Welcome to Librarium Online!
Hello, some may recognize me from around the 40k and other parts of the board, so hi.
Those who don't recognize me, please bear with me.
I've been thinking for sometime that I'd like to check out the wood elves. But, I have no previous Fantasy experience.
Is there any tips and tricks that you could give me so that I don't start off on the wrong foot, aside from getting the rulebook and wood elves book?
What units I should focus on? Strengths of the Wood Elves over other armies? Please remember, I'm a newb.
Hi and welcome,
Have you read through the sticky thread on starting wood elves? Its got a lot of good advice.
One thing with wood elves is that they have a lot of variety. We are spoiled for choice. So it would realy depend on your style of play.
Have you seen Wood Elves in action before?
Some units that are fairly solid are
These units are solid and an army based around them should so well.
Well have fun
I used to have the WE army book and read the first few chapters of Guardians of the forest. To this day i dont know why i sold them, as i was loving the book and the army itself was perfect for me.
I know a guy who plays WE, he absolutly hates them, he can never win with them and gets angry at the fact he has spent time and money on a terrible race. I have told him time and time again that WE are a really fragile race that takes time and experience to get into. Once you have mastered the WE you are unstoppable, as stated earlier they have so much to choose from and have some of the most feared units known in the world of Warhammer.
Wardancers are brilliant close combat gods, the only problem is gettin them into close combat. Once they are in, its GG. They can choose from a variety of various Wardances, each one suits different situations.
Treemen are powerhouses, they have the ability to hold a flank on their own and flatten anything that comes their way. Treemen Ancients are another story, they are a Lord choice that is unbelievably powerful.
Dryads are your basic Core choices, i believe they are S4 and T4, they have I6 and cause fear, they make an awesome addition to your army just on the fact that they are Core choices.
The Lords and Heroes are also very good, i have already mentioned the Ancient but the basic WE Lord can be devastating. I think one of my Lords had a huge assault movement and had something like 8 attacks on the charge at S6. Might be a bit wrong but it was close to that, still very powerful. Another awesome aspect of the Lord and Hero choices is that you can tool them up to become specialised in a specific area of your army, for example a Waywatcher Lord or Wardancer Lord.
Waywatchers look very cool, they are your "snipers". Ive never seen them get used, but ive heard they are a must have.
Overall the WE take a long time to get into, do not get turned away from them on your first battle as you are more than likely to get pwned.
Hope this helps a little.
Last edited by Too_3asy; October 24th, 2006 at 15:11.
Unlike most fantasy armies, you don't rely on ranked infantry to handle most of your combat. You have access to eternal guard, which are a solid unit, but they are still frail.
Forest Spirits, on the other hand, are beasts in combat, but they get no ranks (unless you're willing to pay for 10 treekin).
Winning with wood elves really depends on using all your units well: combat, archers, heroes, fast cav and flyers.
I'm totally onboard with Ash and the wardancers. They're my favorite unit for combat, but dryads are nothing to sneeze at.
Str 4 shooting and no movement penalty is a big deal in warhammer.
Once you start looking at kindreds, selecting heroes can be tough as there's such variety, but you can have a lot of fun with them. I've had great success with wild rider and wardancer heroes. I really like alters but am starting to think I don't like them in 7th ed. with march-blocking and targeting rules.
It's a really fun army to play, but it is different from almost every other fantasy army out there. Winning consistently takes practice.
Oh yeah, check out the pinned thread up top for "important links". The GW tacticas are a pretty good place to start.
Yeah, i was also going to say, talk to David if you want to know about WE. When i was thinking about getting back into them i went to him for guidance. His knowledge on the WE is outstanding.
The WE list has a lot of very tough beasties. Dryads, wardancers, tree kin and treemen are outstanding for combat. With support from archers they can do hideous amounts of damage to enemy units.
I love the list. The only thing that I'm not a fan of is the magic. Whilst the Athel Loren list is quite good it suffers a lot from being a cooperative list. So by the time you really want to get a spell off your opponent still has plenty of dispell scrolls left to counter you and you wont be able to get the spell off.
Thats my only beef with the WE list. Most people I know take a scroll caddy or a branchwraith upgraded to level 1 and with a cluster of radients and thats it.
That's what I've been doing, the branchwraith thing. But it really hurt last weekend against Skaven. I'm thinking about taking two lvl 2 SS's or even a weaver and singer.Originally Posted by Skarsgard
Having four lore of life spells could be keen. Or casting bear's anger from the lore of beasts on your branchwraith could be really nasty.
And I agree that Athel Loren is tricky. If you get the right spell off at the right time, it works great. And you're right that they're really good support spells, but it's one of things where all the variables have to be in place.
I've thought about taking a spellweaver with Wand of Wytch Elm and a dispel scroll and a level 1 branchwraith with clusters. This gives about 6 dispel dice with rerolls and a dispel scroll.
I've also thought about dropping the scroll for a hail of doom arrows.