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New Units Stats (Realm of the Wood Elves - Campaign Let's Play )

GuillelmusGuillelmus Registered Users Posts: 11
edited November 2016 in General Discussion
Here are some elven units' stats from the campaign video. What do you think, friends? Are they adequate to the TT, competitive enough?

I'am especially interested in Eternal guard - love them in TT and wanted to see them as very elite Tier 1 unit (they have WS 5 in TT).

Glade Riders are very fast, with very long range for missile cavalry and have poisoned attacks!

Also Wildewood Rangers have so many great rules!

And Deepood Scouts have very strong stats for bow unit, both ranged and melee. Short range though.




Eternal Guard (Shields)

Forest Stalker
Shielded
Anti-Large
Charge Defence Against Large Foes

Squad size 100
Hitpoints 62

Armour 40 (Missile Block 55%)
Leadership 80
Speed 35
Melee Attack 26
Melee Defence 43
Weapon Strength 24 (Anti-Large, Armour-piercing)
Charge Bonus 8



Eternal Guard (Rank 2, Buffed by Orion)

Forest Stalker
Anti-Large
Charge Defence Against Large Foes

Squad size 100
Hitpoints 62

Armour 60 (!)
Leadership 82
Speed 44
Melee Attack 33
Melee Defence 39
Weapon Strength 45 (Anti-Large) (20 from Brutal Business)
Charge Bonus 8


Wildwood Rangers (Rank 1, Buffed by Orion)

Forest Stalker
Armour-piercing
Anti-Large
Damage Dealer
Immune to Psychology
Guardians of the Wildwood (?)


Squad size 100
Hitpoints 71

Armour 60
Leadership 71
Speed 44
Melee Attack 43
Melee Defence 31
Weapon Strength 54 (Anti-Large) (20 from Brutal Business)
Charge Bonus 21





Dryads ( Rank 2, Buffed by Ancient Treeman)

Forest Spirit
Weak Against Armour
Damage Dealer
Immune to Psychology
Fear
Magic Resistance
Physical Resistance
Vanguard Deployment

+vulnerable to fire damage

Squad size 100
Hitpoints 62

Armour 30
Leadership 66
Speed 38
Melee Attack 36 (Magic)
Melee Defence 25
Weapon Strength 58 (20 from Brutal Business)
Charge Bonus 26




Wardancers (Asrai Spear)

Forest Stalker
Anti-Large
Charge Defence Against Large Foes
Shadow Dances of Loec
Immune to Psychology
Damage Resistance (?)

Squad size 80
Hitpoints 62

Armour 15
Leadership 70
Speed 48
Melee Attack 32
Melee Defence 39
Weapon Strength 48 (Anti-Large)
Charge Bonus 15




Glade Riders (Hagbane Tips)

Forest Stalker
Vanguard Deployment
Poison Attacks

Squad size 60
Hitpoints 64

Armour 15
Leadership 55
Speed 95
Melee Attack 23
Melee Defence 20
Weapon Strength 29
Charge Bonus 14
Ammunition 24 (Magic)
Range 140
Missile Damage 21 (Poison)

Deepwood Scouts (Swift Shiver Shards)

Rank 1, Buffed by Orion

Forest Stalker
Vanguard Deployment
Swift Shiver Shards
Stalk

Squad size 80
Hitpoints 58

Armour 35
Leadership 69
Speed 44
Melee Attack 30
Melee Defence 28
Weapon Strength 51 (20 from Brutal Business)
Charge Bonus 7
Ammunition 24 (Magic)
Range 115
Missile Damage 51



Post edited by Guillelmus on
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Comments

  • StephinceStephince Registered Users Posts: 2,880
    The thing that jumps out for me is actually the high leadership.
  • GuillelmusGuillelmus Registered Users Posts: 11
    Eternal Guard have LD 9 and Stubborn in TT which is extremely good.
  • TheGhostOfProman16TheGhostOfProman16 Senior Member Registered Users Posts: 1,749
    Damn Deepwood scouts with 51 Damage but only 115 range must be the ammo more damage for less range but since it's a bow unit that's just fine it can fire over your lines
    Died during the great YOYO wars
  • Gael40Gael40 Registered Users Posts: 258
    Keep in mind that units that say "buffed by" were taken from the lord's army and not the building browser, so they benefit from lord buffs (15% damage from Orion etc) building bonuses (1% damage per building times 20 or something) and technologies. Their base stats are much lower.
  • StephinceStephince Registered Users Posts: 2,880
    They can also easily keep away from any other infantry with their speed.
  • GuillelmusGuillelmus Registered Users Posts: 11
    The Weapon Strength buff (green part of the bar) on Deepwood Scouts seems very significant , while Missile Damage buff is much lower, for some reason.
  • GuillelmusGuillelmus Registered Users Posts: 11
    There is also an obvious +20 buff to Armour in Orion's army, which may come from some very good technology))
  • SekomoijouSekomoijou Junior Member Following DurthuRegistered Users Posts: 10
    During the campaign vid at 1:04 you can see the faction effects, one of them is brutal business, that could easily be the reason why so many of the weapons strengths seem so buffed. Also if I remember correctly the brutal business effect grants 20 strength to all units.
  • TheGhostOfProman16TheGhostOfProman16 Senior Member Registered Users Posts: 1,749
    Yeah Brutal Business always gives either a +20 Weapon Damage or a +20 Charge Bonus so that would really mess with the stats
    Died during the great YOYO wars
  • GuillelmusGuillelmus Registered Users Posts: 11
    Yes. Thanks. So we can just subtract 20 from those units weapon strength. But what about armour buff?
  • MerciiMercii Junior Member Registered Users Posts: 944
    Treemen and Dryads don't have any vulnerability to fire?
    MercytheMad on Youtube
  • GuillelmusGuillelmus Registered Users Posts: 11
    edited November 2016
    "Treemen and Dryads don't have any vulnerability to fire?"

    Maybe fire vulnerability is included in "Forest Spirit" trait?

    There is also an icon under the stats sheet, I haven't recognized it at first.
  • TheGhostOfProman16TheGhostOfProman16 Senior Member Registered Users Posts: 1,749

    Yes. Thanks. So we can just subtract 20 from those units weapon strength. But what about armour buff?

    That's probably leader and tech buffs
    Died during the great YOYO wars
  • JastalllJastalll Junior Member Registered Users Posts: 1,431
    I'm noting high Leadership and tons of Anti-Large, high damage infantry.

    You probably don't want to bring a lot of monsters against these guys.
  • AgielAgiel Junior Member Registered Users Posts: 29
    Just me? Or is there not a ton of reasons to take the Wardancers with spears over the Glade Guard with Orion? Granted we haven't seen what their dances have to offer at the moment, but the only things the Wardancers have on the Glade Guard is slightly faster speed and a better charge bonus. And no armour piercing? Wardancers are why I'm psyched for Wood Elves, but I'm afraid that the spear variant as it stands now doesn't have a place in my end-game doom stacks.
  • KayosivKayosiv Senior Member Registered Users Posts: 2,753
    Wardancers are going to have several activated abilities. We'll have to see what those are before we judge them against other units on stats alone.
    Space Frontier is a sci-fi themed board game I've designed for 2-4 players. Please take a look and enjoy our free Print-and-Play at FreezeDriedGames.com

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  • GuillelmusGuillelmus Registered Users Posts: 11
    Agiel said:

    Just me? Or is there not a ton of reasons to take the Wardancers with spears over the Glade Guard with Orion? Granted we haven't seen what their dances have to offer at the moment, but the only things the Wardancers have on the Glade Guard is slightly faster speed and a better charge bonus. And no armour piercing? Wardancers are why I'm psyched for Wood Elves, but I'm afraid that the spear variant as it stands now doesn't have a place in my end-game doom stacks.

    Wardancers have better Melee Attack and much greater Weapon Strength. We should not include +20 Brutal Business bonus.
  • TheGhostOfProman16TheGhostOfProman16 Senior Member Registered Users Posts: 1,749
    As far as I know glade guard is a bow unit and wardancers are a melee unit.
    Wardancers being compared to eternal guard is a better comparison

    Eternal Guard is a larger unit and has a higher melee defence and a 55% missile block chance

    Wardancers is a smaller unit but have higher attack it also looks like they will be able to produce buffs for themselves or maybe even units around them.

    So from what I can tell Eternal guard will be your wall unit while Wardancers will be a melee/support unit
    Died during the great YOYO wars
  • AgielAgiel Junior Member Registered Users Posts: 29
    edited November 2016
    Sorry, meant to say Eternal Guard. As for the dances didn't they have one in TT that gave them armour piercing too?
  • GuillelmusGuillelmus Registered Users Posts: 11
    Agiel said:

    Sorry, meant to say Eternal Guard. As for the dances didn't they have one in TT that gave them armour piercing too?

    "Whirling Death" dance gave them AP and Killing Blow (a chance to ignore all armour and remove all wounds outright) rules ;)
  • Lugh_IldanachLamfadaLugh_IldanachLamfada Registered Users Posts: 60
    Really disappointed in the low Melee Attack and slightly above average Melee Defense for the Eternal Guard.

    I don't mind them being squishy, but their skill with weapons is a defining trait of them and all elves.

    The +24 damage vs large is crazy though.
  • MrMecHMrMecH Registered Users Posts: 2,389
    Want to know their base stats without buff. For wardancer, Isn't her base speed and weapon strength is too high for infantry?
    SHUT UP GIVE US GHORGON!!!!!

  • cornishrcornishr Member Registered Users Posts: 241
    edited November 2016
    Agiel said:

    Just me? Or is there not a ton of reasons to take the Wardancers with spears over the Glade Guard with Orion? Granted we haven't seen what their dances have to offer at the moment, but the only things the Wardancers have on the Glade Guard is slightly faster speed and a better charge bonus. And no armour piercing? Wardancers are why I'm psyched for Wood Elves, but I'm afraid that the spear variant as it stands now doesn't have a place in my end-game doom stacks.

    Each to their own, but it always surprises me how obsessed most people seem to be with 'what's the best units" for their army.

    I always like to pick my army how i feel it would be in 'real life'. If i'm fielding greenskins, i'll still never have more than one unit of big 'uns (and one unit of savage big 'uns), always fielding plenty of goblins and boyz. As the empire, i'll have predominantly spearmen and the like. Never more than one unit of greatswords or demigryphs for example. Vampires will have a maximum of one terrorgheist, one vargulf, one blood dragons. Nothing i hate more than big stacks only full of top tier stuff. That Altdorf garrison; a tonne of greatswords and no men-at-arms - that bugs the hell out of me. Bretonnians with multiple grail knight units - ughhh. Also, i always have some of prettymuch everything available as well, just for the sake of variety. So it's a given i'll always have a unit of wardancers, because it wouldn't be a wood elf army without them. I couldn't care less whether they're cost effective or not. I'd like to see a cap on the luxury units.

    I will agree, Games Workshop/CA should try to make sure all units are serving some function within an army where possible. I'd say they already do a good job of that, though.


    Ps Unless people are playing competitively of course. But then, that's why i never play multiplayer.

    Pps Super elite units like Grail Knights, Blood Dragons and the like would be much better off being slightly improved in stats and cost and capped at one, perhaps two units imo. Those Grail knights - for people supposedly almost inhuman, they sure are rubbish.
  • PrayPray Registered Users Posts: 1,511
    MrMecH said:

    Want to know their base stats without buff. For wardancer, Isn't her base speed and weapon strength is too high for infantry?

    yup , Faster than Slayer but same as weapon strength.
  • DalakhDalakh Senior Member FranceRegistered Users Posts: 1,937
    Units buffed by Orion have +20 Armor. So Eternal Guards without shields and Wildwood rangers have 40 base. Deepwood scouts have 15 base. The real speed of all these units is only 35.

    Deepwood scouts have Vanguard, Stalk and fire on the move (and 360 arc probably), thier real missile damage should be around 44 but only 115 range ?? FTW that's less than a goddamn gobbo with short bow...

    All units already recruited have some magic resist from a tech and not from their base stats.
    "We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."

    — Malekith, Witch King of Naggaroth
  • MooncakeMooncake Registered Users Posts: 651
    Apparently these elves are slightly more skilled archers than goblins. Nice.
  • AxikusAxikus Junior Member Registered Users Posts: 775
    Mooncake said:

    Apparently these elves are slightly more skilled archers than goblins. Nice.

    Goblins can't use arrow enchantments, and accuracy & reload time are hidden stats. So, too early to judge.
  • KhorneFlakesKhorneFlakes Registered Users Posts: 3,712
    so dyrads are just like ethereal units except they are only vunerable to fire.?? how many units are there that have fire damage..?? permanent like knights of the blazing sun

  • SeldkamSeldkam Senior Member Registered Users Posts: 4,455
    Actually eternal guard probably are slower because of the higher armor stats, though TBH 35 is still very low for an elf unit with just a leather vest lol

    War dancers are actually that fast since I think that was directly from the building tree

    It all looks pretty good except I'm still mad about the glade riders

    , and perhaps the deep wood scouts with 115 range are going to have to have something else up their sleeve because there's very little reason to take an expensive skirmish unit unless they're absolutely insanely powerful or serve a special purpose -- without AP they're not going to do that tho
    The inferior races of this world will be crushed one by one, as our armies move from shore to shore, and hill to hill, and city to city-- and each of their cries will be as music to our ears, for we are the Druchii.
  • OspreyOsprey Registered Users Posts: 510
    Glade Riders 95 speed...
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