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==Lords== Compared to the swollen ranks of the Warhammer II races, your available lord list is a little lacking. With all the Wood Elf DLC, you do have a grand total of 7 choices, though in Multiplayer you'll have little reason to take any of the generic choices. Even in the campaign, where confederating your fellow Wood Elves is relatively easy (usually only requiring the completion of a specific mission per WE faction to confederate), it can be difficult to justify recruiting the generic dudes outside of filling Office Slots on your council. Drycha is a notable exception, as the only lord she can confederate with is Durthu; she's not exactly a fan of the meatbags infesting Athel Loren. ===Legendary Lords=== *'''[[Orion]]''' - Orion is a hybrid ranged/melee beatstick who specializes against infantry. At a distance, he's one of the best ranged lords in the game and deals ''hefty'' anti-armor damage, perfect for sniping large monsters and individual lords/heroes. He's also blisteringly fast for a foot lord and can even keep pace with some of the slower cavalry found in other armies. This pairs well with his impressive melee attack and charge bonuses; it's a common tactic to skirmish at range with a few well timed missiles to then follow up with a charge. Though he's not a caster, Orion also has access to a powerful bound vortex spell, ''Hounds of Orion'', which will easily burn through most (elite) infantry when the burst damage is needed. All in all, a solid, well rounded lord that you can't go wrong with. He also boost cavalry so his army is usually a more balanced frontline/archers/cavalry combined arms and less micro intensive (as long you can cicle charge well). **His faction got a rework in Immortal Empires and is now <s>low-key op</s> TOTALLY FUCKING BUSTED. Orion get 8% upkeep discount, and other armies 4%, for '''each''' active war. [[Rape|You can get 0% upkeep faction wide by turn 13]]. Go ahead and spread some of that peace and love drenched in the blood of your enemies. *'''[[Durthu]]''' - Everyone's favorite genocidal tree ([[Drycha|no, not that one]]) is your best dedicated duelist. In a similar vein to Orion, Durthu is a hybrid lord who has access to the lore of beasts; a reasonably useful set of supporting or offensive spells that can turn either himself or supporting treekin into terrifying combat monsters that will deal death to many a foe. As a massive monster, Durthu can wade through infantry and cavalry with relative ease and can go root-to-toe with a majority of the single-entity monsters in the game. Unfortunately, not everything to be said of Durthu is good. First, as a giant monster, Durthu is particularly vulnerable to both anti-armor weaponry and anti-large weaponry. This size also makes him an easy target to missile fire. Secondly, he's also vulnerable to fire damage, something many factions have access to and something modestly abundant on missile units. If caught in a crossfire of several such tools, Durthu will melt away frighteningly quickly, so you'll need to take extra care and support him with life magic should he get stuck in. in campaign Durthu's faction gets aspect upgrades for tree spirits like drycha but still gets the full wood elf roster. he plays as a middle ground between traditional wood elf tactics and drycha's spirit focused roster. *'''[[Sisters of Twilight]] Naestra and Arahan (DLC)''' - These two ladies are collectively the only true-blooded ''elf'' Legendary Lord available to the Wood Elves. They are exclusively mounted on either a Great Eagle or a Forest Dragon and function best as a dedicated ranged unit. They do have decent combat stats, particularly when on the dragon, but they'll almost always lose against any other dedicated duelist unit or character worth their weight in gold. They excel in sniping targets from afar and have all tools to do so; both flying options safely keep them away from any melee combatant, and also have a very nice AoE attack not unlike the split shot ammo from the DE and HE artillery pieces. The SoT also grant Hawk Riders the "Arrow of Kurnous" ability, which is basically a "fuck you in particular" button that outright deletes any big unit you point it at. *'''[[Drycha]] (FLC)''' Everyone's favorite genocidal tree ([[Durthu|no, not that one]]) returns as a "free" bonus Legendary Lord for (Im)Mortal Empires exclusively. Like her Branchwraith kin, Drycha is a hybrid melee combatant and spellcaster who can actually hold her own in combat if properly supported, but she will certainly not win any one-on-one duels against any characters with an actual melee statline. Unlike her generic sisters, Drycha is a pure-strain Lore of Shadows caster and as such is a shockingly vicious blob blender. As far as unique abilities go, Drycha brings two things to the table; she can summon a unit of (Malevolent) Dryads up to two times per battle and she provides a progressively more potent AoE buff that increases the melee attack of fellow Treekin units the lower her health is. Combined with the Frenzy ability found on a lot of her campaign unique units, this can be a particularly nasty combination that allows her and her angry trees to carve through quite a lot of the squishy, meaty competition. In campaign and custom battle she gets her own little roster of unique Malevolent Tree Spirit/Wild Beast units including Coeddil himself (unfortunately though none of her units have custom models, just reskins). Sadly, as mentioned, she is exclusive to the Mortal Empires campaign and so likely won't be seeing much time in the spotlight. also shares an Aspect mechanic with Durthu that can modify tree spirits to be better at certain roles. ===Generic Lords=== *'''Glade Lord''' - Your generic elf dude/dudette, glade lords are flexible and very customizable lords who can lead from the front or afar. They are specialized duelists at heart and will excel at hunting enemy lords/heroes if you can separate them from their armies but, unlike Durthu, tend to be vulnerable to getting tied down by hordes of enemies. Normally your cheapest lord, you can invest in a steed/eagle to maximize their mobility (take the steed if you want to utilize forest terrain) or place them atop a Forest Dragon to allow them to fight a much wider selection of enemies. Note that while the male/female distinction is cosmetic only in campaign, in multiplayer battles, male glade lords are specced for melee while the female glade lords are specced for range. The glady tends to be more popular there since she gets an magic missile with “Arrow of Kurnous” and a snare with “Prey of Anath Raema”. *'''Ancient Treeman''' - Ancient treemen function somewhat like Durthu (understandably) in that they are hybrid lords with respectable melee damage output and access to a supplementary lore of magic. However, unlike Durthu, the regular ancient treeman has access to the significantly more useful lore of life. This makes them fantastic centerpieces for a treeman-style/focused army who can hold their own far more effectively than your spellsingers, but this comes with the same inconveniences plaguing Durthu. As a large, flammable monster, treemen are very weak to flaming, anti-armor, and anti-large attacks. Even with self heal, he can and absolutely will melt if focused (and believe me, he will be focused). You will absolutely need additional screening units to help protect him in combat. Keep an eye on their traits when you recruit them in campaign, they'll wreck entire armies if you get one with the Murder of Spites trait (AoE HP drain like a mortis engine). You can save/import a murder of spites ancient treeman between campaigns if you don't feel like subjecting yourself to the whims of RNGjesus. *'''Spellweaver (DLC)''' - Caster ladies who can straight up lead your armies into battle, letting you save your hero slots for something else, if you so wish. In a manner similar to the High Elves, the Spell Weavers have access to a much wider variety of magic lores than their lesser variants (and by that, I mean they get two more schools). They also can come with additional bound spells depending on how you spec them when they level up. Otherwise, they're virtually identical to their sisters. **'''Life Spellweaver''' - Virtually identical to your Life Spellsinger, only large and in charge. **'''Beasts Spellweaver''' - Virtually identical to your Beasts Spellsinger, only large and in charge. **'''Shadows Spellweaver''' - Virtually identical to your Shadows Spellsinger, only large and in charge. **'''Dark Spellweaver''' - Now we're getting somewhere new. An offensive discipline, the Lore of Dark Magic provides some solid anti-lord/hero spells via Doombolt and Soul Stealer while also providing some decent anti-infantry spells in Chillwind and Blade Wind. Not a bad pick, but faces stiff competition from the other lores, life/shadows/high magic all have good AOE spells too. Lore attribute passively increases missile damage map wide which is actually pretty nice stacked with all the other auras/skill bonuses you can get. **'''High Spellweaver''' - This Spellweaver got a little too into the 'shrooms and learned a whole new lore of magic. With a little bit of everything, the High Spellweaver can provide a bit of healing support, single target damage, AoE damage and can even trap/damage flying units with a cast or two of Tempest. But the main reason anyone wants the lore of high magic is for Fiery Convocation. Immortal empires buffed to the point where it currently outperforms wind of death for deleting lines of armored infantry. The lore attribute buffs physical resist. Useful for spamming heals if your opponent refuses to blob up his units.
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