WARHAMMER ARMIES -
WOOD ELVES

UNITS:

Wood Elf Archers .................. 11 points per model

Archers form the core of the Wood Elf army. The Wood Elves have mastered the skill of archery, and are the best shots in the Warhammer World. These archers come from all places of Athel Loren, and can take down many enemy units before they are reached.

Profile M WS BS S T W I A LD
Archer 5 4 4 3 3 1 6 1 8

Weapons/Armour: A hand Weapon and Longbow.

Save: none

Options: May carry a magic standard.

Special Rules:

Wood Elf Archery: Wood Elf Archers recieve the benefit of the Wood Elf Archery Rule.

Woods: Wood Elves suffer no penalty when moving through woods.

Wood Elf Glade Gaurdians .................. 9 points per model

The Glade Guards are Wood Elves who carry spears to battle. These are the basic hand-to-hand troops of the Wood Elf army, and while not the best fighters, Glade Guards are many in number.

Profile M WS BS S T W I A LD
Gaurdian 5 4 4 3 3 1 6 1 8

Weapons/Armour: A hand Weapon and spear.

Save: none

Options: Wood Elf Glade Gaurdians may be armed with shields (+1 point) and/or light armor (+2 points). May carry a magic standard.

Special Rules:

Woods: Wood Elves suffer no penalty when moving through woods.

0-1 unit of Wood Elf Wardancers .................. 20 points per model

The most feared and savage of the Wood Elf troops are the Wardancers. Flying into combat in a trancelike state, they dodge clumsy enemy blows, and strike repeatedly with fast, deadly blows. During hand-to-hand combat, Wardancers may choose a dance, each dance having a different effect, ranging from stopping their enemies from attacking, to having and extra attack. Wardancers are also terrifficly trained in jumping, allowing them to leap over the heads of their own troops, and those of enemies. This ability is gained through long ritual dances that all Wardancers practice, which are too long for human endurance, sometimes lasting for many days and nights.

Profile M WS BS S T W I A LD
Wardancer 5 5 5 3 3 1 6 1 8

Weapons/Armour: Two hand weapons.

Save: 6+ (unmodifed)

Options: Wood Elf Wardancers may have shields (+1 point).

Special Rules:

Woods: Wood Elves suffer no penalty when moving through woods.

Not Skirmish: Wardancers fight 2" apart but they do not Skirmish as such.

Warpaint: Wardancers wear magical warpaint which goves them a 6+ unmodified save and a natural dispell on a 4+.

Move Through: Wardancers may move straight through friendly units. This does not restict the movement of either the Wardancers or any unit moved over.

Move Over Enemy: Wardancers can also move straight over enermy units by leaping over there heads. Neither side may strike blows. The Wardancers must clear the unit. They may not land in the middle of the unit.

Wardances: Wardancers are masters of all kinds of martial abilities. They must choose one of the following special attacks at the start of each turn. You cannot use the same wardance attack 2 turns in a row.

1. Whirling Death: Each Wardancer strikes twice increasing his attacks from 1 to 2.

2. Woven Mist: Before combat begins the enermy must pass a Ld test. If they fail they require 6 to hit.

3. The Shadow Coil: Neither side may strike any blows that turn. The combat is automatical a draw.

4. Storm of Blades: All Wardancers may strike all of their attacks against a single model which is facing one Wardancer. This does not prevent enermy models in contact with other modles fighting back.

0-1 Unit of Wood Elf Way Watchers .................. 18 points per model

Waywatchers are selected from among the best of the Elven Scouts, and entrusted to protect the pathways the lead in and around the forest. Waywatchers often operate in small units, as not to be noticed, and have the ability to hide in the woods, out of enemy sight, and set traps for those who would attack them.

Profile M WS BS S T W I A Ld
Waywatcher 5 5 5 3 3 1 6 1 8

Weapons/Armor: Hand weapons and long bows

Save: none

Special Rules:

Skirmish: Waywaters may Skirmish.

Infiltrate: Waywaters may be positioned after both players have completed thier deployment. They may be deployed anywhere on the table as long as they are outside the sight and deployment area of the enemy.

Hide in Woods: If the unit of Waywatchers is in a wood at the start of the movement phase they may declared as hiding and may not move that turn. The unit continues to be hidden unless While hiding they may shoot as normal but may not charge unless the enemy is within the wood itself. If they do this they get a bonus of +1 to strike. They cannot be charged by an enemy, targeted by a spell or shot at while hidden unless the opposing player scores 4+ on a D6

Traps: If an enemy charges a unit of Waywatchers in a wood, as soon as the enemy touches the edge of the wood roll a D6 to see what trap they set off

D6 Roll Trap

1-2. Spikes-automatically inflicts D6 S4 hits

3. Snares-The charge fails and the enemy may do nothing for the rest of the turn

4. Nets-Unless they roll under their strength on a D6 (rolls of 6 always fail), they may not attack this turn

5. Camoflaged Pit-They automatically take 2D6 S5 hits

6. Impaler-Randomly determine a model in the front rank. The model sufferes a single S7 hit that inflicts D6 wounds. There is absolutely no armor save and the model is hit no matter what

Woods: Wood Elves suffer no penalty when moving through woods.

Wood Elf Archery: Wood Elf Archers recieve the benefit of the Wood Elf Archery Rule.

Wood Elf Scouts .................. 16 points per model

In the trees around Athel Loren, scouts watch over the forest. They are swift, light fighters who may hide inside the woods, and can ambush the enemy when they least expect it.

Profile M WS BS S T W I A LD
Scouts 5 5 5 3 3 1 6 1 8

Weapons/Armour: A hand Weapon and longbow.

save: none

Options: Wood Elf Scouts may be armed with shields (+1 point) and/or light armor (+2 points).

Special Rules:

Woods: Wood Elves suffer no penalty when moving through woods.

Skirmish: Scouts may Skirmish.

Infiltrate: May be positioned after both players have completed thier deployment. They may be deployed anywhere on the table as long as they are outside the sight and deployment area of the enemy.

Wood Elf Archery: Wood Elf Archers recieve the benefit of the Wood Elf Archery Rule.

Glade Riders ............................... 27 points

Making up the cavalry of the Wood Elves are the Glade Riders. The Glade Riders are extremely flexible, with the ability to be well-armed shock troops, light, fast skirmishers, or somewhere in the middle. They may also be armed with longbows, making them excellently equipped to harass slower enemy units. The Glade Riders ride the last of the few remaining Elven steeds in the forest of Athel Loren.

Profile M WS BS S T W I A LD
Riders 5 4 4 3 3 1 7 1 8
Steed 9 3 0 3 3 1 4 1 5

Weapons/Armour: A hand Weapon and shild. They ride a Elven Steed.

Save: 5+

Options: Wood Elf Glade Riders may be armed with Lances (+4 points), Spears (+2 points), Longbows (+6 points) and/or lbarding for steed (+8 points). One unit may carry a magic standard.

Special Rules:

Woods: Wood Elves suffer no penalty when moving through woods.

Wood Elf Archery: Wood Elf Glade Riders recieve the benefit of the Wood Elf Archery Rule.

Skirmish: Glade Riders may skirmish.

Feigned Fight: At the start of turn before hand to hand combat, declare that they are feign fighting. Make a test against leadership. If they fail nothing happens. If they pass roll 3D6. Move that many inches away from your enemy. The enemy may pursue as normal. If cought the glade riders engage in hand to hand without the benefit of attacking back. If they are not caught turn the models around to face their enemies. This cannot be done if they are trapped in a spell or fighting an enemy to their flank or rear.

Warhawk Riders ............................ 30 points

To rule the skies, the Wood Elves use deadly Warhawk Riders. These units skirmish above the skies, flying giant warhawks, and, like Glade Riders, they may be heavily equipped shock troops, or lightly armed fast skirmishers. Also like the Glade Riders, they can be equiped with the deadly Wood Elf long bow, making them ideal harrassers.

Profile M WS BS S T W I A LD
Riders 5 5 4 3 3 1 7 1 8
Warhawk 2 4 - 3 3 1 5 1 7

Weapons/Armour: A hand Weapon. They ride a warhawk.

Save: 6+

Options: May have shields(+2 pts), light armor(+4 pts), spears(+2 pts) or longbows (+6 pts)

Special Rules:

Woods: Wood Elves suffer no penalty when moving through woods.

Wood Elf Archery: Wood Elf Warhawk Riders recieve the benefit of the Wood Elf Archery Rule.

Fly: Warhawks can Fly upto 24".

Skirmish: Warhawks may skirmish

0-1 Unit of Centaurs ............. 30 points per model

Centaurs live upon the northern steppes of east of the Old World and North of the Mountains of Mourn. They are free and uninhibited race, intelligent, reasonable and kindly. They are nomadic and have no permanent settlements, preferring their free lifestyle. Centaurs of old often came to discuss with the Elves of the Old World, and some wood elf settlements still retain a contact with the Centaur race. Mostly, however, they are a whispered legend in the Old World, whose inhabitants know the terror of Chaos Centaurs far better. Hobgoblins of the East are an age-old enemies of the Centaurs, and their long feud has left it's mark on this noble race.

Profile M WS BS S T W I A Ld
Centaur 8 3 4 4 3 2 3 2 7

Weapons/Armour: A hand Weapon.

Options: Centaurs may be armed with bows (+2 points), spears (+1 point), flails (+1 point). They may wear light armor (+2 points), barding (+4 points) and may carry shields (+1 point).

Special Rules:

Hate Hobgoblins: Good Centaurs HATE Hobgoblins.

Fast Cavalry: Treated as fast cavalry unless their armor save is above 5+.

Dryads ........................... 35 points each

Dryads are magical tree-beings of the forest who befriended the Wood Elves long ago. Though normally quite docile, the Dryads are aroused in battle. When in combat, the Dryads can shape-shift into different aspects.

Profile M WS BS S T W I A Ld
Dryads 5 4 3 4 4 2 4 2 4 2 8

Special Rules:

Woods: Dryads suffer no penalty when moving through woods.

Save: 5+ Special Save.

Shape Shifting: Dryads may assume one of the following aspects when in hand-to-hand combat. They cannot select the same aspect twice in succession.

Birch Aspect: Gives the Dryads +1 Attack.

Oak Aspect: Gives the Dryads +1 Strenght and +1 Toughness.

Willow Aspect: A modle loses its highest Initive attack when fighting the Dryad.

Treemen ........................... 280 points

You may only have one treeman for every 1000 points in your army

The most potent troops of the Wood Elf army are the Treemen. As old as the forest itself, the Treemen have befriended the Wood Elves, knowing their love for the forest and nature. When awakened in battle, Treemen are ferocious warriors, and can break through ranks of troops, characters, and sometimes can demolish war machines in a single blow!

Profile M WS BS S T W I A Ld
Treemen 6 8 3 6 7 6 2 4 9

Special Rules:

Woods: Treemen suffer no penalty when moving through woods.

Save: 5+ (unmodified)

Fire: Treeman burn extreamly easily. Hits from flame weapons cause double damage.

Fear: Treeman cause Fear

Hate Greenskins: Treemen hate Orcs and Goblins.

Fallen Treeman: When a treeman is slain roll a D6. On a score of 1,2,3,4,5 roll scatter dice. Place the fallen treeman template next to the Treeman in the direction he has fallen over. Each model under the template must roll equal to or under their initiative (a score of 1 always fails) or they are crushed. There is no save at all .

Branch Whack: If a treeman is in hand to hand combat with a war machine, wagon, chariot, howdah or similar device he may deliver a singlt S10 hit against it. A succesful hit inflicts D6 wounds with NO save possible. These wounds only apply to the structure not the crew. A treeman does not have to take a break test if he is beaten in hand to hand combat unless he has suffered any wounds

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