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Warhammer Battle Reports 7th / 8thNauticans / Design Fantasy Gallery
Showing posts with label - Wood Elves. Show all posts
Showing posts with label - Wood Elves. Show all posts

Best and Worst 8th Edition Armies

The strongest Warhammer Fantasy Battle Armies under the 8th edition rulebook - poll results. We had over 500 people voting and here's the outcome.

Note that: new Orcs & Goblins, Tomb Kings, Ogre Kingdoms and Vampire Count army books were released during the vote (so some people will have voted before seeing the new armies).


Voters were asked to choose the 5 best and worst WHFB armies.


Which armies are the most powerful under the 8th edition rules ?


Best WFB Army photo High Elves

% of all voters / army

46% High Elves
45% Skaven
40% Warriors of Chaos
32% Dark Elves
29% Chaos Daemons
28% The Empire
20% Lizardmen
20% Dwarfs
19% Vampire Counts
16% Orcs and Goblins
10% Ogre Kingdoms
9% Tomb Kings
7% Bretonnia
6% Wood Elves
4% Beastmen




Which are the weakest fantasy battle armies under the WFB 8th ed. rulebook ?


Worst WFB Army photo Wood Elves

% of all voters / army

65% Wood Elves
45% Bretonnia
40% Beastmen
37% Tomb Kings
27% Ogre Kingdoms
24% Vampire Counts
16% Orcs and Goblins
14% Dwarfs
11% The Empire
10% Lizardmen
8% High Elves
7% Chaos Daemons
5% Dark Elves
3% Warriors of Chaos
2% Skaven



and if you rank both lists (from best to worst) and add the ranks up and then sort them in order of best 8th edition army to worst 8th edition army then this is what you get...

The overall best to worst Warhammer Fantasy Battle army... 
(ranked in order of best + least worst)
Overall Best WFB Army photo Skaven Elves

1st / Skaven / 3 pts
2nd / Warriors of Chaos / 5 pts
3rd / High Elves / 6 pts
4th / Dark Elves / 7 pts
5th / Chaos Daemons / 9 pts
6th / Lizardmen / 13 pts
7th / The Empire / 13 pts
8th / Dwarfs / 16 pts
9th / Orcs and Goblins / 19 pts
10th / Vampire Counts / 19 pts
11th / Ogre Kingdoms / 22 pts
12th / Tomb Kings / 24 pts
13th / Bretonnia / 27 pts
14th / Beastmen / 28 pts
15th / Wood Elves / 29 pts

I'm sure you'll want to draw your own conclusions, I'm just sorry for the poor old Beastmen because their army book wasn't released that long ago and yet they still come in second bottom in the ranking.

I think anyone who has played against the top 5 know they are disgustingly good, especially Warriors of Chaos (in my opinion).

A note to Games Workshop: I think it's time to bring on those Bretonnian and Wood Elf army books.

Images are © Games Workshop. All rights reserved. Used without permission.

Best and Worst 8th Edition Armies

So which is the strongest and weakest Warhammer 8th edition Fantasy Battle Army ?

The results for 2010 are almost in, you have 2 days left to vote. Here's the position at the moment.

High Elves, The Empire and Skaven are clearly on top and Wood Elves, Tomb Kings and Bretonnia are bringing up the rear.

The worst Fantasy Battle army vote is very clear with Wood Elves chosen by 60% of the respondents. Their brethren the High Elves were almost as popular for the best army vote gaining over 50% of all votes.

The poll closes on 1st Jan 2011 so please vote now if you haven't already (scroll down the page, you'll find the poll on the right sidebar).

image showing best and worst WFB 8th edition armies

the best Warhammer Fantasy Battle forum

looking for a friendly Warhammer Fantasy forum ? Look no further...


battlereporter.freeforums.org
(paste into your browser)

We're a small community with 101 members. We cover all Warhammer fantasy races and have a mixture of grizzled veterans and new gamers. Everyone is welcome and we only have one rule... be friendly.

There's a Warhammer 40k section too.

Photo is courtesy "dims" (a forum member) and shows some of his Wood Elf Eternal Guard.

Bargain buying Warhammer Fantasy Battle miniatures on eBay sales

Ever wondered if you should dive into eBay and try buying some miniatures. Well look at this awesome 3000pt fully painted Wood Elf Army bargain that one of my blog visitors recently picked up (for $400 USD plus shipping).



If you find this tempting then sign up to eBay

How to beat High Elves with a Wood Elf Army (2000 pts Warhammer Fantasy Battle)

A few weeks ago I pitted my new High Elf army against my friend's new Wood Elf Army.

Like I said before, it was a Massacre - yep, he thrashed me :(

There were a few key decisions and army choices that made all the difference and the location of wooded terrain features across the center of the battlefield.

Firstly, I was ill prepared and trusted to luck too much. I was in a crazy rush before the game and just took some Swordmasters I had to hand instead of digging out my Dragon Princes - mistake 1

Secondly, I opted for a virtually all elite theme, figuring that once in combat his army would not stand a chance - mistake 2

Thirdly, I didn't take any repeating bolt throwers to the party - mistake 3

Some of my better decisions.

I tried to second guess my opponent. I didn't think he would bother investing in Magic knowing that the High Elves would probably 'out-gun' him in. Therefore I didn't bother with mages thinking there would be no Wood Elf spellweavers or spellsingers.

It was a risk that paid off. The only magic spells to deal came in the form of Tree Singing by his Treeman - this only worked for him a couple of times and did not cause too much damage (note: I forgot about the extra High Elf dispel dice !)

Another good decision was taking a large unit of Phoeni Guard. This was my last unit standing and they absorbed a lot of punishment until I finally gave the order for them to Surrender (Caradryan was taken alive and eventually randsomed back to the Ulthuan authorities)

The Battlefield

We used quite a lot of scenery (to add to the 'atmosphere') 16 pieces all told. Most were walls, fences and buildings which did not have a huge bearing on the game.

However, there were also 3 woods, I got one of them and place it well out of the way on my table edge. My enemy got 2 woods and, quite rightly, placed them smack bang in the middle of the battlefield - uh oh !

Later on this caused me no end of trouble.

The Decisive Moments

The Wood Elves deployed mainly begind the woods with Waywatcher scouts inside them.

I had 2 units of 20 swordmasters. One was shielded to some extent my the Phoenix Guard but still exposed.

By the time my Swordmasters got into some serious fighting they had lost almost half their number to longbow fire.

My swordmasters easily routed a unit of Dryads in the woods but did not pursue due to the proximity of wardancers and eternal guard.

The same Swordmasters were double charged and despite putting up a good fight they routed due to the loss of their rank bonus and were cut down to a man (or Elf)

My Lion chariot suffered poor maneuverability as a consequence of it's positon behind my forces (out of missile fire harm)

I had to move my chariot to counter a threat from some fast cavalry, this ended up in something of a standoff and didn't help my cause.

My small unit of 10 whitelions suffered some missile fire but eventually made it to the woods. I was so relieved that when I did get there I forgot (for a turn) that they are Woodsmen and can move without penalty ! (doh)

They key combat was mySwordmasters against the Wood Elf Treeman. The Swordmasters performed admirably aided by a magic weapon and that my army general (Caradryan) was within 12". They almost killed the Treeman when Caradryan joined the fight (the Treeman had 1 wound left which was enough for him to rout both my Swordmasters (who later recovered and destroyed a unit of Wardancers) and (worryingly my Phoenix Guard - who also later rallied but founf themselves surrounded by woody archers)

All in all it was a disaster for me but I learnt a lot (in only my 4th game back after a year absence)

1) I have to take cavaly with the banner which allows them to traverse difficult terrain without penalty.

2) A repeating bolt thrower on my hill would have made all the difference.

3) I have to deal with the enemy scouts and glade guard rather than try to advance my troops through a hail of missile fire

4) I will not put all my eggs in 1 basket again and rely solely on the hand to hand martial prowess of High Elves.

I have not had time to write up a full battle report because of Christmas duties but we have a rematch in 3 weeks time which I am hoping to record in detail and maybe do the full video treatment on it.

For me the highpoints were:-

1) Knowing I can kill a treeman with Swordmasters (given a little help)

2) Killing his Highborn with my Phoenix Guard

3) Routing a large unit of Dyads in 1 turn with my second unit of Swordmasters.

The last words should be about my opponent.

His army selection was far superior to mine as was his troop placement, movement and battle plan.

He well and truly outplayed me so congrats to him but...

I will have my revenge :)

A Murder of Spites (create a Wood Elf assassin / war machine killer)

The Murder of Spites is ideal for taking out low toughness / weapon skill opponents. They are ideal for supporting a Wood Elf character and sending him out to 'take out' war machine crews. Try it out and let me know how you get on.

A Murder of Spites gives +D6 str 2 attacks with the characters WS and Initiative. This looks quite weak and worthless until you take into account that the attacks are poisonous and magical ! Then they look like 25 pts well spent.

Remember poison means no roll to wound if you roll a 6 to hit (armour, ward and regeneration saves taken as normal).

Wood Elves Army Spites - An Annoyance of Netlings

The Annoyance of Netlings Spites

...are excellent when facing tough enemy characters. Watch your enemy flinch when they accept a challenge and fight out that their character will only hit on a roll of 6 !

Imagine using it against Grimgor Ironhide !!

These spites virtually negate the attacking power of an enemy character and all for just 25 points - they're an absolute bargain.

Use them to either:-

1) hold up really tough enemy characters and units.
2) to protect a magic user from close combat hits by challenging the enemy (remember to ensure your spell caster will actually have adequate equipment to beat the enemy character !)

A Wood Elf Army which includes combat oriented characters should always make a place for An Annoyance of Netlings.

Note: don't forget, you can only have one type of each spite in your army and no character can have more than one each (except Treemen Ancients and Branchwraiths which can have as many as they like - up to their points allowance)

Wood Elf Spites - a Blight of Terrors

These spites are expensive (50 pts) in comparison with all the other spites but they are fantastic value for money !

That is, if you're facing an enemy with an average or below average leadership (say 7 pts)

If you are facing such a foe, such as Skaven, Humans, Goblins etc. Then you should definitely make use of the...

Blight of Terrors

and ensure the character that takes the spites is part of a unit, then get them up close to the enemy and observe the effects of terror.

Wood Elf Spites of Athel Loren Summary

You have to hand it to the guys at Games Workshop - they have an awesome collective imagination.

Spites ...

...are something I imagine a lot of people would never have thought of. I'm pleased GW did though because they're ace.

They add a lot more tactical options to a Wood Elves army

. They afford a level of protection to spell casters which is the envy of other armies who are forced to mount their spellcasters on big expensive flying mounts or slow their magic user's advance into combat by placing them in slow moving rank and file.

The summary is... Learn your spites capabilities and use them for suprising gains that your enemy simply will not have taken into account.

I'm writing a detailed feature on spites so check back for the full analysis.

Wood Elf Kindreds (esp the Glamourweave and Alter Kindred)

Wood Elf Kindreds

the good, the bad and the ugly...

Your precious points are usually better spent elsewhere in 2000 pt games.

The problem with most of the Kindred upgrades for Wood Elf Nobles and Highborns is that you cannot then equip your character with magic weapons or armour (except the Wild Rider kindred which is expensive anyway).

I do not recommend using a Wardancer, Eternal, Scout, Wild Rider or Waywatcher kindreds in anything less than a 3000 pt game.

2 useful kindreds are:-

The Alter Kindred

movement and initiative increased to 9 (35pts for a Highborn or 25 for a noble)

Characters with this kindred can still use magic weapons and armour and will make excellent assassins and war machine destroyers. They need the protection of woods and forests though or a leading unit of fast cavalry to provide a missile shield.

Note: they cannot join units.

The Glamourweave Kindred.

Another excellent kindred. This allows a spell caster to join a unit of forest spirits - I recommend Dryads. The character must be mounted on an Elven steed or Unicorn.

This gives the character a 5+ ward save and they can move quickly into spell casting range under the protection of the Dryads and their skirmisher status (-1 to hit)

The character can also use magical weapons, armour or any other useful magic items.

This is a good attacking option for your spell caster who can always leave the unit whenever they want anyway. The kindred cost is cheap (at 20pts for both spellweaver and spellsinger). Another benefit with using a spellweaver is that your dryads will benefit from his/her higher leadership of 9.

Wardancers Shadow Dances of Loec (Wood Elf Army Special Rules)

The Wardancer special Shadow Dances of Loec rules, very summarised and "in a nutshell"...


there are 4 dances, you cannot perform the same one on consecutive turns, they are:-

Whirling Death
  • bestows killing blow special rule (roll of 6 to wound = D E A T H)

Storm of Blades
  • +1 attack

The Shadows Coil
  • 4+ ward save

Woven Mist
  • -1 attack but always strikes first *

notes : * with an initiative of 6 you can use this Woven Mist attack against High Elf Swordmasters and White Lions of Chrace to negate their Always Strike First special army rule. Against the Phoenix Gaurd, who also have an initiative of 6, you will need to beat them on a D6 roll to see who strikes first.

Glade Guard Longbows - Wood Elf Army Special Rules

Glade Guard are an excellent unit to include, they are fine shots and at short range they deliver str 4 hits.

You often see games with, say Empire handgunners when, they know that they will get one last shot in at short range before they will be routing off the table. Well, this needn't be the case with Glade Guard and that's what makes them so essential to the Wood Elf army.

I have seen Glade Guard units survive a whole battle by jumping in and out of Woods and picking the enemy off (slowly but surely) with short and long range bow fire. Even without the presence of any woods, the Glade Guard, like all Elves are tough to pin down and require cavalry or flyers to stop them from wreaking a kind of slow death mounting havoc in your army.

I would always include units of Glade Guard in any Wood Elf army.

note: Glade Guard only, Waywatchers do not have the same type of super-strong longbow wood :)

Wood Elf Army Special Rules (Eternal Guard analysis)

Eternal Guard
  • Bodyguard - stubborn if accompanied by a Highborn or Noble
  • Fighting Style (see below)
  • Armour save 5+
Armed with 2 hand weapons but the second rank can fight aswell (with 1 attack). So the front rank fights with 2 attacks and the second rank with 1. Treated like the spear rule so second rank attacks are not applicable on any turn the unit charges into combat.

A useful unit but certainly not battle winner's or even combat winners really. Let's face it they still have a strength and toughness of 3 which are their biggest weak points. The above rules and their Ws of 5 does make them better than average for their points cost of 12. Only worth taking to the fight if you include a hero or lord in the unit because these guys will take hits and need to be stubborn* to survive !

Note : the stubborn characteristic is generally regarded as a must have attribute.

Wood Elf Forest Spirits (Wood Elf Army Special Rules)

another "in a nutshell" post...

Forest Spirits :-

  • cannot join units or be joined by anyone else
  • 5+ Ward Save (nice freebie !)
  • count as magical attacks
  • immune to psychology (another nice freebie !)

Use them ! Especially Dryads which are very cheap (although they cannot form rank and files so you don't want your whole army made up of them !)

A Nightmare Scenario : Wood Elves & Lizardmen Artillery !

I have been studying the Wood Elf army book in preparation for a 2000pt game I have this Saturday. They have so many army choices available to them that it scares me ! Thankfully, I am fielding a High Elf Army and expect to do well. Especially with their superior martial prowess and, importantly, the Always Strike First rule & Phoenix Guard ward save.

However, the reason I think I will do ok is because I believe I will quickly force the enemy into combat because our movement rates are the same and it will be difficult for him to avoid me. If I was fielding Dwarfs I would be more worried, or fielding loads of long range artillery to force the Elves to come to me.

That brings me onto the artillery nightmare scenario. If High Elves or for that matter Lizardmen had 48" plus artillery ability they truly would rule the Warhammer world. My nightmare consists of Wood Elf Treeman rock throwers, like the Ents trying to destroy Saruman's Orthanc
in Lord of the Rings. In fact, in years passed I believe the Ents could indeed throw rocks ! But thankfully no more.

Or what about a Lizardman Gigantic Salamander (like the plasma launching 'bugs' in Starship Troopers !!!

I think I'd better end this, I'm starting to break out in a cold sweat.

No, neither Lizards or Wood Elves have long range arty and for that we should all be grateful and sleep well at night :)

Wood Elf Army - Treekin (are they worth the 65 points cost ?)

These Forest Spirits make hard hitting close combat units. Their greatest attribute is their toughness (T5 is fairly rare for units). They are well protected with their armour save of 4+ and ward save of 5+ but, given the prevalence of Great Weapons and the Tree Kin's low initiative, they must be used carefully because they are a big points cost investment and you will probably only want to field a single unit (due to points cost and purchase cost !)


If you do field a unit and your game is 2000pts+ I recommend you take 7 Treekin. It sounds excessive and expensive but will make them more able to plough through the enemy quickly. You do not want to allow you foe any more time to take your Treekin down than you have to.

With 7 Treekin you will have a unit strength of 21 which, after a round of combat and some kills, should be enough to rout the enemy unit in turn 2 if not turn 1 (through Fear).

Remember, even if the Treekin take wounds, they will need to take 3 before a model is removed so the unit will benefit from it's unit strength and more attacks for longer than single wound troops.

Note also, that TreeKin are immune to psychology, so no panic, fear, terror etc.

Treekin seem expensive but if you're asking "should I use Treekin" then the answer (from me) has to be yes.

How to kill a Treeman without a beaver (how to beat Wood Elves with High Elves)

In a week's time my noble High Elf army will be facing their sundered Wood Elf kindred. How it has come to this is another story but I suspect it's all over some precious elven heirloom or, more likely, a beautiful Elf maiden.

Anyway, what I am pretty certain of is there will be a very large, talking moving tree that I will need to fell.

You know, I'm not too worried about it either. Infact, I wouldn't be worried at all if the wretched things weren't stubborn.

I do expect to take some damage but I think as long as I engage the big fella (I assume they're all male ?) with the right unit(s).

The best thing about Treemen (as far as their enemies are concerned) is that they are S L O W......

Also their Ws is nowhere what it used to be in early army lists. I know I'll hit him and I know I'll damage him.

My plan however will not be to rush into combat with him. I need to knock off some wounds first. He could well beat me in combat and I don't feel like having a whole unit wiped out by a single treeman.

Magic and missile fire (ie repeating bolt thrower) will be the order of the day for this fellow until I feel confident of taking him out in one round in close combat.

I could use some wood for the victory celebration barbeque :)

Errata:

the above game has long since been played and my forces coped admirably with the endm Treeman, indeed a unit of Swordmasters reduced him to 1 wound (from 6). It give me a lot of faith in Swordmasters (although they did have to sacrifice themselves to the cause)

Wood Elf Wardancers - How to use them & Shadow Dances of Loec

I'm divided when it comes to using Wardancers. They've got loads of character and are great fun to use in friendly battles but should I use them in 'not so friendly' battles ?

Here are some bits and pieces to bear in mind if you take them along for the fight.

Charging

Don't deploy them opposite enemy cavalry units because you need to try and make sure you're the one who gets to charge. They get +1 on their strength if they charge (for the 1st round only)

Missile fire

Keep your wardancers tucked away out of sight in the early rounds. They only get a 6 ward save, thanks to their talismanic tattoos, which is not going to protect them much (also -1 to hit due to their skirmish ability)

Psychology

Try to make sure your wardancers are taking on the enemies fear or terror inducing units. They are immune to such wimpy emotions.

Skirmish

Don't forget that your wardancers can move very freely. No need for all the silly wheeling etc. They quicky cover ground and are good support troops for your rank & file or even dryads who have a 5+ ward save and higher toughness to soak up missile fire (note: dryads are skirmishers too)

Shadow Dances of Loec

  • Whirling Death
    Confers the killing blow rule
  • Storm of blades
    +1 attack
  • Shadows Coil
    4+ ward save
  • Woven Mist
    lose 1 attack, always strikes 1st

How to Shadow Dance

Consider your enemy's weaknesses. What's happening around your wardancers ? Do you need to hold up the foe or cut through them ?

My Rules of Thumb

Does the enemy unit have a lower Ws ? Then use Storm of Blades for extra hits (providing the enemy toughness is not too high)

note: always use storm of blades if you're charging (+1 str). Unless you just want to hold the enemy up until reinforcements arrive.

Does the enemy have higher toughness ? Use Whirling Death those rolls of 6 will mean killing blows (no saves). It might be your only chance.

Are you receiving a charge or does your enemy have a higher strength and you're expecting to take hits ? Use Shadows Coil, also use this if you just need your wardancers to stay alive while your army comes to the rescue.


Are you facing a High elf army or special characters who will always strike first ?then use Woven Mist (probably the least useful)

note: Compare your initiatives first though. If it's the same you will still have to roll to see who goes first unless you won the last combat.

Finally

Important, note: You can not use the same dance on consecutive turns so have a plan in place for which dances you will use and in what order against enemy units if things are going well or badly.

I hope you found this useful. Happy wardancing.

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