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Hi there! As we move into the weekend and you gear up for an epic campaign to defend the forests, the team behind Realm of the Wood Elves decided to offer their advice. THE BELOW CONTAINS SPOILERS, AS NOTED IN THE TITLE. PROCEED AT YOUR OWN RISK.
Here you go:
Battle Hints & Tips
Morhgur has strong resistance to missile and magic based damage, but is fairly susceptible to physical – particularly fire – based damage.
The Wood Elves have a variety of magic missile and melee based units, caution should be used when employing them against Dwarfs as their inherent 25% magic resistance will make killing them that much harder.
Elves are deadly but many of their units lack the staying power of other races, to compensate for this Treekin and Treemen can form a formidable bulwark from which your archers can fire over.
When facing the Wood Elves, beware of fire based attacks, they will cause crushing damage to many of your forest spirit creatures – especially if you bring a fire wizard with kindleflame (+12% additional fire weakness)
Sisters of the Thorn can slow a single unit by 48% if they target them with their poisoned javelins and their bound Curse of Anraheir spell, this can be used to contain the enemies most powerful units.
Hawkriders are a unit of opportunity, they can shoot units that can’t shoot back, and charge units that aren’t good in melee
While wood elves have great firepower, they are also very vulnerable to firepower themselves. Thus it is of a great priority to focus on killing enemy ranged infantry and artillery first.
Treekin are by far your best choice for holding a line, but avoid using them against armour-piercing heavy infantry. Against those you are often better off using elven melee infantry or ranged fire.
Lore of Life is superb when used to heal Treemen and Treekin as they seldom lose entities, have big health pools and mitigate most of the damage dealt to them.
A few units of Glade Riders can work wonders in distracting and dividing AI armies, allowing you to more time and opportunity to defeat the enemy piecemeal.
Campaign Hints & Tips
Isha the Mother and Anath Raema Technologies are early in the tech tree for a reason . First one practically allows you to ignore the growth gating and the second one will allow you to fight those wandering beastmen with just your garrisons.
Quest battles grant 3 amber upon completing them. That’s 9 amber that no-one can ever take away from you, so maybe for the Wood Elves it’s a good idea to finish the quests .
Think different! If your starting neighbours are too hard to deal with in the grand campaign remember: Wood Elves can set up outposts anywhere. Take your army and start roaming the Badlands or venture up north and occupy Norsca minor settlements ( or settlements of any weak minor faction for that matter). Worse thing that can happen is the A.I taking these settlements back, far away A.Is of Norsca and Greenskins will almost never directly retaliate in Athel Loren. It’s a radically different way of expanding compared to every other race , but always keep in mind playing as Wood Elves, you don’t have to necessary limit yourselves to neighbouring regions.
Don’t get too attached to your outposts. If you lose one you don’t always have to backtrack to reclaim it, moving forward is always a viable option! It’s better to have 20 semi-secure outposts that 5 secured ones, because those faction-wide bonuses form outpost buildings tend to stack fast!
Tilea and Estalia are always good starting targets for grand campaign.
If you are short on money consider that one very good source of income is razing. Nerthu technology gives a +30% increase in razing income and Herald of the Hunt council position gives an extra 100% to the general who holds it! It’s a viable strategy to appoint on general Herald of the Hunt and have him roam the edges of the world razing faraway or risky settlements that you would never be able to hold with outposts. If you want to go a bit crazy get Hukon the Sunderer tech as well which will allow you to crash province capitals fast. And capitals give plenty of income.
There are 9 secret special outposts in the world at the capitals of Erengard, Marienburg, Altdorf, Black Crag, Castle Drakenhof, Couronne, Miragliano, Kislev and Karaz a Karak. Occupying them will allow you to build a hidden outpost which grants +10% factionwide income bonus each and has dragons as garrison! This means that conquering all of them will yield +90% factionwide income bonus and 18 amber which will be pretty secure ( I did mention they have dragons as garrison right?). Go out there and explore!
Asrai Lookout buffs stack over the course of the campaign. So overtime having a collection of one type of lookout building can provide some very effective boosts in buffing the Wood Elves.
Wood Elves don’t need to go to war with everyone to obtain Amber. Forming military alliances will grant you Amber from all the region your partner owns.
Make use of Grape Vines in conjunction with Vinter’s Barrel Houses to boost your income in neighbouring regions.
Not all Wood Elves are your friends so expect them to cause civil wars from time to time.
Branchwraith’s act as marshals of the forest. Use them to help with Public Order problems by deploying them in Athel Loren.
Keeping an amber reserve is a good idea, don’t run at 0 amber, instead try to stay at 5 or more so that if you lose an alliance or a few regions you don’t go negative.
In both the mini-campaign and the grand campaign Beastmen tend to take notice each time you upgrade the Oak of Ages, bare that in mind and prepare defences accordingly.
The Beastmen in the mini-campaign are a tricky foe, it’s probably a good idea to keep an army within a few regions range of the Oak of Ages at the very least, even a single Beastmen army that might sneak through your lines can spell disaster.
In the mini-campaign Beastmen will often begin their assault on Athel Loren from outside the forest, use the few narrow entrances to the forest to your advantage to more easily keep track of your foe.
"When the going gets weird, the weird turn pro." - Hunter S. Thompson