Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

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Gazpacho
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Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

Hi everyone,
After many years away, I’ve recently come back to Warhammer Fantasy 6th Edition, and I’ve decided to start again with Wood Elves.

I have a tournament coming up soon at 1750 points, and I’m currently working on my army list. I’d really appreciate some advice from more experienced Wood Elf players.

What kind of list would you recommend at this points level?
Which units do you consider the strongest and most useful in terms of effectiveness and points cost, and which ones do you think are the weakest, overpriced, or too situational for competitive play?
Any tips, experiences, or general advice would be very welcome.
Thanks in advance! ;)
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Just Tony
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Just Tony »

Welcome to the board. Although i've never run Wood Elves myself, I have been on the receiving end of them plenty of times. They excel at avoidance, have better than average shooting, and their Dryads are a force to be reckoned with.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

Hey! Thanks for your feedback! :) I appreciate it.
I'll definitely take at least 2 units of dryads and maybe a third one. They are quite tough however they struggle fighting against big units with many ranks.
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Just Tony
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Just Tony »

That's why you thin the mount with shooting or use your magic to redirect
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

Ok! Noted 😉 That’s good advice. I’ll try to weaken them before charging.
Kakapo42
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Kakapo42 »

Above all remember that Wood Elves are a movement army. They win in the movement phase the same way that Bretonnians and Chaos armies win in the combat phase and certain Dwarf and Skaven armies win in the shooting phase.

Consider the units you want to use first. Wood Elf armies are the most unit-centric in the game. In particular Wood Elves use units of heavy combat skirmishers for all the same tasks that other armies use combat characters for - in other words, where another army would send in a block of combat troops joined by a fighting character, a Wood Elf army will send in a block of combat troops supported by a unit of Wardancers or Dryads on the flank instead.

The units themselves are all excellent. There are no bad Wood Elf units, only Wood Elf units unsuited to the particular plan you wish to execute. When used as part of the right plan, every Wood Elf unit is formidable.

Wood Elf characters are supporting players, best used to fill holes in capability after you've worked out all the units you want to use. They're very versatile, but also fragile so you can't afford to throw them around needlessly.

Similarly, Wood Elf magic is a supporting force, and the Lore of Athel Loren is one of the best spell lores in the game. Just about every spell in it is useful in one way or another. The Lore of Life on the other hand is not really the best choice, as most of its spells don't do anything that your shooting can't accomplish.

Speaking of, don't invest too heavily into shooting. Wood Elf shooting is a force multiplier, not a force in its own right. Wood Elves will never be able to shoot whole armies off the table in the same way that Dwarfs, Skaven and The Empire can, but concentrated Wood Elf shooting can have a devastating effect by causing panic and stripping off a rank or two on a key target to tip the following combat in your favour.

Don't invest too heavily into passive magic defence like dispel scrolls either. Like Bretonnians, Wood Elves counter opposing magic through active magic defence, based on the concept that the enemy wizard cannot cast a spell if you disable his throat.

Overall your goal should be to use counter-mobility units like Scouts, Eagles, Warhawk Riders and Glade Riders to slow down the bulk of the opposing army so that a portion advances out of position, and then use your own mobility to hit that portion with overwhelming force, repeating the process over the course of the battle to defeat the opposing army in detail.
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Alarantalara
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Alarantalara »

While Kakapo covered almost everything I would have said and then some, there is one point I'd like to add about fast cavalry.

Most armies work on the assumption that they will have units with a rank bonus. It provides infantry units with an initial margin of victory against powerful individuals and a way to make combat decisive if it can be negated.

For the most part, wood elves don't have this as an option. The only units that can get such a bonus are glade guard, eternal guard and tree-kin. Of these, tree-kin are too expensive in most cases (260 points/rank) and adding ranks to glade guard interferes with their shooting. As a result, unless they take large numbers of eternal guard, wood elves will nearly always be staring down a 2-5 point combat resolution deficit (they're also likely to be outnumbered and not all wood elf units can take banners) before attacks are resolved.

Kakapo has already mentioned the methods for dealing with this issue: large numbers of attacks from combat skirmishers and shooting can usually make up for about about 1 point of that deficit each. Flanking will frequently make up 2-3 points (one for flanking, one from even more attacks, and one for adding a second unit to outnumber the opposition). Combing any two of these methods is just about enough to produce an even or slightly advantageous result, but it's possible to do better and shatter enemy units in some cases.

Wood elf fast cavalry, and to a lesser extent the other non-skirmishing units, can completely eliminate the rank bonus when they get a flank charge and thus start on a near even footing even without a second unit to attack from the front. This can lead to enormous margins of victory when combined with nearly any other unit. While they're not required, fast cavalry thus make everything easier when you can use them on the flanks and you will likely want multiple units because of this. Just expect them to be disproportionately targeted by opponents' shooting as they're easier to hit than the skirmishers and their threat is easily recognized.

In fact, I'd probably amplify that last statement and say that wood elves likely need a unit of wild riders for a tournament, just in case they encounter a player that brings a large unit of chosen chaos warriors and the scenario is one that forces you to deal with it in close combat instead of just avoiding it.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

Wow! Thanks a lot, Kakapo and Alarantalara!!
All the information you gave me is exactly what I was looking for: strategies and tactics on how to properly use the Wood Elf army.

Everything you said is exactly what happened to me in my last games—being outnumbered and losing most combats because of the lack of ranks, toughness, and static combat resolution.
I’ll try to focus more on combined and multiple charges to finish off enemy units.

I struggle a lot with positioning to make that happen, though. Usually when I charge, my unit luckily destroys the enemy or makes them flee, but then, in my opponent’s next turn, that unit is left exposed and vulnerable to being charged.
Do you have any advice on how to avoid that?

Also, do you have any recommendations when it comes to choosing units? I’d love to hear your tier ranking of Wood Elf units.
I really appreciate your answers and advice! 😊
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Alarantalara »

The first thing that comes to mind to ask given your comments is: how big are your units?

While it was written from a Dark Elf perspective, you may want to look at the various MSU threads linked on the druchii.net board. The most valued ones are listed in this post: https://druchii.net/phpBB3/viewtopic.php?t=42557 (note, you need to create an account to see it now thanks to AI scraping).

The basic summary though is this: rank bonuses and outnumbering costs too much for most elf units (especially wood elves). As such, you don't want to pay for it and should just get more small units since they're going to lose when alone anyway. To make this concrete, take a unit of wardancers. In 6th edition, most enemy infantry units will be 4 wide, thus only 6 of them can get into contact and attack. The ones not in base contact will not help you in a fight because they just wait around and represent extra wounds, so taking more than 6 doesn't help you win in close combat, they just provide a buffer against enemy shooting and some sustained power in later rounds of combat. BUT... a second unit does exactly the same thing and increases your mobility because you can now be in two places at the same time.
Kakapo42 wrote: ↑Sat Dec 27, 2025 7:48 pm Above all remember that Wood Elves are a movement army. They win in the movement phase the same way that Bretonnians and Chaos armies win in the combat phase and certain Dwarf and Skaven armies win in the shooting phase.
So two units of 6 wardancers is better than one unit of 12, at least until you run out of special choices. Fortunately, Dryads and Glade riders are both excellent and in core, so you can just keep taking more of those if you run out of special and rare choices.

Basically, you can avoid being countercharged by presenting more threats and sometimes even charging the other units as well. You can even set up layers: charge an enemy unit, get rid of it, have the enemy countercharge one of your small, hopefully cheaper unit, it runs or dies, moving that enemy into position to be charged by a second pair of units.

It's also another reason to avoid having too much shooting: if it's far away and shooting, it's not up close and interfering with enemy movement.

Beyond that, a flying unit or two is helpful to get at those war machines and characters that try to hide (or in) behind guards of other units and the stubborn nature of treemen provides a way to immobilize enemy units through close combat, making enemy counter charges more difficult.

The only units I'd suggest holding off of at first are Eternal Guard because they don't match the ideals of the rest of the army very well and Waywatchers because their role can be mostly filled by glade guard scouts while the other rare options open up new possibilities for play.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Kakapo42 »

I struggle a lot with positioning to make that happen, though. Usually when I charge, my unit luckily destroys the enemy or makes them flee, but then, in my opponent’s next turn, that unit is left exposed and vulnerable to being charged.
Do you have any advice on how to avoid that?


The fundamental trick is to get the other player to leave their units exposed and vulnerable first. There are a few ways to do this, and you will likely need to use a combination of some or all of them to succeed.


The first is to use the terrain. For a Wood Elf army the terrain is your best friend. Other Warhammer armies typically have to work against the terrain, but Wood Elves are able to work with the terrain instead, and Wood Elf armies have a range of tools to allow them to wield the tabletop itself as a weapon against the other army.

The most obvious terrain features to exploit are woods, but most terrain features are useful to you in one way or another, and most of your units and characters are not slowed down by any of them. Buildings provide shelter for your fragile units, and force combats into rankless duels where your combat skirmishers and characters often have the edge (just watch out for heavy combat characters like vampires, Chaos Lords and Dwarf Thanes). Difficult ground like rocks and ruins also negates rank bonus for units fighting in them and slows down ranked units moving through them, but not skirmishers like your Dryads and Wardancers. Likewise, marshes slow down opposing units that have to move through them.

All of this means that most opposing units will normally try to go around a lot of the terrain features on the table, which in turn means they will be forced to take certain routes across the table to reach where they need to get to - use that to your advantage! If you know an opposing unit has to come a certain way to avoid getting slowed down by terrain, you can exploit it by either setting up a trap along the path or avoiding it entirely and leaving the opposing unit with nothing to do when they do arrive at their destination.


The next way is to channel your opponent. As the old wisdom goes, all warfare is based on deception - appear strong where you are weak, and weak where you are strong. Think about what your opponent will want to do and where they will go, and plan around that. Some of this is going to rely on guessing your opponent's plan and capabilities, but you can also do some of the work by presenting them with obvious choices that work to your advantage. A big unit of 20 Eternal Guard bang smack in the centre of your line, for example, presents a big obvious target for your opponent to concentrate on. Similarly, the opposite approach, a big hole deliberately left in your formation, also presents an obvious place for the opposing army to commit to.

By leaving these obvious situations for your opponent to think about, you can anticipate where they will position themselves and prepare accordingly, either by leaving dangerous units without anything to fight or by setting up traps for the units you do want to fight.


The third way is with your counter-mobility units. Wood Elves have access to a range of fantastic counter-mobility units that can use a combination of speed and/or advance deployment to get into the perfect places to disrupt the opposing formation - specifically right behind them.

Like the enemies of the Necromongers, the greatest weak point of most Warhammer units is right behind them. Ranked units cannot attack directly behind them, and take at least two turns to reorient and engage a unit that is directly behind them (often exposing their rear to another unit in the process). This means that you ideally want to get lots of units behind the opposing formation as quickly as possible, and Wood Elves have an abundance of units that can do just that, either through fast movement speeds or advance deployment.

Once you have these units behind the opposing formation, they can hover close behind key opposing units to slow them down, causing other units to advance further ahead of them where they will be vulnerable and opening up holes in the opposing formation for you to exploit.


Again, you will likely need to combine all of these methods for best effect. Remember, don't think about where the opposing units are right now, think about where you want them to be in 2 or 3 turns.
Also, do you have any recommendations when it comes to choosing units? I’d love to hear your tier ranking of Wood Elf units.
Tier rankings are a red herring, especially with Wood Elves. EVERY Wood Elf unit is S-tier when played to its strengths. There are no bad options.

Case in point, I actually recommend Eternal Guard because they exemplify the ideals of the Wood Elf army, and Waywatchers because their capabilities are well worth it, but consider Glade Riders a waste of time because they don't fit the Wood Elf ideal and require painting way too many horses.

Similarly, I actually recommend bigger units over smaller ones. MSU armies look great on paper but tend to fall apart in real tabletop conditions because their smaller units are very vulnerable to Murphy's Law, and the other side always gets a vote. A single volley of handgun fire or an above-average magic missile can often wipe out a unit of 5 Wardancers, but against a unit of 10 Wardancers it will normally still leave you with around 5 or so survivors still in a position to do something useful. Similarly, a unit of 10 Glade Guard only needs to lose three models to start panicking, and once it does panic (and it will, dice love to hit you right in the stats you think are safest) it can lead to other nearby units fleeing as well.

The real question to ask is not "What units are best" but "What can this unit do for me?" and "How does this unit fit in with other units?"

Overall, Wood Elf units can be broken down into roughly three broad categories:

Counter-mobility: units with fast movement speeds or advance deployment, best used for getting behind the other army and being annoying.

- Waywatchers

- Scouts

- Warhawk Riders

- Eagles

- Glade Riders


Fulcrums: units that can take a hit and provide a big obvious target to distract the other side and a fulcrum for you to manoeuvre your own units around.

- Eternal Guard

- Tree-kin

- Treemen and Treemen Ancients


Hammers: units that hit hard and provide your main killing power, best used by smacking them into the flanks of opposing units.

- Wardancers

- Dryads

- Wild Riders


Within these categories, no one unit is strictly better than any other. All have their own strengths and weaknesses, and all of them are fantastic when used with a good plan behind them.

Glade Guard are a category all of their own, as they're your main bread-and-butter unit and are versatile enough to perform several tasks at once. They are your main source of bulk shooting, and your only source of Strength 4 shooting, but they can also supply you with rank bonuses in combat should the situation call for it - charging a unit of ranked up Glade Guard alongside a unit of Wardancers or Dryads on the flank can potentially break the target unit in just one round of combat and give you two pursuit rolls to chase it down. While you don't necessarily want to rely on it as a Plan A (unless your Glade Guard are like mine and kill more things in melee than with shooting!), don't be afraid to send the Glade Guard in if the opportunity presents itself and the rewards outweigh the risks.

Similarly, Wood Elf characters are a category of their own as their versatility allows them to be customised to perform any of the above missions. A Waywatcher Noble can perform counter-mobility actions to a similar level to a unit of Waywatchers, while an Alter, Wild Rider or Wardancer kindred makes for a respectable hammer.

Personally, the one unit I would recommend more than anything else is a unit of 5 Scouts with a Lord's Bowman. A band of 5 Scouts is cheap enough to be fitted into just about any game size, provides excellent reconnaissance capability, and can infiltrate into just the right place to disrupt far larger forces. My Scouts have been star performers in every game, and have managed to pull whole sections of the opposing army out of position - most notably kiting two giants and about two or three mobs of Night Goblins into an irrelevant corner of the table where they chased down the Scouts and then did nothing useful for 3 whole turns as they tried to move back into position, while also having to deal with their own Fantaics that the Scouts triggered - not bad for five humble elves.

My other favourite unit I never leave home without are Warhawk Riders - I like to use 4 or 5 of them with a Wind Rider. They are the best wizard-hunters in the army (remember, Wood Elves rely on active magic defence), as they can quickly get in, drop a bunch of Strength 4 hits on the target wizard, and then get out before the wizard's friends can grind them down. But more importantly than that, their mobility and Hit-And-Run ability allows them to drop a few Strength 4 hits right where they're needed most, and the mobile combat support they can provide doing that is invaluable - a few extra Strength 4 hits from a unit of Warhawk Riders can be the difference between breaking a key combat and chasing down the opposing units, and that same combat being stalled long enough for your own units to be ground down. Don't forget to shoot their longbows at targets of opportunity too, as there is no drawback to shooting with them on the move.

The other unit you will need to consider of course is the Spellsinger on a Unicorn. You are required to take one in every Wood Elf army, so it pays to think about how you wish to utilise her.
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Alarantalara
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Alarantalara »

Having been called out a bit, I feel like I should explain my reasoning around not getting Eternal Guard or Waywatchers at first. It's not because either of them are not worth taking, it's because the size of the army was set at 1750 points in the title.

A single unit of Eternal Guard of any size is likely to be solitary at such a points value: it's a special choice because there's no lord, and it costs enough that there's unlikely to be space to take a second unit. As such, it's very vulnerable to being flanked itself, moreso than the other options for units that can take hits. The risk of being flanked can be negated by adding certain characters, but then you're using multiple choices to fill a single role, you've made the unit even more expensive and at smaller game sizes the rest of the army doesn't have much to distract enemy shooting, especially when they are uniquely vulnerable to bolt throwers, stone throwers, bows that aren't longbows, etc. because of their compact formation and relatively slow speed. At 2000-3000 points a lot of these problems go away and they become a great unit: they might be core, there's enough characters to set one aside for the unit without compromise, and there will be lots of other things to shoot at making the choice to pick them more difficult. Thus, not the first choice for their role, but well worth while as a second or third one.

It's the same with Waywatchers; with only one rare choice and the existence of scouts as a good substitute because the smaller enemy means you don't need their special rules for deployment as much, I'd rather use that rare choice on a Treeman or Eagle who aren't as easy to find such a close match. Again, once at 2000 points, there's room to breathe and Waywatchers become fine options.

Also, I have to reluctantly agree with the criticism of Glade Riders requiring the painting of too many horses. I have 9 mounts sitting on my painting table as I type and they've been there for months in that incomplete state while other things have been started and completed in the intervening time. I still like them after they're painted though.

Oh, one final comment about unit size, the bigger the game, the bigger your units can and probably should be as the ability for the enemy (and you) to focus on a single target and eliminate it grows with the size of the game, not to mention you slowly run out of room on the table (I recall one 2500 point game I played as beastmen where I filled the entire width of my deployment zone, then brought another 40+ models in from ambush). This alone likely accounts for much of the difference between Kakapo and my experience as I'm pretty sure I usually play at lower points values.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Kakapo42 »

Part of it is game sizes, but a lot of it is simply down to perspective and planning.

Even in small games I still often take a regiment of 20 Eternal Guard precisely because they're vulnerable to getting flanked and that's exactly what I want my opponent to do. If I know they're a juicy target for the opposing force, and I know my opponent knows that, then I can plan around it to my advantage. If that one Eternal Guard unit gets flanked, but in the process the flanking units expose their own flanks to the Eternal Guards' friends, then that is to my advantage and I'm often confident enough that the Eternal Guard can hold out long enough for whatever I slam into the sides or rear of their attackers to relieve them. Even if they don't make it, one unit in exchange for two opposing units and control of the centre is not necessarily a bad trade.

And if my opponent wises up to the trap and chooses not to launch a flanking attack on them, that's great for me too because it means my solid regiment of 20 Eternal Guard is not flanked and is free to do their thing unmolested. Either outcome can work to my advantage.

Similarly, if the other side rains enough shooting and/or magic missiles on the unit to seriously damage it then it usually means the rest of my army will be largely unscathed.

This is why it's important to think about the plan you want to use first. A solid regiment of 20 Eternal Guard is a great choice for me because I have a solid plan for how to use it. Depending on the plan, what seems like a liability can become a valuable asset, and vice versa.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

Thanks a lot for the detailed explanation, Alarantalara! 😊
Your points about MSU make a lot of sense, especially for Wood Elves: paying for ranks and outnumbering is usually inefficient, and splitting into smaller units really improves mobility and board pressure. The Wardancers example explains it perfectly. Thanks for the MSU link too! 🙂

I also agree with your reasoning on Eternal Guard and Waywatchers at 1750 points: they’re expensive, often end up isolated, and are quite vulnerable to flanks and shooting at that level. At 2000+ points they clearly fit much better, even though Eternal Guard is a fantastic unit. That said, I love the Waywatcher models, so I might still use them in this tournament (I’ve just got 4 metal models from 6th edition — they look so dope) 😄

Great point as well about how unit sizes and playstyle change with game size, and about presenting multiple threats to avoid countercharges.
And yes… the Glade Rider horses are painfully relatable 😅 I’m still trying to paint mine.

Thanks again — posts like yours really help to understand the why behind list building.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

Thanks a lot for taking the time to write this, Kakapo42 — it’s a fantastic breakdown. 😊​
I really like the way you frame Wood Elves around planning and intent rather than unit “tiers”; the terrain, deception, and counter-mobility points especially clicked for me.

I especially loved how you classified the units by their role and utility. That way of grouping them really helped me understand them better and see how each one fits into the army as a whole. It also made it very clear that, in the end, there isn’t really a “best” or “worst” unit — what matters is knowing how and when to use each unit for its intended role.

Your categories (counter-mobility / fulcrums / hammers) are super helpful, and I appreciate the different perspective on bigger units and Eternal Guard as deliberate bait rather than a weakness. That idea of wanting the opponent to commit so you can plan around it makes a lot of sense.

Also, the Scout example is brilliant — that’s exactly the kind of disruptive play that drew me to Wood Elves in the first place. Warhawk Riders as mobile combat support and wizard hunters sound incredibly strong too. 🫶​

Really insightful post overall. It’s given me a lot to think about in terms of having a clear plan first, and then choosing units to serve that plan rather than chasing “optimal” picks.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

At the moment, I’m thinking of using the following list for the 1750-point tournament:

1 Noble with great weapon, Alter Kindred with Amaranthine Brooch

2 Level 2 Spellsingers (each with two Dispel Scrolls)

3 × 10 Glade Guard

3 × 9 Dryads

5 Glade Riders with musician

7 Wardancers

6 Wild Riders with musician and standard bearer

6 Waywatchers

What do you think of the list overall?
Please feel free to be honestly brutal — I’d really appreciate clear and direct feedback. 😜​
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Kakapo42 »

Well, right off the bat your biggest problem is that neither of the Spellsingers have a unicorn, and a Spellsinger on a Unicorn is as mandatory for Wood Elf armies as giants and trolls are for Orc/Goblin armies and Dragons are for High Elves, because really if you're not going to include a beautiful elven enchantress riding a unicorn in your fantasy game then what's the point anymore. :P

But beyond that I'm still typically skeptical of investing a lot into dispel scroll wizards. With Wood Elves especially you're essentially trying to beat the other side at their own magic phase game, and armies like High Elves, Dark Elves, Lizardmen, Tomb Kings and (Nechrarch) Vampire Counts all have better tool sets for that than you will. Remember, Wood Elves win the magic fight through active magic defence, by hunting down and eliminating opposing wizards directly rather than by out-magicking them.

More than that though, the big problem with magic-only wizards is that they're only useful so long as the magic phase goes your way, and sooner or later the magic phase WILL stop going your way. Between your magic dice going cold and the other side always getting a vote, the magic phase falling apart and going against you is a matter of when, not if, and that point the hyperspecialised magic-only wizards aren't any help to you.

If it were me I would consider swapping out some of the dispel scrolls for something like a Hail of Doom Arrow and Talisman of Protection or a Resplendence of Luminescents, to give them some additional shooting utility. But that's also because experience has taught me to assume that I won't cast that many spells successfully over the game when planning, so I normally try to take a very opportunistic approach to magic and find something else my wizards can do outside of the magic phase.

The biggest weakness I can see for the army itself is morale. Remember that Alter Kindreds can't be the army general, so most of the army is going to be running on basic Elven Leadership stats, which are good but not a guarantee (especially given that dice love to throw 10s, 11s and 12s at high leadership stats!), and the smaller units are going to be vulnerable to getting focused on and triggering panic tests with their destruction. You will need to watch out opposing armies concentrating down on your Glade Guard to trigger panic, as well as Fear-heavy Undead armies.

Beyond that though it's not a bad little warband. Without any fulcrums to move around (besides the Glade Guard) you will need to be a little clever with shepherding the opposing army - consider carefully placing some big obvious holes in your line to use as bait in addition to exploiting the terrain. However you choose to draw them in, a coordinated assault from 3 bands of Dryads, Wardancers and Wild Riders is going to do a lot of damage if you can time it right (and if they're concentrated enough they have the potential to win combats through sheer killing power alone).

Keep the Spellsingers in the Glade Guard units for safety, as they both want to be at roughly the same distance from opposing units. A Resplendence of Luminescents works well here as it will make the Glade Guard's arrows magic attacks, giving you options for dealing with Ethereal units and Daemons at a safe distance.

Consider also finding the points for a few more command groups, or at least champions, for better command and control and tighter discipline to prevent brigandage among your troops.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Just Tony »

Can WE really pull off the MSU thing? I'm looking at your unit sizes and that would worry me if asked to run this army. I was going to mention a BSB instead of a spellsinger, but then I realized you don't have any ranked units at all. Mounting your spellsingers (giggety) might be a good option at this point.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Alarantalara »

Just Tony wrote: ↑Sat Jan 10, 2026 10:30 am Can WE really pull off the MSU thing? I'm looking at your unit sizes and that would worry me if asked to run this army. I was going to mention a BSB instead of a spellsinger, but then I realized you don't have any ranked units at all. Mounting your spellsingers (giggety) might be a good option at this point.
Regardless of unit size, Wood Elves are pretty much trapped by the ideals behind MSU armies. They have exactly three units that can get a rank bonus: glade guard, eternal guard and tree kin. Glade guard have no armour and pay a high price for bows, so don't encourage giant ranked units, tree kin cost 260 points/rank and you can't have more than 12 of them, which leaves only eternal guard, and they're a special choice below 2000 points. So unless you fill your special choices with eternal guard, you're following the precepts of MSU while playing regardless of how big the units actually are, not by choice but by obligation.

Also, note that eternal guard cost more than high elf spears while not fighting any better, but add stubborn if a combat character is with them, and a small unit with a combat character that is unlikely to break if you make a mistake is a wonderful thing for MSU armies and once again makes ranks less relevant since you don't care too much if you lose them, though having the ranks to push through a particularly tough enemy unit is a good thing to have.

As for the list, I agree that 4 dispel scrolls feels like overkill. I feel like too many players see that they could dispel a spell and so feel like they have to, when most of the magic missile spells are no more dangerous than a similarly costed unit of missile troops and can be approached in the same way. Just because you can dispel a spell doesn't mean you are obligated to, and it's often the spells that don't cause damage that you should be most afraid of. If you can, try playing a test game against someone with a medium-magic (two wizards + something that augments it) army and take zero dispel scrolls and count how many times the final effect of the spell was something you actually needed to dispel. Then get that many scrolls. It will probably be less than you'd expect, especially since you'll be encouraged to actively hunt wizards with such an army. Don't measure against a army that maximizes magic because you'll end up wasting resources against every other army and not all your opponents will be magic heavy.
Kakapo42 wrote: ↑Fri Jan 09, 2026 10:15 pm The biggest weakness I can see for the army itself is morale. Remember that Alter Kindreds can't be the army general, so most of the army is going to be running on basic Elven Leadership stats, which are good but not a guarantee (especially given that dice love to throw 10s, 11s and 12s at high leadership stats!), and the smaller units are going to be vulnerable to getting focused on and triggering panic tests with their destruction. You will need to watch out opposing armies concentrating down on your Glade Guard to trigger panic, as well as Fear-heavy Undead armies.
I'm not sure where the morale concerns are. Dryads, wardancers and wild riders are all immune to psychology and can't panic, nor do they care about fear. The glade riders and waywatchers should be far enough away that they won't panic the glade guard, which means the only real concern is positioning the glade guard such that losing one won't cause a chain reaction.

To encourage an active magic defense and to follow my own earlier statements, I would encourage changing the waywatchers to scouts and reducing their number to 5. With the saved points from that and dropping a couple dispel scrolls, you can get another unit, whether it be even more dryads, a small unit of warhawk riders, a second unit of scouts (or just making one really big unit instead of shrinking it) or a giant eagle, with the warhawks and eagles being good for an active magic defense and the others working to push the number of bodies up making you more resistant to enemy shooting and magic.
Last edited by Alarantalara on Sun Jan 11, 2026 2:24 pm, edited 1 time in total.
Alarantalara
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Alarantalara »

All that writing reminded me of another reason I like Glade Riders: they can declare flee reactions when charged and get away with it. All those wonderful immune to psychology units can't do that, and it's such a good way to get enemy units to move where you want or otherwise be stuck waddling around a relatively small unit. Even when they are caught or don't run, that they're not skirmishers also means you can control the angle of the enemy unit, setting things up for more flank charges.

(While I mentioned a pile of unfinished mounts earlier, among them is my fourth fast cavalry unit and some of the delay is a very real guilt that they feel too effective.)
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Just Tony
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Just Tony »

Did someone else mention concern about morale? Because I did not. That's one edge they have is that they can tarpit pretty quickly but those tarpit units tend to fall to attrition.
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Alarantalara »

Yes. I've edited my response to add a quotation for clarity.
mattyfenby
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by mattyfenby »

Gazpacho wrote: ↑Fri Jan 09, 2026 7:08 pm At the moment, I’m thinking of using the following list for the 1750-point tournament:

..........

What do you think of the list overall?
Please feel free to be honestly brutal — I’d really appreciate clear and direct feedback. 😜​
Thank you for submitting this list! Upon trying to put it together in my little Excel I am seeing that this is indeed an MSU as of 1/9! I have a lot of thoughts that I think were already covered better than I could ever articulate by the others on this site, but a few more below that maybe I can offer. This site has been invaluable to me as I have tried to learn the rules for all the armies of 6th Edition and I am glad you are utilizing it too!

There was one writer who remarked that enemy units will lose their rank bonus in terrain- I am not sure if this is a typo or if he meant to write they lose it when they go into terrain [and get flanked by one of our non-Skirmisher units with unit strength 5 or more]- but I just want to make sure we are not sending you off to a tournament with wrong information. I cannot find any mention of units losing their rank bonus in difficult or very difficult terrain on pages 50-51 where terrain rules are explained or on page 73 where combat bonus rules are explained.

On to your list. Let's start with Characters. You said be brutally honest so I will- I don't like the Alter Kindred on your Noble. I don't like it because it stops him from acting as the General and I think his LD is more valuable than him running and gunning Rambo style out there. If you don't want to utilize him as the guy who sits in a unit of Eternal Guard and projects his LD 9 onto the rest of the army, I wouldn't bring him (in my personal, non expert opinion).

Spellsingers- I personally don't mind the double scroll caddy for a Tournament. Wood Elves are not great with offensive magic below the 2,000 pt threshold so I'm not sure if you need to invest in two Level 2's but if there is a lot of wooded terrain on the map, maybe it could pay off. Others have suggested a Unicorn for one or both of the Spellsingers- this is expensive but honestly does a great job at keeping them mobile and relatively protected compared to most wizards.

Core: It looks like you are trying to do multiple strategies at once here to me. You mention positioning to be a weakness in previous games with chargers moving out unsupported- this may be why. You have a lot of small combat units and then a lot of small shooting units. You will be getting in your own way a lot, blocking your own sight lines for shooting and charging, and finding yourself exposed when you charge out into an approaching enemy. Like others have said- let's be intentional about our plan.

If there is NOT a lot of terrain on the board at this Tournament, I would suggest dropping 2 of the Dryad units for more Glade Guard. You line up on your own 12 inch line, and each turn you are able to back up 2.5 inches and fire with no penalty for moving and shooting. This 'Kiting' allows you to get many volleys off before the enemy is able to charge (where you will again have an opportunity to fire, probably at Strength 4). You keep Wardancers and Wild Riders ready to counter charge or flank the enemy, along with the Dryad unit that you did not cut. You use your Scouts and Skirms to march block the enemy and harass them without giving a juicy charge target. As another writer said, Warhawks can be a great option for this as well, along with hunting enemy Wizards or War Machine crews.

If there IS a lot of terrain on the board at this Tournament, then I would suggest basically the complete opposite of what I just said. Drop Glade Guard for beefier Dryad units. Exploit their Cause Fear ability- if you win a close combat and outnumber the enemy, they are forced into an 'Auto-Break' situation. (See page 81 of the Main Rulebook)

Special: Either way, it could be prudent to pick up a big block of Eternal Guard. If you want to be brawly, you make the Noble your General, embed him with the Eternal Guard, and look to win combats by supporting this unit on each flank. Picking up the Spite that makes you cause Terror could be a great idea so that your opponent is faced with nerve-wracking tests if they want to get close to your money units.

As a non-expert I personally think Wardancers are one of the best units in the game. Their ability to use a dance that allows them to strike first is HUGE if they get charged. And if they are able to get the charge off on the enemy, they can pack so many attacks in, they are amazing! I agree with the writer above who recommends two units of Wardancers, and I'd bulk them up to maybe 8-10 models each if possible. Wild Riders and War Hawks are also very useful in multiple situations in my opinion. Unfortunately while I wish I could recommend Tree Kin, I don't think they are a good fit to bring to a 1750 point competitive pitched battle.

Rare: I think Waywatchers are a fine Rare choice. They can synergize with either strategy but as another writer mentioned- it may be worth looking into Glade Guard Scouts as a cheaper alternative to Waywatchers if you are trying to free up points in the budget to upgrade something else.

It pains me to say it but Treemen also can't be recommended- you run into any opponent with cannons or bolt throwers and it could get knocked out in the 1st inning.

Looking at what you wanted to run and taking that into account, this is my non expert attempt at making your list as competitive as possible.

PROPOSED CHANGES TO YOUR LIST:

HEROES:
Noble, Great Weapon, Blight of Terrors (This is the General)
Spellsinger, LVL 1, Dispel Scroll x2
Spellsinger, LVL 1, Dispel Scroll x2

CORE:
Glade Guard x 12, Musician
Glade Guard x 12, Musician
Glade Guard x 12, Musician
Dryads x 10

SPECIAL:
Wild Riders x 6, Musician & Standard
Wardancer Troupe x 10
Eternal Guard x 21, Musician & Standard (run this unit 6 wide. Noble embeds in the unit. now you have +3 Rank bonus)

RARE:
Waywatchers x 6

GAMEPLAN: We kite and kite and fall back and shoot and shoot. We have enough dispel scrolls to deter magic overload lists. We have scouts to attempt to deal with enemy war machines. When the enemy finally gets to us, we have our Eternal Guard ready to win a close combat and it will be supported on its flanks by the Wild Riders, Wardancers, and Dryads. We should be able to frustrate our opponents a ton during this Tournament, with our enemy finding us tough to engage in battle and quite formidable once they get to us, thinned in numbers from our repeated shooting.




You don't have to take any of this advice. The most important thing is to have fun! Let the dice have all the pressure on them. Thank you again for starting this amazing conversation and good luck! Let us know how you fare!
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by Gazpacho »

Wow! That’s a lot of great advice and help!! :)
Thanks, Kakapo42, Alarantalara, and mattyfenby!

I totally agree with you, Alarantalara. I’m going to remove the two dispel scrolls so I can free up some points to get more units. As all of you said, the best way to avoid taking too much damage in the magic phase is to be aggressive against enemy spellcasters.

As Kakapo recommended, I’ll change the magic items to the Hail of Doom Arrow and the Talisman of Protection. That should work much better! The unicorn idea is really tempting :P, but it might be a bit too expensive for my list.

I’m going to add 3 Warhawk Riders to gain more mobility. I’m very tempted to swap the Wardancers for another 3 Warhawk Riders. What do you think?

Your list, mattyfenby, is really cool! But unfortunately it costs more than 1750 points
I’d love to use it in a 2000-point game! It has a clear goal and great synergy between all the units. ;)

Again, I really appreciate all your help, buddies! :)
mattyfenby
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Re: Returning to Warhammer Fantasy 6th Edition – Wood Elves advice (1750 pts)

Post by mattyfenby »

I’m glad you picked a list that has you excited to go!

I apologize if I’ve made a math error somewhere but the version of your list that I suggested was intended to be a 1750 pt list. I have it clocking in at 1747. (409 Heroes, 570 Core, 624 Special, 144 Rare, 1747 Total)

Warhawks are great! I’m very biased but suggest keeping Wardancers on the roster rather than doubling up on Warhawks.

No matter what way you go though good luck, have fun, let the boys know how the Tournament goes!

EDIT TO ADD: I've double checked my Excel sheet here and I'm not sure where my math error is. I would even add Light Armour on the Noble to make the total roster cost 1749. It's possible I've still missed something though. Moot point though I just couldn't help myself from continuing to look at it. I cannot stress enough how cool it is you are rocking the Warhawks that you enjoy and are having fun!
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