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Wood Elves revised version

Disclaimer: This armylist is a modified version of the Ravening Hordes Wood Elf list and thus is not official. I made it to give the Wood Elf list a little more flavour for these dark times the 6th ed. Wood Elf Armybook isn't out. Ask your opponent whether or not you can use this list. May this list bring you many victories.

Wood Elves
version 1.2

To the Wood Elves, their forest home of Loren is a sacred place. They guard it with all their strength and cunning, leading invaders to their doom in the darkest tangles of the thickest woods.

Special Rules

The following special rules apply to the Wood Elf army.
  • Wood Elf longbows have a -1 save modifier
  • Wood Elf Scout longbows have a 36" range and a -1 save modifier
  • All units in a Wood Elf army (Except flyers and chariots) move at normal speed through woods
  • Level 4 Mage Lords may use any lore of magic from the Warhammer rulebook. Lesser Wood Elf wizards may use Beasts and Life lores.
Lords

FOREST LORD................................110 points per model

ProfileMWSBSSTWIALd
Elf Lord5764438410
Elven Steed930331415
Forest Dragon660666358
Great Eagle250443428

Weapons and Armour: Hand weapon.

Options:
  • May have a spear (+6 pts).
  • May carry javelins (+9 pts) or a longbow (+15 pts) or a scout longbow (+18 pts).
  • May wear light armour (+3 pts) and may carry a shield (+3 pts).
  • May ride a Forest Dragon (+320 pts), a Great Eagle (+50 pts) or an Elven Steed (+18 pts) which may be barded (+6 pts).
  • If a Forest Lord is mounted he may have a lance (+6 pts).
  • A Forest Lord may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.
  • May choose magic items from the Common or Wood Elf magic item lists, with a maximum total of 100 pts.
Special Rules:
A character riding a Forest Dragon counts as 1 Lord choice and 1 Hero choice.
A Forest Dragon or Great Eagle can fly. A Dragon causes terror, is a large target, has a 3+ armour save and breathes S3 fire.


MAGE LORD...................................200 points per model

ProfileMWSBSSTWIALd
Mage Lord544343519
Elven Steed930331415
Great Eagle250443428
Unicorn9504416210

Weapons and Armour: Hand weapon.

Options:
  • May ride a Unicorn (+55 pts), a Great Eagle (+50 pts) or an Elven Steed (+18 pts) which may be barded (+6 pts).
  • Mage Lord may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.
  • May choose magic items from the Common or Wood Elf magic item lists, with a maximum total of 100 pts.
Special Rules:
A Mage Lord is a Level 3 wizard. This may be increased to level 4 at a cost of +40 points.
A Great Eagle can fly. A Unicorn gets +2S on the turn it charges. A unicorn also gives its rider +2 Dispel dice to dispel each spell that affects them and the unit they are with.


Heroes

COMMANDER.......................................65 points per model

ProfileMWSBSSTWIALd
Commander566432739
Elven Steed930331415
Great Eagle250443428

Weapons and Armour: Hand weapon.

Options:
  • May carry a spear (+4 pts).
  • May carry javelins (+6 pts) or a longbow (+10 pts) or a scout longbow (+12 pts).
  • May wear light armour (+2 pts) and may carry a shield (+2 pts).
  • May ride a Great Eagle (+50 pts) or an Elven Steed (+12 pts) which may be barded (+4 pts).
  • If an Elven Commander is mounted he may have a lance (+4 pts).
  • One Elven Commander may be upgraded to a Battle Standard Bearer for +25 pts. He may carry any magic banner (no points limit), but if ge does so he may take no other magic items. He may not be given any extra equipment except light armour or heavy armour and barding for his Steed. A Battle Standard Bearer may not be your army general, nor may he ride a flying creature.
  • A Commander may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.
  • May choose magic items from the Common or Wood Elf magic item lists, with a maximum total of 50 pts.
Special Rules:
A Great Eagle can fly.


MAGE...............................................75 points per model

ProfileMWSBSSTWIALd
Mage544332518
Elven Steed930331415
Unicorn9504416210

Weapons and Armour: Hand weapon.

Options:
  • A Mage may ride a Unicorn (+55 pts) or an Elven Steed (+12 pts) which may have barding (+4 pts).
  • A Mage may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.
  • May choose magic items from the Common or Wood Elf magic item lists, with a maximum total of 50 pts.
Special Rules:
A Mage is a level 1 wizard. This may be increased to level 2 at a cost of +35 points.
A Unicorn gets +2S on the turn it charges. A unicorn also gives its rider +2 Dispel dice to dispel each spell that affects them and the unit they are with.


TREESINGER.......................................90 points per model

ProfileMWSBSSTWIALd
Treesinger544332518
Elven Steed930331415
Forest Creature Swarm4302251510

Weapons and Armour: Hand weapon.

Options:
  • A Treesinger may ride an Elven Steed (+12 pts) which may have barding (+4 pts).
  • May choose magic items from the Common or Wood Elf magic item lists, with a maximum total of 50 pts.
Special Rules:
A Treesinger may sing one song from the Treesinger Song list per Wood Elf magic phase. The songs count as bound spells from magic items, with a Power Level of 3.

Treesinger Songs:
  • Animate Wood: Choose one forest terrain feature. Any models inside the forest get a S3 hit.
  • Fortress of Wood: Choose one forest terrain feature. All models within that wood are -1 to hit in hand to hand combat and shooting. This effect ends when the Treesinger tries to sing another song or when the Treesinger is killed.
  • Call of the Critters: Choose one enemy unit within 3" of a forest terrain feature. A Forest Creature Swarm emerges from the forest attacks that unit. The Wood Elf player may move this unit freely within 6" of the forest it came from. If the Swarm is forced to move further from the forest is counts as destroyed. The Swarm is unbreakable. It is represented by one base with several models on it. The Swarm remains in play as long as the Treesinger does not try to sing another song and is alive.

Core Units

GLADE GUARD......................................8 points per model

ProfileMWSBSSTWIALd
Glade Guard544331518
Glade Champion544331528

Unit Size: 10+

Weapons and Armour: Hand weapon and spear.

Options:
  • Upgrade one Glade Guard into a Musician for +5 pts.
  • Upgrade one Glade Guard into a Standard Bearer for +10 pts.
  • A Standard Bearer may carry a Magic Standard worth up to 50 pts.
  • Promote one Glade Guard into a Glade Champion for +10 pts.


ARCHERS.................................12 points per model

ProfileMWSBSSTWIALd
Archer544331518
Marksman545331518

Unit Size: 10+

Weapons and Armour: Archers have a hand weapon and a longbow.

Options:
  • Upgrade one Archer into a Musician for +5 pts.
  • Upgrade one Archer into a Standard Bearer for +10 pts.
  • Promote one Archer into a Marksman for +5 pts.

Special Units

DRYADS...................................31 points per model

ProfileMWSBSSTWIALd
Dryad543442428

Unit Size: 5+

Weapons and Armour: None.

Special rules:
Flammable, Skirmish. Their tough skin gives them an armour save of 5+. Dryads are shapeshifters and in close combat may choose to assume either the Birch Aspect (+1A), Oak Aspect (+1S, +1T) or the Willow Aspect (-1A for attacking foes attempting to strike the Dryad). All the Dryads in a unit assume the same Aspect and the effects only apply for the combat phase. They cannot choose the same Aspect in two consecutive turns.


SCOUTS.............................................14 points per model

ProfileMWSBSSTWIALd
Scout544331518
Marksman545331518

Unit Size: 5-15

Weapons and Armour: Hand weapon and longbow.

Options:
  • May replace longbow with a scout longbow (+1 pts. per model).
  • Promote one Scout into a Marksman for +5 pts.
Special rules:
Wood Elf Scouts are scouts and skirmish.


WARDANCERS........................................20 points per model

ProfileMWSBSSTWIALd
Scout554331618
Marksman554331628

Unit Size: 5-12

Weapons and Armour: Two hand weapons.

Options:
  • Promote one Wardancer into a Wardancer Champion for +10 pts. Special rules:
    Wardancers are immune to psychology, and have a 6+ Ward save. Their talismanic war paint gives them an additional dice to dispel any spell that affects them. Each turn in close combat they may choose one special war dance with the following effects: Whirling Death (+1A), Woven Mist (enemy takes Ld test or needs 6s to hit the Wardancers), The Shadows Coil (the Wardancers don't attack and may not be attacked, and the combat is automatically considered a draw) or Storm of Blades (all Wardancers fight a single enemy model in contact with any one of them, the enemy fight back normally). You cannot choose the same dance in two consecutive turns.


    GLADE RIDER LANCERS.......................................19 points per model

    ProfileMWSBSSTWIALd
    Glade Rider544331618
    Glade Rider Champion544331628
    Elven Steed930331415

    Unit Size: 5+

    Weapons and Armour: Hand weapon, spear and light armor. Options:
    • May have shield (+3 pts).
    • Upgrade one Glade Rider into a Musician for +8 pts.
    • Upgrade one Glade Rider into a Standard Bearer for +16 pts.
    • A Standard Bearer may carry a Magic Standard worth up to 50 pts.
    • Promote one Glade Rider into a Glade Rider Champion for +16 pts.
    Special rules:
    Glade riders are fast cavalry.


    GLADE RIDER ARCHERS.................................24 points per model

    ProfileMWSBSSTWIALd
    Glade Rider544331618
    Glade Rider Marksman545331618
    Elven Steed930331415

    Unit Size: 5+

    Weapons and Armour: Hand weapon, longbow and light armor.

    Options:
    • May have shield (+3 pts).
    • Upgrade one Glade Rider into a Musician for +8 pts.
    • Upgrade one Glade Rider into a Standard Bearer for +16 pts.
    • A Standard Bearer may carry a Magic Standard worth up to 50 pts.
    • Promote one Glade Rider into a Glade Rider Marksman for +8 pts.
    Special rules: Glade riders are fast cavalry.


    CHARIOTS...........................................72 points per model

    ProfileMWSBSSTWIALd
    Chariot---544---
    Crew-443--618
    Elven Steed930331415

    Unit Size: 1 chariot with 2 crew, pulled by 2 Elven steeds. You may take up to 2 Chariots as a single Special choice.

    Options:
    • May have two extra horses (+1 wound) for 12 pts.
    • May have scythed wheels (+15 pts).
    Weapons and Armour: The chariot has an armour save of 5+. The crew have hand weapons, spears and longbows.


    Rare Units

    TREEMEN....................................220 points per model

    ProfileMWSBSSTWIALd
    Treeman650565248

    Unit Size: 1

    Weapons and Armour: None. Doesn't need any.

    Special rules:
    Flammable, cause fear, hate Orcs & Goblins. Their thick skin gives them a 3+ armour save. In combat they may elect to make a single S10 attack doing D6 wounds instead of their normal attacks. If they lose a round of combat, but do not suffer any wounds that close combat phase, they are not required to take a break test. When the Treeman is slain he topples over any models next to him. Use the Fallen Treeman and Scatter Dice to determine where the Treeman falls. Models under the template must roll under their Initiative on a D6 to get out of the way. (1 always fails). Any models that fail to get out of the way are removed as casualties.


    0-1 WAYWATCHERS...........................22 points per model

    ProfileMWSBSSTWIALd
    Waywatcher545331618
    Marksman546331618

    Unit Size: 5-10

    Weapons and Armour: Hand weapon and longbow.

    Options:
    • May replace longbow with a scout longbow (+1 pts. per model).
    • Promote one Waywatcher into a Marksman for +5 pts.
    Special rules:
    Waywatchers are scouts and skirmish. In addition, if the unit is entirely inside a wood it is hidden. This means that an enemy unit must roll 4+ in order to be able to shoot, charge or cast spells at them. If they fail this test they may choose a different target. If the are charged while they are inside a wood roll D6.
      1-2The charging unit takes D6 S4 hits
      3-4The charging models must roll under their Strength to be able to fight that turn. 6 always fails
      5-6One random model in the front rank suffers one S5 hit which inflicts D6 wounds. No armour saves are allowed

    WARHAWK RIDERS.............................29 points per model

    ProfileMWSBSSTWIALd
    Rider54433161 8
    Warhawk Rider Champion544331628
    Warhawk Rider Marksman545331618
    Warhawk24-331515

    Unit Size: 5-10

    Weapons and Armour: Hand weapon, spear and shield.

    Options:
    • May replace the spear and shield with a longbow (+4 pts).
    • Upgrade one Warhawk Rider into a Musician for +8 pts.
    • Upgrade one Warhawk Rider into a Standard Bearer for +16 pts.
    • Promote one Warhawk Rider into a Warhawk Rider Champion for +16 pts if the unit is equipped with spears.
    • Promote one Warhawk Rider into a Warhawk Rider Marksman for +8 pts if the unit is equipped with longbows.
    Special rules:
    Flying unit.


    0-1 BEAR TRAINERS...

    ProfileMWSBSSTWIALd
    Bear Trainer544331618
    Bear73-442326

    Unit Size: 1+

    Special rules:
    One Bear Trainer team consists of one Trainer and two Bears. The Bears get +1S when they charge. They always stay with the Trainer except on the charge. The Bears flee 2d6" just as the Trainer but pursue 3d6". When the Trainer is with the Bears they use the Trainer's Leadership. If not they suffer from stupidity and use their own leadership.


    Magic Items

    You may choose magic items for your characters and units from the following list.

    Common Magic Items
    • Sword of Striking: 30 pts Weapon; +1 To Hit.
    • Sword of Battle: 25 pts Weapon; +1 Attack.
    • Sword of Might: 20 pts Weapon; +1 Strength.
    • Biting Blade: 10 pts Weapon; -1 Armour save.
    • Enchanted Shield: 10 pts Armour; 5+ Armour save.
    • Talisman of Protection: 15 pts Talisman; 6+ Ward save.
    • Dispel Scroll: 25 pts (one use only) Arcane; Automatically dispel an enemy spell.
    • Power Stone: 25 pts (one use only) Arcane; +2 dice to cast a spell.
    • Staff of Sorcery: 50 pts Arcane; +1 to dispel.
    • War Banner: 25 pts Banner; +1 Combat Resolution.
    Magic Weapons
    • Bow of Loren: 50 pts The Bow of Loren has a 36" range. It fires a number of shots equal to the bearer's Attacks at his Strength. All shots must be directed at the same target. The arrows count as magical weapons.
    • Hail of Doom Arrow: 25 pts (one use only) When fired, the arrow splits into 3D6 magical S4 arrows. Roll to hit for each arrow.
    • Blade of Ages: 75 pts Wounds automatically. Saves are modified by the Strength of the user.
    Magic Armour
    • Shield of Ptolos: 15 pts Counts as a normal shield (6+ armour save). Gives the bearer a 1+ armour save against missile attacks.
    Talismans
    • Vambraces of Lightning: 30 pts 5+ ward save.
    Arcane Items
    • Potion of Knowledge: 25 pts (one use only) Can be drunk during any Wood Elf Magic phase. Bearer may cast a single spell for free (counts as being cast at the spell's casting value).
    • Wand of Jet: 50 pts Adds 1 dice to the Wood Elf army's pool of magic dice in each player's turn.
    Enchanted Items
    • Amber Amulet: 25 pts Bearer recovers 1 Wound at the start of each of his turns unless he is dead.
    • Healing Potion: 50 pts (one use only) Can be used at the beginning of any phase. Bearer recovers all Wounds suffered to that point in the battle.
    Magic Standards
    • Banner of the Forest: 40 pts The unit gains 2 extra Dispel dice against spells that affect it.
    • Banner of Leaves: 50 pts Unit is -1 to hit when shooting at it.


    Written by: Norrmeister