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Title: Guide To Fighting The Wood Elves
Description: Post anti-Wood Elf tips and strategy!


Goofycabal - August 8, 2005 10:54 AM (GMT)
Well now. Since the new Wood Elf army book has recently been released, we need some new tactics for taking on the Leafy Blighters.

So go ahead and let us know how you have figured out how to take them apart.

Once we've got a good collection, this'll get added to Da Dumping Grounds for future reference.

Gorathor - August 9, 2005 07:26 PM (GMT)
To start us off, lets look at the major flaws of the wood elves.
A. Low armor values [allowing magic and shooting to hit harder]
B. Toughness 3 allows for easy damage to inflict
C. High in points so we will easily outnumber them 2:1
Having said this lets look at the advantages we must face
I. Extremely fast, watch out for march blockers!
II. Incredible stat lines, leadership/initiative/weapon&ballistics... you name it the elves got it all! [except toughness]
III. Deadly in terrain, i dont care how gamey it is, you MUST persuade him to use the least amount of forest terrain as possible he will slaughter you in the woods regardless of your units.

These are a few weakness' that can be exploited provided the proper army compisition to combat the army.
Suggestions:
a. Go magic heavy most of the time to fracture his flanking units, BEWARE the Wild Riders of Athel Loren!!!
b. Mob up regimments of 30 orcs and 40+ goblins because the goblin casualties from arrows will become horrendous and the goblins will flee unless they are kept BIG!
c. The Wood Elves will always have a master plan in which they will have scheming up even before the game begins, do not fall for any baits and lures of tasty wardancers or eagle riders [they can "hit & run"]. See through their false livley hood and swamp him, do not allow the terrain to funnel your forces into one big horde in a small piece of open land cause then he surronds you with the eagles and warhawks and scales the terrain and destroys you.

I will leave it to someone else to write more on this same thread so that it may later be pinned on the "Dumping Ground".
P.S. sorry bout that guys, well here is my short and concise opinoin of the Wood Elves.

cyberzomby - August 9, 2005 08:45 PM (GMT)
I got told by someone else to make one solid line
Line up ure units close to each other. With a chariot in the middle and some fast cavalry near the flanks. Also. try to stick to one board edge if you can to use the edge of the table as a flank guard. Try not to forget flying eagles in the rear of youre lines. Anyone has a good tactic to solve this?

Rost - August 9, 2005 09:08 PM (GMT)
To keep the eagles from behind your lines keep a fast unit behind your lines to charge them if they land behind you.

cyberzomby - August 9, 2005 09:22 PM (GMT)
Like gobbo wolf chariots or wolf riders?
In my army I was going to include 2 gobbo chariots and 1 wolf riders unit.
So I can put the chariots on the flanks and keep the wolfs in the back to catch up later and destroy the eagles ^^
( not off topic its a tactic ) :P

Gorathor - August 9, 2005 10:23 PM (GMT)
I think that you should charge their shooting units with two in-expensive units [wolf chariot & wolf riders] since he can't divide fire he will only be able to possibly kill one of them, so probably get many units of wolf riders cause you'll want both screeners/march blockers/and harrassers ;) . Cyberzombie i think you should reconsider your army composition as wolfriders are invaluable especially against the wood elves as they can take down elves with spears so add at least three more units.

Gorathor - August 9, 2005 10:33 PM (GMT)
Also if you read the new white dwarf issue [308] i think, you will find out how the wood elves play [and the pathetic orc player who played him]. But basically look out for the Treeman and the TreeKin [tree ogres basically]. I advise that you take at least two spear chukkas to combat these as you won't want an unscathed Treeman tearing through your ranks, and eliminate "Ariel's Blessing" which gives regeneration to the nasty Treeman or even the Treekin as they will need to be stopped. Fanatics are a nice way out of this predicament, slap the "soopa-shrooms" on a shaman and let them rip, they will still have the ward save though if you go for the great shaman cast things like Gork's Warpath because it negates the forest spirit ward save bonus and at strength six you will most likley rend some damage off of the Treeman or kill a Treekin and injure another. Look out for march blockers and the wildriders as they can disrupt your marching, and you must initiate combat as soon as possible. Boar Boyz are a very good choice against the Wood Elves, but don't go savage as he has to many fast units to distract them, use Nogg's or Gork's banner to kill more or reach them first.

cyberzomby - August 9, 2005 10:47 PM (GMT)
thx gorathor. Ill make an army list tomorrow.
But i bought 2 wolf chariots and got 10 wolf riders.
And in my first k army list, I want to include both chariots and a unit of wolf riders and a unit of boar boys or trolls ^^
But to get back on the wood elves tactics
Indeed take some dispel scrolls and at least one mage for some dispel action.
Make sure you got big blocks of infantry but this has been stated before

Gorathor - August 10, 2005 03:47 AM (GMT)
Thank you cyber zomby, as i was saying earilier, use goblins as shields against the elves, their "elite" units such as Wardancers/Wild Riders/Eternal Guard etc. Use magic to destroy thier ranks, so all they will posses is a standard at best, chariots will accomplish amazing things with the help of some movement spells, though i think wolf chariots would serve us better as we should be able to charge on turn two, arrows will have a tough time hariming them, and Boar chariots will be invulnerable to wound. In a 2k I would field 2 wolf chariots a Boar chariot 20 black orcs and two spear chukkas as this becomes an all around defense against the Treeman the Elven infantry and the cavalry, though fanatics will help as well. For core i would take goblins in large amounts since they do fear them unless outnumbered 2:1. Two units with fanatics some Orcs about three - four units of wolf riders and some Savage orcs perhaps. Remember to swamp 'em as they cannot counter this as long as you maintain the flow of marching and refrain from animosity, Trolls and Giants preform nicley against the elves, though I would prefer the trolls because you are certain of three attacks, a Giant is not as good against infantry [except for Jump Up and Down]. Keep leadership flowing between the B.orcs and Goblins and Trolls if you get some as Elves will try to panic your goblins from unleashing the fanatics. You can counter the march blocks by using the night goblins around the prize units of yours and they should flee or be annialated.

Groshnak - August 11, 2005 02:30 AM (GMT)
Well, I haven't played them yet, so all I can say is; get the night banner! ;)

Gorathor - August 11, 2005 01:24 PM (GMT)
But why, for 40 points will you honestly die from their str. 3 bows, i say take banners that will increase combat effeciency and movement as their bows will be of minimal effect. ;)

Groshnak - August 12, 2005 03:05 AM (GMT)
Well, you might be right, but I think anything that reduces the ammount of fire on your orcs is worth 40pts. Give it to your blorcs, big 'uns, boar boyz or whatever you don't want to panic from missile fire.

Porko - August 12, 2005 09:38 AM (GMT)
Tomorrow im playing the wood elves an their Ambush scenario which effectivly leaves the defender sandwiched between 2 woods (w= woods, o= open)
wwwwwoowwww. And for the first 2 turns all ld for defending units is reduced by 1 due to the "scary nature" :lol: of the elvesa nd their ambush. However he only gets 500pts and i get 1000pts. I ll just max out units to 30-40 gobbos and 25 orcs to try to reduce panic in the 1st+ 2nd turn. I also have the night banner on my big uns

emoe - August 12, 2005 04:05 PM (GMT)
i wanna start wood elfses as second army but i dont know enything about them. i'v found a website with elf tactica maibe you can look what are their strenkts and weaknes

http://www.librarium-online.com/forums/sho...ead.php?t=41550
hope i helped

emoe

Drshew - August 12, 2005 06:35 PM (GMT)
Well, I fought the woodies a week or so ago at a 1500pt tourny and it was a great game. He brought 10 wardancers, 10 dyads, 8 or so glade riders, a treeman, and 2 units of 10 archers and 2 mages and a noble. I took 3 NG shamans to MM him to
death and it worked well. I also used NG units with a fantic in it and it held up the left flank very well, due to the fact he didnt want to mess with fanatics, with his glade riders. I also took 4 chariots and used them on the right flank and they did so so. I only had ld 7 and kept failing to charge the drads. The woodies short range arrows are nasty at str 4. and shot the hell out of my chariots. But the chariots that did manage to get into combat were good. Woodies just cant take that many deaths before he starts to lose huge points. Never EVER let wardancers get the charge at all costs! With 21 str4 attacks and hitting you on 3s it isnt pretty!
Another problem is that they have MR1. Also if you use chariots to charge them they have an ability to attack before impacts or at least the char he had in it did, so he tells me. So I just blasted him with magic missles and chariot bows. I only took 2 chuckas and he kept moving the woods to block their line of sight. Another thing to watch out for is the spell that makes the unit cause fear. Makes life rought for gobbo chariots. In the end my magic won me the game with a slight victory.
The Treeman have 6 woundsd and 6 attacks but they can be broken now even if they dont take a wound thank god! Well i gotta role back to work so hope this helps abit.


emoe - August 12, 2005 06:54 PM (GMT)
on the other forum they say that the spellsingers are bad and that the good spells have to high casting or sumpting. and the cunclusions i think they make are

shooting=good
magic=bad
combat=not very good not very weak

emoe

frugger - August 12, 2005 06:56 PM (GMT)
Does eny one know a wood elf player or have red the book? If so culd ya give me/uss a ower wiev of the units.

No big stat lines just what each unit does and how.. Special rules and such..

Like the glade guards or whatewa thous dubble sided spear guys name was again.

In wd 308 it says the are armed whit two spears. So can the second rank make 2 atacks too or only one?

Drshew - August 12, 2005 07:45 PM (GMT)
Well the ones that i know of are that woodies archers get +1str at short range with their bows. Also dryads, tree-kin and treeman get 5+ ward saves vs non magical attacks. Also treemen have a bound spell to move trees around, and they shoot roots at units. They roll the artillery dice and that is amount of shooting attacks it gets, on a miss it doesnt shoot at all that turn. Dryads skirmish, and lost all thier aspects as well. All the woodies dont suffer shooting penalties for moving. Their is one nasty item and i mean NASTY that allows a unit and a hero that are in a forest to teleport to another forest on the board! Its a one use item thank god!
Also all the army dont get effected by moving through woods. And i found their magic to be support magic more than offensive magic like ours. Spells that make units have cause fear, and another that makes a unit etheral for a turn.
Thanks all i remember for now , back to work i go!


Drshew - August 12, 2005 07:46 PM (GMT)
Oh and one last one waywatchers have killing blow at short range with their bows!
that one is nasy as well

Ok now back to work


azak - August 16, 2005 07:50 AM (GMT)
My friend's a hardcore wood elf player and he was deadly with the old list, so the new beefed up list is going to be even tougher to beat. As I see it, deployment and movement are key when fighting the wood elves and I've thought a lot about how to deploy my troops. Do you guys advise a small, compact deployment zone or a more strung out one?

FeelGoodInc - August 19, 2005 08:24 PM (GMT)
since there archers are the godliest archers in the game i would send some wolf riders at em'

Gorathor - August 19, 2005 10:10 PM (GMT)
Who cares if they got killing blow, they are 25 points per elf, he's not going to take a unit bigger than 5 as they would be counter-productive. Don't worry about the waywatchers, worry about the wild riders and wardancers and treeman more!

athel_loren - August 23, 2005 12:09 AM (GMT)
Waywatchers do pack quite a punch in bigger games, They can deploy like scouts but with no minimum distance to the enemy or 12" away and in line of sight of the enemy. They are quite effecient at taking down warmachines to with two hand weapons.

ACDM_elf - August 25, 2005 12:45 AM (GMT)
I just got the Army Book, so I'll have some tactica up soon :)

-ACDM

Gobsmak - August 25, 2005 03:09 AM (GMT)
Played two games against the 'new' woodies. Anyone who remembers me knows that my first posts on this forum were of indignation about playing against WE armies.

In my mind there are several different sorts of WE army that will be played:

1. Mixed list. With a little bit of everything. Most lists will have elements of 2 or more of the following types.
2. Shooting list. Primarily shooting units: archers, scouts, waywatchers - few marchblockers.
3. Movement heavy list. Primarily Glade riders, Wild Riders, War Hawks and perhaps an Eagle.
4. Magic heavy. Mage lord, two spellsingers, perhaps one combat or shooting hero.
5. Treepeople list. Treeman Ancient, Branchwraiths, Treeman, Dryads only, Treekin.

In my opinion there are a few key weaknesses of WEs as an army, and I'll contrast their strengths next to these.

1. They are fragile in terms of low armour and toughness 3 on their elf troops. Their treetype troops on the other hand are very hard to kill. Toughness 4 skirmishers with a pseudo ward save. Toughness 6 Treeman with 3+/5+, Toughness 5 Treekin with 3+/5+ save.

2. They have a high points cost so you are pretty much always outnumbering in combat. However due to the number of additional rules and skimishing the WE player can effectively maximize the effectiveness of all their points. For instance 7 Wardancers may be 18 points a pop but ALL 7 will be fighting on a frontage of 5-6. Due to their efficiency in this case 22 strength 4 attacks on the charge by a group of 7 wardancers hitting on 3s they can generally overcome a static +5 Combat Resolution with 6 wounds - winning it by one. If they have a wardancer hero then you are seriously in trouble in that combat.

3. Not only fewer numbers, effective as they may be, BUT more importantly fewer units as well. This means they have a reliance on generally one or at the most 2 units to perform a particular job or role on the battlefield. It is important that you realize this and understand what each unit is 'supposed to be doing'. If you can create in your head an order to eliminate each unit then you will stand a chance. My suggestion is marchblockers first. EXCEPTION: Assassins against your shamans. Then their combat winning units - who can fight. Then the POINT SINK - treeman mages and characters. Then archer the units. Do not focus on the archer units as they may be a good distraction, but they are not going to win the fight for the WE player alone.

A. Gladeguard are the backbone of the WE army - BUT this is not what will get the WE player over the line. They will just be trying for panic checks from shooting and thinning ranks. BIG units are required to lessen this somewhat.

B. Scouts. Expensive. Provide a few key shots and can really maximize arcs or fire. Job: marchblock you.

C. Dryads. No longer a stick unit. Hard to kill with toughness 4 and 5+ pseudoward save - but this save is vulnerable to magic and magic weapons.

D. Glade riders. Deadly. Deadly. Their role is now threefold. Marchblocking and luring due to their incredibly fast movement. Hunting warmachines - a unit of 6 will be hitting your warmachines on a 3+ first turn. Orc bullies may be a solution if you find this happening too much. Lastly their most important role: NEGATING RANK BONUS. Remember due to that they are fast cav they only need 3 to negate your rank bonus and win that key combat.

E. Eternal guard. Stick Unit. They are designed to hold for one turn and then another unit flank you and the damage causing units (wardancers etc) to get beyond possibility of making that break test for one key combat. They are now the only real unit that has a Combat Resolution bonus. Be very careful they are BAIT! You head towards these guys as they are a nice 'formed' unit and the rest of the army lurks in the woods it will be game over my green chum!

F.Treekin. Tough unit relatively fast. I suspect they are primarily there to draw some fire away. They will likely need flanks to win a combat on their own right - but their statlines should be able to do enough damage to most units to get them to a static 4-6+ CR and hold you down.

G. Warhawk riders. Opertunistic troops. Designed for assassination of your shamans, due to incredible mobility they are hard to stop. They also function as effective marchblockers.

H. Wardancers. No longer a 'stick' unit. Designed to win a couple of key combats as finishing blow type troops. As noted previously 22 strength 4 attacks on the charge - you simply cannot afford to let these guys charge you!

I. Wildriders. Linebreaker unit. Loads of strength 5 attacks. Frightenly fast. Watch out for fear effect on the charge on a largish unit. 11 with noble (with killing blow spear) and warbanner will break your line. WEAKNESS: Immune to psychology so they can only hold against your charges.

J. Waywatchers. Deadly at range. Fullfil the other important function of marchblocking your army. Eliminate armour save and ward with killing blow. Makes it tricky for you if you want to run a character outside a unit.

K. Great Eagle. Marchblocker and diverter par excellence. Nail this thing. Fast. Cannot stress that enough.

L. Treeman. Causes Terror. Stick unit - hold you for a turn with stubborn and then you are flanked. Can negate ranks by himself. Very, very tough. Big points sink though - if you can kill him chances are you might win the game. He cannot hide easily from big magic. But can get in a wood an treesing accross the table. If you get a shot with a bolthrower(s) take it. Great weapons are also required to stand a decent chance of wounding him - but he still then gets an armour save. If you can manage to charge him (pass terror check)with a hero with great weapon DO IT! If you can wound him with a bolthrower or big magic first I would - then try and finish him off in one round.

There you go. Hope some of this is useful.

So what do you need?

Big units - if I knew I was fighting WEs I'd take 24-29 orcs in a unit and 30-40 goblins in a unit.

Some fast units - wolfriders.

I would also say a few shooting units - just in the hope of nailing those tiny marchblocker units of waywatchers, scouts, eagles, warhawk riders.

Great Weapons on your combat characters.

Great Weapons on your black orcs.

Magic missiles - devastating against T3 units - plus negate the pseudoward of treepeople!

Reasonable magic defence - to stop treesinging.

So what do you need to do?

Eliminate marchblockers.

Work out what unit the WE player is relying on to win that key combat. Wardancers, Wildriders, Treekin, Treeman.

Work out where the 'stick unit is' - you need to at least be aware of where it is - where they are going to try and trap you.

Eliminate fast moving flankers.

Eliminate reliant combat unit.

Eliminate Points sink.

Hope this is useful

cheers

da smak ;)

cyberzomby - August 25, 2005 10:06 AM (GMT)
Yes this realy is usefull. Thx for this help. ill save this in a word document to learn it by heart ^^

Hummerluver58 - August 28, 2005 06:45 PM (GMT)
Well, I have the Wood Elf list, palyed with it alot, but I will gladly share our weaknesses to people I probably won't be playing

The list is different from the old Chronicles one. Not drastically different, but different enough that you may need to change a few of your tactics.

One of the key abilities of the WElves is to avoid being hit. All of their units are manuverable and have a high movement value. The only exception is the Treekin and Eternal Guard. These units I beleive were included to make the option of a standing force of WElves a viable choice. More on them later. I guess I will just do a run-down of the list

Highborns and Nobles: Has a higher movement, WS, I and Ld then the majority of our characters. Now that they can be tooled up with Kindred they are more diverse then they have ever been.

Kindreds:
Wardancer Kindred: The wardancer kindred is one of the best (IMO) kindreds the WElves can take. Though the characters are incredibly fragile, they are equally as lethal. If a unit was charged by these guys in the flank or rear the unit should kiss its arse good bye. They are S4 on the charge (S5 in the case of heros) so will be harming our toughest troops on a 4+. A useful counter would be Wolf Riders with light armor or Boar Boyz. The only way to truely beat these guys is to get the charge

Eternal Kindred: The cheapest of all kindreds, it also gives some of the most peculiar benefits. It gives the hero a nive 5+ and counts as having the Eternal Guard fighting style. The armor save is the highest you can give a hero off the bat, without upgrading him. Even our lowliest NG heros could take them in combat

Alter Kindred: Are you tired of the M9 Vampires and Old Bloods? Well, your gonna be mad somemore. Though the WE heros aren't as tough as the aforementioned heros, they can still pack quite a wallop. Shooting is pretty useless against him. I suggest magic, or better yet, just keep your heros in units. The true purpose of this hero is more of an assassin then anything else. I Strongly urge you to protect your heros by putting them in units. This will provide safety from these nasty buggers.

Scout and Waywatcher kindreds: These two are very similar though the latter has more anti-shooting benefits. If you see heros with this kindred, expect magic arrows and magic bows. Again, it is best to get these guys with magic or fast moving troops.

Wild Rider Kindreds: The Wild Riders are a new unit to the WElves and are their unit that represents Heavy Cavalry. Though they may seem fragile (T3 and only a 5+ Armor save), do not be fooled. They have two wardsaves which guarantees them atleast a 6+ save against everything. Like the wardancers, this unit has Magic Reistance 1, making them more resilient to magic.

The fighty heros on a whole are pretty good at what they do. Combine with some cheap wardsaves and it will not matter what their armor save is. Due to the fact that they will most likely have a 3+ ward save of some sort. But remeber, they are only T3 and a few good smacks witha great weapon will put them in their place.

Spellweavers/Spellsingers: WE magic got a serious nerf this edition. Now only the lords can take Beasts and Life. Treesinging is slower but more versitile. No mages get a +1 to cast. The days of Magic Heavy WE armies are over. There is nothing much to fear from the Athel Loren spell list. There are only two direct damage spells and they do not do much more then D6 S4 hits. The new list is really a supporting list to units and it does a great job at it. Beware spells similar to Hand of Gork. Though some spells may be strong, just a couple mages can provide adequate magic protection.

Treeman/Treeman Ancient: Now we get into the strong stuff. With stats rivaling a dragon these monstrosities are the strongest units in the WE army. The killing power is increased when a Treeman Ancient is taken. One on One this beast will always kill your heros. Since an Ancient can take sprites, expect to be hitting an ancient on only 6s. Remeber, that though they are tough they are still slow (for a WE army) and are large targets. Giants can absolutely take these guys on. The giants will be making their attacks first (due to the Treeman's low I). A giant or some bolt throwers will make short work of these guys

Branchwraith: This is a hero that can be a jack of all trades. She can be a lvl 1 mage and a decent fighting hero. Though they are not as specialized as the Elf heros, do not underestimate Branchwraiths. If challenged by a branchwraith expect a long challenge. Though she will not be able to do much damage to your hero, your hero will not be able to do alot of damage to her (due to cluster of radients)

Glade Guard: As stated, the backbone of a WE army. No WElves suffer from moving a shooting anymore, which gives the units an incentive to get close to you. Glade Guard are the only unit that gets S4 at close range. Charging these guys with small units is not a good idea. The stand and shoot alone may kill your unit. However, if you make it into combat they are completely useless. No armor and low S and T make them a complete push over. Their shooting can be good to powerful, but they are a complete pushover in close combat

Glade Riders: This unit has changed since chronicles. No longer do they have light armor or sheilds. They remain at a 6+ armor save the entire game. They are equiped with spears and longbows, making them multi-useful. Do not let this deter you. In combat they cannont do much short of negating ranks. Magic Missiles will dominate these guys

Eternal Guard: A truely interesting unit. One of the three units in the WE army that can count ranks and one of the only units with a decent armor save. Charging these guys is generally a bad idea. The front rank counts as having 2 hand weapons while the back rank gets spears. In prolonged combat these guys will probably win. High I and WS means that they will be hitting with most of their stuff before you can hit with yours. Now you may say that their S3 will not be able to harm much, remeber there will be alot of attacks coming your way. Treat this unit as any other elite rank-and-file unit. Just make sure you have support if things go wrong

Dryads: For their points cost they are probably one of the best skirmishing units in the game. Their stats are basically 4s across the board but with a high M, I, and Ld. This unit also have a nice wardsave against all things non-magical. Though they cannont get ranks this unit is probably the greatest threat to your normal Boyz. Without their save, magic will make short work of them

Wardancers: Truely a stunning unit on combat. As mentioned in the Wardancer Kindred, getting the charge on them will make short work of them. If charged your units will be wiped out. If you charge, the story is a drastically different one

Warhawk Riders: Consider these guys super-glade riders. The hit and run ability makes them impossible to catch in combat. But remeber that you still get to hit back before they can run. These guys provide no more threat then normal march blockers.

Wild Riders: These guys are super-combat glade rides. S5 on the charge and everyturn after they they have 2 S4 attacks. They cause fear on the charge and have decent saves. Consider these guys a merge of the best parts of dryads, wardancers, and glade riders.

Treekin: Out of all the "Ogre Sized" models these guys are the most durable. A 4+ armor and 5+ ward make then tough to beat. Though they are tougher they aren't as strong as trolls or minotaurs with Great weapons. I personally haven't heard many plans for people to include these in armies so do not fear them too much.

Waywatches: Arguably the best scouts in the game these guys have not changed a whole lot. They no longer see 4 inches in woods and do not get +1 attack when charging out of woods. THey do, however, have 2 hand weapons and Killingblow at short range. They can deploy in all kinds of ineresting ways (think of chameleon skinks). These guys can really do damage with shooting, but lack much staying power in CC

Great Eagles: Only one per rare slot this edition. They only have 2 S4 attacks. They do not threaten anything but warmachines and lone wizards. Protect your wizards by keeping them in units and guard your warmachines with arrer boyz, armored orcs, or stikka grots.

Now that you know the units you should have found a trend in these units.

VULNERABILITY TO MAGIC. The WE are a nature army and they are weak to the most unnatural thing, magic. Magic missles will tear these units up no problem. On that same not, anything that automatically hits will dominate WE units. Hellblasters, organ guns, fanatics. Anything with auto-hits will reak havac upon these T3 elves.

My advice, use as much magic and autohits as possible. Play smart and think all of your moves out. Protect your flanks and most importantly of all, bring a Giant. If that is not enough, bring two

Potsmasher - August 28, 2005 10:41 PM (GMT)
I played against a VERY non-shooty Wood Elf army. In fact, the only shooting was from the Highborn and Noble.

Anyway, I massacred the army 3 times with my Skaven.

Magic and shooting can tear up the Wood Elves, but once they get into combat, then they can crush. The forest spirits are very good, as are the eternal guard and Wild Riders. Better to take out them from far away then up close...

Warlord Ghazak Gazhkull - August 29, 2005 06:26 AM (GMT)
Well I think I can use this tactic's :) , I will face them soon,the only sad thing is its a 1000pts game, he hasn't enough models to field more. Well my tactic I will use is swarm over them and blow them up with magic(3lv2) and send my fanatic's hopefully in the right direction.

Greetz
G

athel_loren - September 1, 2005 03:25 AM (GMT)
Don't underestimate their shooting at all costs! Put your shamans in units, even if you are within 5" of a unit they have many magic items that will kill them.
magic their waywatchers.

Tha Mad Dok - September 7, 2005 06:59 PM (GMT)
ummmm..........I find that hordes work ok, I barely pulled a win out against them yesterday. Don't use giants, please don't, use trolls. Lets see...units of 30-40 should be ok but I couldn't quite kill their tree man, I just threw gobbos to hold them in place as I killed their good troops, thats my rant.

Bleach Goblin - September 7, 2005 07:51 PM (GMT)
Judging by them having str 3 a t 5 chariot should be good enough to demolish archers and wardancers (on the charge with wds). Well thats my (2c)

Orn_the_Great_Orc_Messiah - October 6, 2005 12:56 AM (GMT)
Wow... I was reading and just wanted to confirm... Wood elves only get the killing blow and the 4S if there at close range for there bow people? If so I have to have a talk with my cheatin' friend...

Yohn - November 27, 2005 11:18 AM (GMT)
Read this... very good article how to get rid of those stinky elves.

TACTICS TO USE AGAINST WOOD ELVES

// Yohn ^_^

Grimsnak Badmouth - December 27, 2005 10:36 PM (GMT)
Id say the single most important thing for the woodelves are their ability to move through woods without penalty.

Im getting VERY annoyed of my friend who always places a wood in the middle of the board. After having chosen sides he places one more next to the other and pop goes all the room you need to move your many units. He can run circles around you very easily now, when he can stuff all his units inside the wood and wait.

If there are woods where the fighting is going to be we dont stand a chance. Avoid them at all costs.

cyberzomby - December 27, 2005 10:54 PM (GMT)
Most of the time you can even win a close combat with a unit from him because you got more ladz in the regiment than he does.
And taking out his best units in the right order usualy works.
Mind you this takes a fair bit of luck to do

rojek - January 1, 2006 05:26 PM (GMT)
maybe a little offtopic, and maybe this post should be in newbie corner, but I played today with those green treelovers. I charged a unit of wardancers with my squad of two chariots. My opponent took a dance that gives him striking first. And my question is:

Does 'strike first' come before impact hits, or after them, but before crew?

Pointy-Eared Git - January 2, 2006 02:59 AM (GMT)
Impact hits are done before the combat even starts, it says so in the rulebook. Ive caught many a high-elf player out with this one :P

Arfa

GromThePaunch - January 2, 2007 04:31 AM (GMT)
QUOTE (Grimsnak Badmouth @ Dec 27 2005, 10:36 PM)
Id say the single most important thing for the woodelves are their ability to move through woods without penalty.

Im getting VERY annoyed of my friend who always places a wood in the middle of the board. After having chosen sides he places one more next to the other and pop goes all the room you need to move your many units. He can run circles around you very easily now, when he can stuff all his units inside the wood and wait.

If there are woods where the fighting is going to be we dont stand a chance. Avoid them at all costs.

Without reading much of this thread...I'd have to say Squig Hoppers should be able to handle this.

-Rob

EDIT: :blink: Sorry...I just noticed how old this post was...sorry :blink:

GustavusAdolphus - January 5, 2007 11:59 AM (GMT)
True, the topic is old, too old. We need an update with 7th ed.
Considering the fequency of WE players at tournaments, many with a lvl4 and the dispel staff, and our vulnerability to really fast armies it is an important topic.
Magic used to be the best way to get at them, but that doesn't really work any longer. Fair to say I usully lose to WE :(




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