Editing
Total War Warhammer/Tactics/Wood Elves
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information