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Knoffles
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This thread will be a compilation of several guides created by/from the below players/sources. Most views expressed are theirs and I have attempted to blend them into a coherent document, though I have rewritten most of the initial posts breaking down the army book choices. After the first post, I won't attribute sections to individual creators.
The below list has links to the individual posts in the thread
POST 1 – Introduction to Wood Elves and Army Special rules
POST 2 – Equipping your army. WE Armory and magic items
POST 3 – Magic
POST 4 – Special Characters
POST 5 – Lords and Heroes
POST 6 – Mounts
POST 7 – Core
POST 8 – Special
POST 9 – Rare
POST 10 – Wood Elf Character Loadout Tactics - Rex Foote
POST 11 – The Lord and the Weaver: Wood Elf Generals - Rex Foote
POST 12 – Treemen Tactics by EdmondJ
POST 13 – Dryad Tactics by EdmondJ
POST 14 – Army Composition & Tactics
POST 15 – Character Builds compiled by NonnoSte
POST 16 – A Tactica All of its Own: The Hail of Doom Arrow - Rex Foote
POST 17 – Wood Elf Tactics - Dice of Doom
POST 18 - Sethayla Style Army by Unicorn
POST 19 - Warhawk Riders by Akaba
POST 20 - ETC 2014 Wood Elf Lists by Rafael
POST 21 - Magic Arrows and Probabilities by Knoffles
Contributors
It’s worth noting that a number of the blogs have multiple articles on them (and often battle reports) and I haven’t linked every individual post below (not least because I didn’t use them all). I mention it, as you may want to visit them and have a search for additional thoughts and insights.
Warhammer Truthiness - warhammertruthiness.blogspot.com/2014/05/wood-elf-army-book-review.html
The Hoodling - hoodlinghole.blogspot.com/2014/05/warhammer-wood-elves-8th-edition-review.html
Dice Odessey (Rex Foote) - thediceodyssey.blogspot.com/2014/05/pierce-armour-wood-elf-review-part-1.html + thediceodyssey.blogspot.com/2014/07/all-colours-of-magic-wood-elf-magic.html
EdmondJ - asrai.druchii.net/viewtopic.php?f=43&t=28052 + asrai.druchii.net/viewtopic.php?f=43&t=28005
NonnoSte - asrai.druchii.net/viewtopic.php?f=43&t=28492
1d4chan - 1d4chan.org/wiki/Warhammer/Tactics/8th_Edition/Wood_Elves
The Dice Abide - www.thediceabide.com/2014/05/wood-elf-tactics-magic-arrows-and-core/
Dice of Doom - diceofdoom.com/blog/2010/09/warhammer-wood-elf-strategy-part-3-tactics/
Unicorn - asrai.druchii.net/leaf/viewtopic.php?f=3&t=24&hilit=Sethalya&sid=a6054dcbe8315f820f5834ee2e3103a1
Akaba - asrai.druchii.net/leaf/viewtopic.php?f=8&t=39&sid=5f5bf3320a4d5ccd18fc76457d4e1ddb
Rafael - raffazza.blogspot.com/2014/07/micro-3-wood-elves-at-etc.html?m=1.
Knoffles – that’s me!
Why Play Wood Elves
Wood Elves have been redone and almost completely rewritten since the last book. Everything has been turned on its head and old Wood Elf players have to adapt to the new changes. However they have recently not only reclaimed the title of being the fastest army but being arguably the best shooting army too. Wood Elves appear to be of equal parts of light and dark outlooks. They are the middle ground for elves. This is shown by them having magic arrows which are keyed to wounding forces of order and destruction respectively and with their best wizards having access to High and Dark magic (note they still count as a force of order, rather than neutral with ogres and tomb kings. I think this is a bit of an oversight - knoffles). Wood Elves still have access to their old free wood.
Wood Elves are an army almost completely made up of trees, bowmen, or fast cavalry. They rely on speed, shooting and picking their fights. Wood elves still lack war machines but have in exchange a megaton of poisoned weaponry.
The name of their game is speed and manoeuvrability. By the end of turn 2 you can be behind the enemy lines, ready to unleash deadly coordinated flank charges, and against slower armies you can quite simply run circles around your enemies. They have some of the best archers in the game however possibly greatest strength is not in their shooting, but in their prowess fighting in forests. They combine the best of both High Elves & Dark Elves when defending areas of wood. They are formidable in combat but lack staying power. You will need to use your maneuverability to ensure that you win the first combat resolution. If the elves get bogged down, they will quickly end up on the losing side.
Lastly, they have the widest variety of spells to choose from amongst the three Elf factions.
The Wood Elves require perhaps the most skill and nuance to play well, but this directly translates into them also being one of the most rewarding armies to play. Plus they're bad ass vengeful guardians of the forest, so that's pretty cool too.
Be warned that they aren't a good starter army.
In short, play Wood Elves if you want to play an army that requires a lot of skill, strategy and tactical thought to do well. You can't rely on Armor nor Warmachines or crazy shenanigans. Only a quick aim, a steady eye and a hungry forest will aid you in Athel Loren.
Fluff changes
It is worth mentioning that the wood elves have undergone a slight change in fluff in 8th. They have gone from being another ‘good’ race of elves to now falling in a grey area, half way between High and Dark elves. If you read the time of legends books, you find out they were originally make up of a combination of both High and Dark elves that remained behind in the old world after the war of the beard.
Introducing the world roots as a way of the wood elves being more involved in the world (or a reason how they can be found everywhere) is interesting but the bit about how Ariel learnt Dark Magic from Morathi seems a bit of a stretch (even if it’s the basis of how they get dark magic as an option but I get a head of myself).
Army Special Rules
Wood Elves have four new army rules. They are the following:
Blessings of The Ancients: Any model with this special rule (IE your wizards) gets a +1 to all casting attempts if they are inside a forest. ONLY when they're in a forest. (Note this is casting not dispelling).
The full list of models that have this rule are: Spellweaver, Spellsinger, Shadowdancers, Branchwraiths, Treeman Ancients, Durthu, and Drycha
Forest Spirit: Models with this rule has Forest Strider, Magical Attacks and Immune to Psychology special rule and a 6+ ward save. A weaker save, but no longer mundane like in the previous army book. Mounts do not get the ward save (unless the mount has the rule itself).
The full list of models that have this rule are: Unicorns, Great Stags, Dryads, Branchwraiths, Tree Kin, Treemen, Treeman Ancients, Forest Dragons, Durthu, Hounds of Orion, Drycha and Ceithin-Har
Forest Stalker: Models with this rule have the Forest Strider special rule. If at least half of a unit with this rule is inside a forest, it will be able to do the following:
• They may fire with one more rank. For the purpose of Volley Fire, this means a full three ranks may shoot, before you have to round down the following ranks.
• They may fight in close combat with one extra rank than normal, just like High Elves. This is cumulative with other similar effects.
• They may reroll to wound any rolls of 1 in close combat, just like Dark Elves. Their mounts, however, may not.
Basically, in terms of special rules, all your elves are worse than high elves and dark elves in the open, but equal to both of them combined while in forests. (In truth Eternal Guard are more effective than Spearelves/Dreadspears, Glade Guard beats HE Archers and Glade Riders are Ellyrian Reavers on steroids; but they all cost much more. Model for model - WE are better. Point for point - WE are worse.)
The full list of models that have this rule are: Glade Lord, Glade Captain, Spellweaver, Spellsinger, Eternal Guard, Glade Guard, Deepwood Scouts, Glade Riders, Warhawk Riders, Wildwood Rangers, Wardancers, Shadowdancers, Sisters of the Thorn, Wild Riders, Waywatchers, Waystalker, Orion, Araloth and Naestra & Arahan
Ambush of the Worldroots: You may place a single forest (of any type, you decide) anywhere on your half of the table. It must be placed before any units are deployed. It must be wholly within your half of the table. If it can't fit, move the other terrain pieces to make room. If it still can't fit, or you're in a scenario where you don't have a deployment zone, you don't get a forest.
Note: the precise wording of the rule is "This forest is not mysterious terrain - declare its type when you place it"
So you get to choose the type of this forest rather than rolling when a model enters it.
• Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won't grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks.
• Abyssal Wood imposes no penalties and serves as a perfect place to station your Glade Guard, Eternal Guard or Wildwood Rangers. Fear will grant them an edge in melee (which all WE badly need), and luring an enemy far enough into the Abyssal Wood will give it Fear as well - directly empowering your Rangers when hacking them. An Abyssal Wood with a bunch of Rangers stationed in it (with just enough space to accommodate an enemy unit) can be quite effective in a choke-point.
• The other woods should NEVER be considered for two reasons:
1) Strider only stops Dangerous Terrain checks, so Abyssal Wood/Venom Thicket are the only forests you can survive in while still doing damage to your enemies.
2) You don't really want to use your guaranteed forest just as a barrier. You want to stand in it and gain bonuses distilled from High Elf and Dark Elf tears.
• The most obvious tactic for this is to chuck one in the middle of your Glade Guard. However, for an interesting option, to cater towards more close combat orientated armies, you can stick it between your big unit of Eternal Guard, etc and the most likely enemy deployment to mitigate a lot of return shots and hopefully force a fight in the woods. Or simply hamper the enemies movement towards you, forcing them to trudge through the forest or having to split around it.
Extra Wood elf pointy bits: Ok as you may have guessed, this is not an official special rule but pretty much everything wood elf comes with Armour Piercing (AP) built in, whether the weapon is of the ranged or melee variety.
The below list has links to the individual posts in the thread
POST 1 – Introduction to Wood Elves and Army Special rules
POST 2 – Equipping your army. WE Armory and magic items
POST 3 – Magic
POST 4 – Special Characters
POST 5 – Lords and Heroes
POST 6 – Mounts
POST 7 – Core
POST 8 – Special
POST 9 – Rare
POST 10 – Wood Elf Character Loadout Tactics - Rex Foote
POST 11 – The Lord and the Weaver: Wood Elf Generals - Rex Foote
POST 12 – Treemen Tactics by EdmondJ
POST 13 – Dryad Tactics by EdmondJ
POST 14 – Army Composition & Tactics
POST 15 – Character Builds compiled by NonnoSte
POST 16 – A Tactica All of its Own: The Hail of Doom Arrow - Rex Foote
POST 17 – Wood Elf Tactics - Dice of Doom
POST 18 - Sethayla Style Army by Unicorn
POST 19 - Warhawk Riders by Akaba
POST 20 - ETC 2014 Wood Elf Lists by Rafael
POST 21 - Magic Arrows and Probabilities by Knoffles
Contributors
It’s worth noting that a number of the blogs have multiple articles on them (and often battle reports) and I haven’t linked every individual post below (not least because I didn’t use them all). I mention it, as you may want to visit them and have a search for additional thoughts and insights.
Warhammer Truthiness - warhammertruthiness.blogspot.com/2014/05/wood-elf-army-book-review.html
The Hoodling - hoodlinghole.blogspot.com/2014/05/warhammer-wood-elves-8th-edition-review.html
Dice Odessey (Rex Foote) - thediceodyssey.blogspot.com/2014/05/pierce-armour-wood-elf-review-part-1.html + thediceodyssey.blogspot.com/2014/07/all-colours-of-magic-wood-elf-magic.html
EdmondJ - asrai.druchii.net/viewtopic.php?f=43&t=28052 + asrai.druchii.net/viewtopic.php?f=43&t=28005
NonnoSte - asrai.druchii.net/viewtopic.php?f=43&t=28492
1d4chan - 1d4chan.org/wiki/Warhammer/Tactics/8th_Edition/Wood_Elves
The Dice Abide - www.thediceabide.com/2014/05/wood-elf-tactics-magic-arrows-and-core/
Dice of Doom - diceofdoom.com/blog/2010/09/warhammer-wood-elf-strategy-part-3-tactics/
Unicorn - asrai.druchii.net/leaf/viewtopic.php?f=3&t=24&hilit=Sethalya&sid=a6054dcbe8315f820f5834ee2e3103a1
Akaba - asrai.druchii.net/leaf/viewtopic.php?f=8&t=39&sid=5f5bf3320a4d5ccd18fc76457d4e1ddb
Rafael - raffazza.blogspot.com/2014/07/micro-3-wood-elves-at-etc.html?m=1.
Knoffles – that’s me!
Why Play Wood Elves
Wood Elves have been redone and almost completely rewritten since the last book. Everything has been turned on its head and old Wood Elf players have to adapt to the new changes. However they have recently not only reclaimed the title of being the fastest army but being arguably the best shooting army too. Wood Elves appear to be of equal parts of light and dark outlooks. They are the middle ground for elves. This is shown by them having magic arrows which are keyed to wounding forces of order and destruction respectively and with their best wizards having access to High and Dark magic (note they still count as a force of order, rather than neutral with ogres and tomb kings. I think this is a bit of an oversight - knoffles). Wood Elves still have access to their old free wood.
Wood Elves are an army almost completely made up of trees, bowmen, or fast cavalry. They rely on speed, shooting and picking their fights. Wood elves still lack war machines but have in exchange a megaton of poisoned weaponry.
The name of their game is speed and manoeuvrability. By the end of turn 2 you can be behind the enemy lines, ready to unleash deadly coordinated flank charges, and against slower armies you can quite simply run circles around your enemies. They have some of the best archers in the game however possibly greatest strength is not in their shooting, but in their prowess fighting in forests. They combine the best of both High Elves & Dark Elves when defending areas of wood. They are formidable in combat but lack staying power. You will need to use your maneuverability to ensure that you win the first combat resolution. If the elves get bogged down, they will quickly end up on the losing side.
Lastly, they have the widest variety of spells to choose from amongst the three Elf factions.
The Wood Elves require perhaps the most skill and nuance to play well, but this directly translates into them also being one of the most rewarding armies to play. Plus they're bad ass vengeful guardians of the forest, so that's pretty cool too.
Be warned that they aren't a good starter army.
In short, play Wood Elves if you want to play an army that requires a lot of skill, strategy and tactical thought to do well. You can't rely on Armor nor Warmachines or crazy shenanigans. Only a quick aim, a steady eye and a hungry forest will aid you in Athel Loren.
Fluff changes
It is worth mentioning that the wood elves have undergone a slight change in fluff in 8th. They have gone from being another ‘good’ race of elves to now falling in a grey area, half way between High and Dark elves. If you read the time of legends books, you find out they were originally make up of a combination of both High and Dark elves that remained behind in the old world after the war of the beard.
Introducing the world roots as a way of the wood elves being more involved in the world (or a reason how they can be found everywhere) is interesting but the bit about how Ariel learnt Dark Magic from Morathi seems a bit of a stretch (even if it’s the basis of how they get dark magic as an option but I get a head of myself).
Army Special Rules
Wood Elves have four new army rules. They are the following:
Blessings of The Ancients: Any model with this special rule (IE your wizards) gets a +1 to all casting attempts if they are inside a forest. ONLY when they're in a forest. (Note this is casting not dispelling).
The full list of models that have this rule are: Spellweaver, Spellsinger, Shadowdancers, Branchwraiths, Treeman Ancients, Durthu, and Drycha
Forest Spirit: Models with this rule has Forest Strider, Magical Attacks and Immune to Psychology special rule and a 6+ ward save. A weaker save, but no longer mundane like in the previous army book. Mounts do not get the ward save (unless the mount has the rule itself).
The full list of models that have this rule are: Unicorns, Great Stags, Dryads, Branchwraiths, Tree Kin, Treemen, Treeman Ancients, Forest Dragons, Durthu, Hounds of Orion, Drycha and Ceithin-Har
Forest Stalker: Models with this rule have the Forest Strider special rule. If at least half of a unit with this rule is inside a forest, it will be able to do the following:
• They may fire with one more rank. For the purpose of Volley Fire, this means a full three ranks may shoot, before you have to round down the following ranks.
• They may fight in close combat with one extra rank than normal, just like High Elves. This is cumulative with other similar effects.
• They may reroll to wound any rolls of 1 in close combat, just like Dark Elves. Their mounts, however, may not.
Basically, in terms of special rules, all your elves are worse than high elves and dark elves in the open, but equal to both of them combined while in forests. (In truth Eternal Guard are more effective than Spearelves/Dreadspears, Glade Guard beats HE Archers and Glade Riders are Ellyrian Reavers on steroids; but they all cost much more. Model for model - WE are better. Point for point - WE are worse.)
The full list of models that have this rule are: Glade Lord, Glade Captain, Spellweaver, Spellsinger, Eternal Guard, Glade Guard, Deepwood Scouts, Glade Riders, Warhawk Riders, Wildwood Rangers, Wardancers, Shadowdancers, Sisters of the Thorn, Wild Riders, Waywatchers, Waystalker, Orion, Araloth and Naestra & Arahan
Ambush of the Worldroots: You may place a single forest (of any type, you decide) anywhere on your half of the table. It must be placed before any units are deployed. It must be wholly within your half of the table. If it can't fit, move the other terrain pieces to make room. If it still can't fit, or you're in a scenario where you don't have a deployment zone, you don't get a forest.
Note: the precise wording of the rule is "This forest is not mysterious terrain - declare its type when you place it"
So you get to choose the type of this forest rather than rolling when a model enters it.
• Pick a Venom Thicket since your entire army (except Eagles) ignores Forest DT tests, but do notice that a Venom Thicket won't grant Poisoned Attacks to your shooting attacks. The rulebook specifically states that Poisoned Attacks from Venom Thicket only applies to close combat attacks.
• Abyssal Wood imposes no penalties and serves as a perfect place to station your Glade Guard, Eternal Guard or Wildwood Rangers. Fear will grant them an edge in melee (which all WE badly need), and luring an enemy far enough into the Abyssal Wood will give it Fear as well - directly empowering your Rangers when hacking them. An Abyssal Wood with a bunch of Rangers stationed in it (with just enough space to accommodate an enemy unit) can be quite effective in a choke-point.
• The other woods should NEVER be considered for two reasons:
1) Strider only stops Dangerous Terrain checks, so Abyssal Wood/Venom Thicket are the only forests you can survive in while still doing damage to your enemies.
2) You don't really want to use your guaranteed forest just as a barrier. You want to stand in it and gain bonuses distilled from High Elf and Dark Elf tears.
• The most obvious tactic for this is to chuck one in the middle of your Glade Guard. However, for an interesting option, to cater towards more close combat orientated armies, you can stick it between your big unit of Eternal Guard, etc and the most likely enemy deployment to mitigate a lot of return shots and hopefully force a fight in the woods. Or simply hamper the enemies movement towards you, forcing them to trudge through the forest or having to split around it.
Extra Wood elf pointy bits: Ok as you may have guessed, this is not an official special rule but pretty much everything wood elf comes with Armour Piercing (AP) built in, whether the weapon is of the ranged or melee variety.