TACTICS
STEALTH FIGHTERS IN THE WOODS
The Wood Elf army was an army I decided to lead, as soon as I discovered
it, because of two reasons. First, the look and the feeling of it, being
a shun and proud race, living in the forests, seemed right to me. The other
reason was because it seemed like great gameplay requiring something more
than usual regarding tactical planning and executionary warfair...
It's not an easy army to play, and you will need an extra edge of tactical
superiority to be a successful Wood Elf General.
SURPRISE THEM, OUTMANOVRE THEM, WHILE SHOOTING
THEM
One of the advantages of the army, is obviously the manouvreability,
especially in the dense forest, but likewise in other difficult terrain,
since a lot of your troops are able to skirmish and/or fly. The Glade Riders
got an option to skirmish, likewise the Scouts and Waywatchers. And the
Wardancers are always in skirmish formation, without suffering from the
normal penalties from skirmishing.
Another advantage is the missile firepower, with longbows being able
to reach 36 inches, and having a -1 Save modifier, unique qualities in
the Warhammer world.
The third major advantage is being able to ally with the trees and
their spirits, using the hardhitting and tough Dryads with their ability
to shapeshift and the monstrous Treemen, both coming from your regiment
allowance.
You also got great flying cavalry, the Warhawk Riders. When supported
by a a Mage on a Great Egle they could be used as harrassing troops with
longbows. Or used together with a Hero on a Griffon or similar, as hardhitting
troops, with lances and a save of 4+ with shields and light armour.
PROTECT YOUR MAGES
The magic abilities are an advantage too, that is if you can afford
a level four mage, since they are the only ones able to use High Magic,
and getting it's advantages, like using Power Cards as Dispel Cards and
a superiority in levels when casting spells. You are also able to protect
your mages quite well, by using Protective Tatoos (5 points), giving 2+/5+
Save for missile fire/hand-to-hand combat.
Further more you are able to put your mages, and other characters,
on the only flying steed available, the Warhawk, conferring a +1 Save.
Alternatively you can use the fast Elven Steed (with a +2 Saving modifier,
when barded), the Great Eagle (coming in for only 75 points with 2 Attacks,
3 Wounds, WeaponSkill 7, Strength 5 and Toughness 4) or the powerful Unicorn,
being able to dispel the enemies magical attacks on 4+ on a D6. Lot's of
great choices!
SKILLFUL WARRIORS WITH LACK OF STRENGTH
Then there are some downsides... The elves aren't known for being strong
or having a great toughness. Neither does Wood Elves. And they don't have,
like the Dark Elves and High Elves, the possibility to use halberds and/or
two handed weapons. Another difference is the lack of heavy armour, leaving
you with a 5+ Save for infantry, and a 3+ Save for cavalry with barding.
So you have to be sure, you are the one who chooses where and when to fight,
and to use your troops possibilities to the maximum, like combining the
whirling dances of the Wardancers with the Glade Riders Feigned Flight,
or the Dryads shapeshifting with the hammering Treeman.
As a Wood Elf General you do have the Dryads, the toughest elven infantry
there is, with possibilities to get Strength 5 and Toughness 5, but then
they aren't cheap, at 35 points each, and can't be fielded in large regiments,
neither can they use standards or musicians.
The Dryads shapeshifting makes up for these downsides though, and I
even been successful against five charging Chaos Knights and a Chaos Knight
General, with six Dryads, keeping them occupied for a turn before successfully
managing to drive them away, fleeing.
You're also well protected against your enemies magical attacks, as
the Dryads got a natural magical save of 5+ (also against missiles, ordinary
and magical weapons), the Wardancers got Talismanic War Paint to ward off
hostile magic, giving the unit a dispel on 4+ on a D6, and the ability
to field Unicorns.