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time to jump on the lets make a thread about wood elves being weak or overpowered!!!!
ok so contrary to my previous line the topic of discussion is not weather units on the wood elf army are strong or weak, its not about weather they are viable or not, its about weather they are accurately portraying the lore view or table top functionality of a unit, now this isnt just an issue with wood elves, i personally think dwarves artillery needs to be better then it is but i digress!
so here we go.... how do lore portray elves in comparison to lets say, humans? well i would personally say from my reading of the lore since i started playing warhammer that elves are older, more intelligent, more experienced more skilled and faster but physically weaker and less durable now when it comes to wood elves, the more experienced more skilled and faster is drastically superior to humans much so to the point where they shed off all there armour and simply dodge and dance around the comparatively slow and clumsy looking humans as if to mock them as they struggle to move in there heavy leathers and metals but thats mostly talking about melee, sure a wood elf can dodge an arrow or two but an entire volley? they arent demigods, merely super humans, they cant dodge that! however.... a wood elf is so experienced, so skilled, so accurate that every arrow is pretty much said to hit there mark, weather it be moving cavalry, flying units, inside a forest, they almost never miss, this is even more so on there more skilled units like waystalkers and waywatchers, who are said to be to pierce armour with ease and even be able to fell a monster in a single shot, not only this but they are considered to be the best non hero archers in table top! now when it comes to cavalry, they are said to throw caution to the wind and simply ride full speed everywhere, in the woods, across a river, through mountains, full speed death metal bikers, suicidal bikers who are made more fragile then glass and if took a single miss step on there horses would become mushy piles of glowing plasma on the ground.... but in this reckless abandon they are moving at such an absurd speed should they collide with an unsuspecting unit with spears pointed out? thatd be certain death to anything unlucky enough to be met with that speed demon like psychopath.... i dont even want to talk about the eagles, dragons or treemen, i swear to god
so in regards to melee, ranged, cavalry are they represented how they are for lore? well the answer to that is yes and no and i will explain why i think that right now!
when it comes to melee, its quite heavily and accurately portrayed that elves are made of what can only be described as wet paper, and whilst yes, this is an accurate portrayal of how fragile elves are in combat, it is not an accurate portrayal of how elves acutally perform in combat, see there is this thing called dodge, it makes people cry at night, wood elves wear no armour not because they are trying to seduce everyone, but because they dont like defence or getting hit, they took it all off so they could dodge, dodge like the crazy psychopath hippys they are, that and cause the swing of a human looks like its barely moving.... so how can we fix this? well in my opinion theres 2 changes that need to be made for all infantry(archers included yes) and the first is dodge, now hear me out before you screech heresy and demand i be hung! i believe dodge should scale based on the amount of people in combat, lets use this example in 1v1(single combat) an wood elf should beat a human with ease, simply dodging and impaling him from whatever direction he sees fit in more total war fasion, lets say 100v100 combat, a wood elf might accidently dodge into the wrong spot and get impaled from behind! so i suggest that we scale dodge based on the amount of people in combat, the more people, the lower the dodge chance! the second i suggest is attack speed increases, they wear no armour, they were already way more skilled and faster then humans.... so they should attack faster as well! how much so? i think balance should decide, but it should be visible enough so its lore accurate....as a side note, if flanked dodge should be almost if not completely disabled to represent the panic!!!!
now archers, oh god the archers.... so are the archers accurate? again yes and no, in regards to gameplay? eh, ill talk about tactics first, in regards to tactics they are accurate, they play how wood elves should play, tactics required, hit and run, thats all good and great but its absolutely everywhere else they fall short.... wood elves, the pretty much be all and end all of archers, the straight up bow gods of the warhammer world who are raised to be super hippys who live and breathe bow combat, gurellia warfare and trees.... can friendly fire there own units, can miss because a tree got in the way(what the absolute fruictose?), do next to no damage, shoot at the same speed as a human and are less accurate then orcs, yep, bow gods, less accurate then orcs.... so how do we fix this? well add the 2 options from the melee units, dodge and attack speed, add a 'critical strike' chance for all wood elf arrow units to simulate hitting vital spots, how often this would proc? that should be decided after testing... but this is only a fix for low tier units, what about high tier units like waystalkers and waywatchers? i think they should have prescision shots, when hitting a target that is stationary they should have 100% chance to land these critical strikes, and a slightly lower chance on moving targets, and then a little lower chance to but at a cost of lowering there numbers from 60 to lets say 40.... so in short, rate of fire buff, chance to critical strike(vital spot hit for much more damage) and precision shots(massive jump for critical strike) to the super elites and make them have no clip arrows in woods!(only deepwood scouts, waywatchers, waystalkers should have noclipa arrows in woods) Extra notes about Precision shot, this does not affect the accuracy, only the chance for when a hit lands for it to be classed as this new critical strike, between a mix of bad luck, wind, movement its quite possible for these units to miss, they are elves not demi gods after all, however when they do hit they hit vital spots and this should be reflected
now cavalary.... do these play accurately? again, yes and no they melt like paper, thats all good, but do there charges leave the devastating craters behind them that they should? hellsa no! that is about all that needs to be changed.... so heres my suggestion to fixing it, add a buff called 'impact charge' when hitting a unit in its flank deal a MASSIVE amount of charge damage, 4-5X more then a normal flank or rear charge would, you should near obliterate anything less armoured then a chosen warrior unit on rear contact... this leaves them mediocre on the frontal assault but heavily emphasizes the gurellia warfare that wood elves love and sheer devastation they can wrought on the unsuspecting fool who underestimates these glass cannons
forest spirits, they are well, the most accurate, i feel like treemen should be a little defensively weaker and have a little bit more dps but other then that i think they are fine
greater eagles, lolrofl, k nty, you failed
forest dragons, ok not just forest dragons, dragons in general they suck, thats all, they are criminal failures of the enth degree, theres a few sugestion on these and other giant flying beasts that i can suggest... first, when a dragon is turning it should be doing small amounts of damage to everyone around it so when its trying to find a target, oops, accidently crushed a human, oh well secondly, a new magic spell, a cone breathe weapon, it should be devastating to anything but the most heavily of armoured units on an a decent cooldown thirdly and last for dragons, they shouldnt just get terror, they should get a new type of terror, 'the world is nigh' when you see a dragon coming towards you, you should know your life is over, your morale should fall through the floor, these should truly be a devastating beast, you break on the charge for a few seconds and then you can go back in, you break on the breath attack before trying to come back in, you break when your morale is to low and you accept defeat and run while crapping your pants!
i feel like these changes wouldnt make wood elves into tanky staying power armys but would emphasise the supreme strengths and lore that is the wood elves, supremely good guerilla warfare fighters that while paper samurais when used right are devastating power houses that will make you cry as you dont understand why you were winning before your unit just turned into a mist of blood....
as a side suggestion, lowering unit numbers even a little bit more to try and apply these affects wouldnt be to bad in my oppinion, itd truly represent that it is a dying race and that it doesnt have the men to throw around.... this would also make them heavily vulnerable to being swarmed and surrounded, which i feel like suits the elves as a race as well
looking for opinions suggestions and reviews =D!
~Edit log changed noclip arrows to elite units only added more information about precision shot mechanic as to not misslead