Welcome to Librarium Online!
G'day my fine lords and ladies; I hereby present this thread to you all for use in the playing of Wood Elves. This is to be used in whatever way you all seem fit but the idea I have behind this is...
A tactica type thing. All generals are welcome to post here any tips, tactics, unit break downs, do and don't of the armies, army themes, colour schemes, conversions and all list break downs (note - not army lists but maybe a skeleton list used to build off etc)
Well that's the idea, I hope it works. I will be watching these and any abuse of thread or things I decide that are not to be in here will be deleted without warning.
Woohoo, first tactic post! good idea KU. I missed the tactics & strategy forums.
Anyway I thought I'd do something on the WE magic, which I think is a very creative and flexible lore. It has uses in many situations, but of course, is good with forests. So lets take a look at the spells:
What I consider is a pretty handy spell. On average, most boards will have two wood-like features, including the one automatic 6" forest. The power to move trees, even only two inches, can help. You can use it to aide a fall back, which is a good use as two inches will often make your opponents question charging. The two arcane items that help treesinging, are suprisingly valuble, but probably shouldn't be taken of hail of doom arrow (lethal shot...). Treesinging also helps your traps, giving that much more flexibility. Then, of course, the damage mode of this spell makes all forests death traps for lone heros and mages. Also, if you can bait your enemy into it, you can reap some cheap damage. The Deepwood sphere is very fun, even if you only get one turn of hits, its worth it. This is a great spell for a Branchwraith accompanying some dryads, making them that much more threatening.
Fury of the Forest
The Wood Elf basic damage spell. Nothing too special, except for the fact it is not a magic missile, therefore has no targeting restrictions and doesn't need to draw LOS. This once again is the bane of lone mages. Also, you can plant some sneak attacks on war machines with this spell. However, you have better ways of taking out war machines, you probably only want to do this when they are closely guarding their war machines. Helpful, sneaky, and another way to make your opponent say "I didn't see that coming!"
The Hidden Path
This is the way wood elves can get around non-wood terrain. This is quite a good spell, as it even allows you to pass through impassable terrain (I see nothing in the spell that contradicts this, but there is always the problem of ending a turn in the impassable terrain when the spell ends. Please correct if Iâ€™m wrong). The main advantage is gives you flanking propositions that you didnâ€™t have before. Even if he uses his turn to react to your spell, all the better. Youâ€™ve just caused a disruption in his plans for probably 3 power dice. This is often the case that the Wood Elves will sacrifice something for making the opponent rethink his plans. It is also great for crossing a river or gorge that spans are large portion of the map. This spell works wonderfully with flyers. They get to fly through any obstacles, and also are shielded from most ranged damage. Warhawk Riders are now able to cover the map without being hit until they reach their target. Also, it has a secondary purpose of shielding targets from counter missile fire. Combos are a bit unreliable with even with this casting cost, but shielding magic arrow bearers are useful anti-skirmisher tactics. So the Hidden Path is following the trend of shifting around to gain perfect position, and make your opponent to take a second glance at that lake guarding his flank.
The Twilight Host
Ah, fear causing units are always a great asset as the undead have taught us, It has a medium price, but has the potential to cause a massive amount of damage. This spell is a bit situational, as the main advantage of fear is auto breaking but wood elves donâ€™t out number to often, but is important none the less. What is really devastating about this spell is when combined with a flank charge from the Call of the Hunt. This causes a flank charged unit to take a panic check twice, making it almost guaranteed victory. It is also good with dryads, making the dryads cause terror. Combined with the big unit space of skirmishing, it can cause a lot of terror checks. Even without Call of the Hunt, it still is a nuisance. It forces your opponent to rethink once-obvious charges by having to worry about outnumbering and a second test. However, these situations are the only ones it really can help much, so I consider it an ok spell overall.
This spell, while not all that bad, is probably the worst of the Wood Elf Lore. Regeneration is always nice, but a 4+ ward save is better, more so for the Wood Elves. The main reason is Regeneration doesnâ€™t give the attacks of the model it regenerates, while a 4+ ward save does. The main problem of the Wood Elves combat is they have only one unit (eternal guard) that can fight ranked up without an absurd amount of points. With Eternal Guard, itâ€™s a pretty good spell, as often it gives the Eternal Guard enough edge to beat most infantry units regularly. Also, it can be used to help cover units from ranged attacks in a pinch, but generally the Hidden Path is better at this. Itâ€™s got its uses, and it sure isnâ€™t terrible, but Treesinging is probably a better choice.
Call of the Hunt
This spell absolutely worth its high cost. A spell that can move a unit is an incredible spell in its own right, as GW values it at a power level of 9 I think. The moving part is great, allowing you to augment the already swift movement of the Wood Elves. It has numerous uses, the most obvious one finishing a flank attack. Flank attacks often mean dead meat for most enemy units, as Iâ€™m sure you know. However, due to having to move towards the nearest enemy unit, it limits its options a bit, like maneuvering to a specific position, or setting up a march block. This made up for the fact that it grants +1 attack to a unit in combat. This is great for most units, but it can be absolutely absurd with two of your units, wardancers and eternal guard. First, letâ€™s look at the wardancers. Combined with the Storm of Blades, this gives you a whopping 4 attacks a model! On the charge, this means wardancers will probably kill most rank-and-file units. Also, that means a champion can probably kill a hero or even a light lord. The Eternal Guard are already great fighters, but since it gives +1 attack per model, this will give you a net +2 attacks per column, which can easily start adding up. This is a spell that will make your opponentâ€™s cringe when you roll 25 attack dice.
nice, easy, short.
DONT play anymore like you were used to in the old days...
A fair till huge amount of shooting and ten levels of magic arent gonna win the game for you anymore.
Theire are great possibilities for both asrai, tree-spirits and mixed armies, so go out and explore what you consider best!