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Army-Specific Tactics - Wood Elves


Staff member
True Blood
Nov 26, 2008

This thread is for archiving the various tips, builds and strategies that can be of use when fighting the Wood Elves. This first post will periodically be updated to include the input that has been given in the thread. The categorization is the same as with the earlier threads,

Effective Tactics / Units to Use

Tactics / Units Not Recommended to Use

Enemy Items / Units / Tactics to Watch Out For

:siren:Note that this is not the place for in-depth discussion in regards to the advice that is shared. If you wish to debate on any specific topic, you're free to start up an independent thread in the main section of The Teachings of Abhorash instead.:siren:

Thank you. :)


True Blood
May 15, 2008
Things that work well against the Wood Elves;

--Static Combat Resolution. Occasionally you'll see a unit of Eternal Guard ranked up when facing this army but aside from them, the WE have close to no rank bonus whatsoever (they may have archer units 5x2 or a big one that's 6x3 or similar as well as a possible treekin unit 3x2 or 4x2 but that really isn't much). Dryads are skirmishers and are normally fielded 8 strong, wardancers are rarely taken now and die to step up, glade riders are very expensive and fall to a mild breeze.
Use your ranked units to defeat them and the power of your characters to take down the tough forest spirits.

--Magical attacks. The forest spirits (treekin, treemen, dryads, wild riders, wild rider characters and glamourweave casters) have a 5+ ward that is negated by magical attacks and magic spells. VC heroes with a magic blade can deal with these threats pretty welll. TK/TM are toughness 5/6 respectively but we all know that's no issue for a vampire lord.
Ethereals have magical attacks and thus, negate the forest spirit save. However, you need to be quite careful with them as dryads are In 6 and can shop up banshees and the like with ease (same for the others, Wild Riders are swift as well while TK/TM are resilient and str 5/6) so be careful if you have them in your list.
If you tailor armies at your local club, leave the ghosts at home when facing WE.

Yes, they can shoot the thing but WE have no warmachines and many WE generals are quite angry that this thing exists. Send this thing near some treekin or a treeman and wail at them/it, congrats, you've just netted yourself some victory points. Taken in pairs, they can eliminate the big bads from the WE army and leave your blocks/knights/cousin riding a BMX to deal with everything else fairly easily.

Things to watch out for;

--Hail of Doom Arrow
Say it with me, "Hail of DOOOOOOOOOOM Arrow!"
It's a one use enchanted item that costs the same as 3 ghouls and fires 3d6 magical arrows at a single target. It will normally be found on a BSB (most WE armies use a lvl 4 and a BSB and that's it FYI) The BSB has a BS of 5 so he can hit things rather well. Be careful with ethereals and big monsters as this item can take them down easily. As a WE player myself, I don't like it all that much, it's a necessary evil taken to deal with certain problematic units (chariots, fast cav etc.).

--All those longbows/Asrai Archery rule
Every elf (except for wardancers, glamourweaves and wildriders ) has a longbow and a BS of at least 4. The AA rule lets wood elves move and shoot without penalty. Expect to see a ton of glade guard (archers) that move 5" and shoot every turn.

--Glade Guard longbows
I love these...sorry.
All glade guard (but not glade guard scouts!) have strength 4 shots at close range! It adds up really quickly needless to say, especially when you are facing 40+ arrows a turn!

They will eat our chaff for lunch and spit out the ghostly bones. T4, 2 A, S4, In 6 makes for a pretty solid core unit. They are skirmished so they are steadfast in forests, so don't forget that. They are normally fielded in units of 8 strong and can tear through our subpar troops with ease (chaff, skellies, zombies). Magical attacks make them sad, as do vamp heroes and wight kings. A banshee or two wailing from a safe spot can take them out decently enough (Ld 8).

--Alter Kindreds
If you see a long elf with M 9 In 9, he's an alter kindred. He can't be the general and he can't join units but in his day, he was a nightmare to deal with. Nowadays, you still see them around but they aren't as scary. Typical builds now are a highborn (lord) with Arcane Bodkin Arrows and Bow of Loren. What this does is give him as many shots as he has attacks on his profile (Alters get +1 A) that ignore armor. So a HB alter will have 5 shots usually hitting on 2's after he moves his 9" for a better vantage point that ignore armor, which can be nasty against knights! They will sometimes pack the charmed shield and maybe a ward but he starts getting expensive at that point and most WE players want the level 4 with a somewhat decent kit in their roster as well.
The hero alters are normally built for combat with rageth's wild fire blades (2 hand weapons, flaming attacks) and potion of strength with dragonhelm (die, hydra!) There are plenty of variations on this build so be careful.

They can be taken as a rare choice which is close to 300 points or as a lord choice with Ld 9 and the ability to get a few buffs built in.
These guys are monsters with stubborn, Ld 8 for the rares, T 6, S 6, and an 8" shooting attack called strangle root. SR can be fired in any direction and yes, they can stand and shoot with it. They fire an artillery die worth of S 4 shots (nothing happens on a misfire). Treemen were gross for a few years but now they are quite overcosted. They have a 3+ armor save and the forest spirt save so a GG unit with great weapons, a VL with 47 attacks or a wailing TG can deal with them efficiently.

I'll add more as time goes by, including going back to the TK thread I was working on the other day. Hope this helped people out.