THE ARMY OF THE WOOD ELVES. . The Wood Elves are an elite army, formed around a core fate of the Warhammer world and, in particular, the noble. The Lords of Athel Loren. Gives the history and origins of the Asrai, as well as a timeline. 1. The Deepwood Host. Contains rules and descriptions of all the Wood . Warhammer High Elves Army 8th Editionpdf Free Pdf Download Now Source 2 Browse And Read Warhammer Wood Elves 8th Edition Title Type Goldilocks.
|Language:||English, Spanish, German|
|ePub File Size:||25.62 MB|
|PDF File Size:||16.23 MB|
|Distribution:||Free* [*Regsitration Required]|
Warhammer Army book Wood Elves - Download as PDF File .pdf) or read online . Warhammer Army Book 6th edition. Warhammer 4th Edition Wood Elves - Download as PDF File .pdf) or read online . Warhammer - 5th Edition - Army Book - Dwarfs. Uploaded by. Andrzej. WARSCROLLS. WOOD ELVES. COMPENDIUM Warhammer Age of Sigmar © Games Workshop Ltd. GLADE CAPTAIN. BATTLE STANDARD BEARER.
If you lose your lvl 4 then go and pump all your dice into a super fireball. It's especially surprising as Wood Elves are reputed to be Matt Ward's favourite elf faction. Especially now, when Treemen are taller, slimmer and look more like -Men, than Tree-. Trueflight Arrows: Ambush of the Worldroots: Beyond that the only spell of great use for wood elves is the Flaming Sword of Rhuin, which you sadly can't guarantee.
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.
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. 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.
The Spirit Sword: For each point you beat your opponent by, it causes a wound. If you lose the test nothing happens Though it can hurt the wielder if you want to use the more amusing 6th ed rules for the sword. Rely on the rulebook's magic items instead. Daith's Reaper: This weapon would be amazing for almost any race but Wood Elves. For 50pts you can reroll to hit and to wound and force your opponent to reroll successful armour saves. Considering you can only take this on a hero who is likely to get to hit rerolls from ASF and that 8th favours ward saves rather than armour saves, this weapon is only slightly better than useless.
The Bow of Loren: You can use it on the Waystalker to get 2, armour ignoring, sniping shots or on the Glade Lord to fire 5 bs7 shots. Note that these are Multiple Shots so -1 to hit and can't stack with Waystalker multiple shots and don't get any bonus from extra hand weapon.
The best that can be said about this bow is that it is properly priced. All other races ranged magic items aren't though Helm of the Hunt: 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.
Buy 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. 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 buy 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.
It can make one your heroes fly but that isn't as useful as the others. It also comes with a semi-cannon ball and a blast initiative test spell which can destroy your enemy's tougher units. Finally it comes with a buff that allows you to shred through tougher units. It is useful since it works on any wizard of any level. The Lore attribute can be good but it is very situational. Throughout the centuries of conflict individual Elves of both Druchii and Asur, some who had died and been reborn by the magic of the forest, mostly misfits, outcasts, refugees and victims of the war with the Dwarfs were called to the forest by its heart to stand vigil, waiting for as yet unknown conclusion.
Under Lady Liandra's leadership and under the guidance of her mysterious ally the group took it among themselves to protect the forest from the axes and torches of Dwarfs marching to join the host against Caledor II. This fight was to be a test of Liandra who sacrificed herself for the forest and was victorious but killed, having proven herself loyal to the forest she was brought to the collection of others who had gathered over the years waiting just outside the glowing heart of the forest whether her spirit was carried there or she was physically brought back to life is unclear.
Upon her arrival the trees parted and these chosen few who had been waiting, some for centuries, were welcomed into the light of the heart to become born again as the Asrai. However many of the colonists felt little loyalty towards that distant land and, having formed a bond with the woods of Athel Loren, chose to remain. Over time the forest's other inhabitants, spirits such as dryads , treemen and spites, have come to accept the elves, although some such as the branchwraith Drycha still resent their presence, and parts of the wood, such as the Wildwood, still remain closed to them.
The Wood Elves have learnt to wield Athel Loren as a weapon against invaders, leading invaders down magical pathways to wander for centuries, only re-appearing many years later before quickly ageing and dying.
Such 'tree-singing' is also used to form great cities in the trees, cities which few outsiders are ever permitted to see. The Wood Elves cannot be described as morally 'good' or 'bad', lacking the clear definition of their cousins, the High Elves and Dark Elves.
Despite this, Wood Elves are counted amongst the "Forces of Order" in the current rules. Like nature itself, they can appear as fickle and capricious as the winter chill, yet also as warm as the summer sun.
Athel Loren, the enchanted forest of the Wood Elves, is ruled by two powerful elves called Ariel and Orion who are possessed by deities which are manifestations of aspects of nature.
Ariel being the peaceful regenerative representation of nature, and Orion is the warlike unpredictable side. A Wood Elven army is made of two major groups: Elven soldiers , and the forest itself.
Dryads present themselves as lithe and lovely maidens who entice the unwary into entering the forest.
At a time that the dryads find amusing, the lovely, near-human aspect is shed and the violent aspect manifests as a tree-like vengeful monster that tears the erstwhile guest to shreds. Tree Kin are more nebulous spirits that normally move freely through the forest, unbound to any physical instrumentality. When the need arises, however, the Tree Kin embody a collection of dead limbs and trunks, which then shambles along with the elven horde, smashing and crushing all that it meets.
Most terrible of all the forest spirits, however, are the Treemen, which result when an exalted spirit makes the choice to bind itself permanently to a tree.