Wood Elves are natural archers and have had many years of practice with their bows. Because of this, Wood Elves get +1 to hit with all missile fire.
Unit Name | Points | Type | Stands | Attacks | Hits | Armour | Min/Max* | Special Rules |
Glade Guard | 45 | Inf | 3 | 3 | 3 | 6+ | 2/- | |
Archers | 75 | Inf | 3 | 3/1 (30cm) | 3 | 6+ | 2/- | |
Glade Riders | 100 | Cav | 3 | 3/1 (30cm) | 3 | 6+ | -/- | |
War Dancers | 125 | Inf | 3 | 4 | 3 | - | -/1 | 1 |
Scouts | 90 | Inf | 3 | 3/1 (15cm) | 3 | - | -/2 | 2 |
Warhawk Riders | 130 | Fly | 3 | 3/1 (15cm) | 3 | 6+ | -/2 | |
Dryads | 110 | Inf | 3 | 4 | 4 | 5+ | -/2 | |
Treemen | 140 | Inf | 3 | 5 | 4 | 5+ | -/1 | |
Chariots | 95 | Cha | 3 | 3 | 3 | 5+ | -/3 | |
Giant Eagles | 100 | Fly | 3 | 2 | 3 | 6+ | -/1 |
1. War Dancers
War Dancers can Skirmish.
War Dancers do not fight as normal troops do - instead they fight as if they were
"dancing". This makes it easier for the War Dancers to strike out against
opposing units, so they gain a +1 to hit in hand to hand.
2. Scouts
Scouts can Skirmish and Infiltrate.
Unit Special Rules
*Skirmish - Enemy units suffer a -1 to hit in hand to hand and shooting against
units that skirmish.
**Infiltrate - Units that infiltrate may make a single 30cm move before the game starts,
but the move must place them in cover
Character | Points | Attacks | Command | Min/Max* | Special Rules |
General | 155 | +2 | 10 | 1 | |
Hero | 80 | +1 | 8 | -/1 | |
Mage | 85 | - | 7 | -/1 | Spellcaster, uses High Elf Spells |
Mount | Points | Number | Attacks | Min/Max* | Special Rules |
Chariot | 10 | 1 | +1 | 1 | |
Warhawk | 15 | 1 | +1 | 1 | Fly |
Dragon | 100 | 1 | +3/3 | 1 | See High Elves army list for Flame Breath rules |
Giant Eagle | 20 | 1 | +2 | 1 | Fly |
* per 1000 points