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Wood Elves look like they might be a bit of a challenge against us. Lots of shooting, wargear that enhances this strength even further. They're pretty fragile but we need to actually get to them without sustaining too many casualties. These probably aren't the only issues we need to tackle but I've written this quite quickly, so any other strengths/weaknesses of the Wood Elves and how to tackle them would be awesome.
I haven't ever fought a wood elf army with my chaos. that being said:
Wood Elf vs Chaos:
Shooting: I'm actually not that worried about it. Sure, they'll occasionally get killing blow shots with waywatchers. Sure they are S4 at close range. Chaos has the option for lots of T4 troops with good armor, and also lots of cheap troops with decent armor. Shooting isn't gonna do all that much, if you have enough bodies on the table. They don't have super-nasty war machines.
Magic: moving terrain could hurt some varieties (infantry blocks) of chaos quite a lot. However, Khorne and tzeentch ought to be able to resist or outmagic chaos 8 days a week.
Movement: WE have lots of skirmishers, fast cav, and flyers. BUT, so do chaos, especially if you include beast units. So if you pick a mobile chaos army, you should be able to fare pretty well against flanking/march-blocking approaches. The main weakness here is that our flyer units (furies, screamers, daemon characters) are daemonic=immune to psych=can't flee. So you have to be careful running them around on their own, cause if they get in a sticky spot, you can't correct it easily by fleeing charges.
CC: wardancers and wildriders especially are nasty on the charge. SOOOO find things that can flee, or are stubborn, or just charge them. No wood elf unit is going to be able to stand against a chaos charge, and wardancers and wildriders are both Immune to Psych, meaning they can't flee charges! So charge bait them, or line up some faster nasties and let them have it!
Psych: a lot of WE units are immune to psych. A lot of others cause fear or terror. So you may have to take some fear tests, and don't count on them fleeing often due to your psych rules. However, a chaos undivided, khorne, slaanesh, and nurgle all have resistance to some or ALL of the psych rules, so Tzeentch is the only one really hurting here.
The biggest concern against WE in my mind is getting charge-baited into woods, or into range of the wardancers/wild-riders. So watch out for these traps, especially if you advocate periodic blood drives for the sanguine diety.
Hope it helps!
Arena of Death Champion: Nexim of the Guldskullz Tribe. Fear my wrath!
ive have versed wood elves before and its not that hard with a few magic flying around, but the main thing it ignore the skirmishers and good for the soild units (if there are any) because thing i most see which people do against wood elves is they try and take out the most impossible units that are bunkered in trees with there ignoring wood terrian when movement and move and shoot and they end up wasting turns trying to get to them.
But anywho i would just stay more alert about your ranks than a usual game since wood elves either depend on heavy amounts of shooting (which for chaos is more hard since Toughness 4 and heavy armour for the usual warrior) they are heavyly dependent on getting your rear and flanks.
But if you got magic on your hand nasty units like way watchers, war dancers, dryads are simplely wipped off the table so keep your wizards close and usful and never under estimate the dryads because there a splinter in your side if they flank.
Just keep your magic alive and firing and concentrate on main units not small skirmishers