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6th December 2011 11:04 #1
3 changes to Woodelves.
Hello all I was speaking to a friend the other day who plays wood elves (WFB is his favorite table top.) and he was talking about changes he hoped to see whenever GW got around to updating their seriously outdated army book.
Anyway I came up with 3 things myself during the discussion which he thought would be amazing changes. So i figured I would bring it to some forums and see what the forumites might think.
change 1.
Wood Elf Archers are the most superior Archers in the world so lets make them feel that way. Add Rapid Fire to Archer shots within close range. Much like 40k Boltguns have now. This would give Archers a greater ability to deal with Hordes and thin them out some.
Change 2.
Synergy. My friend was saying his spearmen are overcosted, lack armor etc etc. I understand that in any warhammer game that Initiative is one of the strongest stats and Woodelves pay for that high initiative stat of theirs. However lets add an ability to have some synergy with well their archers. Give them ability of Ranked attack (like in Warmachine). For those that dont play warmachine. It pretty much plays like this. Wood Elf Spearmen do not block line of site for Wood Elf Archers. IE Wood Elf Archers can stand behind a line of spear man and fire with abit more confidence of not being charged.
Change 3.
Synergy part 2. Wardancer Archer synergy. Mobs rule the game in the new edition of WFB as such Wardancers are suffering greatly. SO give them synergy. A new ability to once again play alongside their Archer brothers. Cohesive Strike. Archers may fire into a CC situation that involves only Wardancers with no other friendly units involved. Anywounds that the archers cause will count towards combat resolution in the wardancers favor. However when doing this The Wood Elf Archers must take extra care not to hit their comrades, So this ability can only be used at short range and each archer may not use their rapid fire ability so may only take one shot each.
So anyway I figured by creating some new Synergies within the existing units could go a long way to help the wood elves out. Dealing with hordes of infantry while keeping that skirmish wood elf feeling alive.
So any thoughts and opinions on this?
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9th December 2011 03:26 #2
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9th December 2011 08:46 #3Lord of the Pit
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Posting from phone so short reply ATM: Initiative is not important, WE are over-costed in 8th edition due to rule changes.
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9th December 2011 18:58 #4
These sound mostly like they wouldn't so much make the Wood Elves competitive as make them auto-win. The main problem wood elves face is on one of point costs in everything from their basic guys to their magic item options.
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11th December 2011 17:01 #5
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14th December 2011 12:57 #6Moderator
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If you want to horde it up, then don't play Wood Elves, they can do hit and run better than anyone else in the game at the moment and thats the way you play them. Take Shooting, Eagles, Dryads and you'll be fine.
Regarding your changes. They already get S4 at short range and don't suffer penalties for moving, thats insane if you bring the firepower to show. Even my Brets can lose 4/5 Knights a turn against that firepower without having the bubble up.
Don't take Eternal Guard, as you said, they're shit. They need redoing to make the useful, so just don't take them. Again, I don't use Questing Knights as they're not worth it, don't use Eternal Guard.
This one I can live with. Skaven already do it with slaves, but risk hitting their own guys. If it was just on Wardancers then I could cope without that
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14th December 2011 15:43 #7Boltrig-So Durandal, I understand youre a Demi-god? Thats fantastic!
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