Wood Elves

logo Elves first settled in the forest of Loren long before the civilised realms of man came int being in the Old World, during the great period of war between the Elves and the Dwarfs known as the War of the Beard. The first Elven settlers of Loren sought to protect this beautiful forest realm from the ravages of the Dwarfs, who would have felled the mighty trees to fuel their furnaces and provide timber to build their war machines. After many years of fighting, the War of the Beard finally ended with the Dwarfs retreating to their mountain halls and the Elven colonists abandoning the Old World to protect their homeland of Ulthuan.

However, not all of the Elves returned home with the armies and ships. Some could not bear to leave their newly founded homes, whilst others were unwilling to return to the decadence and intrigue of the noble courts of their homeland. Whatever their reasons, a small number of the Elven settlers remained in the Old World, and without the Phoenix King’s armies to protect them, they soon took refuge with the guardians of Loren, and made the forest their new home. The descendants of these first colonists are the race of Wood Elves, and they continue to protect their forested home to this very day.

It is safe to say that the Wood Elves are not the most active campaigners in the Warhammer world; rather the vast majority of their battles are fought in the defence of Loren – a cause to which they are dedicated with single-minded determination. Due mainly to their small numbers, the Wood Elves prefer to deal with their enemies using deception and guile rather than attacking head-on. Death through traps, ambushes and the unseen arrow all await the unwary intruder into the enchanted forest kingdom of the Wood Elves. Indeed, a large Wood Elf host will only be assembled to fight an open, pitched battle under the direst of circumstances, most often to repel a determined invading army. In such times as these, the Wood Elf warriors will fall upon their opponents with all the savagery of the Wild

Hunt, slaying all who would seek to despoil their beloved forest. Often all that remains of the invaders are several large cairns, beneath which lie the bodies of fallen enemies. These serve as a grim warning to all who trespass beyond the boundary stones marking the edge of the realm – you are not welcome here, death awaits.

wood elves

Wood Elf army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Glade Guard

Infantry

3/1

3

0

-

3

65

2/4

*1

Eternal Guard

Infantry

3

3

5+

-

3

60

-/3

-

Wardancers

Infantry

4

3

0 or 5+

-

1

30

-/4

*2

Waywatchers

Infantry

1/2

3

0

-

2

60

-/1

*3

Dryads

Infantry

4

3

6+

-

3

60

1/-

*4

Treekin

Infantry

4

4

5+

-

3

110

-/2

*4

Glade Riders

Cavalry

3/1

3

6+

-

3

90

-/3

-

Wild Riders

Cavalry

3

3

5+

-

3

110

-/2

*4,*5

Warhawk Riders

Monster

2/1

3

6+

-

3

85

-/1

*6

Treeman

Monster

6

4

4+

-

1

130

-/1

*4,*7

 

General

General

+2

-

-

10

1

155

1

-

Noble

Hero

+1

-

-

8

1

80

-/1

-

Treeman Ancient

Hero

+3

-

-

8

1

130

-/1

*8

Branchwraith

Hero

+2

-

-

8

1

90

-/1

*9

Spell Weaver

Wizard

+0

-

-

8

1

80

-/1

-

Giant Stag

Special Mount

+1

-

-

-

-

+10

-/1

*10

Unicorn

Special Mount

+1

-

-

-

-

+15

-/1

*11

Warhawk

Monstrous Mount

+1

-

-

-

-

+15

-/1

*12

Forest Dragon

Monstrous Mount

+3

-

-

-

-

+100

-/1

*13

Special rules

Army rules

Woodland Folk

Due to living amongst the forests of Loren all Wood Elf infantry does not suffer the usual -1 Command penalty when within woodland.

Special rules

1. Glade Guard

Wood Elves are just as famed for their bow as their High Elf cousins, and as such Glade Guard units add 1 to their dice roll when making shooting attacks. Therefore these units score a hit against targets in the open on a 3, against defended targets on a 4+, and against fortified targets on a 5+.

2. Wardancers

Wardancer stands are not deployed as independent units. Instead, any Glade Guard or Eternal Guard unit may add one stand of Wardancers. This brings the size of the unit to 4 stands - 3 regular stands plus the Wardancers stand.

Wardancers always have the same Armour value as the rest of their unit. They fight as part of their unit and can be removed as a unit casualty if the player wishes.

Wardancers casualties never count for Command penalties. Wardancers stands never cause the parent unit to be in Irregular Formation no matter how they are placed.

3. Waywatchers

Famous for their bow skills even by a Wood Elf standards, Waywatchers shoot the enemy with terrifying accuracy. The add +1 to their dice roll when making shooting attacks and these attacks are resolved at -1 Armour value of the enemy.

Waywatchers can also ambush. Individual units can be infiltrated onto the battlefield once the game has begun. To infiltrate a unit, the Wood Elf player nominates the point where he wants the Waywatchers to appear and issues an ‘infiltration‘ order from any character. The character does not have to be within his normal command range to issue an infiltration order - the character‘s command range is considered to extend over the entire tabletop when issuing an infiltration order. Treat the order as issued to the nominated point, and apply any modifiers for distance and proximity of enemy, but ignore penalties of dense terrain. The nominated point must lie either on the table within dense terrain or on any base edge other than the enemy player‘s own table edge. If successful, place one stand on the nominated spot and arrange the rest of the unit around it. The infiltrated unit cannot be placed so that it touches an enemy unit. Once deployed, orders can be given to the unit by the same character that gave the infiltration order if he is within his normal command range, the infiltrating unit is considered to have used its first order to deploy. If the infiltration order is failed the unit is not deployed and cannot infiltrate that turn, it can attempt to infiltrate in a subsequent turn at the same of a different place.

4. Forest Spirits

Forest Spirits are woodland creatures. They are immune to terror and suffer -1 Command penalty when being ordered by General or Noble.

5. Wild Riders

Wild Riders receive +1 Attack in the first round of every combat when fighting to the front.

6. Warhawk Riders

Warhawk Riders can fly. They have a shooting range of only 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

7. Treeman

Treeman can enter woods and suffers no command penalty for being within the woods but cannot get defended status there. Treeman causes terror.

8. Treeman Ancient

Treeman Ancient has -1 Command penalty when issuing orders to other than Forest Spirit units. Can join only Forest Spirit units and is able to cast Tree Singing spell. Units joined by Treeman Ancient cause terror. There can ever be only one Treeman Ancient in any Wood Elf army. Cannot be given any magic items.

9. Branchwraith

Branchwraith has -1 Command penalty when issuing orders to other than Forest Spirit units. Can join only Forest Spirit units and is able to cast Tree Singing spell. Cannot be given any magic items.

10. Giant Stag

General, Nobles and Spell Weavers may ride a Giant Stag. The Stag adds +1 Attack to those of its rider.

11. Unicorn

This mount can be ridden by Spell Weaver only. The Unicorn adds +1 Attack to those of its rider. Once per battle the Unicorn’s magical power adds +1 to the dice when casting a spell. The player must announce that the Unicorn’s magic before rolling to see if the spell works. There can be only one Unicorn in the army.

12. Warhawk

General, Nobles and Spell Weavers may ride a Warhawk. The Warhawk can fly, increasing its rider’s move from 60cm to 100cm, and it adds +1 Attack to those of its rider.

13. Forest Dragon

Generals, Nobles and Spell Weavers may ride Forest Dragons. A Forest Dragon can fly, increasing its rider’s move to 100cm, and adds +3 Attacks to those of its rider. Any unit joined by a character riding a Forest Dragon cause terror in their enemies and so long as the Dragon is attached to a unit, it can use its Corrosive Breath attack. This is a shooting attack with a range of 20cm, which can be directed against one target as normal. The breath has 3 Attacks, which are worked out in the usual way.

infantry

Wood Elf spells

Tree Singing

5+ to cast Range 30cm

The Spell Weaver calls force a mass of tangling branches to surround their troops, protecting them form harm.

This spell may be cast upon a single unengaged friendly Infantry unit within range, regardless of whether the caster can see them or not. The spell lasts until the start of the caster‘s next turn, or until the target unit moves in any way. The target Infantry unit counts as Defended, even if it is in open terrain.

Twilight Host

5+ to cast Range 30cm

A weird enchantment forms around the target unit.

The target unit causes terror until Wood Elf next magic phase.

Call of the Hunt

5+ to cast Range 30cm

The Spell Weaver‘s voice sings out across the battlefield directing troops above the tumult of combat with the magical Call of the Hunt.

Unit may make a charge move into contact with the nearest visible enemy unit in the same way as when charging. Enemy may not shoot at chargers.

Fury of the Forest

6+ to cast Range 60cm

The spell makes three shooting attacks on all enemy units within 10cm of chosen wooded terrain piece. Units get no armour save if within wooded terrain.

Unengaged units are not driven back by this spell (the assault comes form the ground beneath their feet). Engaged units carry over any hits scored into the first round of combat; any hits scored count as having been struck in the combat itself.

wild riders