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Thread: So, anyone played against the new Wood Elves yet?

  1. #1
    Commander Sanjuro's Avatar
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    So, anyone played against the new Wood Elves yet?

    I had the pleasure of facing them last night, and also watching them play against another army, and it was very interesting.

    The army that the WE player used consisted of a tree-lord or whatever those damn big ents are called, a branchwraith, a spellsinger, 3 10-man dryad groups, 10 archers, 6 wild riders, 10 wardancers, 4 treekin, 8 waywatchers - and I do believe that was it. Not a ranked unit in sight, as such, apart from the bowmen, and they were deployed in a long line.

    I had convinced my good friend, the tree-hugger, to skip all ranked units and go for skirmishers, fast stuff and monsters, since they nowadays pretty much outclass the old way of playing Warhammer. Also, it seemed very elfish.

    Here are some quick reflections on the units I have seen used.

    The Treelord was the generals army and performed admirably in taking out light support units with his power to shoot out roots, and he drained dispel dice with his excellent ability to cast bound spells. He also supplied well-needed dispel dice to the WE army. He managed to win combat against ranked units with full command from the front, thanks to great rolling and his little spites with poisonous attacks. Nothing to be said here, he is a rock-hard monster (nigh invulnerable) with good LD and an excellent choise as general.

    The Branchwraith didn't exactly shine, but it is a cheap hero with good abilities and stats. The lv 1 mage upgrade would probably have been worth it, since it adds a power dice and a dispel dice to the army as a whole. Accompanying dryads, as he should be, he is in his right element and ensures that dryads have a decent chance against ranked units with full command in a frontal charge, if you are in a pinch (otherwise, always go for the flanks - but I don't have to say that, do I).

    The Spellsinger - a level 2 mage with a great lore. Nuff said. However, she also sported a longbow and some enchanted arrows which forced the enemy to take panic checks even if only one casualty is suffered. This came in very handy in forcing untimely panic checks and, on one occasion, the flight of a light enemy unit.

    The dryads were, as we had speculated pre-game, very nasty indeed. Fast, mobile and hard-hitting. They are an excellent core for a WE army, and most likely the best mainstay skirmishers in the game, point for point. 12 pts for something of a dryad's power is just crazy, don't know what they were thinking when they wrote the book! My friend, the tree-hugger, used them to create pincer movements. Their biggest flaw is their inability to flee, which can cause great trouble for the WE player - you don't want them to stand and await a charge from chaos knights, for instance.

    The archers were very good for knocking off support units - as one would expect. Naturally, noone fires volleys of S3 arrows into ranked main combat units. Only common sense, but they do provide a good fire base, and if I where to play the welvies, I would probably go for 2 units of 10 of these.

    The Wild Riders Amazingly, these performed rather poorly, while their rules and abilities definitly suggest otherwise. Due to some sub-standard rolling, they were almost wiped out to a man, even though they came at the flanks. Their low toughness and armour save is a great drawback for them - thankfully they have their ward save. But in the games I witnessed, they did not reach their full potential, which is, doubtlessly, very impressive.

    The Wardancers Well, these fellas aren't exactly as good as their last incarnation. None the less, they supplement a mobile, hard-hitting WE force well and just need to stay out of trouble. Had the Wood elves faced a magic-heavy list with lots of magic missiles, these deadly dancers would most likely not have gotten very far. They excel at clearing out terrain from other skirmishers, however. And in combined charges they are lethal (then again, so is virtually everything in this list).

    The Treekin What is that term? Most Victorious Unit? Most Valuable Unit? Whatever it is, these guys fit the description - they are hands down, without a doubt, the best ogre-sized monsters in the game and excel at all roles - tarpits, full offensive combat, taking on main combat units... you name it. Nothing could touch these overgrown bitc... sorry, I meant birches. S5 T5, 4+ armour and 5+ ward save - who could ask for more? They are pricey, but well worth every investment you make in them. Run them in units of 4, is my tip. Their ability to walk through woods at full speed (as all wood elves/living trees do) gives them opportunities to threaten the enemy's lanes of advance that normal monsters can't even dream of!

    The Waywatchers Definitly useful, but also didn't see their full potential in the games we played. Against armies like Chaos they come into full blossom as march stoppers and armour piercers (killing blow means that chaos armour is just about as useful as tinfoil). I dread the day I have to face Wood Elves with my Chaos boys - no longer will I have combat on my terms!

    All in all, The Wood Elves look like a very strong and quite balanced list with less of the non-engagement tactics that some players without scrouples used to pull with the old list. A blast to play against! Anyone else got any experience with the new Welvies?

  2. #2
    Chapter Master TeddyC's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    Well ill be giving them a svere thrashing (i hope) next week. Its the preview night and ill be playing a 1k game versus a staffer. It will be one of 2 staff members i play regularly so coulda be a bit of a grudge match! I know one of them has his own 'winter' army made up entirely of treemen, dryads and tree kin led my a branch wraith. Hes having no green on the army at all. Its all gonna be silver birches done 'wintery'

    Ill be noting all you have said carefully indeed.

    Im thinking my lizzies need to be fast and hitting them where it hurts to keep up.

    Id imagine lustria rules could be a laugh!

    'What.... is that a wardancer unit in that forest..... encounter! SWARM! BOSH!'

    '......damned lizards'


    However i dont think i will be playing lustira rules again for a loooong time.
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    Commander Sanjuro's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    Aye, in that case I'd say you need to focus on fast units that can pin the dryads down - saurus cavalry and teradons I guess, I'm no lizzie expert. That jaguar charm saurus is probably a must have, but I don't think I've ever played against a Lizardmen army where he didn't make an appearance.

    In order to take down the treekin you'd need a stegadon, or to get them to charge some spear-armed saurus warriors in the front. Don't know if the WE player will oblige you on that point, however.

    Skinks are probably more or less a waste against Wood elves. They are pretty much immune to march blocking and they can flush them out of terrain very effectively.

    Heavens lore is of course as useful as ever, and no less against WE. A couple of Uranon's thunderbolts will take the dryads down to a manageable size.

    But really, Wood elves are a very exciting army. Damn, now I've got an itch to do an army of them myself... and I swore I'd never fall to the elven lure

  4. #4

    Re: So, anyone played against the new Wood Elves yet?

    Massacred some woodies in a 800 or so pt game 2 weeks ago (forgot pt value).

    Invaluable..salamanders!!!

    each turn they fired, each turn an entire unit of elves fell. If yougot 3, the chance of them killing all of them in 1 or 2 turns is slim since their arrows are still weak. str 3.

    My JSoD took on 2 units by himself since they couldn't bust thru the 4 toughness and armour save.

    KRoxigors would be good against their treemen i imagine, but enough salamander shots since they ARE considered flamable would work too (flammable as per a faq updated by GW later).
    Magic..not sure...with priest i had to use heavens but 2nd sign and lightnings did the job

    Sanjay

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    Commander taer's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    Yeah, I massacred some a few weeks ago, though the list was rather shoddy since we were using the local stores Wood Elf's display book. Plus, my opponent took magic items that weren't compatable at all with each other and forgot his Wild Riders were Immune to Psychology, and, due to some clever manuevering by myself, flanked 'em with a lance of 6 knights and subsequently ran them into the ground. All in all, the wood elves were not nearly as fearsome or annoying to fight as I had anticipated. Oh, and the table was about 1/3 woods, just to see how nasty they could be with it.
    All for one and every man for himself - normal mercenary tactics


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    Chaplain Falcon's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    I've listed my battle report under http://www.warseer.com/forums/showthread.php?t=6783

    Nice summary Sanjuro, although perhaps making the wood elves sound a little more scary than I would!

    I also feel they will be more fun to play with and against. My experience is still that they are brutal but fragile, exactly as they should be.

    It feels to me though as if their archers became a lot less usefull. I suspect that you will see more armies that concentrate on HtH with only 1 or 2 archer units in single rank. What do you guys think?
    Quote Originally Posted by Sanjuro
    The Wood Elves seem a solid and balanced army, not over the top at all, but very capable of flattening all before them when played right (as opposed to, say, dwarves - they aren't gonna flatten anything unless it comes to them and asks to be flattened).

    Good 1 Sanj!


  7. #7
    Commander Sanjuro's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    Well, I read your batrep, Falcon, and the Welvies seemed pretty darn scary in that one to me!

    Jokes aside, the WE did extremely well in the battles we fought and that is reflected in my very brief summary. I also do not believe it is a case of new-army syndrome - they seem a solid and balanced army, not over the top at all, but very capable of flattening all before them when played right (as opposed to, say, dwarves - they aren't gonna flatten anything unless it comes to them and asks to be flattened).

    What I was trying to do was to lift forward the good things about the units that immediately struck me when we played - what roles they will have, and so forth. My friend, the tree-hugger, is still just in the trial stage of building his army (and hence, not all models looked exactly like their description in the WE army book...) The list is extremely focused on close combat, however - much more so than what I thought it was going to be. I will need a giant in order to take that Treeman down with my chaos boys! With my DoW, I'd say I will just have to pray I can shoot it down with a cannon.

    I just wish they would have done the armybook more like chaos - like, choose if you want to play an Elf army or a Forest Sprite army. I would like to have seen a real possibility of fielding a pure Wooden army. As it is now, a force like that will have some severe tactical limitations and will not be very fun to either play or face due to the very few unit options it has (basically only dryads, treekin, treemen and branchwraiths). I mean, an army of ents is just too cool an opportunity to pass up.

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  8. #8
    Chapter Master TeddyC's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    Quote Originally Posted by StarFyre
    Invaluable..salamanders!!!.....

    .... but enough salamander shots since they ARE considered flamable would work too (flammable as per a faq updated by GW later).

    The reply i got from GW rules bods on that was.....

    "As for the Salamanders and there Spout Flame attack, this is NOT a
    Flammable, as a Breath Weapon or as causing Fire damage as detailed
    between pages 113 and 114 of the main Warhammer rulebook.

    The reason for this is because at present the Salamanders do not
    actually spite fire but a corrosive substance as detailed in their
    description from pages 28 and 29 of the Lizardmen army book, add to this
    the fact that a unit of 3 could easily wipe out a unit of 20+ models in
    a single turn as they could possibly do 30 wounds from their special
    attack and we think that you will agree that this will make them quite
    devastating when used in a game."
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    Chaplain Falcon's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    Quote Originally Posted by Sanjuro
    The Wood Elves seem a solid and balanced army, not over the top at all, but very capable of flattening all before them when played right (as opposed to, say, dwarves - they aren't gonna flatten anything unless it comes to them and asks to be flattened).
    Now there's a quotable quote
    Quote Originally Posted by Sanjuro
    The Wood Elves seem a solid and balanced army, not over the top at all, but very capable of flattening all before them when played right (as opposed to, say, dwarves - they aren't gonna flatten anything unless it comes to them and asks to be flattened).

    Good 1 Sanj!


  10. #10
    Commander Sanjuro's Avatar
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    Re: So, anyone played against the new Wood Elves yet?

    *curtsies*

    Completely different armies, completely different dynamics. I shall be interested in seeing how WE armies fare in the GT scene, but I don't think there is any doubt that they will do better than Dwarfs.

  11. #11

    Re: So, anyone played against the new Wood Elves yet?

    I've used them twice now against Tomb Kings and Ogres respectively and fared well both times. Against Ogres, wardancers made mince of a gorger while the dryads carved up bulls. Shooting also did quite a bit more than I would have expected, liely due to the Str 4 arrows of Glade Guard at close range and the limited mobility of the Ogres who were march blocked from the get go by Hawks and Eagles.

    Against the Tomb Kings it was tougher, but the best moment of the game would have to be getting regen on my wardancers and then getting charged by a bone giant and subsequently carving it up in two rounds of combat to loss of two wardancers. Mobility ruled the day and woodies excel at that...

    I think they are balanced but I have yet to field treekin and eternal guard, limited mostly to the boxed army and some eagles from my high elf army.

    BTW, both games 2K.

  12. #12

    Re: So, anyone played against the new Wood Elves yet?

    the Wood elves models are out already? I know the army book is out, but models? my local store doesn't even have them in stock yet (independant retailer)
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  13. #13
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    Re: So, anyone played against the new Wood Elves yet?

    Well the army box was released 2 weeks ago and the book and battalion came out this week. Most likely they are using old WE models or proxying until they are released.

  14. #14

    Re: So, anyone played against the new Wood Elves yet?

    Not at all. There's about 1800 points in the army box, add a couple eagles and a spellsinger and you're in, at least that's what I did. As I mentioned, rather limited in choice... but a pretty reasonable force unlike many of the other boxed army deals.

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    Re: So, anyone played against the new Wood Elves yet?

    I will play with my Cav army (or Native American army) next week since I glued it yesterday. After swopping som Glade Guard and Dryads for more Glade Riders I'm almost finished. I need to convert two mounted mages...

    I'm going for a pure Elf army, and I guess it might be a funny list to play with. From what I have seen so far: Wild Riders will be a "Do or Die" unit.
    Either almost unstopable or dead on arrival (shot magic to death), I guess they will be close to Mounted Deamonettes in the way I'll play them.
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  16. #16
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    Re: So, anyone played against the new Wood Elves yet?

    I haven't played against them yet, but a battle is drawing ever closer.
    I think the best remedy will be numbers (i'm so glad I play SKaven)

    Cav armies (or other heavily-armed armies) really don't stand a chance, so start waving Bretonnia and CHaos goodbye
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  17. #17

    Re: So, anyone played against the new Wood Elves yet?

    used them in a 1500 point battle against LM the other day ^^
    14 GG, 6 GR, 7 scouts, 16 dryads, 7 WD, 7 waywatchers, 2 lv2 mage son foot, and one alter kindred noble.

    the maic was balanced, with the staff I was casting treesing 3 times each turn, using it to cover dryads and wardancer as they closed, the LM player hated that, the waywatchers take 2 of his cold on saurus, and the mage with HoD take onother, just before they charged the huge unit of dryads, the driads holded, and did one wound in return, the glade riders and the alter kindred where runing circles around his army, maynly because I kille dterradons on turn one with massed shoting, overall the army did really well, ho and wardancers charged a unit of saurus in the front, and slaughter them o.O, they did like 8 wounds, at the end of the game I los tmi dryads (they where flank charged by the saurius unit later killed by the WD), but did a good job holding 2 units of the LM for 2 turns, the res tof the army was basically unscatched...ho and GR kiled one mage on turn 2 ^^, no moving and shoting is great for him scouts and waywatchers, tought is not that good on GG, guess that´s why they have S4 at short range...the enemy never reched short drange by the way...
    let the hunt BEGIN!!

  18. #18

    Re: So, anyone played against the new Wood Elves yet?

    Hi Teddy...you are wrong...

    Salamanders ARE flammable attacks:

    http://uk.games-workshop.com/apps/es...47&template=uk

    That is the link to the UK updated FAQ.

  19. #19
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    Re: So, anyone played against the new Wood Elves yet?

    Wild riders are a bit more durable than you may think, with magic resistence, two types of ward saves and armour they deffinately supprised me!

  20. #20

    Re: So, anyone played against the new Wood Elves yet?

    Played against them just the other day with some Dark Elves. Let me tell you that Chill Wind wipes the floor with them, just one wound and that large block of archers of pain cannot shoot next turn. Crippled his main unit for the entire game with my sorceress (he now ears her... also rolled Dominion as a spell as well ^.^ meaning that in one phase of the game only his sorceress could shoot her measly 1 shot at my warriors... the 26 other arrows were completely crippled) was playing a Lustria campaign so encounters occured (though we were equally lucky/unlucky with them). Needless to say I wiped the floor with him... he had 1 skirmisher left at the end of turn 6.

    Though I was lucky in my magic phases... his mage had huge potential in disrupting my plans.

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