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==Why Play Wood Elves== *Cause you're tired of tree hugger jokes. *You have a need, a need for speed, and would rather not side with that [[Slaanesh|crazy sense-freak Daemon god to get it]]. *Rather than blot out the sun you want to light the sky with hundreds of magical arrows. *You love the parts from Lord of the Rings where Ents get shit done. Or you saw the Elves in Lord of the Rings and thought "yeah, that's cool...but wouldn't it be cooler if they had dragons, psycho tree-men, and [[Zoat|lizard centaurs]]?" *Because you want the world to learn of your peaceful ways, by force. *You really have a hard-on for <s>The Vietcong</s> sneaky militias that sneak through the enviroment instead of taking the enemy head on. ===Pros=== *'''Sheer Speed''' - The majority of your army is quite fast. Even the most basic infantry available to you, Eternal Guards, will outpace a significant portion of the footsoldiers available to most other armies. You'll be able to dance around the plodding pace of slower armies like the <strike>dwarves</strike> Dwarfs <sub>(that's a grudgin')</sub> or Lizardmen. Even fast races such as Beastmen will have trouble keeping up with your mounted units and flying monsters. *'''Excellent Missile Infantry''' - The Wood Elves have an abundance of fantastic missile units. Ranged infantry, cavalry, flyers, lords, heroes with access to dedicated poison, anti-armor, magic or rapid fire missiles gives you immense flexibility against any threats you may face. With the new DLC, the Wood Elves have perhaps the single best ranged Legendary Lord(s) in the game in the form of the Sisters of Twilight, who are capable of not only dealing heavy single target damage but also horde clearing shots from their unique bows. *'''Savage Melee Combatants''' - Wood Elves have access to some pretty heavy-hitting, if squishy infantry options that can scythe through hordes like lawnmowers. Additionally, Wild Riders are capable of dealing some of the most damaging charges in the game thanks to their ''immense'' charge bonus. The new Great Stag Knight unit hits even harder on the charge, and moves even faster. *'''Micro Intensive''' - For experienced players looking for more a more dynamic faction, Wood Elves will prove quite interesting indeed. Due to the design philosophy of their army, players will need to keep on their toes and constantly be shifting a majority of their army about the battlefield to get the most out of them, more so than pretty much any other faction. *'''Playing tall''': True to their nature, aquiring huge tracts of land is of little interest or benefit to the Wood Elves. This makes managing your forces a hell of a lot more manageable. It also mitigates the tediousness of managing dozens upon dozens of settlements in the late game, sparing you a ''lot'' of "Settlement Upgrade Available" notifications every other turn. *'''Diplomacy''' - Wood Elves don't get along with Chaos, Skaven, or Vampires, but they can ally with pretty much anybody else and hire their units with allied recruitment. Ideally, you'll want to cultivate allies to protect the lands around your magic forests so you can fuck off through the worldroots to grab a magical forest elsewhere. ===Cons=== *'''Fragile''' - The Wood Elves are debatably ''the'' frailest overall faction in the game. A few niche units like the Tree Kin or Treemen can hold their own in prolonged fights, but the rest of your army will wither away in a sustained assault. A successful Wood Elf army must strike with surgical precision and do so swiftly and from afar. Because of this constant skirmishing, Wood Elves are arguably the most difficult race to play, as they require the most micromanagement on the battlefield. **'''Micro Madness''' - A bit of an elaboration on the prior point, to the newer player, you may struggle to keep up with all the maintenance most Wood Elf units require to operate effectively. Unlike some of the easier or more flexible factions, it cannot be overstated that Wood Elves cannot afford to just be smashed against enemy forces recklessly or be committed to a grindfest against sturdier or more rounded factions. *'''Weakness to Fire''': Duh. Anything that can burn or brings flaming attacks will give you a lot of trouble. A lot of your roster is especially vulnerable to this, since it directly counters your otherwise tanky Treekin frontline units, and several of the games factions have no trouble bringing it to the table, either through units (Dwarfs and Skaven in particular have no trouble to get some Irondrakes or Warpfire Throwers) or through the Lore of Fire, which is also a very common lore to find, with 8 factions (Empire, High Elves, Dark Elves, Lizardmen, Norsca, Warriors of Chaos, Ogre Kingdoms, and Tzeentch) having access to it. *'''Absent Artillery''' - Though you have plenty of long-ranged missile units to choose from and one or two missile units who can act similarly to artillery, you have no dedicated artillery platforms. This isn't a ''major'' issue primarily because you have so many archers that can fill every role the otherwise absent artillery would perform, but you will lack a notable source of hard-hitting burst damage. This is only getting worse in campaign with the Twisted and the Twilight's changes to Wood Elf hero skills, now only the Lords can buff your missile units range meaning no more 300 range Waywalker cheese, it was fun while it lasted. Use the “Arrow of Kurnous” ability instead of Artillery, with a range of 600 it's quite capable of sniping out enemy artillery and lords before you get close. *'''Limited Roster''' - Wood Elves have fewer unit choices than a number of other playable factions. This limits your army composition into fairly predictable builds that does nothing for players looking for adaptable playstyles. It also means your faction has a number of fairly obvious weaknesses, such as the aforementioned fragility and lack of artillery but also a vulnerability to heavy cavalry and fire damage. These weaknesses can be exploited by your opponent relatively easily since most of them will have the flexibility to gear specifically against those weaknesses. *'''Limited Expansion Opportunities''' - What might be considered a boon to some might also be a curse for others. The only settlements you can properly settle in the Campaign are dedicated sections of Awakened Woods; capital city provinces that have one and only once settlement per forest (save for Athel Loren). Borderline every other settlement in the game can only ever serve as a Wood Elf outpost; a tier 1 settlement with one or two building slots that can never be upgraded. These outposts can be useful for adjacent provinces as well as providing a means for trade routes, but they ultimately offer very little direct benefit to you. These settlements offer proverbial pennies in terms of tax income and at best can help reduce Global Recruitment costs for armies passing through, so they won't be able to support any more banner armies than your capital cities can. What's worse, as tier one settlements almost always bereft of walls, these outposts are borderline defenseless against all but the most inept enemy armies; defending these lands can often strain your very limited martial forces the more spread out you are. If you want to play Wood Elves effectively, you'll almost always need to stick to your home turf. *'''DLC Faction''' - In order to play the Wood Elves at all, you need to buy at least one of the two optional DLC packs featuring them. "Realm of the Wood Elves", their initial release, is DLC for the first Total War: Warhammer game. "The Twisted and the Twilight", a lord pack for Total War: Warhammer II, will allow players of the second game a way to play them if they don't own both the original game and the original DLC, but some of the roster will be somewhat limited (more so than it already is). Regardless, if you want to have the whole faction available to play, you'll need to purchase two full price games and two separate DLC packs in order to access everything. If that's not premium content, I don't know what is.
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