Wood Elves Tactics

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Wood Elves
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Elf
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why Play Wood Elves?

The Wood Elves can be played in a variety of ways and this variety of play style can be used in two ways: either by focusing on one of these strengths or through a 'combined arms' where one side of the army enhance one side while also covering its weaknesses. Wood Elves have some of the most powerful non-artillery shooting and some decent light cavalry. Combined with the various tree-men units and some excellent Wizard options and the end result is a very flexible army. Finally, the entire army is gifted with Strider and this combine with abilities which are enhanced by being in terrain which would normally slow down other units. The end result is an extremely mobile and flexible army that can do quite a lot while having easy access to 'counter play' against whatever the enemy may bring.

Pros:

  • Excellent range and ways to upgrade said ranged attacks.
  • Powerful cavalry
  • Army-wide Strider.

Cons:

  • Can be costly in some aspects.
  • Non-monster units are vulnerable.
  • No chariots or artillery. If the hail of arrows can't take it down, you need to fight it up close.

Army Special Rules

  • Battle Cry: Any attached unit get +1 to hit rolls with either melee or shooting whilst inside terrain. While Strider makes this less of an issue than you'd think, this will make you prioritize where this unit is placed on the field.
  • Eagle-Eyed: This model has a hits on a 2+ when shooting. Exceptional for any unit who needs to make their mark with archery.
  • Malice: Enemy units get -1 to their rolls when fighting in melee with this unit. A nonstandard way to 'tank' by making the enemy less able to hit in melee.
  • Monster Hunter: This model gets AP(+2) when fighting units with Tough(3) or higher. A dangerous monster-killing ability that does exactly what one would expect.
  • Protector: The hero and its unit get +2 to Defense rolls whilst inside terrain. An excellent way for your archers to become tanks while filling enemies with arrows.
  • War Dance: This unit rolls a d6 to determine what buff they get each turn they're in melee (+1 to AP or Rending).
  • Warning Cry: Enemies cannot Ambush within 18" of this model. An excellent way to denying enemies while you use Wild Hunt to mock them.
  • Wild Hunt: Any attached unit gets Ambush.

Wizard Spells

  • Spirit Vines (4+): Two enemy units within 12” get -1 to hit when they fight in melee.
  • Tree Stomp (4+): Enemy unit within 6” takes one AP(2) and Deadly(3) hit. Sadly, the most this will do is nail a monster or tough unit over any heroes.
  • Harmony (5+): Two friendly units within 6” get Flying for their next activation.
  • Insect Attack (5+): Two enemy units within 6” take four AP(1) hits each.
  • Harvest (6+): Enemy model within 12” takes three AP(4) hits. This is the one you want to drop a hero.
  • Regrowth (6+): Friendly unit within 12” gets Regeneration next time they're attacked.

Unit Analysis

Heroes

  • Glade Champion: An elite hero, gifted with a 3+/4+ statline and an AP(1) Hand Weapon. This AP is carried over to their other options, but they can also opt for a Greatbow for supporting a pack of Forest Guardians and an Animal Companion to make a bubble of ambush denial. They can also pick up an additional upgrade between an Army Standard Bearer for a bit of melee edge, Spell Weaver for casting support, Glade Lord for supporting a unit hiding in cover, Forest Warden to make cover more effective, and Stalk Master to make a full unit of ambushers.
    • Mounts: The Glade Champion comes with the vastest selection of mounts to ride. Aside from the standard Horse, you can also pick up a Great Steed for extra Tough. The Giant Eagle makes for a flying wall to join other Hawk Riders by adding extra Tough on top of Flying. The Giant Beetle takes that a step further by making for a giant wall of Tough with +1 to defense as well as a Great Horn to take down enemy monsters. The Dragon one-ups that by not only adding another set of AP(1) attacks aside from the stomps but also giving a Breath Attack.
  • Eternal Leader: The more affordable hero, equipped with a lot of the same options as the Glade Champion, but without AP(1) on their Hand Weapon. The option between Wizard, Battle Call or Protector makes them more affordable if you just need to apply that rule on another unit and don't want to waste the Glade Champion on it. As for mounts, you can only take a Horse, Great Steed or Giant Eagle, reinforcing their role of supporting squads.
  • Treeman Elder: A hero version of the regular Treeman. Has Furious and claws, which can be replaced with a Great Weapon for more AP or a Scythe to focus on taking down heroes. However the real takeaway from its limited upgrade options is its ability to be a Wizard. As its primary purpose is to accompany and support Treemen units, this offer a more durable and more physically potent hero to assign to Treemen squads as a frontline.
  • Revenant Elder: A slightly more elite hero than the Treeman Elder, least of all because it can take more than just Wizard - you can also take either Wild Hunt or Protector, which means a lot to the Revenants they'll accompany. Though their claws are stuck with Rending, they can pick up either Squirm-Flies or Fury-Flies so you have an option for shooting.
    • Mounts: The Revenant Elder can grab Spite-Wings for flight or into a Dryad Horror, which turns the elder into a 2+ Defense Tough(6) monster with additional AP(2) attacks and Fear.

Infantry & Cavalry

  • Treemen: Decent quality and poor defense infantry. Lack any form of upgrades but have Furious and AP(1) attacks.
  • Eternal Guardians: Standard infantry with a command group and options for either Spears or Halberds, gifted with quality 4+ and with Strider.
  • Tree Revenants: 4+ quality infantry with Rending on their claws and Malice and the option for Flying if you need mobility beyond Strider. They can swap out those claws with either AP(1) Magic Claws or shortbows for a firing line that can also tie up enemies in melee.
  • Rangers: Elite warriors with improved stats and Great Weapons. Lack any weapon upgrades beyond the command group but come with the Monster Hunter ability, which makes this unit absolutely destructive against anything with Tough(3) or above. Given that some armies (Eternal Wardens and Ogres spring to mind) consist of almost nothing but units with Tough this can become destructive.
  • Eternals: Similar to the Ranger in stats, but with Phalanx instead of Monster Hunter. One of the few units with Phalanx that has armor piercing capabilities built-in without needing a Hero or a spell to increase its value.
  • War Dancers: Another elite unit with poor defenses and buffed with War Dance, so they can be seen like glass cannons. They have Regeneration, which gives them an extra level of protection alongside just hiding behind cover.
  • Forest Guardians: The standard Wood Elves archer is nothing to sneer at, being Eternal Guardians with an impressive range of 30". While vulnerable, it has access to the various 'special arrows' (giving either Ignores Cover, Rending, +1 to AP or Poison) which can greatly improve its power. While more than capable of taking on monsters, their preferred role will likely leave them targeting infantry and cavalry, softening them up before the front lines have their go.
  • Forest Scouts: Forest Guardians with Scout and Stealth. Unlike the Guardians, the bows they come with cannot take upgrades, meaning that their preferred enemies are stuck at lines of infantry.
  • Wild Watchers: Even more powerful than the Scouts at Quality 3+ with similar abilities. The difference is they lack the Special Arrows but instead have Eagle-Eyed for an effective 2+ quality when shooting. The price for this incredible accuracy is the fact that they lack access to any of the specialty arrow. Thankfully, they have Ambush to give them easy access to the enemy of choice before taking them down.
  • Forest Riders: Nimble light cavalry with Lances for additional Impact and Scout for some early mobility. They can also work as ranged harassers by purchasing Longbows.
  • Deer Brothers: Improved Forest Riders with 3+ quality Furious instead of Scout. This makes them singularly dedicated into becoming charging pincushions, throwing themselves at the worst enemies you can find before they can hit someone else.
  • Deer Sisters: An unusual, javelin-based cavalry with Regeneration. While they can purchase Poison on their Hand Weapons, it's still going to lack AP on anything, making it only worthwhile on something with low defenses. You can also buy Wizard so you can provide additional casting support with speed.
  • Revenant Bug Riders: Flying walls of cavalry thanks to having Tough(3), Malice and Regeneration. Their melee game isn't too bad with Poison weapons and AP(1) Magic Weapons you can replace with Lances if you want to get more out of charging.
  • Treeman Brutes: Aggressive brutes with Tough(3). They are however glass cannons, offsetting their Furious and AP(1) weapons for a 5+ defense. Best used to clean up the messes of other battles.
  • Treeman Hunters: More elite than Treeman Brutes by virtue of their 3+/4+ statline. Their main role depends on the weapon choice, with the Hunters having the choice to use either their base Great Weapons for high AP, Scythes to take down similar enemies, or Greatbows for long-range archery.
  • Giant Eagles: Flying harassers. Given that they only have Impact(3) and no AP on their attacks, they pretty much only rely on harassing enemies.
  • Hawk Riders: While they have a 3+ quality compared to the Giant Eagles, their Lances only provide Impact(1), which is a letdown. Fortunately, you can swap out their Lances for Shortbows so you can make them into flying harassers.

Monsters

  • Tree Giant: An absolute monster even by Giants standards. It comes with the army-wide Strider as well as Fear. You can turn it into a casting monster with Wizard and can choose to replace its AP(2) melee weapon with a mid-range AP(1) weapon if you're not so keen on having it face other monsters.

List Building & Tactics

General Advice

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Tactics

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See Also

Wood Elves
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy tactics
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Giant Tribes - Goblins - Halflings - Havoc Dwarves - Havoc Warriors - High Elves
Human Empire - Kingdom of Angels - Mummified Undead - Ogres - Orcs - Ossified Undead - Ratmen
Rift Daemons - Saurians - Shadow Stalkers - Sky-City Dwarves - Vampiric Undead - Volcanic Dwarves - Wood Elves