WOOD ELVES: What Kind of Army Is it?
From a general view, the WE army appeals to a player wishing to avoid
direct combat, wishing to out manuever any
enemy, who would rather focus on coordinated attacks than getting stuck
in any battle for too long and who is
comfortable with a lack of core blocks of offensive units and prefers
multiple small units of special attack units all of
which must act in unison. It is one of the most unconventional armies
in WHFB.
STRENGTHS: Chariots with 4 horses (3crew),
increased archery range, ability of calvery to charge repeatedly,
treemen, wide variety of special characters, only flying calvery in
game, waywatchers hide ability, great scouting
potential, wierd and wonderful dances of wardancers and aspects of
Dryads. THE ABSOLUTE BEST
MANUEVEABILITY esp. . .in woods. Ariel!
WEAKNESSES: A very very fragile army, doomed
if the enemy controls the flow of the battle! Lack of armor, high cost
troops with low strength mean you will have few units that can really
get stuck in with orcs, dwarfs or even knights for
that matter. Strength 3 attacks save treemen (280 pts), dryads (35pts
a piece) and of course calvery and chariots.
PICKING TERRAIN: Remember WE's always add
an additional piece of terrain. There is a tendancy to always use
the extra woods to hide scouts near the enemy. Think of all the possibilities.
. .Your goal is to slow down your
opponent and to make him guess what is coming. A well placed forest
in deployment zone can have a general
wondering what you are fielding until the glorious WE charge. Rivers
are useful because they can take up to two turns
to cross, leaving lots of time to arch arch arch. Buildings are always
a plus, exp the one with the roof and battlements
from CoW, that allows archery without fear of flying creatures. Remember
that a forest can be a wonderful place to
hide from flying death heroes on mega monsters. Give yourself a chance
to combat when you are ready. Woods also
now destroy the line of sight of mages!!!!!
DEPLOYMENT: The only question you should
ask after deployment is can my opponent reasonable predict how the
battle is going to unfold because of how or what I deployed? WE's need
never to tip their hand this way. First, deploy
whatever you can in woods so that the opponent will not know what you
have fielded until YOU decide. Second, I tend
to deploy wardancers behind and slightly off to the side of an attack
unit. They can bound over and deal a devastating
attack. Against armies without shooters, think of wardancers upfront.
. .with fast moving chariots, glade riders etc
behind. . ..Start the enemy day off with shadow coil followed next
turn by a nice nice flank or read charge. Remember,
you won't have rank bonuses often set up to deliver flank or rear charges
for your main combat units. Scouts are
interesting. . .I tend to field them behind enemy lines whenever possible
because they can both attack the rear or
pepper with arrows. I would field them in my own deployment zone with
fast moving armies that field a large number
of units . . . .If you don't shoot them down the first turn you are
in trouble. SPREAD OUT in deployment. Your units are
fast, have high leadership and don't need to present concetrated targets.
Deploy so archery can be concentrated or
can cover the vast track of the board. Remember flyers can not land
in forests, protect as many archers as you can
with this fact! Most mportantly, don't be afraid to run, esp through
woods at your oppnent or away from him.
UNIT BY UNIT ANALYSIS:
CHARIOTS: WE charriots are phemoninal.
4 horses with attacks, 3 crewmen and sctyhed wheels. Yes, expensive
but worth it against armies with knights. Most armies will not be able
t shoot apart your charriots prior to their
devastating charge. Take spears for the extra strength on impact.
GLADE RIDERS: Often misunderstood. . .
.They are not good heavy calvery as their str 3 gets in the way. Their
lack
of armor suggests avoiding prolonged battles. They are at their best
delivering crushing flank attacks, feign flighting
while another unit engages and delivery another and another charge.
You can also move frenzied troops back way away from the battle line
by sneaking up on them, forcing the charge,
then feigning flight BEFORE ANY combat, and just continuing untilt
he frenzied troops play no role in the game!! Best
used to lure frenzied troops into a woods and away from the crux of
the battle, exp savage orcs with shamans . Bows
on glade riders are usually not worth the points, unless their fast
movement can take them close to an unprotected
target that is screened. Think about adding a character on a unicorn.
4+ dispell for unit AND the character can't feign
flight. Sound bad, nope, that means if the character does not flee
you will be able to recharge the next turn!!
WARHAWK RIDERS: Flying Calvery at its Finest.
Expensive and Fragile, they server the purpose of providing your
characters with a unit for "look out sir rolls" of flyers that are
calvery, so you can't just kill monster. Armed with bows
they can pick apart witch elves, etc that hide behind armored troops.
With spears they go warmachine picking. If
bolstered by characters this unit can be amazing, otherwise, leave
at home. One great use of the birds is to flank or
rear attack!!! Only one model actually needs to fight the unit being
flanked as warhawk riders are scirmishers. Be very
careful not to get driven off or flee.
WARDANCERS: Amazing troops for a variety
of special functions but definately not your main combat force! natch 4
dispel and dodge can be useful. Use 2 hand weapons. Uses: Great for
taking out character models with no armor and
relatively low toughness. 20 attacks with 5 even at str 3 on a single
character in the front rank <10 wardancers using
storm of blades> is frigtening. Shadow coil charges can set up enemy
for devastating flank and rear charges that turn
or next. Remember, enemy characters are in front rank, thus, shadow
coiling into front rank and then attacking with
treemen or dryads in flanks, rear will break most units and cause there
to be a lot less casulties to you. Woven mist is
amazing against low ld troops that stray too far from their general.
Blades of Steel I tend to avoid unless charging a
small unit. Remember str 3 attacks are not going to clear the front
rank of most units, and with toughness 3 and no
armor, after your attack you will be punished. Wardancer champions
can be fabulous character assassins. With
shadow coil ensuring they can charge and not be harmed and storm of
blades, wardancer champions ensure that
they can deliver the gem of gnar, three or four attacks of a weapon
suited to destroying your opponent. Immune
psychology with the right champion makes Wardancers perfect for harrassing
the big herohammer models.
ARCHERS: Don't undervalue these guys for
scouts. At 11 pts vs. 16 you get some bargain with BS 4 and a range of
36". Remember! short range is 18" that is simply amazing. Their ability
to form tight regiments in close combat and
use a magic standard are extremely useful. Think about a regiment with
the banner of wraith. If you were bold enough
to charge, you might face 20 shots!!!
GLADE GUARDS: For 9 pts you might be thinking
they are expensive, BUT they truley are wonderful because of their
high inititive. IF you can take the charge, round after round you will
have good attacks. Still, these troops will move no
mountains for you.
WAYWATCHERS: Best archers in game. Special
Deployment, 4+ needed to shoot at, charge or cast at them, traps!
BS 5 ensures plenty of hits. Remember traps only go off if the enemy
unit is attempting to charge the waywatchers
not just get through the woods. Hence, traps and their potential devastating
results tend to keep enemy units from
attacking the waywatchers at all. Hail of Doom Arrow is a nice item
for the Unit's champion. Pipes of Doom is
excellent against Bretonians. After all, charge them in the woods and
face traps or accept they are knocking you off
your horses turn after turn. 18pts is a bargain for these guys.
SCOUTS: Well, they are no waywatchers,
but they can really control the tempo of the game. By deploying last, you
can shoot, surprise the enemies flanks long enough so that the attacking
troops break the unit or offer the enemy the
choice, change direction and attack this threat or pursue crashing
into the battleline head-on and assume the
casulties from these dead eyes.
TREEMEN: 280pts a pop better make you think
twice about fielding too many! Str 6 is good but not amazing,
toughness 7 and the unmodifiable save really make the difference. Just
pick weak st targets and maul them. Great for
flanking as it has the wounds to destroy rank bonus. BEWARE OF FIRE.
Low init and sucep to fire make this guy
dangerous to play against war machines and casters. One of best uses
against skaven is to destroy the bell, possibly
doing that thng which dagames their eardrums and wipes out a good amount
of their troops. Against chariots, I use
the wardancers shadow coil with the treemen attacking next turn to
tree wack the structure.
DRYADS: The real beef of the wood elf attack
force. Str. 4 Toughness 4 2 attacks and 2 wounds is nice. So is a 5+
save vs magic and attacks. Aspect uses are self explanitory. I often
like to use dryads as the force that attacks my
enemy's front. Oak aspect gives WE's a rare toughness 5 or str 5 creature.
Willow can be devastating esp on flank
and rear attacks where there are no multiple attack characters. Dryads
and wardancers coordinate nicely in making
coordinated attacks. I only use the extra attack (birch aspect) on
the charge if I think that will break my enemy.
SPECIAL CHARACTERS AND USES:
Orion: Lots of Attacks for a WE, lots of
wounds, 4+ unmod save and dispel.
Orion is perfectly suited to take out knights and large monsters. Throw
the spear and watch knights drop. Solitary
characters watch out. The horn of the Wild Hunt is wonderful at chewing
up your opponent's dispells. After all, even a
ld10 unit will get scared 1 of 6 times. With the flyers of the WE's
you can count on that being lethal.
Ariel: WOW. Ariel has a 4+ unmod save and
dispel. She can fly and thus can move around to make the best use of
two of the most powerful mage items: acorns of oak of ages 12" diameter
forest (get flyers,chariots, war machines
etc caught up in the forest and they can't do anything!!!!) I once
got Thanquel and his bell stuck in this forest. If they
moved the bell would break and Thanquel would be stuck guarding a broken
bell until the end of the game. Her wand
allows you to cast one spell of hers (determined at begin of game)
free of cost each of your magic phases. Combine
this with her power to fly and you have a lot of 3 power spells coming
your way. Her wine will restore her wounds
assuring that if she does get a round of hard hth she can hold her
own. Dart is fabulous against nasty mounts and
gives Ariel a much better chance of living until she can cast some
nasty spell at the mounted hero who decided to
attack.
NAIETH: Buy her for her items. Rod allows
Ariel to have one more power card besides her wand (better stock up on
dispells). Othu for 15pts can make all the difference in getting the
shots off you need to cause panic!
THALANDOR: A General/Mage perfect for small
battles. His equipment makes it unlikely you will ever damage him
but does little to help offensively. Nice that it is a spear and you
get the +1 str when you charge. Very few normal hits
will even get through the two layers of magical saves. Nice protection
for the Eagle so Thalandor won't wind up on
foot.
Lothlann: 5+ save 12" around is not a great save esp under the one save rule. Not bad though.
Durthu: Unmod 4+save. Sprites are fun so
is this guys enormous st and toughness. FOr 90 pts though you could get
a dragon with similar stats, more attacks and a breath weapon. I leave
him at home.
WYHCHWETHYL: Wish I could take something
besides that damn drum. Being able to pick opponent is great. You
can get 4 str 4 attacks on a character fig every other round (Blades
of Steel). Dance of Doom is devastating against
such things as archers. Of course gettng wardancers to archers is a
problem. Again, I'd use a normal wardancer
champion and custom tailor the item he took to reflect my enemy.
Drycha: WOW for 60 pts 3 st 5 attacks with
a 4+ save vs weapons, spells and magic weapons. With oak aspect she
has almost the hitting power of a treeman. Her song is deadly against
such things as giants.
Skaw: What an ASSASSIN. The falcons are
wonderful at picking off enemy mages and in time will kill them. Also,
Skaw is incredible at taking a charge. (2 st 4 and 3 str 3 attacks)
all of which are first strike. Falcons ability to fight in
hth is nice. Basially, skaw is used to peg enemy wizards or other unarmored
threats. Ability to deploy with scouts
guarantees that from round 1 he will be in range to have falcons pick
off enemy's vulverable wizards and other
unarmored characters.
I'm tired and I know this is not my best work but it is a start other parts on WE's to come. . . .
Sincerely, Rich