James Q
03 Nov 2014
Wood elves...anyone play them? What are they like to use...any negatives or positives on them? What is considered a good comp friendly list?
LawGnome
03 Nov 2014
I have never played them, but I play against them a lot.
They are certainly a strong army. They are a very shooting heavy army with some very strong support units.
Wild riders are basically cruise missiles. They are movement 9, str 5 with 3 attacks on the charge (5 counting the mount). They can easily get their points back from anything you want to slam them into.
Trueflight arrows are amazing. My friend typically fields 2 or 3 units of 10 glade guard with these. They hit everything everywhere on 3s. Long range, behind 2 units and bunkered behind a stone fence? I hit your unit on 3s. With the sheer number of hits, it doesn't really matter that the str is low, you will still get a lot of wounds.
The Sisters are basically fair warlocks. They make for a great wizard bunker. Also, they are fast cav, so they are incredibly hard to chase down. If you don't want to use it as a bunker, they make for super durable chaff.
Treeman ancients can be made into level 4 life wizards. You do not need a bunker anymore with this guy.
Waywatchers are scouts that can ignore armor saves. Skullcrushers do not like these guys. Then again, I do not like skullcrushers, so yay waywatchers!
General strategies I have seen are to have lots of archers, and pretty much everything else on a horse of some kind. Focus your archers on taking out enemy shooting. Keep your wizard away from combat (dark and shadow are really good lores for this. Either darkbolt everything, or laugh at the trueflight/withering combo) and use him to blast troublesome units. Use wild riders to take out priority targets (7 wildriders can, on average, take out about 4-5 ogres or ironguts. If the unit is not stubborn, it probably needs snake eyes to avoid running.
My main criticism of them is that they are all glass cannons. You don't have a lot of units that can really act as an anvil, so you need to be good at the avoidance game. Don't be afraid to take a ton of chaff. You want to keep your archers safe, because they will do a lot of the heavy lifting. It takes a little more thinking than most armies to make sure that your important units are safe.
James Q
03 Nov 2014
Awesome cheers man. ..knew there shooting was good but didn't realise they always hit on 3+!
LawGnome
03 Nov 2014
Awesome cheers man. ..knew there shooting was good but didn't realise they always hit on 3+!
Just for the trueflight arrows, though. They do not take any shooting penalties. The only way to stop them from hitting on 3s is to reduce their BS, and that is it.
Last list I played against had 2 units of 10 glade guard with true flight arrows and 21 glade guard with poison arrows. These units survived most of the game (my gorger failed to chase down the poison archers by 1 even with swiftstride) and they won the game for him.
Nihmwit
03 Nov 2014
While the Trueflight arrows are the best IMO, a lot of WE players sub them out for the hags-bane arrows, so they get poison instead.
WE are a great army, but wildly different from others, and SUPER fragile. They are 100% a finesse army, so be prepared for a learning curve.
Oh, and Eternal Guard can serve as an anvil, so long as you don't mind being a cheesy d*ck. They're a core choice that come with Stubborn stock, so you run units of them in single file to jam-up your opponent's maneuvers.