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===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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