WOOD ELVES ARMY GUIDE! Part One: Roster - Total War: Warhammer

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hello there and welcome to the world of the wood elves in this faction guide we'll be taking a closer look into the ranks of the Elvin army in part one we'll look at the roster and all the units that are available and how you can possibly use them and in part two we'll look at some army builds that you could bring against all the different factions and other strategies for the elves to employ I warn you though there will be nothing about the campaign or so-called meta builds in this guide so if you're after either of those things you'll have to look elsewhere but for now let's begin by taking a look at the Wood Elves strengths and weaknesses so what do the Wood Elves have going for them and against them well for starters their infantry is pretty strong they've got a good variety of infantry units all with different skills and different roles to play they're all great at dealing a lot of damage and then of course what the elves are famed for their strong missile units they have some great abilities that other factions just don't have but for all the high damage stopping power they possess their low armor means it's difficult for them to last very long couple that with them having no artillery at all it means you have to move fast think fast and act fast with the wood elves then neither a strength or weakness their large units are somewhat lacking while the cavalry is fair too good there aren't a lot of options with it and the same problem with the beasts and monsters they've got some good ones but they're expensive and you don't have a lot to choose from it's worth keeping all these things in mind when selecting your units for the wood elves with that said let's take a look at the units let's begin with our generals and Lords first up the glade laws the cheapest of all the Lord units he's a hybrid weapon specialist so he can do his damage in melee or from ranged and he excels in jewels rather than in crowds he doesn't have a ton of armor for a general but he does have a fair amount of leadership he's very quick on his feet 48 speed that's very fast his melee stats a pretty damn good overall 59,000,000 fence 77 attack lot of weapons strength even a little bit of a charge bonus his ammunition is magical and he has some damn good range just like the rest of the missile units his missile damage is mostly normal and all of his attacks are mostly normal damage so it doesn't have a lot of armor piercing capabilities and it's worth noting that all the abilities that he has are all ones that are geared towards being a better melee attacker so a really strong general overall for the price you can also put in more different mounts which will make him even stronger and then there's the female Glade LOD who is basically the same as the male Glade Lord in stats except she has a bit more missile damage so which suggests that maybe she's better used at range and then her abilities as well suggest the same thing they're all ones geared towards improving her ranged abilities so basically if you want to melee general go for the male version if you want to range general go for the female version and then we have the almighty Orion who is a hybrid weapon specialist also unlike the previous two generals he is armor-piercing so he has that advantage as well as many other things one of them being that he has a lot more health but he's lacking any armor here's a of leadership and is very fast on his feet he has a ton of melee attack but very little melee defense Solo armor and melee defense many can be a bit fragile his weapon strength is humungous though so he really is a damage dealer overall his charge bonus is pretty beefy too so that just adds to his melee damage capabilities his missile damage isn't that great especially when compared to the previous two Lords but he still has it there if he needs it he also has a bunch of his own spells and abilities which are going to further increase his damage output you can pause and read them here if you so wish he also has an ability which gives him 20% missile resistance so that's pretty handy and he can scour the units off with fear and terror and to save me mentioning it all the time he does have the forest stalker ability like most of the other elven units so most of these elven units are getting a buff to their speed and missile units to their accuracy while they're in the forest so while a Ryun is a strong melee general with a lot of damage capabilities he is one that should probably be supported by some good units at all times because he can't take a lot of damage the ancient tree man a monster of a general quite literally is a spell caster and has a charged defense against large foes because you know he's a tree you don't charge into trees he's got quite a lot of health and quite a lot of armor great leadership but of course I have a John his feet his melee attack isn't terrible but it's not that great he's got quite a bit of weapon strength mostly normal not armor-piercing and a little bit of a charge bonus as well and his magic is from the lore of life so a lot of support spells protection spells regen spells spells you can use to try to keep your army in the game again pause it if you wanna have a look at the spells and read exactly what they do the law of life spells can really be a game changer if used correctly he also has a couple of abilities but you may want to take some of these off just to save costs he has resistances to both physical and missile attacks but he does take the 40% extra damage from fire attacks so if there's only fire damage capable units around you do have to be careful with these large target generals because they can be pretty susceptible to it and then we have the all-mighty dearth who who is very similar to the ancient tree man he has the charge defense and he is armor-piercing with his physical damage his stats are very similar to the ancient tree man except he's better in melee he's got higher melee attack he's got higher weapon strength and of course their armor piercing damage that he can take on some of the tougher heavier units and Generals so if you want a more offensive general go for dersu if you want a more defensive support in general go for the ancient tree he also has the same traits and resistances got the 20% physical the 15% missile the 40% extra fire damage so you do have to be careful with them in the same way both these units cause terror as well which is pretty handy and then dearth you also has the law of beasts magic with him so again makes them a bit more offensive than the ancient tree man if you're into your lore of beasts this could be a good one for you but of course you can take the spells off if you don't want them the ability to spawn to manticores though can be pretty good value for money when you're paying just for dirt it's hero time first up on the hero scales is the way stalker a hybrid weapon specialist very similar to the glade Lords in some respect perhaps a little bit more sneaky as he does have Vanguard deployment and master ambusher which allows him to move on any terrain unseen and fire in any direction he's also a duelist so he's good for the 1p ones he's got a bit of armor but nothing too special his leadership isn't that great so he might have to be careful with him quite quick on his feet he's got some okay melee stats can hang a bit in the old melee fight but with this fella excels is in the range Dept he's got magical missiles he's got a lot of range and a hell of a lot of missile damage as well so using him to pick off enemy generals he's kind of like an assassin like a sneaky ninja that's gonna sneak up on the enemy generals and take them out he also has a bunch of abilities to aid that end including snipe which allows him to remain hidden while firing he also has an ability that will increase his armor piercing damage for that extra armor punch and also has a missile resistance of 15% and then there's the branch Wraith who being a wizard has plenty of spells to choose from he's a damage dealer and has Vanguard deployment so he can be quite sneaky he doesn't have a ton of armor or melee defense so sending him in on his own might be a bad move he may need to be supported by the units but he can hang in physical combat a little bit but he does have a ton of spells of all different varieties mostly from the lore of life and the law of shadow spell book it seems so sending him into melee combat and mixing them in with your other troops is probably a good move but making use of all the spells he has is probably pretty important otherwise you're not going to get the most out of it he also has the same resistances and the weakness to fire the other tree can also have so if you want a kind of hybrid melee spell caster then the branch Wraith may be the way to go and then we have the pure spell casters dispel singers they have virtually no armor but they do have quite a lot of melee defense although their stats don't really reflect anything that's going to be useful in a melee battle maybe only against lightly armored crappy troops like skirmishes however you can put these spell singers on mounts either a steed a unicorn or an eagle each with their own benefits to make the spell sing as more dangerous and more versatile they do have a 15% miss our resistance and a few abilities but of course their strength is all their spells this law book of shadows is a very offensive one lots of damaging spells again I'll let you read them some of them buffs to your army some of them just pure damage to the enemy's army a great offensive spell caster then there's the spell singer of life who of course has the lure of life spell book she has the same spells at the ancient tree man had so if you didn't bring the ancient tree manager general she's probably the best choice to bring if you want all those army buffing spells slapping her on a mount of some kind might be a good idea allowing her to whiz around the battlefield buffing your troops as and when they need it and the last hero of the day is another green head vixen spell singer of Beast of course she's statistically the same as the other spell singers and has the lore of beast spell book much like dirt though so if you like a more offensive spell caster and you didn't bring dirty spell singer of beasts may be the one for you which hero is a good call to bring is all gonna depend on the army build that you're building and the enemy that you're facing of course we know the elves have strong infantry so let's take a look at him eternal guard are our first infantry they have all the typical traits of a spear unit anti large charge defense etc the unit size is only 100 dope aired to the typical 120 armor wise they do have a bit but not a ton they do have quite a lot of leadership however so they'll stay in the fight for quite a while speed wise most open units are pretty quick on their feet their melee stats are pretty good the best one being their melee defense so they can hang for quite a while and one of the main things about them which it doesn't say at the top of the unit card is that they are armor-piercing so they're great for fighting heavily armored units especially cavalry it can be a waste to use them on lowly armored units however and then there's the eternal guard with shields who are basically exactly the same as the regular eternal guard except of course they have a shield which blocks 55% of incoming missiles this shield also gives them slightly higher melee defense at 43 meaning these boys have got some staying power and these are the two cheapest units for the elven infantry and they're both pretty damn good and they can hold their own against most kinds of infantry not just large what type you should bring really depends on the faction that you're facing for example if it's the chaos or the vampires who don't really have any missile units then it's not really much point bringing shields and then we have dry outs who are a pretty unique infantry they can not only deal a lot of damage they can take quite a bit of it as well they have Vanguard deployments so you can use them for some sneaky purposes they lack any armor-piercing note so you're going to have to be careful where you use them and while they actually don't really have a lot of armor they are trees so they do get the physical resistance trait of 20% so they get to mitigate some of their physical damage with that trait they've got pretty good leadership and are pretty fast on their feet as well giving them a slight advantage at outmaneuvering their enemy they've got a good amount of melee attack which is magical as well but their melee defense is bordering on fare too good these tree folk are damage dealers though so their weapons strength is pretty damn good but as we said it's mostly non armor-piercing this unit can make a great frontline because they last a long time and they can output some damage and they have the fear ability which is going to reduce the enemy's morale they can hold a frontline allowing your skirmishes time to blast the crap out of everything so dryads can be pretty important to the Elvin army now for the ward answers possibly the highest dps infantry unit in the game they do not mess about and they could put out a lot of damage very quickly they do have a trait called shadow dances of loic which doesn't really state what it does other than make it sound like they just get some fancy animations there's only 80 of them any units are a little less than most and they do have basically no armor the leadership is pretty good and their speed is pretty ridiculous very very fast forty eight speed so this makes them a great potential flanking unit they've got a ton of melee attack and a good amount of melee defense and pretty strong weapons as well although non-armor-piercing and a charge bonus too they also have their own trait which gives them plus melee defense but - melee attack which can be useful in the right moment they also have the 20% physical resistance for some reason overall they are a very dangerous unit but you do have to protect them mixing them in with other troops or having them flank and get in the back of other troops is probably a good move and then we have the SR ice spear version of the war dancers who are basically the same as here the war dancers except they have Spears - they're anti large and instead of having a ton of melee attack they have a ton of melee defence but still a good amount of melee attack the weapon strength is also armor-piercing like the other spear units so while they are going to be great for taking down those heavily armored cavalries they're also not going to do too badly against heavily armored infantry they also have a missile resistance ability to aid them when they're under fire so while they are a fantastic unit they are pretty expensive so they're going to be better for punctuating your army and having a specific job rather than making up the brunt of your force and then we have the most expensive of the elven infantry the Wildwood ranges they're a bit of a jack-of-all-trades as they are anti large and armor-piercing and they're a damage dealer so they can deal with just about anything very versatile they have quite a lot of health but not a great deal of armour so a little bit fragile leadership is pretty good and the speed is pretty average their melee stats overall a pretty sweet high melee attack pretty good melee defense their weapons strength of course mostly armor-piercing and there is quite a lot of it plus their bonus versus large so lowly armored units probably not the best target for these boys you should be looking for the higher tier units and the Cavalry's to really take advantage of everything this unit can do they also have a charge defense against large foes so don't worry about taking the charges to the face as long as you're Stood Still the famous elven missile units first up on the missile front the Glade Guard the cheapest of the elven missile units and overall are basically just a slightly better version of any cheap Archer unit they lack any armor though so they're going to struggle against other missile units their leadership is pretty good in there speed is the aperture of speed they have some melee abilities nothing too special but they can hang in melee with some cheaper units the strengths of course lies in their missiles and the fact that they have more range than any other faction in the game the missile damage is also pretty high not armor piercing though so look for those lightly armored targets and like all elven missile units they can fire while they're moving and then we have the glade guard with hag paying tips who are basically the same as the previous one just they have poison attacks instead so they're going to reduce all the stats of the enemies which is going to help soften them up for all your melee troops their ammunition is magical too so they can have a few different tactical purposes and the last leg guard variation with star fire shaft their selling point is their armor piercing abilities but they also have magical damage on their ammunition and fire damage so those heavily armoured units are going to be a good target for these ones or any units weak to fire their missile damages a little bit less than the previous two clay guard but it is pretty much all armor-piercing and then we have the deep wood Scouts who are a slightly more stealthy missile unit as they do have Vanguard deployment and Master ambusher so these boys have a little bit more tactical potential they do lack the armor though like most units so you do have to be somewhat careful with them leadership is pretty high melee abilities are there but nothing special again their big thing other than their ambush abilities is they have a little bit less range but they can fire in any direction and they can do that while moving so if they're being chased by another infantry unit they can run away from them and still deliver some Swift arrows to the knees if you can lead an enemy infantry unit into the forest where these boys will get a speed advantage you can really just cut the crap out of anything and then there's the swift Shiva shards variation of the deep wood Scouts who are basically the same as the previous one except their swift Shiva shard means they can fire two arrows at once so you see their missile damage is really damn high they can put out a lot of damage very quickly in any direction but it's at the expense of their range they only have 135 so it's pretty short raised out to be pretty close to the fighting to really do their damage a really high risk but interesting unit and lastly in the missile spectrum we have the way Watchers who are kind of a combination of all the previous units their armor piercing their master ambusher they don't have a lot of armor of course they melee stats are pretty good so they can throw down with some lesser units they have the full 180 range like the glade guard but they can fire in any direction like the deep wood Scouts they miss our damage is pretty huge most of it being armor-piercing though they also have the hawkish precision ability which I've been saying about 50 times because it's really hard to say hawkish precision really fast apparently but that buff will increase their armor piercing when nobody else is nearby they're pretty expensive they were over a grand - the more of an accent to your missile core cavalry anyone so wild riders are the first of our Cavalry's and it says they're a melee cavalry but to be honest they're kind of a mixture of melee and shock cavalry given their stats they're a damage dealer and have frenzy so they've got potential to do a lot of damage they also have bang guard deployment not a lot of armor of course pretty good leadership and really good speed for a heavier cavalry actually at 85 they've got high melee attack but low to average melee defense which is what makes me think they're more of a shock cavalry so they're going to have to be careful about who they stay in prolonged combat with the weapons strength is pretty damn good most of it being non armor-piercing and they do have a pretty ft charge bonus which again makes me think they're kind of a shock cavalry they do have the 20% physical resistance and interestingly cause fear so like I said they're kind of a hybrid cavalry you may want to use them as a shock cavalry against certain troops and a melee cavalry against other troops because of their low armor probably a shock cavalry against heavier troops and lighter troops you can stay in combat with and then there's the wild riders with shields who of course are basically the same as the previous word rider except they have a shield this gives them slightly higher melee defense so they'll be able to stay in prolonged combat a little bit more and they've got a silver shield so that's 55% blocked missiles with their shield a good idea to bring these if you're expecting to face a lot of missiles just like the spearmen but if you want that higher melee defense which can be more useful staying in prolonged combat you may want to bring these regardless of missiles and then onto skirmisher or missile cavalries we have the glade riders who are a basic missile cavalry they have the low armor so they have to avoid missiles themselves now leadership isn't fantastic pretty fast on their feet with some melee abilities so they're going to be great for getting after lightly armored units such as other missile units other than that the only way they stand out is that they have slightly more missile range than most other missile cavalries then there's the hack Bane tips versions of the blade riders who are the same as the regular Glade riders but they have poison attacks which makes them damn near uncatchable by anything other than flying units because they can reduce the speed with the poison nothing can really catch them so you can use them to cut the crap out of other Cavalry's or you could use them to support your infantry by D buffing the enemy then you have the hawk riders who are a pretty unique kind of unit they're flying missile cavalry which is pretty much the only one of its kind if you don't count gyrocopters and they have some really interesting tactical potential they don't have a lot of armor though so as long as you keep them away from skirmishes they should be completely fine as no one can touch them in the air the leadership's okay and their speed is that of a normal flying unit their melee stats a kind of lacking they don't have a ton of stuff except for weapon strength which is in fact their armor piercing trait at the top of the unit card it says armor piercing which makes you think their missiles armor-piercing but it's actually they're melee weapon that's armor-piercing not so much the missiles they have a pretty good charge bonus and pretty good range on them and then missile damage is pretty hefty but like I said it's mostly normal damage not armor piercing they're a great unit for harassing the enemy and doing constant damage especially if they can't do anything about if they have no missile units and because they have high weapon strength and a bit of a charge bonus you can use them kind of like an air shock cavalry charge them down into units into the back and then fly them off before they take too much damage they can also be great opportunistic hunters of skirmishers and artillery and the last cavalry we have going is the sisters of the thorn who are a magical cavalry and similar to the wild riders who were a melee / shock cavalry the sisters of the thorn are a missile / melee cavalry they have really high leadership and overall great melee stats they don't have a ton of weapon strength or a massive charge bonus but you'll be able to leave them in combat and they'll do pretty well they don't have a great deal of range but their missile damage is pretty high and it's poison so they're going to be very hard to catch like the hag bang tip cavalry from earlier so this is another unit that has a lot of potential uses you can use it to support your other troops by Dee buffing the enemy or you could simply send it into attack they also have a spell that can reduce enemy's speed and accuracy and another one that can buff an ally they also have a physical resistance of 50% this is further going to add to the point of them being great in prolonged melee combat they are pretty damn expensive but there are a lot of potential ways to use discovery how you should use them really depends on the army you're facing monstery types and beasts the great eagle is our first monster although he's not really a monster look at him look at his little face now forest spirit is a trait that is on a fair few units and it's kind of unclear what it actually means it says that it shrugs off most mundane attacks causing magical damage in return how you can gauge that or have it reflected in the stats I have no idea it is on a few units though so if you see that for a spirit trait that's what it means now the great eagle is a fast and dangerous flying unit it only has a little bit of armor and not great leadership so you do have to be somewhat careful with it it's combination of high melee attack high weapon strength and a beefy charge bonus make it a very dangerous shock unit great for charging down into single targets or a bit of flying hammer and anvil it doesn't have terrible melee defense so it can stay in melee combat a little bit but I'd recommend only doing that against lesser troops like skirmishes or artillery as it can get surrounded and has low leadership it can route quite easily tricking another forest spirit with the ability to shrug off melee attacks as we just talked about they have really high armor and a charged defense against large foes so they're basically like a moving brick wall they have good leadership an average elves speed their melee attacks okay but is magical their weapon strength is pretty high so they can do some damage but they're big selling point is their melee defense 54 really big melee defense further as to them just being a moving brick wall like I said this unit is great for holding the line they've got that 20% physical resistance as well so it can feel like they're impossible to kill sometimes great unit if you need to hold a position buy some time keep a bunch of units back these guys are going to last a long time they do have the weakness to fire of course though so watch out for that then we have the almighty tree man who is a forest spirit armored has a charged defense gets large foes much like derp through and KO but he does have a pay a bit more health than other tree man pariah tease he's got a lot of armor a lot of leadership got some great melee attack great melee defense an absolute ton of weapon strengths and a little bit of a charge bonus long story short he will destroy everything he's basically the melee version of derp through in the ancient tree man they had all their spells and stuff but he doesn't have any spells he's just pure utter melee death destruction and carnage he's going to be particularly dangerous for factions that don't have a lot of skirmishes to bring him down and then we have the forest dragon who is a pretty dangerous beast he has scaly skin so he has that resistance to missiles which could be pretty useful for a large flying unit he's got a pretty good amount of armor but not a great deal of leadership he's a little bit slower than most flying units but you know he is a massive dragon here's a good amount of melee attack and it's not only magical but poison as well on top of that he has a great deal of weapon strength which is mostly armor piercing so heavily I'm a generals need to watch out for this thing one-on-one and because it's damages armor-piercing and poison he's going to be great for taking out some of the heavily armored higher tier units do be careful though these larger dragon type units tend to get themselves surrounded quite easily couple that with low leadership and they'll be gone pretty quickly so attacking units that are already engaged might be a good move it causes fear and terror as well so it's going to be great for finishing off fleeing units or units they're wavering [Music] so there you have the entire Elvin army roster in part two we'll take a look at some army builds that you could bring against each of the different factions and also some tactics and general pointers about the elves we'll also answer the age-old question of should I put my elven missile units in the forest where they get an accuracy bonus or do they just shoot too many damn trees thanks for watching I'll see you in the next part and I'll leave you with the unit roster so you can check out all the prices of all the different units [Music] you
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Channel: Zerkovich
Views: 569,927
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Keywords: wood elves guide, total war, warhammer, elves guide, factions, how to use elves, how to use wood elves, online, glade guard, missiles, waywatchers, durthu, treeman, wardancers, unit, units, roster, wood elves, elves, tutorial, beginner, beginners, overview, faction overview, faction, army
Id: yZl3bdFn2FU
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Length: 23min 50sec (1430 seconds)
Published: Thu Jan 05 2017
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