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====Enchanted Arrows==== (Note, all arrows have AP and volleyfire, 30 inch range). All of these are available to Glade Guard, Deepwood Scouts, Glade Riders, Glade Lords and Glade Captains. They replace the profile of regular bows wielded by models and count as magical attacks. <s>Note, that until we get a FAQ, they are ''not'' Asrai Longbows and prevent using Hail of Doom Arrows!</s> The enchanted arrows are Enchanted Items which do not prevent you from holding a second Enchanted item. As such they are NOT weapons, and do not prevent you from using the HODA. The WE book specifically says "Each type of enchanted arrow replaced the profile of the Asrai longbow with the one shown in its entry." <s>In other words, you don't have asrai longbow anymore, you have Arcane Bodkins, Starfire Shafts, Hagbane Tips, Swiftshiver Shards, Moonfire shot, or Trueflight Arrows instead. This would technically disable HoDA even though you are replacing the bow with arrows.</s> Correction: the profile of the bow is replaced, not the bow itself. "if a model has enchanted arrows, he must use them when shooting with an Asrai Longbow." The model still has the bow, which means it can still use HoDA. Aditional Note: Some players may argue that because magic arrows are magic items, you cannot bring multiple units with the same arrow due to the Unique rule. Yes, they will actually argue that you can take a unit of 20 with hagbane tips but not 2 units of 10 because the arrows are unique. However, the Unique rule says you can only bring "one of each" (or in other words, one model with the item) in your entire army unless otherwise stated. Since these arrows come as an upgrade to an entire unit, this means that you are able to bring more than one model with that magic arrow and therefore the arrow is not Unique. If your opponent says that it has to clearly state you may take more than one of each arrow, point out that it clearly states that an entire unit (aka more than one model) may be upgraded to include the arrow. So, do not let those jealous bowmen (it would be a disgrace to a noble Wood Elf to call those lesser beings archers) of other armies try to limit your magic arrows! '''Arcane Bodkins:''' 5 pts per model, confers ap -3 instead of normal armour piercing. Expensive for what they do. I prefer to do more wounds than reduce armour saves but these arrows kill cavalry like nobody's business. All the same, if your plan is to screw over enemy armour, just use Waywatchers instead. For three more points waywatchers can spite that guy with a 1+ re-rollable armour save while the arcane bodkins have a 50/50 chance of being saved. And they can also fuck up light infantry like nobody's business, if no heavy cavalry presents itself. '''Hagbane Tips:''' 3 points per model, confers poison attacks. Amazing. This will probably be your go-to magic arrow, since wood elves have troubles vs monsters or anything with high toughness since they have S3. It is nice to have Skink-like firepower on the move at 30" (With BS4+ throughout <s>most</s> ALL of the shooting units, your problems will probably lie in wounding. Might as well turn those 6's to hit into wounds, and save yourself the possibility of connecting a hit that won't wound anything). '''Trueflight Arrows:''' 3 points per model, confers no penalty to shooting whatever you do. This is probably going to be the second most used arrow. Best taken on your Glade Guard as they will suffer the most penalties (move and shoot, long range, volley fire, etc.). These should be your first choice against Skaven and their shenanigans. As these only help you hit when WE issue is wounding, they are best used in combination with magic that either reduces toughness (death or shadow) or gives +1 to wound (fire). *''As of now there are many opinions about the merits of these arrows which should be shared on the talk page. '''Moonfire Arrows:''' 4 points, confers flaming and +1 to wound versus Forces of Order. Great against warmachines, which almost all Forces of Order have. BUT against war machines, poison is still better (and cheaper) unless buffed by magic. Still, in addition to putting a hurt on those war machines, this arrow can also screw with any lore of life wizards (which many Forces of Order armies have access to) that thought they'd be using that signature spell. Especially if brought in as a surprise on scouts/ambushers (which is where you want them anyway to reach those war machines quickly). '''Starfire Arrows:''' 4 points per model confers flaming and +1 to wound versus Forces of Destruction. Great against monsters and repeater bolt throwers. The better choice of the "...fire Arrows" duo as almost everything with Regen in the game is from a Forces of Destruction army. If you buy a unit of 10-12 of this instead of the flaming banner you can make OK monster hunters out of them. If you want, bring a small number of archers with flaming arrows and a larger poison arrow unit if you want to use that poison without the pesky regeneration saves. Alternatively, since enchanted arrows are not a magic weapon, they can still benefit from the Banner of Eternal Flame. Hagbane Tips + BoEF kills regenerating/flammable monsters like no one's business. Just watch out for characters with Dragonbane Gem or Dragonhelm. '''Swiftshiver Shards:''' 4 points per model confers multiple shot, making your Glade Guards into Dark Elf repeater crossbowmen. Interesting, but Waywatchers have this basic and do this better than any of the other unit. One recommendation is to fill your core with a big block of swiftshiver shard glade guard (fun to say) and then buff them with hand of glory from the high magic. Your swiftshiver shard glade guard should eviscerate anything that is not protected by the high elf banner of game breaking. Use Arcane Unforging if you can to destroy that banner and drink your High Elf opponent's tears when they realize they might actually have to use strategy to win for once.
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