Characters | Regiments | Monsters | Special Characters | Tactics
The Forces of Loren use stealth and the lie of the land to their best advantage. They are masters at movement through woods, and the use of cover and shadow for their movement. They strike without warning from the very treetops, and the mighty warhawks swoop from the air. The trees themselves are their allies, and come to the battlefield to fight. In the following treatise, I will endeavor to explain these enigmatic warriors and how they fight.
Of these, there are a few that need explanation. The General, Battle Standard, normal Heroes and Champions are as they are explained in the Warhammer rulebook. The main difference with Wood Elf characters are in the mounts you can give them. The Wardancer Champion is a special case, as are the Mages, so I will endeavor to enlighten you.
Wardancer Champion
A Wardancer Champion must always be on foot, and has all the special rules and abilities of the Wardancer unit he is with, and he may only be with a Wardancer unit.
Wood Elf Mages
Wood Elf Mages use Battle Magic until they reach the level of Mage Lord, by which time they may also use High Magic. The Mage Lord must choose to use either High Magic or Battle Magic. If he chooses to use the High Magic deck, he will also have the special abilities of a High Magic user.
Chariots
Chariots armed with scythes and extra crew and two extra steeds are very powerful and can cut through most units, but in a Wood Elf army they are limited, as they cannot move through Woods without penalty as the rest of the army can, so you have to use care in their deployment. I usually give the crew long bows and spears and shield, that way they can operate as mobile archery and strike force. One Chariot can and should have a magic standard.
Glade Riders
You can use these troops two ways: As either fair shock cavalry, or very good fast cavalry. In the shock cavalry role, you arm them with lances, light armour, shield, and long bow, and mount them on barded steeds. Their only drawback is their low Toughness and only 3+ save in this role, as compared to other shock cavalry's 2+, but they will have a movement of 8, which is faster than any other cavalry. The way to use them is shoot first at the unit that you will charge and then on the next turn charge them. In the fast cavalry mode, arm them with spears and longbows, or lances and longbows, and use them to harass the enemy as mobile missile troops and to make flank and rear area charges. As fast cavalry, they have a 5+ save, so don't go trying to take on tough units from the front with them. The Glade Riders as fast cavalry can use the feigned flight tactic to best effect. Glade Riders in skirmish formation may move through woods with no penalty. One unit of Glade Riders can and should have a magic standard.
Warhawk Riders
Warhawk Riders are the ultimate harassment troops. They fly, and you can give them light armour and shiled, long bows, and spears to fight with. This makes them very versatile, and maneuverable. They can be used to get into the enemy's flanks and rear areas to attack artillery, and lone mages. They are always skirmishers, so they get both the benefits and the disadvantages of skirmishing.
Wardancers
These are some really good hand-to-hand troops, WS 5 and I 6, with Ld 8. they are armed with two hand weapons, they has talismanic war paint, which means a spell cast upon the unit will be dispelled on a 4+, they have an unmodified basic save of 6+ against any attack, and if you give them a shield, it is 5+ against hand-to hand combat, if they choose to fight with only one hand weapon (I prefer two hand weapons to taking the shield). Wardancers are immune to psychology, but they can be broken in hand-to-hand combat. Wardancers can move through woods with no penalty, they can move through friendly units with no penalty, and they can leap over the heads of enemy units to charge another enemy unit from the flank or behind, thus avoiding skirmishing troops or a blocking unit. They also have their special wardances, these make the Wardancers very powerful.
Archers
Wood Elf Archers have the most powerful bows available, their bows have a range of 36", and a -1 save modifier. Wood Elf Archers may move through woods as can any Wood Elf without penalty, they have a good WS and BS, and high Ld. Their only weakness is lack of armour and low Toughness (3). Any unit of Archers can have a magic standard.
Glade Guards
These are your basic spearmen, and they are useful for protecting the flanks of your archer units, they have good WS, high Initiative (which means they should strike first most often), and any unit may have a magic standard (and they need it).
Waywatchers
You can only have one unit of these, so use them wisely. They are some of the best troops you will find if used correctly. They are skirmishers, infiltrators, and they can hide in trees, and I so mean in trees, up in the branches, that is. When hidden in trees, a unit of Waywatchers cannot be shot at or targeted by magical spells unless the enemy first rolls a score of 4 or more on a d6 to spot the Elves. If the enemy fails to spot them, they must choose another target instead. A hidden unit of Waywatchers cannot be charged by enemy while it remains hidden, unless the charging unit first rolls a score of 4 or more on a d6 to spot the Elves. While hidden, Waywatchers can shoot as normal, but they cannot declare a charge unless the target of the charge is within the woods that the Waywatchers are hiding in. When the Waywatchers charge units from hiding that are in the same woods with them, they recieve a special +1 bonus to their to hit rolls that turn. Waywatchers are also the masters of setting traps. If enemy units charge a Waywatcher unit which is within a wood, then the traps are activated as soon as the enemy unit toushes the woods. If the chargers are already inside the wood when the charge is declared, the traps are activated as soon as the charge is declared. If the enemy unit takes 25%+ casualties as a result of traps, a Panic test must be taken. If traps are activated, you roll on the Waywatchers Traps chart on page 49 of Warhammer Armies: Wood Elves.
Scouts
Scouts have the same stats as Waywatchers, but they do not have their special rules, except they can skirmish, and they can deploy infiltrated.
Treemen
These are living, sentient trees. They are the protectors of the Great Forest of Loren, and they will come to the battlefield to resist invaders who would damage the forest. You may include one Treeman for every 1000 points of the Wood Elf Army. Treemen have a very high WS 8, S6, T7, and 6 Wounds, with a Ld 9, but they only have an I 2, which means they will usually strike last. They have several special rules, and you should make sure that you are familiar with them. First, Treemen cause fear. Second, Treemen move without penalty in woods. Third, Wood Skin gives them an unmodified save of 5+. Fourth, Treemen hit by flame weapons or firey magic spells suffer double wounds, always remember this. Fifth, Treemen hate Orcs and Goblins, so the rules for hatred apply. Sixth, when a Treeman is slain he may topple over onto other models. Seventh, Tree Whack, Treemen are so strong and tough that they can do a single S10 whack at a structure, either war machine or building, or at a structure carried on a monster such as a howdah. Eighth, Rooted to the Spot, Treemen do not take Break tests when beaten in hand-to-hand unless he takes a wound.
Dryads
Units of Dryads make very good, if exspensive, assault troops. Dryads have a good WS 4, S4, T4, 2 Wounds and 2 Attacks, and good Ld. Their special rules make them well worth their points. They move through woods with no penalty. They have a 5+ save against weapons, missiles, spells, and magical weapons, this includes firey spells and weapons, since unlike Treemen Dryads do not have woody flesh. The magical save is not a dispel, and does not stop a spell being cast against the Dryads. You must roll to save for each and every Dryad affected by a spell which is successfully cast on the unit and when the unit is covered by a spell template. Shape-shifting, Dryads may assume tree aspects when fighting in hand-to-hand, they shape-shift only for te duration of the combat phase, and constantly change aspect. At other times, their normal profile applies. They cannot use the same aspect twice in succession. The whole unit must assume the same aspect.
Birch Aspect - +1 Attack
Oak Aspect - +1 Strength and +1 Toughness
Willow Aspect - Any opponent of a Willow Dryad forfeits his first attack in any
round of hand-to-hand combat. An enemy with a single attack cannot attack at all if the
Dryads assume their Willow Aspect.
The Wood Elves have a good mix of Monsters available to them. Of these, the Forest Dragon and Unicorn need some explanation.
Forest Dragon
The Forest Dragon has the following special rules and abilities:
Forest Dragons have a green, fuming breath weapon. They fly, they have scaly skin like all dragons, and they cause terror.
Unicorn
Unicorns have high Movement and Ld. They have a Horn attack (which is the same as the
+2 Strength bonus of charging lances).
Magical protection The Unicorn radiates an aura of magic power that can nullify the
effect of other magic, if a spell is cast upon the Unicorn rider or a unit it is with then
it is dispelled on the d6 roll of 4, 5, or 6.
Daemonic aura A Unicorn's magic power extends to it's attacks, shrouding it in
magic, this disrupts the Daemonic aura of Daemons, and cancels out their Daemonic savings
throw.
Orion, King in the Woods
This is the nearest thing to an Avatar that the Warhammer Fantasy Battles world can have. He has very high stats, causes fear, he gets to add +d6" to his charge move, he is immune to all psychology, he has a magical save of 4+.
The Spear of Kurnous, which can be thrown like a monstrous missile weapon, or can be wielded in hand-to-hand, and if it hits when thrown you may roll a die for each wound your opponent has, so if he has a Wound characteristic of 4 you roll 4 dice, and every 4+ scored causes a wound. In hand-to-hand, roll to hit and wound as usual, only magical armour can save against wounds inflicted by the Spear.
The Horn of the Wild Hunt Orion can only blow the Horn during the magic phase. When sounded, the nearest enemy unit within 12" must take a Panic test. The blast from the Horn is a magic spell and so can be dispelled.
Cloak of Isha 4+ save against every kind of attack. This is not an armour save, and so saves against even war machines, breath weapons, and magic weapons that normally allow no save.
He can also have a pack of Baying Hounds, which is useful against your opponent's massed cheap troops.
Ariel, Mage Queen of Loren
Ariel has some of the finest magic items of any mage in the Warhammer World. She can also fly in her Sylph Aspect, she has a divine aura (4+ save against any magic cast against her).
Ariel uses a voice weapon that uses her normal WS and S as normal, there can be no armour save against the screech, not even for magic armour.
Dodge Ariel may Dodge for an unmodified dodge roll of 4, 5, or 6. She can dodge even war machines or indeed ANY attack that uses a template, as long as it is not a spell.
The Wand of Witch Elm allows Ariel to choose one spell that she can cast without expending any power cards.
The Acorns of the Oak of Ages Ariel may scatter these on the battlefield to create a 12" diameter wood, this can be done only once per battle.
The Dart of Doom has only a 12" range, and uses Ariel's BS. If the dart hits a model, it cause 1 automatic wound, which can only be saved by magical armour. If the wound is not saved, the dart drains their Strength characteristic by d6 to a minimum of 1. It cannot drain it lower than 1.
Berry Wine It can only be used once during a battle. Any character that drinks the wine will be instantly invigorated and will regenerate d6 wounds. This cannot bring the drinker's wounds above it's original stats level.
Naeth the Prophetess
Naeth is a good low-level Mage with a couple of interesting magic items.
Thalandor
Thalandor is a Master Mage, he paints himself with magic War Paint giving him a 3+ save vs. missiles and 5+ versus hand-to-hand, his great Giant Eagle Gwandor wears the Talisman of Qwarr which gives the eagle a 4+ save against any ordinary weapon or missile, and Thalandor wields the Spear of Daith which will parry on a 4+. He is a good character to use due to his mobility and protective items.
Lothlan the Brave
Lothlan is the Battle Standard Bearer of Athel Loren and carries The Standard of Athel Loren, which is a magic standard. He also rides a barded Elven steed and is armed with a sword and light armour and shield.
Durthu the Treeman
This is the most powerful of the Treeman. He hates Orcs, Goblins, and Dwarfs, and he has a swarm of Sprites to aid him.
Scarloc
Scarloc is one of the finest archers and scouts of Athel Loren. He is a Scout Champion, and he carries The Hail of Doom Arrow (see the card in Warhammer Magic).
Wychwethyl the Wild, Wardancer Champion
He carries The Drum of Orc Skin, a magic drum, and he knows the ancient Dance of Doom, which he may use once per battle while the rest of the battle does one of their normal wardances. He is immune to psychology, and he has the Wardancer's Dodge. Wychwethyl is a very strong Champion, but remember, he is only a Champion and he only has 1 Wound and 3 Toughness, so use him wisely and carefully. Set up his attacks so that he will be able to take advantage of his multiple attacks and good WS to take out his enemy on the turn he charges.
Sceolan
Sceolan has the powerul Bow of Loren and the Buckler of Bronze. He may fire three arrows per round. He is very good at picking off lone targets such as characters and Mages with his bow.
Dryad Drycha
Dryad Champion with the special ability of The Dirge of the Dryad, which she can sing in the magic phase. The nearest enemy within 12" must take a Ld test, if they fail they are unable to move or shoot in the next turn.
Skaw the Falconer
Skaw is one of the best of the Champion level characters. With his fighting Falcons and The Flail of Claws, he makes for a very useful character. He may be the Champion of either a unit of Warriors or Scouts, or an independent character.
Gruarth the Beastmaster
With his pair of saber-toothed tigers and his Binding Bolas, a good trick here is to use the Bolas to bind up one person in a unit so that he cannot move, then the whole unit can't move, because a unit moves at the movement rate of its slowest member.
Tactics start with choosing the right battlefield to fight on. The Wood Elves are helped with this in the special rule for Wood Elf battlefields. When setting up terrain, the Wood Elf player can interpret any double dice score that he rolls as a wood instead of the terrain piece indicated on the chart. Always do this. When the opposing player declares that he is going to stop placing scenery, the Wood Elf player has the option of generating and placing one more piece if he wishes. The Wood Elf player can then choose a wood instead of generating a random piece of terrain from the chart. Always take advantage of this, as you want to fight with as many woods as possible.
Your opponent will look at woods as difficult terrain, and think of it as that, unless he is a Wood Elf player himself. You may be able to use this to your advantage. Use Glade Guards to make feigned flights into the woods to bog down your enemy, because he may forget that you can go full movement, and then do a surprise attack on him with Waywatchers. Use the lie of the battlefield and the placement of woods ot plan your deployment and tactics. Take advantage of areas of the battlefield that your opponent will be channeled into by the terrain to set up killing fields for your archers. Use terrain to cover flank moves and to protect your important troops until you are ready to use them. Always remember that your troops are lightly armed and only have a Toughness 3, so don't expose them needlessly to enemy fire.
Use Treemen and Dryads as heavy assault troops supported by archers.
Use your Glade Riders as fast cav missile troops, and fast cav assault troops for assaulting enemies who are already engaged to the front and also use them to protect your own flanks and as mobile reserves.
Choose the ground for your Waywatchers carefully, try to choose an area that you can lure the enemy into charging into, as this is the best use for your Waywatchers.
Set up your Scouts so that they will be able to harass and disrupt your enemy's movements and battle line. If he leaves an opening (some woods or other cover) where you can set up with your Scouts to be able to fire on the flanks of his units, so much the better.
I use Chariots as my fast reaction force to support the rest of my troops anywhere I see a weakness in my line or a weakness in my opponent's line that I can take advantage of.
Use Warhawk Riders as very highly mobile skirmishers and harassment troops. You can also use these for attacking enemy artillery crews if you are given the oppurtunity (always be observant for the chance to do this).
Wardancers, I like to set these up in a woods where I can come bursting out at the enemy when he comes near. Or set them up behind your archers and charge over them when the enemy comes near. One trick with Wardandcers is to use their Wardances to tie down powerful characters and/or units.
Spearmen can be used in large units to block lanes between woods or as smaller units on the flanks of your Dryads and/or Archers to make counterstrikes with.
The Wood Elves have available to them the best bargain there is in a flying monster, the Great Eagle. These are great for attacking lone Mages and artillery crews.
Unicorns make the perfect mounts for Wood Elf Mages. I prefer them to any of the other monsters for this purpose.
Remember, do not leave any of your units without support, as Wood Elf units are fragile if left on their own. You must take advantage of their use of the woods and their archery. The Wood Elf army is best used with a subtle touch. Always think of the traps you can set for an unwary opponent and avoid fighting a melee style battle. You want to fight a battle of maneuver and missile fire while using every inch of terrain to your advantage.
The Wood Elves have many really good special characters, and if your opponent agrees to the use of them, they can add greatly to the abilities of the Wood Elf army.
This Treatise was inscribed by The Old Sage.
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