Warhammer Army book Wood Elves - Download as PDF File .pdf) or read online . Warhammer Army Book 6th edition. Warhammer FB - Army Book - Warhammer Armies Dark Elves (8E) - Uploaded by. Luci. Wood Elves (8ed). Uploaded by. Jose Eduardo. Warhammer . Wood Elves Army Book PDF. Anon Fri 21 Feb Looking for a WHFB WE pdf, anyone got a link? Anonymous. Post; Report.
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Warhammer 4th Edition Wood Elves Wood Elves Pdf WARHAMMER WOOD ELVES PDF TORRENT Warhammer Wood Elves 8th Edition - most current edition of both Warhammer and your Army Book will be. Wood Elves have four new army rules. They are A weaker save, but no longer mundane like in the previous army book. Mounts do. WARHAMMER. / orije . A caterdague record for this book is available from the British Library The Wood Elves are an elite army, formed around a core.
There is no longer an option to select any for your character's of any kind. This leaves Treeman Ancients who are now wizards with few upgrades and Branchwraith's with none though they are now wizards and cheap to boot.
Also gone are the kindred's whilst this is partially compensated for with the addition of the Shadowdancer and Waystalker heroes it is again something Wood Elves have lost for an inferior version. Another major gripe is that for a highly expensive book you do not automatically gain access to a PDF or ibook version of the army book. You have to pay the same again to gain access to this.
Considering the cost of the army book you would expect to gain access to this for free. Photos are excellent as are the illustrations throughout even if some of them are old.
It also contains the new rules for models both old and new, what more could any Wood Elf general ask for except of course for the Wood Elves book to grow on trees?
Of course this is the only place to find the points cost and rules for the new 8th edition Wood Elves army, making it essential for any general of the Wood Elves. Spellsinger: One word. Amazing, when compared to the old wizards. Now has access to all battle rule book lores but not to the Wood Elf specific lores ie the opposite of its sixth edition form.
She is 75pts and a level 1 Lore of Life wizard. She's a cheap way of beefing up a Treekin or Dryad unit. It is also of note that if you're taking the Lore of Beasts for your casters, and you're running a Branchwraith, you can use 2 of the spells to buff her up to insane levels. Mounts[ edit ] Elven Steed: You know it, you love it. M9 Forest Strider, 20pts for lords, half that for heroes, and allows you to keep pace with all your cavalry. Take it for your mages to hide with your cavalry.
Great Stag: Really, why aren't you taking it? Better stats than it's closest cousin IE the Eagle , you can still join units, you get a monstrous mount. One of the better mounts.
I wouldn't take it on every hero but on a lvl 1 mage without the scroll or the bsb it should be worth some consideration. Unicorn: Unicorns are weird. A mage on a unicorn may be able to scare away some chaff. It gives you movement 10 and still can skewer some models but is outshone by the elven steed easily. Magic Resistance 2 may seem nice, but it is better to just put your mounted wizard with Sisters of the Thorn and give them Lichebone Pennant.
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.
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.
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.
Which is admittedly how they might behave with that Frenzy steering them around. So they might not be Forest Spirits, but they're clearly not real Wood Elves either. For all of that, they are surely a must-have unit for their sheer punch on the charge. Their armour penetration is now the best in the army, outstripping even that of the Treemen. Sisters of the Thorn are a special unit and read like an admission of guilt in regard to Dark Elf Sisters of the Thorn Doomfire Warlocks.
Here we present the exact same unit, with nearly everything about it hit with a big Nerf stick. They and their javelins have Poisoned Attacks, but they just don't deal enough hurt to scare anyone with that. They're a light-weight harassment unit, and are collectively a Level 2 wizard with spells to fit the mould — Curse of Anraheir admittedly a decent spell from the Lore of Beasts and Shield of Thorns an underwhelming spell from the Lore of Life.
Nor do they get the ward save against miscasts. Unlike Warlocks. As I say, the unit feels like an apology for what we found in the Dark Elf book. Some players might like the idea of Sisters of the Thorn, but they don't look effective enough to really justify a place in a seriously competitive list. They're borderline at best. Finally we have Waywatchers. They now cost 20 points and can choose from 2 firing modes.
They can rapid fire 2 shots each, or they can go for power, in which case their shots ignore armour saves. This could make them a significant inclusion in many Wood Elf armies, although the question then becomes whether you could get the job done with cheaper Glade Guard or Scouts using Arcane Bodkins you save 2 or 3 points per model, but lose a BS and only apply a -3 save modifier. Since I seem to have gone through most of the book, I might as well briefly mention the magic items of note.
There are 10 in the book, but these are the ones that stand out. The Spirit Sword costs 85 points, ignores armour saves and if one or more wounds are taken, the wielder and victim both roll 2D6 and add their Leadership values. If the wielder loses, nothing happens. If the victim loses, they take an extra wound for each point they lost by, with no armour saves. Given a Glade Lord is Ld 10 and the variation possible in a 2D6 roll, this might be worth it for a crack to remove something significant.
Although he does have to land a wound at Strength 4 first. Acorns of the Ages cost points, but allow the player to place an additional D3 forests in his or her table half before deployment. This would allow you to carpet the centre of the field with forests, which could be significant given the number of advantages the Wood Elves can get whilst fighting in them.
Of course it means you just fielded a naked Lord-level character. So will people think it's worth it? The Moonstone of the Hidden Ways is also still there, and can be used more than once. Conclusion So, what to make of all that? It's indicative of just how extensive the changes are that it's taken me so much writing to get to this point. Are Wood Elves any better off with the new book?
I am finding it hard to decide, really. The new book certainly offers more viable choices than the previous one, however players are still going to be forced into a certain style of play. The new army is seriously lacking in combat punch. Armour will pose a real problem if you can't bring your targets down with Arcane Bodkins and Waywatchers. Treemen are no longer the all-purpose can-openers they were before, and Treekin are far more defensive than attacking with their Strength of 4.
Wild Riders have serious punch, but are fragile and will do little in subsequent rounds of combat if they don't break the enemy on the charge. They are also frenzied, so can be manipulated. A lot of this book comes down to magic. No other race has access to 10 different Lores of Magic, and it feels as though some of the changes in this book were made with more than a cursory thought given to the sort of potential that can offer. What happens if the player takes Shadow and starts dropping enemy Toughness with The Withering, or hits the Dryads with Midrazor?
With easy access to Beasts magic, do we need to worry about how each unit would look with Wyssan's Wildform on them? I'd like to think that it wasn't as simple as this, but I do find myself looking at some of the units mainly the Forest Spirits and consider what spells are required to really get them pulling their weight.
Without magical assistance, they're all highly defensive with good Toughness and poor Strength. Magic will also be relied upon to bolster the fire-power of the archers. A handful of Waywatchers ignoring armour is great, but there's nothing like boosted Searing Doom to put a hole in an advancing unit of Demigryphs or Skullcrushers.
No doubt players will arrive with a good number of Glade Guard toting magic arrows of various types, but that alone may not do the job. Whilst magic can indeed be used to fulfil a number of roles, the army can't possibly rely upon it to cover all the bases. If the player is left thinking that way, the list is flawed.
For me this list feels very defensive, with the only real exceptions being the Wild Riders, Warhawk Riders and the Wildwood Rangers. It's possible that you could form an aggressive style of play around such units, but they lack resilience and at face value the list feels like it's meant to sit back and shoot, and then try to fend the survivors off with Forest Spirits who might be tough enough to survive, even if they won't threaten in return.
I'd have preferred a book with a less pre-defined play style to it, but it's possible that different approaches will prove viable with a bit of experimentation. I'm glad the wait is finally over and the new book is here.