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Total War: Warhammer Wiki
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pages
Explore
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Warhammer I
Warhammer II
Warhammer III
DLC
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Battle
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The Realm of Chaos
Special buildings
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The Empire
Dwarfs
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Vampire Counts
Warriors of Chaos
Beastmen
Wood Elves
Bretonnia
Norsca
High Elves
Dark Elves
Lizardmen
Skaven
Tomb Kings
Vampire Coast
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Grand Cathay
Khorne
Nurgle
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Wood Elves
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Wood Elves
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==How they play== A summary of Wood Elves gameplay: * '''Units:''' Elite but fragile elf units supported by fast cavalry. Forest spirits and dragons provide physical might and firepower to support the elven armies. The Wood Elves can field no dedicated siege weapons. * '''Offices:''' Can promote [[lords]] to offices on the faction's unique version of the Elven Council, conferring various bonuses. * '''Amber:''' Unique resource used to recruit units or research faction-specific technologies. This is a critical resource in the first Warhammer game, but it has been lessened in Warhammer II. * '''Wood Elves settlements:''' Unique settlement system, unaffected by [[climate]] or [[regional occupation]]. Wood Elves rely on securing key settlements to provide Amber or support their main settlements. All settlements outside of the main settlement are little more than outposts. * '''Oak of Ages:''' A special settlement which gives faction-wide buffs. If it dies, the player loses. *'''Forest Health:''' The central mechanic for the Wood Elves, introduced in The Twisted and the Twilight. Wood Elves now fight to maintain and heal their local magical forests, gaining numerous benefits for succeeding. Settlements labeled Heathlands are critical to raze, capture, or ally with. * '''Worldroots:''' Special [[stance]] that allows Wood Elf armies to bypass terrain, similar to [[Underway]]. *'''Deeproots:''' A cooldown reliant variant of the Worldroots that allows the Wood Elves to travel to magical forests across the map. * '''Sword of Khaine:''' Wood Elf (along with High Elf and Dark Elf) factions can draw the [[Sword of Khaine]] in [[Total War: Warhammer II]].
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