- Wood Elves require the Realm of the Wood Elves to be playable.
The Wood Elves are a mysterious race of fickle elves and their forest-spirit allies, who dwell in the magical forest of Athel Loren. Their military features elite elven units who tend to be only lightly armoured, along with forest spirits such as Dryads and some monsters. Their archers are some of the best in the game.
Wood Elves have the following playable sub-factions: Argwylon.
- 1 How they play
- 2 Background
- 3 In Battle
- 4 In the Campaign
- 4.1 Subfactions
- 4.2 Legendary Lord choices
- 4.3 Wood Elves settlements
- 4.4 Amber
- 4.5 Elven Council
- 4.6 Worldroots
- 4.7 The Wild Hunt
- 4.8 Buildings
- 4.9 Technology
- 4.10 Inventory
- 4.11 Stances
- 4.12 Post-battle options
- 4.13 Settlement options
- 4.14 Followers
- 4.15 Commandments
- 4.16 Start Position
- 4.17 Victory Conditions
- 5 Strategy
- 6 DLC
- 7 Minor factions (Wood Elves)
- 8 Videos
How they play[edit | edit source]
A summary of Wood Elves gameplay:
- Units: Elite but fragile elf units supported by fast cavalry. Relies on Amber to recruit forest spirits and monsters. Great archers, no artillery.
- Elven Council: Can promote lords to positions on the Elven Council, conferring various bonuses.
- Amber: Unique resource used to summon exotic units or provide other bonuses.
- Wood Elves settlements: Unique settlement system, unaffected by climate or regional occupation.
- Oak of Ages: A special settlement which gives faction-wide buffs. If it dies, the player loses.
- Worldroots: Special stance that allows Wood Elf armies to bypass terrain, similar to Underway.
- The Wild Hunt: A special event unique to the Wood Elves faction and Orion. Not usable by Argwylon/Durthu.
- Sword of Khaine: Wood Elf factions can draw the Sword of Khaine in Total War: Warhammer II.
Background[edit | edit source]
Tall, slender humanoids who live within the ancient forest of Athel Loren, the Wood Elves are a mysterious race who rarely emerge unless coming to its defence. Although sometimes appearing cruel, in reality they are a neutral power who act only to maintain the balance of their environment. Elves are not just long-limbed, they also live for thousands of years, which naturally makes other races seem trivial and irrelevant; only the preservation of their forest home matters, everything else – the affairs of mere ’mayflies’ – is of little importance or consequence to them
Although incursions are driven back, there are constant threats to the Wood Elves’ forest home and way of life. In order to combat Athel Loren’s many foes, they have developed elite warriors and can call on the forest itself in its defence. In addition to this martial strength, beneath the forest floor lie the Worldroots, enabling subterranean travel; Elven armies – led by their perennial King in the Woods, Orion – emerging to surprise and defeat those who encroach upon Athel Loren’s glades and boughs uninvited…
In Battle[edit | edit source]
Unit Roster[edit | edit source]
- Main article: Wood Elves unit roster
Missile-focused Elven unit roster with a variety of enchanted arrows and fast-moving cavalry, including stag mounts and flying missile cavalry. Elven units tend to be lightly armoured, even compared to High Elves or Dark Elves. Amber is required to summon forest spirit units such as Dryads and Tree Men, which tend to be much tougher. However like other Elven races, they rely on elite troops - quality over quantity.
No artillery or war machine units.
Regiments of Renown[edit | edit source]
Wood Elves have several Regiments of Renown available. These are elite, unique versions of standard Wood Elves units.
In the Campaign[edit | edit source]
Subfactions[edit | edit source]
Legendary Lord choices[edit | edit source]
Wood Elves players can choose from the following lords when starting a campaign. See the individual lord pages for information on their various bonuses in campaign.
See the page on Argwylon for their lord choices.
Wood Elves settlements[edit | edit source]
- Main article: Wood Elves settlements.
The Wood Elves use a totally different settlement system to other races, and are unaffected by regional occupation or climate. Instead, they build Forest Settlements inside the wood of Athel Loren. These have access to the full range of Wood Elf buildings and many building slots. Outside of this, they can only construct Asrai Lookouts which are very limited in building choice but are necessary to acquire Amber.
The Oak of Ages[edit | edit source]
The Oak of Ages is a special settlement which the player starts in control of, for both the main Wood Elves faction or Argwylon. It provides faction-wide bonuses as it is upgraded, which requires Amber. To win the campaign it is necessary to fully upgrade the Oak, and if the Oak is destroyed the player will lose.
Amber[edit | edit source]
Amber is a powerful resource that improves the Oak of Ages and the forces of Athel Loren. Amber is obtained through capturing territories or forming diplomatic agreements with other factions. Amber is required to meet the campaign's Wonder victory conditions. Lacking enough Amber causes various economic problems.
Elven Council[edit | edit source]
The Elven Council is a unique campaign mechanic for Wood Elves, similar to Offices for The Empire. Players can assign lords to various positions on the council, conferring different bonuses. Argwylon has their own Forest Council mechanic instead.
Worldroots[edit | edit source]
Worldroots are a magical, ancient network of roots from the Oak of Ages, extending across the world. Elven armies can enter the Use Worldroots stance to use the Worldroots. This is done to avoid impassable terrain and enemy forces. While in this stance they can ambush or be intercepted, resulting in a Worldroots battle on a special battle map.
The Wild Hunt[edit | edit source]
Buildings[edit | edit source]
- Main article: Wood Elves buildings
Which buildings are available differ depending on the type of settlement, as per the Wood Elves settlement system. Also shared by Argwylon.
Technology[edit | edit source]
- Main article: Wood Elves tech tree
Elven god-based technology tree, with two main branches boosting campaign map strategy/economy and battle performance. Also shared by Argwylon.
Inventory[edit | edit source]
Stances[edit | edit source]
Post-battle options[edit | edit source]
Wood Elves/Argwylon post-battle options for captives are as follows:
- Kill Captives
- Release Captives
Settlement options[edit | edit source]
Wood Elves/Argwylon have these settlement options when they have captured a settlement:
- Seeding (creates Asrai Lookout, for settlements outside Athel Loren)
- Occupy (for settlements in Athel Loren)
Followers[edit | edit source]
- Main article: Wood Elves followers.
Commandments[edit | edit source]
See the article on commandments for a list of Wood Elves commandments.
Start Position[edit | edit source]
Wood Elves start in Talsyn in all campaigns.
Argwylon has a separate start location.
Victory Conditions[edit | edit source]
Victory conditions for the Wood Elves faction (Argwylon has different conditions) in campaign:
- Short Campaign
- Long Campaign
The same as the short campaign, with the following additions:
Strategy[edit | edit source]
DLC[edit | edit source]
Minor factions (Wood Elves)[edit | edit source]
On the campaign map, many minor factions are grouped together as Wood Elves. These all have a diplomatic positive racial bias towards each other, and use units from the Wood Elves unit roster.
The Old World and Mortal Empires:
Eye of the Vortex:
Season of Revelation:
- Wydrioth (faction)
- Torgovann (faction)
- Fyr Darric
Chaos Invasion[edit | edit source]
Wood Elves remain neutral during a Chaos Invasion.
Videos[edit | edit source]
Trailer[edit | edit source]