magic5.1. The Lore of Athel Loren6. Deployment
5.2. The Lore of Life
5.3. The Lore of Beasts6.1. Retreating Fire-Line (The Wood Elf Cha Cha)7. Use of Terrain
6.2. Denied Flank7.1. Effective Tree-Singing8. The Opening Turns
7.2. Woodland Ambush
7.3.Use of Non-Forest Terrain
9. The End Game
10. The Principles of Attack10.1. Specific Enemy Analyses
10.1.1. Enemy Type: Gunlines
10.1.2. Enemy Type: All Cavalry
10.1.3. Enemy Type: Hordes
10.1.4. Enemy Type: Undead
10.1.5. Enemy Type: Magic-Heavy
10.1.6. Enemy Type: Armored Infantry
10.1.7. Enemy Type: Skirmishers
10.1.8. Enemy Type: Monsters10.2. Effective Flanking11. The Principles of Defense
10.3. Fast Cavalry
10.4. Using Skirmishers
10.5. The Multi-Charge
10.6. Dealing with Warmachines
10.7. Using Psychology11.1. Reaction: Hold
11.2. Reaction: Stand-And-Shoot
11.3. Reaction: Flee
11.4. Bait-And-Flee
11.5. March Blocking
11.6. Fast Enemies

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