Warhammer/Tactics/8th Edition/Wood Elves

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Why Play Wood Elves

Wood Elves are one of, if not the only army in Warhammer Fantasy that lacks any sort of War Machines to root down their lines and hold them in a single spot. They're slowest units have movement 5, and most move much much faster. The name of their game is speed and maneuverability. By the end of turn 2 you can be behind the enemy lines, ready to unleash deadly co-ordinated flank charges, and against slower armies you can quite simply run circles around your enemies.

Though regarded as some of the best archers in the game, due to their strength 4 short range shots, the wood elves' greatest strength is not in their shooting. They are formidable in combat but lack staying power. You will need to use your maneuverability to ensure that you win the first combat resolution. If the elves get bogged down, their low toughness means they will be hacked to pieces.

Lastly, their magic is not the most powerful, but with forest spirits and units such as treekin bolstering their lines, regenerative life or athel loren magic can give some monsters heavy staying power to tie up more valuable and deadly enemy units, leaving the majority of the army free to maneuver at will and pick off the weaker enemy units.

The Wood Elves require perhaps the most skill and nuance to play well, but this directly translates into them also being one of the most rewarding armies to play.

Plus they're bad ass vengeful guardians of the forest, so that's pretty cool too.

Unit Analysis

Lords & Heroes

Named Characters

Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.


Generic Characters

Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.


Core Units

In terms of points your core units are expensive. Sadly for you they're also the cheapest units you have access to. Welcome to the exciting world of the glass cannon.


Glade Guard - When used well with terrain features can be a persistent thorn in your enemies side, and a distraction. Left out in the open they'll get shot to pieces or slaughtered in combat, but position them in a woods or behind a wall and they will be a headache for your enemies. At close range (15") their shots become strength 4.


Glade Riders - Overpriced fast calvery. They're maneuverability is great, but they only have strength 3 shooting and are mediocre combat. Avoid.


Drayds - Fear causing, immune to pysch, good in combat. Never leave home without your trusty drayds.


Eternal Guard - Bow-less elves, that are "just okay" in close combat. Perhaps you can bunker a wizard in them? They're kind of useless in 8th edition.

Special Units

Rare Units

Building Your Army

Buying Your Army

Army Composition

Magic Items

Magic

Tactics