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==Unit Analysis== ===Lords & Heroes=== ====Special Characters==== *'''[[Orion]], the King in the Wood:''' 425pts. Anyone who remembers him remembers how friggin' powerful he is, but also how costly he is. Fortunately, he's made it through fairly intact with the only changes being turned into Monstrous Infantry with -1S compared to before and his Horn of the Wild Hunt being single-use while granting a massive 18" aura of fear and Devastating Charge. In addition, he renders all Wild Riders core when taken as General, which is fitting in a thematic sort of way. He is also the incredible hulk of elves with his S5 6A, throwing a spear-like bolt thrower and can fire 6 arrows on the move. *'''[[Ariel]], the Mage Queen of Loren:''' 510pts. For someone who's a half of a god, she's quite the package. She's the requisite Loremaster of Athel Loren who's essentially a Spellweaver+1 before adding the other things. And a single pitiful S4 armour-ignoring hit...spread around everyone in b2b. Anyone charging her goes through difficult terrain and anyone pursuing rolls 3d6" dropping the best. She has the Acorn of Ages for a surprising forest. Then you get to the magic stuff, which is where her oomph is. On top of being an L4 Loremaster, she has Magic Resistance (3), the ability to re-roll dispels, and the chance to rob an enemy of a wizard level and the spell they tried if you dispelled it (though subject to an Ld check). In all, make sure she's always casting, but don't feel too guilty to have her hold around before running. *'''[[Araloth]], Lord of Talsyn:''' Remains the troubled soul he was before. 195pts for a 4++, unbreakable on his own (don't let him go on his own EVER), Glade Lord with a 6+ armour, armed with...a regular Spear, and who comes with a bird. The bird is a free S4 hit on one model within 18", and functions like a weird Killing Blow that causes blindness instead of death (robbing the enemy of Weapon Skill, Ballistics Skill, AND Initiative, which is a big step up from 8E). *'''[[Thalandor Doomstar]], Lord of Argwylon:''' 235pts. A Glade Lord riding a hawk. He has a -1 to hit him with missiles and his spear provides a 4++ parry at all times, which makes him incredible when facing weaker armies. *'''[[Durthu|Durthu Oakheart]]:''' 320pts. Everyone's favorite racist tree is back with some serious reworks. While maintaining his Ancient statline and casting, his weapons are all changed. For starters, he has d6 additional S2 attacks that can give a slight penalty to hit him in melee while also weakening their armour enough for him to mock anything that crosses him. While still a hand weapon, his sword lets him re-roll to hit every turn with perpetual hatred while making his frenzy endless. As always, Wyssan's Wildform or Savage Beast of Horros (yes, re-read the lore: ''Horros'') is all you need from him. *'''[[Drycha]]:''' 200pts. She became way more fragile this time around. Since she's now docked to only TWO WOUNDS with Fanatical Resolve only granting her +1 attack for losing a wound, she's going to be way less likely to fight without a pack of dryads or treekin by her side, Dryad Aspects or not. Fortunately, her lores have changed to be able to use Life or Athel Loren, letting her at least recover if need be. Her Selling point now is her ability to have Forest Spirit units ambush out of forests with the addition of the Newer tree people and the ability to move forest terrain. **'''Drycha Hamadreth:''' 340pts. Jumping from Hero to Lord, Drycha in her [[Dreadknight]] TREEMONSTER form, returns and surpass the melee monster she used to be now with a base of '''6 Attacks and 5 wounds'''. In addition, her body is also swarming with spites that can be used in both melee and shooting. Both are poisoned with 2d6 S1 attacks (and the shooting spites suffer no penalty for moving and shooting), but at the start of each turn, you can upgrade one mode of them to dealing 3d6 bites. *'''[[The Lady of Vines]]:''' 340 pts. Aos import. a Monstrous Forest Spirit lord that wants other spirits around her protection to get into the thick of a fight. A lv 2 wizard with a unique spell that gives a 12" a 6+ ward aura to Spirits, the option to give her unit +1 to hit or make them -1 to hit, a MW(D3) Spear/javelin, and a 6" aura of soft cover for Forest Spirit. Pairs up with Treekin and Sylvan Hunters. *'''Naestra & Arahan, [[Sisters of Twilight]]:''' 275/495pts. You don't take them to win, you take them to troll. For 275 points, you get the pair on the back of Gwindalor the Great Eagle, and a few 220 more can have them ride the forest dragon Ceithin-Har. Why you ever would take them on a dragon is a mystery since the eagle allows them to re-roll failed to hits, and the dragon can only charge if they pass Leadership (Not a big issue, but inconvenient when it triggers). Their Dragon is 80pts cheaper than the glade lord's since Gwindalor is clearly 80pts. The Conjoined Destiny rule means they will stay around full health as long as the enemy doesn't finish the job. In melee, the sisters are identical Glade Captains, with Naestra gaining a +1 to wound forces of destruction while Arahan has it against forces of order. They also have 2 special bows. Naestra has a str 5 d6 wound longbow which gives her mount a wound back if she wounds with it, and Arahan has a bow that fires 2d6 str 2 Ap(1) poisoned shots. Between them, they have good shooting and survival thanks to their previous rules and weapons. However, these compete badly with the waystalker, lvl 1 spellsinger, and BSB in the Heroes section, so choose wisely. Pity you can't take these gals on foot though... *'''[[Naieth]] the Prophetess:''' 155pts. High Seer of Athel Loren. She's a Spellsinger with a free power dies each magic phase. Her other trick is an owl that sits upon any standard bearer (but can't stay on them for longer than a turn) and lets the unit re-roll 1s to hit with missiles. While Ariel is just jam-packed with things to do, Naieth is purely a support hero, so do keep her out of combat. *'''[[Lothlann the Brave]]:''' 160/174pts. His defining tool is the Battle Standard of Athel Loren, letting him be the BSB and allowing any unit within 12" of him to dispel on a 5+. *'''[[Scarloc]]:''' 110pts. A legendary Deepwood Scout. His sword gives him Piercing 1 and ASF, making him an asset while his longbow lets him re-roll to hit with a chance of hitting him if he fails again. *'''[[Skaw the Falconer]]:''' 85pts. He's back and crazier than ever. Unlike Araloth's single bird, he possesses a flock of them that always hit on a 2+ and deliver three S3 hits each at the range and provide three S3 hits at WS4 in cc. While not very well armoured in combat with a cloak with 6++ ward (though it's fucking heavy armour against missiles), his weapon gives him ASF and adds +1 strength for the first turn of combat - if he hits, he robs the enemy of an attack. *'''[[Gruarth the Beastmaster]]:''' 75pts. In case you needed more support for alters, you get a named hero for them. He's joined by a pair of wolves who can move away from him if you want (though they're always within 12" of Gruarth). Gruarth himself has light armour that becomes medium armour when shot by missiles and has a pair of bolas with Piercing 1, Multishot (2), and Sniper that he can use to trap an enemy from escaping from the puppers or to rip the wizard from a meddlesome bodyguard unit. *'''[[Sceolan]], Lord of the Hooked Blade:''' 185pts. Glade Lord that can hang out with Deepwood Scouts gives a core unit ambush and has The Bow of Loren and buckler that let him counter-attack. *'''[[Wychwethyl The Wild]]:''' 135pts. An extra aggressive Shadowdancer, able to attack models not in base contact (which will infuriate Skaven to no end) and can slash up one big front rank as on of his normal Shadow Dances. His most useful function is his Drum which gives his unit swiftride on the charge. *'''[[Aethis The Wanderer]]:''' 165pts. Thanks to his magical swords, he is a Shadowdancer with +2 to his WS and S. He can drop down the bonus to +1 instead to lower an enemy model's attack by 1 for the turn. ====Generic Characters==== *'''Glade Lord:''' 120pts. Generic combat lord, reasonably fighty, but you'll pale in comparison to most other Lords. (Basically, he is identical to Asur Prince or Druchii Dreadlord, but the army's style and racial items work against making him a similar meatgrinder) He can be kitted out in various ways to be more fighty and given magic arrows which are a plus; he also dishes out an LD10 bubble. It should not be your first Lord choice; with the 9(e) magic armour changes, you can only take Glittering Scales, Helms, and Shields. Making it near impossible for him to get a decent Armour save. *'''Spellweaver:''' 185pts. This should be your first Lord choice. Level 4 at 220 points now, a variety of magic items to make her better, the only character who can take the Acorn of Eternity (technically, the Glade Lord can take it too, but naked combat lord suffers much more than naked wizard lord). If you want a Lord choice, this is the one you should go for in (almost) every situation. *'''Spellsinger:''' 85pts. One word. Amazing, when compared to the old wizards. Five points cheaper than the high elf equivalent, +35 for a level 2. But took away thier bow. Now has access to Beasts, Life, Light, Heavens, Shadow, or Athel Loren. *'''Treeman Ancient:''' 235pts. While Treemen are alright, Treemen Ancients fail for many reasons. First off, they're 235 points, are lvl 1 life/athel Loren wizards only (who can only upgrade to level 3), have a flammable 3+/5++, can tree whack, and have the kind of melee stats that make cherubs cry. WS4, S5, A3, I2. I guess old age shows? The best thing that can be said about them is probably that they are large targets with Ld 10. Actually, against anything that hasn't got a particularly threatening shooting phase, the ancient will be basically immortal unless they exploit fire. 3+, 6 wounds, 6T, 5++ ward, and lore of life or Athel Loren mean that light shooting will be almost useless against it, and even bolt throwers will struggle to down him. Fortunately. *'''Warsong Revenant:''' 260 pts. What if Spellweaver was upgraded to a Forest Spirit along with other goodies; Fly(5), Reg (5++), NA(6+), buff and debuff LD within 12" and Knows a unique spell that damages all enemies more the higher your casting value was. Feels like a named character rather than a generic lord with a 100-point allowance to further splurge on. He is already more expensive than an lv 2 Treeman Ancient or an lv 4 Spellweaver despite being stuck at lv3. Using his abilities in tandem, a Revenant wants to be upfront with a wood elf force, close enough to sway a panic or break test in your favor, while using that fly got to leap out of trouble (a 4++ ward is good, but T3 is not something to be in melee with). *'''Glade Captain:''' 55 pts. This is the generic combat and battle standard bearer character for wood elves. And actually, comparing him to other non-elf race's characters, he isn't too bad. He can't buy anything armour-wise better than a shield and light armour, but then he is a wood elf, and he does have some decent combat stats and a bow to make up for it. Overall, while not having as much access to armour as the Dark Elf Master, this hero is a decent battle standard bearer, especially if you spend a few points to make him tougher. Consider adding a dragon helm, helm of the hunt, or any cheap magic armour to make him less squishy. Keep in mind that most Wood Elf lists are quite mobile (if not outright full-cavalry) and have good Ld, so BSB might not be the best investment. *'''Shadowdancer:''' Your Wardancer character. Worth consideration. For 110pts, you get a WS8 S4 I8 A4 (plus two hand weapons) combat character, with the amazing new wardancer dances. You have a 50 points magic item/spite allowance, and for 35pts, become a lore of shadow wizard. Not recommended to put her into a Wardancer unit; their dances do not stack. Put her with Eternal Guard or, better, with Dryads - her attacks and dances will help them overcome their downsides. She also can go solo with Boots of Flight or use the lore of shadows to fly. MR(1) plus a 5++ save in combat is something, but unless you stack with spells, items, and/or that one dances to give you -1 to be hit for 1 turn, she is a glass cannon. Hit hard, hit fast. ** '''Note:''' For those enterprising gentle...elves, a Shadow Dancer can be used as a pretty nifty rank breaker for a close combat army. Use the Dance of the Woven Mist to rob a horde of their rank bonus and watch them lose instantly. ** Good items to give her are the BLADES OF LOEC or the Helm of the Hunt (making her [[RAPE|RAPE]] things on the charge). *** Unless you really need saving points with a [[gish]], you are probably better off buying a Level 2 Spellsinger if you want the Lore of Shadow. (On the other side, she wants to be up close and give her Mystifying Miasma and watch a unit of Chosen get slaughtered at M1 by your archers with Starfire arrows) *'''Waystalker:''' 90 pts. Is a hero version of the Waywatchers. Just think of this guy as the replacement for the waywatcher kindred hero. He has BS 7, and a KB Sniper Asrai longbow. The Bow of Loren is an option that allows you to fire 2 ignores armour shots which can also be combined with the Savage Beast of Horros from the Beasts lore to grant 5 ignores armour sniper shots that do suffer from multiple shots penalty (though with BS7, will you care?). An interesting combo if you're going to be running with the beasts lore. The guy is dirt cheap, only 115 points with the bow of Loren, 90 without. *'''Branchwraith:''' 85 pts. The Branchwraith is fairly effective (WS6, S4, T4, I7, A3, Forest Spirit) but got a price raise and now has to pay to be a level 1 Life/Athel Loren wizard. She's a cheap way of beefing up a Treekin or Dryad unit and can give one such unit a means to shoot with spites. It is also of note that if you're taking the Lore of Beasts for your casters and you're running a Branchwraith, you can use 2 of the spells to buff her up to insane levels. *'''Arch-Revenant:''' 120 pts. The Newest melee leader for your tree people. A Forest Spirit is born as a great martial leader and uses a Dragonfly as a [[jump pack]], stated like an upgraded Glade Captain. Agressingvly Leading the tree people by having a 6" Frenzy aura for Forest Spirit. She has Fly, in case they are needed elsewhere, and lines up their spite attacks/spells. Can be better in the pure melee fighter than the Branchwraith, as they can mix magic items and/or spites. ====Mounts==== *'''Elven Steed:''' You know it, you love it. M9 Forest Strider, 20pts for lords, half that for heroes, and allows you to keep pace with all your cavalry. Take it for your mages to hide with your cavalry. *'''Forest Dragon:''' It's a Dragon, what do you want? Considering that this funky-looking dude with wings is a green, environmental-friendly lizard who smokes faeries, makes others stupefied and dumb when they inhale (presumably from forcing the enemy to second-hand smoke whatever herbs the elves use to mellow out the dragon), and is a beast when he thinks you're going after his stash, he's actually just that little bit better than most Dragons. Also, there's only one poser who's cool enough to hang with him, and that's the Glade Lord (who, if you don't kit out for combat, really is a poser; the GL has the same statline like Prince and Dreadlord, and his dragon is a tiny bit stronger than Black/Moon Dragon for same points, so it's not a much worse investment than any other Elf Lord of Dragon. Plus, Helm of the Hunt). Still, if you are running MSU, a dragon equal a giant target with "SHOOT ME!" written all over it in dwarven runes. *'''Great Stag:''' Really, why aren't you taking it? Better stats than its closest cousin (IE the Eagle), you can still join units, and you get a monstrous mount. One of the better mounts. [The reason not to take it is that you don't get look-out-sir when joining units (because no units you can join are MC)] *'''Unicorn:''' Unicorns are weird. They seem to be designed to deliver a Hero/Lord directly into combat, but it's only available to Casters, and all it really does for them is make them a tiny bit more durable. A mage on a unicorn may be able to scare away some chaff. It gives you movement 10 and can still skewer some models but is easily outshone by the elven steed. Magic Resistance (2) may seem nice, but it is better to just put your mounted wizard with Sisters of the Thorn and give them Lichebone Pennant. *'''Great Eagle:''' Worth taking to make your models more mobile for 45 pts. In the event that you want a flying cavalry HQ, you can take a bird. While a poor choice for the High Elves due to their predilection towards melee, your heroes are archers, and thus you can hide with your Warhawks and pepper things to death. I wouldn't take it on every hero, but on a lvl 1 mage without the scroll or the bsb it should be worth some consideration. ===Core Units=== *'''Glade Guard:''' Your basic cut-rate Wood Elves. 4s in WS/BS and 5 initiative. 12pts each. With the generally increased effectiveness missile combined with multiple shots, this unit is even better than before. *'''Deepwood Scouts:''' Glade Guard with Scout and Skirmish for 2pts. They are more maneuverable and harder to shoot away. They can also be taken in units of 5. For every unit of Glade Guard, you should have one of these. *'''Eternal Guard:''' Elves that hold the spear line for your archers. Man, this unit got castrated. Losing Armour Piercing and a point in leadership. In exchange, they can use their Saearaths as a staff (a two-handed spears that give +1 attack) or as normal spears & board if you bought a shield. Lastly, like the rest of the army, they are no longer High Dark Elves when in forest so no re-rolling. Definitely questionable why this unit got dragged in the mud while most of the other core got better. They are still WS5 and your cheapest option to hold the lines. *'''Dryad:''' While retaining their statline and now dropping to T3. In exchange, Dryads share a property with the Alters in that they can shapeshift each turn for a new non-consecutive benefit (+1 Attack, +1 Toughness, or -1 to hit them), allowing them to at least attempt to grasp the vestiges of greatness they were. They are still a frightful melee core in chaff grind with Hatred, elf states, and a base 2 attacks. *'''Glade Rider''' Glade Guard mix with a fast cavalry that harasses enemy flanks. starts at 17pts with spear and bow with Armour sold separately, but still viable and a unit of 10 should make its way into almost all list. ===Special Units=== *'''Wildwood Ranger:''' 13 points per model gets your light armor, Eternal Guard stats, immune to psychology, and S4 with greatweapons. They are slightly more resilient than Gnoblars but do carry a Great Weapon. What makes these guys special is that if they're in combat with a unit that causes fear or terror they get an extra attack (good against Chaos, Undead, and Ogres). On the upside, they are better than Empire Greatswords (In forests and against fear causers) but still easy to lose your investment (slow but costly elfs in Light armour are not survivable). You do have Treemen that will live longer, but their DPS worth it if you can keep them alive for long enough like by a wizard. *'''Wardancer:''' Wardancers are still a reasonably good unit let down by a few flaws and a fairly high cost of entry. They cost 14 points a pop, and with 3 Attacks, T3, MR(1), and a 6+ Ward, they're still about as hard as tissue paper, but that's par for the course with Wood Elves and Skirmishers in general. They no longer gain +1 S on the charge and have 3 new dances. The first gives you armor-piercing and killing blow, the second one gives you +1 attack, another gives you a 3++, and the final dance now provides ASF. What lets these guys down is the fact that because they're not Scouts, they do move out of the deployment zone with only a 6" vanguard, as well as being unable to repeat any of their dances the turn after it is used. To overcome this, take a small unit of 5 and hang them back, then proceed to laugh as you charge them into ongoing combat and win it by a landslide due to the -3 combat res. If the dice gods are high that day and the combat goes on for another turn, your shadow dancer can do a different dance if it is not in the wardancer unit (which it should never be). **Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections. Choose whom you will use with care (unless you use both). **As a side note, the whole squad can replace two weapons with a Saearath. An expensive 210+pts if trying to get 3 ranks (it's maybe better to go wider for that extra attack than supporting attacks), your trading that Default 4++ save in melee for 5++ and warding away charging this glass cannon in the front with that 4 in strength (won't ward the heavier calv but will cut down the lighter skirmishers that trie to tie them down). *'''Wild Riders:''' While they may be quite fragile for cavalry, Wild Riders of Kurnous move like an arrow and hit like a ton of bricks (glass bricks). Jesus Christ. Another Wood Elf unit that got shafted for little reason. If this unit is upgraded to have its default light armour and the Steed of Kournous is 1pts cheaper than 8th edition. Along with the loss of both AP on spears and the Frenzy buff benefiting their mounts. This unit is squishier and less damaging than ever for almost no benefit. Even with the hits, they are still your heavy-hitting cavalry. At min size with Steed of Kurnous, 10 S4 + 15 S5 attacks on the charge are no laughing matter. They are probably not as good solo, but things will break when they ram into someone's flanks. *'''Meadow Chariot:''' Just like the rest of your army, it's super flimsy but hella fast and adept at 360, peppering the enemy with arrows. If you pincer an Enemy, it will also deal D6 S5 impact hits. *'''Tree Kin:''' Treekin have not been returned to their 7th edition glory, but are still more useful than 8th edition, with the addition of stubborn and the neutering of Warhawks. Compared to an O&G troll for the 11pts less, treekin suffers from a distinct lack of S5(that the troll has), but they also benefit from a distinct lack of stupidity(that the troll has). They are the best forest spirits the wood elves have to offer but are no longer a must-take. For 48 points, you get Stubborn, S4, T5, 3 wounds, 3 attacks, 4+ armor, 6++ Ward, and flammable. Beware, they are vulnerable to Great Weapons, fire, and high volumes of S4 attacks and have trouble overcoming large amounts of static combat res, so be careful not to send them into battles they can't win. **Additional Thought: Proper use of these guys is against large S3 units (Spearelves of all flavors, Clanrats, Empire Spearmen, Skeletons...the list goes on). Your archers won't be able to bring the unit down to size very effectively, and most of your CC units will just bounce off, but Treekin has enough attacks (2 ranks have 18 attacks) and high enough toughness to grind them into powder. It's a niche, but it's one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success. *'''Alters:''' A new band of wood elves from old lore who become were-beasts with Fear. Each turn lets them shapeshift into a new form (Stag your charge opener with Str bonus and impact hits, Bear for tougher targets, Wolf getting 3 attacks with AP(1), or Boar to cross you fingers you can hold for a turn) so long as it's non-consecutive for two rounds while in combat. They are basically the cheaper Glade Riders only used for melee. They don't last long, likely only two rounds. They are a decent inclusion in a Melee Wood Elf army. *'''Warhawk Rider:''' Was the best Monstrous Cavalry and fly(10) unit in the game until brought low in this edition. Downgraded from archers riding monster birds to only upgraded Glade Riders with the Spiterider Revenant stealing its melee role. 27pts cheaper but lost a bunch of things [1T, 1W, Armour Piercing(on both the Rider and Hawk), and killing blow on the charge]. Another unique unit that got absolutely dragged in the mud. Can still find some use as it can move 20". With changes to shield rules and thier high speed, they are best at shooting people in the back and destroying Warmachines, though your other Calvary can do the same job for cheaper but not so quickly into the game. *'''Tree Revenants:''' The first of the AoS lineup, The souls of dead elves that refuse to pass to defend the forest, these guys are essentially an Eternal Guard/Dryad Hybrid. Forest Spirit Eternal Guard with S4 2 attacks each and reroll 1s to hit and wound. Like all Wood Elves, they have the DPS, but their fragility and Fear rule makes them better as flankers. In addition, they can teleport to any forest during the Remaining Moves sub-phase gives them a worthwhile recommendation as emergency kamikaze units. *'''Spite Revenants:''' A dark reflection of the Tree Revenants that are somehow more spiteful than Dryads. Fill the roll of Infantry munchers better than Tree Revenant, being ambusher Skirmishers with 2 attacks, permanent Hatred, fear, and that causes enemies without Immunity (Psychology) to reroll successful Leadership test when in combat. When in the flanks, double-teaming them with calvary will break most enemies' revolve. A reason you take them over the more mobile and reliable Tree Revenants is that not every tree can be moved into position in time, Spites have an easier getting things to break, and they are slightly cheaper. ===Rare Units=== * '''Gossamid Archer:''' Tree Revenants with [[jump pack]]s and longbows. armed with Larval Shafts that Auto hit and MW(D3) on a natural 6 To Hit and the unheard-of ability to backup d6" if super close to an enemy after resolving thier shot. The backup currently works with the stand-and-shoot and Shoot-and-Flee reactions. The only reason they don't completely outclass Warhawk Rider is that they are competing with the same slot as other must-have rare choices, for example, the Waywatchers. *'''Spiterider Revenant:''' A AOS import, an Upgrade to the wild riders and stealing the melee role from the Warhawks. Fly (9) and hard to kill for a ghost elf with T4 and 3+/4++ save, but like Typical wood elves, They make tons of attacks but no remarkable strength, so they need to look for synergies to overcome creates tough. *'''Waywatcher:''' Jesus, one of the strong units in the 8e book just got buffed to the point that they're game-breaking. Still 20pts but lost the choice between ignoring armour saves or multiple shots (still have multiple shots, as do all the archers in the army). In exchange, they have KILLING BLOW on ranged attacks. Furthermore, they can take magical arrows. ALWAYS TAKE SWIFTSHIVER SHARDS. Additionally, enemy missile attacks suffer -1 to hit if the unit is in a forest. Additionally, anytime they enter a forest they trap it: [if an enemy unit charges through a forest roll a D6, 1-2 suffer D6 S3 hits, 3 Deducts D3 from charge distance, 4 str test or cant attack, 5 dangerous terrain test (1-2 fail if already dangerous), 6 UNIT IS HIT BY A BOLT THROWER.] 20 of these with Swift Shiver Shards comes in at 460pts. They will shoot 40 shots every turn, hitting on 2's (3's if they moved) and killing anything they touch on 6's. On average, they will hit 33 of 40 shots, and 5 or 6 of those will roll a 6 to wound. This unit will kill a Moon Dragon in one turn. Wipe Chaos Knights off the board and tear down Wizard Bunkers. * '''Sisters of the Thorn:''' The Wood Elf counterparts to Dark Elf Warlocks. While Wild Riders rock out with their cocks out and kill or get killed in a blaze of gory glory, the sisters are more subtle and indirect with their attack. For 24 points they get a 4++ ward, T3, BS5, and a poisoned javelin. They can buy full command and a 50pts banner. They also count as a lvl 2 wizard with the Shield of Thorns and Curse of Anraheir spells, with a +1 to cast with equal to your rank bonus (maxing out at +3). You can pull some crazy stunts with these Druidic Elven Nuns, but they are pricey, have one good spell, and one mediocre with great lore attribute, though both will be difficult to cast with less than 3 dice. One thing that is really good about them is that despite their massive cost, they are tough, they do look awesome and they are one of two cavalry units you can deploy your mounted characters in and that they don't have frenzy when compared to the Wild Riders. They are an awesome retinue for a mounted Spellweaver. Get them a Lichebone Pennant and you can laugh at enemy spells. They also can help/substitute a Lifeweaver or a Branchwraith, providing healing with Shield of Thorns (with thorns themselves being just a little bonus). They ain't a no-brainer but can be very effective with proper application. ** ''Doomfire Warlocks:'' These guys are often benchmarked against SotT. For just one point less you get a Dark Elf version of the sisters in the rare units. These guys don't throw poisoned javelins and they don't get the lore of life attribute on one of their spells. If you find yourself in a friendly game where you two decide to do unbound lists (somehow), the sisters are probably worth considering over warlocks. *'''Sylvan Hunters:''' These guys are like treekin, but trade out 1 toughness and natural armour for the ability to use weapons, of note being their S5 Magic longbows. If you wanted more of a screen, you can bunker them down during any movement phase, robbing them of movement but making them hide in hardcover. They have two uses, first as classic Monstrous Infantry that Bisects humans with their 3 WS5 S4 + polearm or greatweapon attack (choice if you want to fight first or last). Their second more tempting role is as Wood Elve artillery, rarely are Bowes high strength, and firing 6 S5 arrows while being -2 to hit in return for only 138pts is good. *'''Giant Eagle:''' 50ppm. Return to form again is rare but can take two as a single choice. Destraction Suicide eagles are back. *'''Treeman:''' The best that can be said about this unit is that it is priced correctly, but it is nowhere near the monster it was in the past. It is still quite tough with T6, W5 and a 3+ scaly skin, and 6++ ward. It also has 5 attacks at WS6 S5 in combat with the option to swap them all for a tree whack which deals d6 armour ignoring wounds to a model if your enemy fails his initiative test (each wound must be saved separately in case of ward saves). Also, Stomp. It also appears that the strangle roots have become a better-ranged attack. Str 5 d6+1 attacks may not seem like much but every little counts I guess. While the treeman is not amazing and necessary for most armies, sadly it is the best value monster we have and, perhaps, our best monster killer. **Side note: The current Treeman model is mounted on a 50X100 mm chariot base. The 50mm short side goes at the front/rear based on the way you are supposed to assemble the model. This can be seen in GW images in their online store. I believe that the base is 75x50mm with the longer side being the front and the 50mm sides being his flanks. *'''Forest Dragon:''' The same unit from the mounts option but now not cutting into your lord funds but instead your Waywatcher/Sisters of the Thorn/Sylvan Hunters/Treeman funds. Still, the most viable way to run this unit when not playing <3000pts games.
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