Title: Guide To Fighting The Wood Elves (8th Ed.)
Description: Post your anti-WE tips and strategy!
Airtruck - July 17, 2010 08:42 PM (GMT)
Got tips and strategies that work well against the Wood Elves? Share them here with other warlords! Since the release of the new 8th edition, the game has changed a great deal and new tactics must be developed and discussed in order for da greenskins to crump ‘em good!
Burt - January 30, 2011 05:17 PM (GMT)
Only one tip
Don't get into a fight with the tree kin.
Think they are I5, WS5, S5, T5, W2 A3 and stomp with 4+AS for tough skin and a 4+Ward.
My opponent may have cast something on them to beef them up but they are pretty much stone trolls but not stupid
Squigkikka - March 3, 2011 10:36 PM (GMT)
Gonna face 'em with the new armybook this saturday!
Any of you had any experience with them in 8th ed? I heard their shooting got a bit weaker with the new rules, but that dryads and treethings are man.
The guy I'm playing is supposedly doing a bit more of a shooty and mobile army. What does that mean?
Is magic very common when it comes to Wood Elves? Thought I'd try out feedback scrolls and things like that :)
lsch1401 - March 5, 2011 05:22 AM (GMT)
Tree kin are very nasty. They actually have three wounds but only have I3. I believe that their WS is only 4 as well. Now with stomp there are probably not a of of units that could take them on in a fair fight. However, anyway tat you can get magical or flaming attacks will be good. Try black orcs with the flaming banner. With great axes they will be strength seven and wound on twos, and then do double wounds for flaming. :D
As for a shooty and mobile army, I would guess that it includes a lot of glade guard scouts and glade riders. He'll probably have wild riders as well. Unfortunately with this fast army approach you'll probably do a lot of hopeless infantry marching towards his units only to get shot and to have them flee. Fast troops may be a better bet. I'm glad that the wood elf player I know uses more of a forest spirit infantry list.
morglum - April 4, 2011 07:49 AM (GMT)
Treekin & such are flammable, go for the banner of eternal flame for some hard hitting unit. Shooting is something you have to watch out for, that short range STR4 really hurts; everything just dies. I usually play against wood elves, and this guy always takes like 70-100+ archers in our 1500-2400 point games. This doesn't leave much points for other cool stuff, but those arrows.. a lot of them flying.
Goreaxe Skullcrusher - April 20, 2011 09:04 PM (GMT)
the wood elves themselves arent really much to worry about. eternal guard and wardancers just dont have high enough strenght to do much damage. and glade guard arent much to worry about either. its the trees you need to worry about. dryads, tree kin and treemen are all nasty and against them its best to shoot them or use units like giants and trolls. so id take alot of trolls, a giant, an arachnaroch, an orc block and a goblin block and a bunch of cav to chase down pesky archers.
Da Git - May 26, 2011 07:41 AM (GMT)
Against Tree Kin:
Use a big block of black orcs (I'd use at least 30 to be sure to maintain the rank bonus for the first round). If you go 6 wide and have the flaming banner you'll do 6 wounds on him on average the first round. If he's got 6 Tree-Kin (the usual number) 3 wide he'll do 8 wounds on average. With 30 Blorcs you'll win on static CR, regardless of who's charging. The second round you'll do around 5 wounds. He'll do 6. You win again on static CR, and further reduce his attacks for the next round. Against Tree Kin you just have to try not to get flanked by Dryads...
Morten C - December 7, 2012 12:00 PM (GMT)
So Far, I have't tried having problems with treekin or treemen. They're very much like all other tough MI/monsters. What I do find though, is that I struggle against WE MSU builds. All those glade guards, just do a ton of damage! Our infantry isn't nearly fast enough, and faster stuff like our trolls gets shot to bits by flaming. Wolf riders etc. cannot take on 10 glade guard.
Now I don't think the problem is to create a list that deals well with WE. I can do that, but it won't be an all around good list then. If I field a tournament army fx, I would be prone to play in a certain way, in order to win. First of, my experience is that pushing forward isn't the best solution. They'll just jump around you or have you charge double fleer's, while shooting the crap out of you. The moonstone in particular is a mean bugga, making it really hard to pinpoint the high value units!
Focus on the Characters! They are where the points are! Dryads, eagles and gladeguard is freakishly cheap!
Our best counters, which isn't specialised in killing WE, are our warmachines and the big Waagh. They molest the wood elfs pretty nicely.
Heisenberg - December 12, 2012 06:36 PM (GMT)
My friend is building a WE army around a Lord on a dragon and heroes on eagles. They will be reinforced with archers on foot and by forest spirits including at least one treeman and units of treekin and dryads. I think a similar list has done well at various tournaments including the recent Australian Masters. That tournament player values the flexibility that flyers potentially have along with the Wood Elf's tactical flexibility.
Anyway I think the Wood Elf dragon lord has a 3++ save, and with heroes on flying eagles with wargear like hail of doom or buffed with lore of life, it could be a very interesting (or frustrating) guerilla warfare styled battle.
I am building an all-comers Wyvern list, and might even field two of them for 2500+ points which would make for an entertaining game of chicken against the Wood Elf flyers.
Foot of Gork seems like it'll force a lot of wound rolls on the forest spirit units. The Dryads skirmishing formation almost acts like a bigger footprint for Gork to step on, and the trees have large infantry bases. But the boosted Goblin vortex spell is also outstanding when it comes to flushing out the camping trees and archers :wub: .
Paksos - December 21, 2012 11:14 AM (GMT)
As a Wood Elf player as well, my strategy is generally to let you chase me around the board (shooting you the whole time) for four or so turns then, just when you think you'll never have a combat phase, I turn around and combi-charge you on turn 5.
A good Wood Elf player is going to bring lots of smaller units that he can either disperse quickly or drip feed you to slow you down while he builds up his charges. So my advice on combating them is as follows:
1. Savage Big Uns (with the shrunken head) and Black Orcs (with shields) are great - S4 weakens the effect of Dwellers Below and T4 with 5++ or 4+ save negates a LOT of bowfire.
2. Put the flaming banner on something. Probably Black Orcs to hack up their tree spirits with S7 great weapons but don't discount Boar Riders as well to charge in early and do the damage.
3. Arachnaroks - They just have too many wounds at too high toughness for Wood Elf fire to soak up.
4. NO FANATICS OR MANGLERS - When I play with my Asrai I hope people will bring these. I'll throw away a great eagle and enjoy keeping you on your side of the board with your own S5 hits.
5. Take a level 4 Orc - you need to contest the magic phase or he'll suddenly have T7 elves which should just not happen.
Finally, and most importantlly:
6. MAINTAIN THE INITIATIVE - This means pick a target and go for it till it's dead, then pick the next target etc etc. The more of his Glade Guard you kill off, the more victory points you get and the less small arms fire he is throwing at you. That means that he has to bring his charges forward a turn or two to stay in the fight, which means your units are a lot bigger than he wants them to be when his squishy elves (who believe me cannot take being hit back by an orc!) end up charging them
Paksos - December 21, 2012 11:24 AM (GMT)
Oh and a couple of other things -
The Dragon Lord with 3++ save, if he fails that save once then it's gone forever - so chuck a doom diver at him and it shouldn't last long
The cheapest model in the Asrai list is 12 points. That's the same as a Black Orc. On that basis, there's no shame in going after units of 10 Glade Guard to get your victory points.
10 Wolf Riders with light armour, spears and shields costs 120 points - the same as 10 Glade Guard and they should be able to take them in combat. At the very least it's a good cheap arrow magnet to draw attention off your main units.
If you see a unit hanging around a forest DO NOT GO INSIDE. If you're lucky then the unit will simply disappear and teleport to another forest on the other end of the board (then keep shooting you) but if you're unlucky then it's a trap and every model you send into the woods will take a S5 magical auto hit. I once took out a horde of Witch Elves worth over 450 points with this 25 point magic item.
Remember that the Treeman has a shooting attack as well - and he doesn't need line of sight to use it (this includes standing and shooting)