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Wood Elf Tactics

Here is an analysis of all the Wood Elf units, characters, etc. --------------------------CHARACTERS-------------------------

The General

The general is the leader of your army. The way I see it you have two options when choosing your army's general:A)Equip him as a leader. B)Equip him as a hand to hand character. If you choose A I would suggest giving him items like The Crown of Command,Horn of Urgok, etc. and then give him a protective magic item. A hand to hand general would do well with a magic weapon like a Blade of Leaping Bronze or Deathsword and a Protective magic item. If you have a defensive army that relies on shooting I would suggest the Bow of Loren, Hail of Doom Arrow, and a Strength Potion. Always give your general normal weapons and armor to give him extra protection. A good place for your general is at the center of your army so his leadership will effect as many troops as possible. Also, remember that even though your general is tough he will not stand much of a chance against things like a Black Orc Warlord, a Chaos Lord, or even a Dwarf Lord with some runes. If your general is challenged by these hand to hand behemoths decline the challenge. Remember, if your general dies everything in your army has to take a panic test and with a leadership of eight 1/4 of your units will usually flee. In general, stick your leader in one of your core units to keep their morale up and give them an edge in hand to hand.

Heroes

The Hero is a very flexible character in the Wood Elf Army. I always try to leave room for at least one hero in my army. You can use them as leaders for your hard-hitting units to give them a leadership bonus or some extra punch in hand to hand combat. Some places I would suggest putting heroes are on Great Eagles or Warhawks or in a unit of Glade Riders. One of my favorite tactics with the hero is to give him the Power and Battle Stones of Le Marquis and then stick him in a unit of Glade Riders or Wardancers. Coupled with the Whirling Death dance each Wardancer will get 4 strength 4 attacks, not to shabby. A unit of Glade Riders would have each horse dealing 2 strength 4 attacks and each rider 2 strength 6 attacks (with a lance).

Champions

While some of the White Dwarf crew have said that every regiment in warhammer should be led by a champion with Wood Elves I feel that that's not the case. At 48 points they don't have any real power and they are boring to use. The one place I think they serve a purpose is with an archer regiment. Give that champ the Hail of Doom Arrow and with a BS of 5 he will be a major one shot weapon. They also are useful if you want someone to accept challenges for your general, or if you are tight on points and you need something with a S4 to lead your units.

Battle Standard Bearer

The Battle Standard Bearer is very weak. He has a toughness 3 and only 1 wound so if he is attacked even by RNF he will probably die. If he dies you give up an extra victory point plus the normal point cost. Be careful when using him! One place I would suggest getting one is with a regiment of Glade Riders. You will get 2 standards which is very nice. You can also put him in a unit that can't normally get standards such as Dryads or Warhawk Riders.

Wardancer Champion

The wardancer champion is bred for combat. These guys have some serious hitting power. I would suggest giving them a sword then adds to attacks or strength. My favorite magic item for these guys is a strength potion. For 10 points they can get 4 S7 attacks which is not bad at all. Use Storm of Blades and you can get 3 S7 attacks on a character in an enemy regiment. With a WS of 6 these guys will hit most characters on a 3+ and wound on a 2+ which can kill an enemy hero pretty easily. They are also great at acceptting challenges. They can hold any character up for a turn with Shadows Coil while some other units break the regiment the character's with.

Mages

There are 4 different levels of mages. Level 1 mages I only use in a few instances:As a carrier of the Black Gem(you can mount them on a warhawk and have them fly into the character you want to subdue)As a mage to keep the winds of magic roll at 2d6 against dwarfs, or as a carrier of the Heart of Woe. With the heart of woe they only have a one inch radius so it's not very good. The only reason I can see for wanting a mage champion is to get the Heart of Woe a 2" radius. Master Mages are the weakest main mage you can have. They are perfect for 2000 point battles. Mage Lords I suggest for above 2000 points. As for magic items I always have at least one dispel scroll in my army, usually two. The skull staff is great for dispelling and finding the enemies pesky magic items. Other useful items are the Rod of Power, Power and Spell Familiars, Potion of Knowledge, Power Scrolls, and the Wand of Jet. The way I use my mages are as artillery. My favorite magic deck is Amber. I love the spells like Awakening of the Woods, Flock of Doom, and Tangeling Thorn. Remember, a lot of those high toughness creatures in the enemy army you have no war machines to destroy. I use magic to do that. Some people say you should keep your mages out of h-t-h while others say you should keep them in the front lines. I like to have my mages lead one of of my main attack units because a Master Mage has 2 attacks at S4 which is not that bad.

------------------------REGIMENTS-------------------------

Chariots

Chariots are a fast, hard-hitting unit in the wood elf army. They are great units that that pack a hard hit. I always get them scythed wheels because if you charge a unit and you have scythed wheels you are guranteed at least 3 S7(without them you could only get 1 S7) hit which could mean the difference between breaking a unit or being broken. I recommend getting the crew spears to enhance their strength. As for getting the extra crewman if you are facing armies with very accurate or massed missle fire. If you face Chaos, Undead, Scaven, or Brettonia there is not much need the extra crewman. Longbows are useful for letting the crew do some damage when their coming up the field, but javelins are useless. They have as much strength as a longbow and a shorter range. Also, in Phoenix Knight's Tactica he brings up the point that if you are in range of a javelin throw you are in charge range! A few last reminders are:Chariots can get magic standards which can be useful and you don't have to pay 2x a RnF troop to get it, and chariots can carry a character which gives them protection and a high movement.

Glade Riders

The Glade Riders are a very versitle unit. You can arm them as light calvary, missle calvary, or medium calvary. First, I will explain their light calvary mode. If you plan to use them as light calvary arm them with lances, but don't give them any more armor so they are still fast calvary. Don't use them to charge a unit alone-they are too weak. Their job is to ride around the enemies flanks and then charge them in the rear or flank when your main units charge the front. With this coordinated attack you should be able to break most enemy units. When I started to look at the missle calvary aspect of the Glade Riders I thought they stunk compared to Dark Riders (and now Ellyrion Reavers):they can't fire&flee,they suffer -1 to hit when moving and shooting like normal missle troops, and they can't do a march move before the game starts. I didn't plan on using them until I figured out that Glade Riders can fire&flee in a sense and have other good abilities. If the enemy charges you stand&shoot and then before h-t-h starts do a feigned flight! Although you have to pass a leadership test this still is a good move. Also, they are extremely fast since they suffer no penalties for moving through woods and other terrain when they skirmish which makes them very mobile. If you plan on fielding Glade Riders as medium calvary get them lances and all the armor you can. Get them a magic standard-my favorites are the Banner of Might and the Standard of Shielding. You can try using them to charge enemy units alone, but I have found they still need the support of a chariot or treeman. A few tactics that work with Glade Riders are getting them lances and themn charge a regiment. After a turn of h-t-h feigned flight and then charge them again! You can do this many times before your opponent will find a way to counter it. Also you can use the Glade Riders to set a trap. Charge an enemy unit and then feigned flight. The enemy has to chase you so you can lead them straight into a position where they can be charged by your treeman and chariots. This move can also be done to keep a unit away from the main fight. Charge the unit in the rear, feigned flight and the unit will end up chasing the Glade Riders back towards their own table edge.

Archers

Archers are the closest thing to a "core unit" in the Wood Elf Army. You can have as many of them as you like and each regiment can have a magic standard. Most wood elf players either use scouts, or archers as their main shooting regiment. I don't have a preference, but almost all my armies have a regiment of archers. Archers have some advantages over scouts, however. Firstly, they are 5 points cheaper so you could have 16 archers for about the same price as 10 scouts. This means you will be rolling more dice to shoot each turn. I suggest putting your archers on a hill so they can see the entire field. While on the hill they also get a +1 combat bonus and can deploy in two ranks and all the archers can shoot. As for magic items magic banners are useful for archers. Some of my favorites are the Banner of Wrath, Firestorm Icon(Although it is not very "in theme" for a Wood Elf Army), War Banner, and Valorous Standard. I would avoid putting characters in archers units because they are very easy to break so they charcter could flee with the regiment and be cut down. One exception is a champion with the Hail of Doom Arrow, Sky Arrow, etc.

Glade Guard

These warriors are wimps. They are expensive and mediocre fighters. A Black Orc is a better fighter and is 5 points less! They have low toughness and strength and a pathetic save. Their main(and possibly only)advantage is that they're the only unit you have that can be formed into a block regiment. On the plus side, they have a high initiative and can fight in two ranks. If you do get them set them up so they get the maximum rank bonus with a standard and a hero. I suggest getting them a magic standard such as the Banner of Defiance or the War Banner.

Warhawk Riders

Warhawk Riders are your best calvary. Their main advantage is speed! Use them to take out war machine crews on turn 2, or to charge an enemy in the rear when it's engaged in h-t-h with your dryads and treemen. They also can be used to take out missle troops, light calvary, and skirishers. I also use them to draw out night goblin fanatics. If the goblin regiment is near a wood, or near and enemy unit land your warhawks between the night goblins and a wood or enemy unit. If the fanatics hit the wood they will die, and if they go through your warhawks they could go into an allied unit(like Black Orcs). I would advise against making your warhawks your main attack unit. If you really want to here are some suggestions:Give them the battle standard bearer w/the banner of might or dread banner, give them a few characters, and have a hero with the power and battle stones.

Wardancers

Wardancers are one of the best units in your army. They are immune to psychology so you can use them to tie up big monsters and they have a dispel which means you don't have to give them the amulet of fire to protect them form magic. They also have a unmodified save which can be improved by a shield. I wouldn't suggest the shield since the wardancers need the attack and are expensive enough already. I usually put them in regiments of 5-10 and hide them behind a Treeman, Dryads, etc. so they can't be killed by missle fire. Then I have them jump over their protector and attack the flank of an enemy regiment. If you are fighting dark elves or skaven (or any other army with assassins, I don't think there is) use shadows coil on the first turn to draw out the assassin's first attack. A few last pointers: get them a champion! He can challenge enemy characters and then shadows coil em'. He also can wound enemy units better with his S of 4. Secondly, watch out when you use them to attack units alone. They only have a S of 3 and will struggle to wound high toughness targets and could very well lose combat. Try to have a treeman, chariot, or Dryads help the wardancers. Finally, remember that wardancers can get a standard. This could mean the difference between fleeing and staying in combat for another turn.

Treemen

Treemen are the hardest hitting unit in the Wood Elf Army. They are invulnerable to S3 attacks so stick your wardancers behind it and they can't be mowed down by missle fire. Treemen have many special abilities which are useful. Rooted to the Spot allows treemen to charge units of Skaven and not have to take a break test even though they have ranks and a standard. Tree Whack is great for taking out chariots and other warmachines. Whenever you play Greenskins remember that your Treemen hate them. I usually get only one Treeman unless I'm playing 3000+battles.

Scouts

Scouts are some players main choice for shooting regiments. I have seen some wood elf players use a unit or two of 8-10 wood elf scouts as their shooters rather than archers. I feel this works as well as 30-40 archers, so you make the call. They are great at taking out war machines and can pick on enemy skirmishers and archers. Be careful though when picking on enemy missle troops. If they have a standard, ranks, or toughness greater than 3 just shoot at them! They also can be used to draw your opponents units away from the main combats. This works especially well on frenzied troops who have to chase you. After they charge, flee and the enemy will get slowed down by any terrain you are in. Scouts are also great for a flank charge on enemy units in h-t-h with your dryads, wardancers, etc. Remember, that if it looks like an enemy unit is about to charge your scouts and they have ranks and a standard, don't worry. Move the scouts out of the enemies 90 degree area of sight and they can't charge you. After you move, shoot because skirmishers can march and shoot.

Waywatchers

Waywatchers get the Scout's abilities plus the abilities to hide and set traps for an extra two points. This is a great deal. Put Waywatchers in in the way of enemy unit and they will have to move around them, thus slowing them down, or charge them setting off the traps. Waywatchers, like Scouts main jobs are to slow enemy, disrupt his/her plan, and kill war machines. Use them to do those jobs and they will be very useful.

Dryads

Dryads are your elite attack troops. They are my favorite troop in the Wood Elf Army for a few reasons:They are viscious in hand to hand, can survive to get into hand to hand, and are fun to paint. I got a unit of ten done in 2 weeks without too many hours in and I think they look great. They are best used in units of 5-10. Try to get them in 8-10 so they'll get a rank bonus. I am going to try a unit of 12 so they'll get +2 rank and see if it's worth it. Their shape-shifting apsects are self explaintory so I won't bore you with an explaination. I will often stick my general in a unit of dryads to give him protection. This has seemed to work many times. Stick a unit of wardancers behind them for protection and then jump over the dryads and attack. Try to team up the Dryads with a treeman.

Email: ppine@worldnet.att.net