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Wood Elves have four new army rules. They are A weaker save, but no longer mundane like in the previous army book. Mounts do. I never used to make a point of reviewing new army books, however I did it for the new Dwarf book and that post is now one of the most-read on. Warhammer Armies: Wood Elves (8th Edition) The Warhammer: Wood Elves book is copyright It is the current armybook for the Wood Elves army
Contact Author Content The new Wood Elves army book follows the current army book layout of 96 pages bound into a hardback book and divided into 4 main sections. It is now full colour. The Lords of Athel Loren This section details the history of the wood elves, which do appear to have changed and diversified in this reimagining of the wood elves. Having been largely untouched since 6th edition this add substancial substance to the history of the wood elves as well as explaining some of the more drastic changes to the wood elf army.
The Deepwood Host This contains the description and rules for the Wood Elf army starting with the army wide rules and Armoury of Torgovann. It then goes on to describe the various characters, units and monsters that make up the Wood Elf army.
Also at the end are both the lore of high magic and the lore of dark magic, identical spell wise to other army books with access to these lores the Wood Elves do however have their own lore attribute. The Glory of the Elves Here the glory of the wood elves is displayed with 20 pages or so of excellent full colour photographs of the Wood Elf army.
On display are a mixture of both new and old models beautifully painted and displayed.
Forest Dragon: It's a Dragon, what do you want? Considering that this funky-looking dude with wings is a green, environmental-friendly lizard who smokes faeries, makes others stupefied and dumb when they inhale presumably from forcing the enemy to second hand smoke whatever herbs the elves use to mellow out the dragon , and is a beast when he thinks you're going after his stash, he's actually just that little bit better than most Dragons.
Plus, Helm of the Hunt. Core Units[ edit ] Currently, all Wood Elf Core units are kind of sub-optimal and are no no-brainers. But on the other hand, none of them are precisely duds either, and most can find uses and you might as well, since you HAVE to take them. Tailor your tactics and choose wisely.
Ironically, our Core units now feel more like Specials, role-wise. Dryads: Why Matt Ward! Dryads went from being overpowered to good to one of the weaker units in the game is the initial impression, but in reality Dryads are just trash if you try to use them in their old role. People tend to judge them based on their old profile, understandably. They can't take anything other than a champion and cost for 30 of them - then again, they cost as much as Witch Elves and cheaper than Plague Monks, while fulfilling the same role.
The Dryads can still be good, and do have a place in combat armies which are a thing these days and we now have 10 lores of magic to back them up.
Seriously, you can make them tough or strong - they work well with either buff. Most armies would kill for toughness 4 core with a ward save and 2 attacks. Though they have no armour save to mitigate the lower ward save though they can now take it against magical attacks , and no more skirmisher, they are basically our assassins, crashing into enemy flank and tearing it shreds, while taking not so much damage in return. They are not so useful in a shooty or cavalry army, but if you are running a combat wood elf army, which can actually do well in this book, dryads and eternal guard are what you're gonna take.
Don't get me wrong, their save will be laughed at by every army out there, apart from beastmen but for wood elves, it's respectable. Also, you don't take them in such big units - small units can hold off pretty long even against elites.
Many people don't like them, since these generally do not fit in with the traditional Wood Elves' Hit and Run or Run and Shoot style of play. Also, they are incredible in the now-viable melee Wood Elf lists and are one of the better places to hide your wizards.
Also so durable because of ws5 If you don't kill all of them then you'll have to face them again. Glade Guard: Glade Guard are of debatable worth. For 12 points you get a bs 4 model with no armour, an armour piercing long bow, the option to take full command and a magic standard worth 25 points. In forests they get to reroll ones to wound in close combat and can fire and fight in 1 extra rank.
They also can download any of the magic arrows discussed in magic arrows section. It is up to you whether you chose to deploy them in multiple small units or in one horde, though generally msu is better since they will have more time to fire. Glade Riders: Out of all the core choices, this is perhaps the only unit which has been priced correctly. For 19pts you get m9 fast cavalry with a Asrai Bow and Asrai Spear, who have to ambush Being forced to ambush can sometimes be an issue, keep this in mind when taking Riders.
They can also take a magic banner worth up to 25pts which is neat I would recommend Gleaming Pennant - cheap and nice for fast cavalry. Generally you will want to take these in multiple small units that can come up behind the opponents and cause havoc. In a pinch they also make good warmachine hunters. A downside of this unit is that you cannot depend on them to act early in the game, since they can only move onto the board from turn 2 onward.
If you have a treeman that you don't want to get hit by artillery that could kill him in one phase, you may not want to use these guys as warmachine hunters. However, it can be incredibly fun in friendly games and is inevitable in full cavalry lists. And no, they cannot choose Vanguard deployment over Ambush deployment, because you Vanguard-move after you have deployed - which you don't with Ambush.
Feel free to Vanguard-move in the model case, waiting for your ambush roll. These are the Glade Scouts of the past, simply moved and renamed. For 1 point more than a Glade Guard they gain scout and skirmish and still keep the option to download magic arrows. They can also download a full command interestingly and can be taken in units as small as 5.
Pity that you can only have so many special unit duplicates. Whenever you feel the urge to download glade guard that don't contribute to your core allowance, choose Deepwood scouts instead. If anything they are one less unit you have to deploy at the start of a game before the roll off thanks to scout.
As a side note; 12 of these armed with poisoned arrows will kill a warmachine each turn, on average, without a modifier. While wildriders rock out with their cock out and kill and get killed in a blaze of gory glory, the sisters are more subtle and indirect with their attack.
They can download full command and a 50pts banner. You can pull some crazy stunts with these Druidic Elven Nuns, but they are pricy, have one good spell and one mediocre with great lore attribute, though both will be difficult to cast with less than 3 dice. One thing that is really good about them is that despite their massive cost, they are tough, they do look awesome and they are one of two cavalry units you can deploy your mounted characters in and that they don't have frenzy when compared to the Wild Riders.
They are an awesome retinue for a mounted Spellweaver. They ain't a no-brainer, but can be very effective with proper application. Doomfire Warlocks: These guys are often bench-marked a against SotT.
For just one point less you get a Dark Elf version of the sisters in the rare units or more correctly, the sisters are a Wood Elf version of the warlocks since the DE book came out first. These guys don't throw poisoned javelins and they don't get the lore of life attribute on one of their spells. If you find yourself in a friendly game where you two decide to do unbound lists somehow , the sisters are probably worth considering over warlocks.
Treekin: Treekin are the younger brother of Treemen and not the force they once were. With the unit size limit removed, treekin can now be taken in hordes and with a 20 point reduction, they won't eat up as much of your points.
Overall treekin are evenly matched with river and stone trolls as they should be for the same point cost. They are the best of the forest spirits the wood elves have to offer but still are no longer a must-take. Beware they are vulnerable to Great Weapons, fire and high volumes of S4 attacks and have trouble overcoming large amounts of static combat res, so be careful to not send them into battles they can't win. Your archers won't be able to bring the unit down to size very effectively, and most of your CC units will just bounce off, but Treekin have enough attacks 2 ranks have 18 attacks and high enough toughness to grind them into powder.
Warhammer 4th Edition Wood Elves
It's a niche, but it's one not filled very effectively elsewhere in the army. Combine with a flank charge from your Wild Riders for great success. Wardancer Troupe: Wardancers are still a reasonably good unit let down by a few flaws and a fairly high cost of entry.
What lets these guys down is the fact that because they're not Scouts, they have to start in your deployment zone, and M5 does not let them cross the board very quickly, as well as being unable to repeat any of their dances the turn after it is used.
To overcome this take a small unit of 5 and hang them back, then proceed to laugh as you charge them into an on-going combat and win it by a landslide due to the -3 combat res. If the dice gods are high that day and the combat goes on for another turn, your shadow dancer can do a different dance if it is not in the wardancer unit which it should never be. Keep in mind, both War Dancers and Shadowdancer are very useful due to disruption dance and are located in very contested sections.
Choose well, whom will you use unless you use both. As a side note, any models in the squad not the whole squad - you can choose can replace two weapons with an Asrai Spear.
Which is kinda useless, since if you are taking more than 5 Wardancers in a single squad, you are doing it wrong. It is also highly disappointing that taking a musician does not do more to help the unit of dancers. How did Matt Ward not see the connection between music and dancing? He must like dubstep. It would explain a lot of things. Warhawk Riders: You think your Glade Riders are fast? Think again. These guys are one of the best units in the Army Book, acting troubleshooters, since they can bring down War Machines like they're not there, punch out shooting units, ping wounds off lightly armored units and even help out in large combats this is only for emergencies though.
For 45 points you are getting fast flying monstrous cavalry with the Asrai Bows, W3, T4, Asrai Spears, and killing blow on the charge. Possibly, the best flying unit in the game with the exception of the frost phoenix and pegasus knights. Take as many units of 3 as you can.
Also they make Great Eagles look very sad and useless. Wild Riders of Kurnous: While they may be quite fragile for cavalry, Wild Riders of Kurnous move like an arrow and hit like a ton of bricks glass bricks.
For 26 points you get a WS5, S4, T3, model on stagback with light armour, which can download a shield for 2 extra points, Full Command for 30, and a magic banner up to 50pts.
Conveniently they also have fear, which is always nice when facing something else with terror You do know that Frenzy makes you Immune to Psychology, right? A unit of 5 on the charge with a champion will cause an average of 12 wounds with -3 to armour and 4 Wounds with -1 to anything at T3 with less than WS5 - that unit is looking a lot less threatening with 15 less guys now isn't it.
Also have a lot more staying power than most other cav, retaining 4 st4 attacks per model until you lose frenzy. That's better than having lances. Also, they keep their spears in following rounds, so their attacks still have AP.
Ironically enough, they are no longer Forest Spirits, but their new models actually look like forest spirits, unlike their older models of regular elves. Don't let them get charged, they suddenly hurt a lot less. They are slightly more resilient than Gnoblars but do carry a Great Weapon. What makes these guys special is that if they're in combat with a unit that causes fear or terror they get an extra attack good against Chaos, Undead and Ogres. On the upside they are better than Great Swordsmen In forests and against fear causers , but are worse than almost every other race's Great Weapon elites however also cheaper per model.
With the End Times bringing undead-summoning for everyone, these fellers become more useful, easily clearing freshly-summoned shamblers with their special rule. Rare Units[ edit ] Great Eagle: They would be reliable, cheap and versatile for 50pts.
Take Eagles only if you are full on Warhawks, otherwise Hawks will give you much more for less points. Also they can't be upgraded like High Elf eagles. Counterpoint: you would want to take a great eagle instead of a warhawk if you had less than pts to spend on flying dudes.
Warhawks need to be taken in units of at least 3, and have enough whoopass to draw more attention from the enemy than the eagle.
A pair of eagles is great for topping off the last hundred points in your list. Place one of these between your enemy death star and your death star so your death star can get the charge next turn. The eagle is one of the cheapest chaff units in the game. Skaven could probably field a unit of slaves for less than 50pts, but those slaves won't give you the same coverage as an eagle. Treeman: The best that can be said about this unit is that it is priced correctly, but it is nowhere near the monster it was in the past.
It also has 5 attacks at WS6 S5 in combat with the option to swap them all for a tree whack which deals d6 armour ignoring wounds to a model if your enemy fails his initiative test each wound must be saved seperately in case of ward saves. Also, Thunderstomp. It also appears that the strangle roots have become a better ranged attack.
While the treeman is not amazing and necessary for most armies, sadly it is the best value monster we have and, perhaps, our best monster killer. Side note: The current Treeman model is mounted on a 50X mm chariot base. This can be seen in GW images in their online store. I believe that the base is 75x50mm with the longer side being the front and the 50mm sides being his flanks.
Waywatchers: This is potentially the best unit in the Army Book, so place your bets now on how 9th ed will nerf these guys 9th? We wish.
For 20pts you get a BS5 skirmishing scouting archer who can chose whether to add the multiple fire 2 rule to his bow or to ignore armour saves with his shooting. They also come with 2 hand weapons for some mild protection against chaff units in combat, but don't expect them to be able to take the enemy head on with T3 and no armour. Everything they do is very wood elfy. They shoot well, avoid the enemy well and die easily if the enemy puts any real firepower on them.
Take a unit of 5 and annoy the living hell out of your opponents. For pts you can thin out the enemy if they ignore them, or distract what ever the enemy sends to stomp these guys down. It actually isn't a bad idea to fill your rare allocation up with these. Keep in mind, their bows are still S3 only, so pick your targets carefully and use Withering lore of shadows or you're going to be sorely disappointed. Calculation of disappointment can be seen on the talk page.
You could get a fairly decent army out of it. It is still mighty cool if you manage to find it at some backwater hobby shop I even managed to get one with discount "'cos no one wanted it for long time" from, apparently, completely ignorant shop assistant.
The battalion shared models with regular kits, so following old guidelines still apply. From the Glade Guard sprues, you can build Waywatchers. You get a ton of heads with the Glade Guard, so you're spoilt! Especially now, when they look like High Elves.
The Glade Riders you can build as Wild Riders with the spears. Or even Sisters of the Thorn.
Wood Elves army book 8th edition Warhammer review
You could make a Treeman with the LotR Ent as it's cheaper, but the two have different dimentions, so be warned. It is taller, but can fit on a 50x50mm base that you can download seperatly. Especially now, when Treemen are taller, slimmer and look more like -Men, than Tree-.
Dryad bits are awesome in making Wild Riders, Sisters of the Thorn and characters. Their back-branches make pretty cool saplings to add foresty clutter on elf bases.
You can also glue the extra dryad arms together to make treekin looking things. It will take some patience but you can build three or four sleek looking treekin from a box of a dozen dryads. The ghetto treekin don't look as tough or macho as the GW treekin, so it is easier to picture them as just strength 4 instead of the strength 5 they used to have.
If you want Dryads and Treemen though they've been nerf-sawed - you should hurry to grab the Guardians of the Deepwood box, which contains three Treemen and 36 Dryads - and is actually cheaper than cost of those models combined.
Either GW are trying to be kinder, or their head manager made a typo. Most likely the latter. Hurry, it is limited edition and stuff.
The Guardians of the Galaxy Heroclix version of Groot could fill the roll of your treeman easily. Asrai Spear: Follows the same rules as regular spears, except for having AP. Basicly, all Wood Elf spears and bows have AP. Because inch-thick armor is of little use when there's an arrow sticking out of your eye and a spear in your throat. Magic Items[ edit ] No more Spites, no more Kindreds.
Matt Ward, after having given High Elves a meta changing item and Dark elves at least some decent ones, he decided to balance out his previous mistakes by not giving Wood Elves any good items. He even made sure to prevent broken combos this time. It's especially surprising as Wood Elves are reputed to be Matt Ward's favourite elf faction. For each point you beat your opponent by, it causes a wound.
Cute I guess for Wood Elves but is it really worth it? Basically, it allows you to make a Wild Rider Noble from older editions especially with Wild Riders wearing noticeable horned helms now. Acorns of Ages: This is the item that Wood Elves have been waiting for. For pts you get d3 forests in addition to the starting one, which all have to be the same type and are deployed like drop pods, since they scatter but can't land on other terrain. See Talk page for tactics and stuff.
As for the item - if nothing else, it's fluffy. Moonstone of Hidden Ways: This item's potential power is immense, while it's actual usefulness is varied.
For 40pts you can teleport your unit at the end of a movement phase, from one forest to another.
The only restriction on what can be teleported is whether it can fit wholly inside the forest. The "forest walking" unit can't be placed in another forest that is too small and counts as having marched. While interesting this item makes you a sitting duck for 1 turn and either relies on the luck of the terrain deployment table or the Acorns of Ages.
download another gimmick. Hail of the Doom Arrow: If only this item was 5 points cheaper so Waystalkers could take it This does prevent the abuse from being able to hail of the doom arrow snipe combo - almost guaranteed dead wizard. Seems like it could have been fixed better with a 'cannot be used in conjunction with the sniper special rule' as opposed to just making it too expensive to take. For 30pts, you get a 1 use str 4 armour piercing arrow that causes 3d6 hits. Some people swear by these things since they can instantly mince lightly armoured units though there are dissenting opinions.
Still it is the best magic item Wood Elves have.
Warhammer Army book Wood Elves
Sadly, Asyndi's Bane was removed as a magic item, so you can no longer use the HoDA to take out an enemy unit and the guy who fired the arrow in the same turn. Calaingor's Stave: Such a depressing item. For 20 points you get the privilege of swapping a spell for Tree Singing. If the forest is partially occupied, then instead you can deal 2d6 str4 hits on an enemy unit that is at least partially within the forest. Otherwise, unless you wish to move the destination forest of the moonstone of hidden way's unit or Drycha's helpers, it is the worst magic item in the game.
The Banner of the Eternal Queen: For twice the cost of the Banner of the World Dragon, this banner provides Magic Resistance 3 and for 1 turn the ability to be unbreakable. No thanks. The traditional overpriced banner does not fail to disappoint me even if you don't compare it to the Banner of the World Dragon.
The Banner of the Hunter King: Another banner which gives to it's unit vanguard and, that allows you to reroll the first failed charge of the game for 75pts.
Dwarfs get these rules for 35pts and 15pts respectively. Also almost everything that can take this banner has Vanguard already. Competes with Calaingor's Staff for being the worst magic item ever. Note, all arrows have AP and volleyfire, 30 inch range.
They replace the profile of regular bows wielded by models and count as magical attacks. The enchanted arrows are Enchanted Items which do not prevent you from holding a second Enchanted item.
Arcane Bodkins: Expensive for what they do. I prefer to do more wounds than reduce armour saves but these arrows kill cavalry like nobody's business. All the same, if your plan is to screw over enemy armour, just use Waywatchers instead.
And they can also fuck up light infantry like nobody's business, if no heavy cavalry presents itself. Hagbane Tips: This will probably be your go-to magic arrow, since wood elves have troubles vs monsters.
Might as well turn those 6's to hit into wounds, and save yourself the possibility of connecting a hit that won't wound anything. Trueflight Arrows: This is probably going to be the second most used arrow. Best taken on your Glade Guard as they will suffer the most penalties.
These should be your first choice against Skaven and their shenanigans. Moonfire Arrows: Great against warmachines, which almost all Forces of Order have. BUT against war machines, poison is still better and cheaper unless buffed by magic. Starfire Arrows: Great against monsters and repeater bolt throwers. The better choice of the " If you download a unit of this in stead of the flaming banner you can make OK monster hunters out of them.
Swiftshiver Shards: Interesting, but Waywatchers have this basic and do this better than any of the other unit. One recommendation is to fill your core with a big block of swiftshiver shard glade guard fun to say and then buff them with hand of glory from the high magic. Your swiftshiver shard glade guard should eviscerate anything that is not protected by the high elf banner of game breaking. Wood elves have gone from being, magically, the least diverse race with the least choice of all when it came to spells, to the most.
Yes both are directly stolen from the High and Dark elves this is confirmed by the fluff but have different lore attributes this can be seen as good and bad. The following overviews are in my eyes, in the order of importance.
However that is up to debate and which most important is dependant on your list and situation.
This Lore is really good for Wood Elves as you can restore wounds on your best units ie: Warhawks and arguably Treekin. It provides you with a way to give your Glade Guard saves, revive your most expensive units, kill your foes with a characteristic test, and has a safety net for you, if you miscast. The Lore of Shadow allows you to switch and save the most important characters while debuffing your foes. It helps your shooting by reducing your opponent's toughness and weakens them in combat by reducing their strength, weapon skill and intiative.
Withering is the must-have spell for Wood Elves, as it solves their greatest weakness - Str 3 bows. By using Melkoth's Mysitifying Miasma you can slow down your foes, giving you more time to fire.Gummi Bears! Interesting, but Waywatchers have this basic and do this better than any of the other unit. B Fast combat army.
First, a few words on how things stood before this new book arrived. But unless they're Thunderstomping Toughness 3 infantry, they're not going to do much damage.
Actually, against anything that hasn't got a particularly threatening shooting phase, the ancient will be basically immortal unless it gets killed in combat.