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Warhammer Army Project/Wood Elves
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===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.
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