So the Wood Elves are by far my favorite army that I own. They require a lot of skill to use and always require a lot of terrain to stay alive (particularly woods). The hope that I have for this post is to open the floodgates of opportunity for the Wood Elves. We'll begin with the basic advantages of the Wood Elves and a brief overview of their disadvantages. After that, we'll look at the different formations and tactics that I find work rather well. Here's the army we'll be talking about:
Galadriel, Lady of Lothlorien - 130 points (Army List: Lothlorien)
8 Wood Elf Warriors with Elven blades and thrown daggers - 80 points
12 Wood Elf Warriors with Wood Elf spears - 96 points
4 Wood Elf Warriors with Elven bows and Elven blades - 40 points
6 Galadhrim Warriors with Elven bows - 60 points
Ally: Legolas, Prince of Mirkwood with armor - 95 points (Army List: The Fellowship)
501 points, 32 units, 11 bows + 8 thrown weapons, 2 heroes
Potential allies: The Fellowship, Khazad Dum, Eregion, Fangorn, The Grey Company, Rivendell, the Grey Havens, Thranduil's Halls, The Host of the Hammerhand, Theoden's Host, Minas Tirith, The Army of the High King, Durin's Folk, The Wanderers in the Wild, The Wizards, the Eagles
The Strengths of the Lorien Elves
The Weaknesses of the Wood Elves
The Wood Elves have many great advantages, as have already been addressed, but with these advantages comes a few critical weaknesses - ones you will need to take into account when you fight your battles. Each, of course, can be countered, which we'll delve into a little here but will spend most of our time talking about in the "Formations and Tactics" discussions.
Formations and Tactics: Line of Battle
Formations and Tactics: Archers
Formations and Tactics: Legolas
Formations and Tactics: Galadriel
A word to the wise though: units who are using "volley fire" will not be affected by this spell, since they already hit on a 6 only, so get out of volley range quickly (usually this means within 24" of the enemy) so they need to target specific units! As crossbows and throwing weapons are unable to volley, you need not worry about this rule against armies that rely on these weapons.
Formations and Tactics: What's Next?
I have the Fellowship of the Ring, who can ally with this army, based on what I need. If I know the enemy will be anti-archer (Shadow Lord), I can change Legolas out for Gimli as a powerful melee hero OR bring Frodo as a spell-caster hunter. Frodo costs 100 points with his Mithril mail and Sting, allowing him to be a Strength 3, Defense 6 spell-caster hunting machine. Putting on the Ring will mean that only Nazgul can target him or charge him and if your enemy is not a Nazgul, you can run with impunity towards the enemy ranks, pass through his units, and take off the Ring just in time to charge the caster. This can also be used to target aura heroes or tactical heroes who rely on having screens of men keep them alive through the early stages of the game (Durburz, the Golden King of Abhrakan, etc.). It's risky, but I can always leave Sting behind and instead take an 85 point Frodo with Defense 6 and 3 Fate points to keep any hero tied up for a while.
I've thought about Galadhrim cavalry, Wood Elf Sentinels, and a full box of Galadhrim Warriors, but right now, these are all pipedreams, so we'll see what happens. Only an overwhelming need to make the army reach 1000 points would justify purchasing any of these boxes.