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even though there is a lot of grumbling about WE being OP one day and UP another, I didn't see a singular thread emerge where the up- and downsides of the current WE roster were being discussed. So I felt the need to register here and make one of my own.
So, to the point. I'd like this to be a thread where not only the most OP unit is being singled out but where all units can be put up for consideration for a nerf, buff or change be it big or small in the next patch.
Since the Grand Campaign can easily become imbalanced picking the right skill tree and unit combo for any race I'd rather we only talk about the units in light of their base stats and/or in relation to MP.
The following are ofc only my opinions and impressions, without hard numbers.
Dryads: - Pretty lackluster. Easy to kill and don't do much damage despite being titled as "damage dealers", mostly because their AP damage is quite bad. Eternal Guard seem to be a better choice, if you're not hell bent on using a "all trees" army. Change: Slight increase to offensive stats.
Tree Kin: - Very good. Maybe too good. Seems like these guys are a must have for most armies since they're nigh indestructible if not targeted by high tier AP Units or fire. If some buffs are given to the rest of the WE this might tip things over to the OP side. Some nerfs might be in order. Change: Slight HP nerf, cost increase.
Deepwood Scouts (all): - Way too situational and sub par in most common battle situations. Lower range than other archer units and very little ammo, all at a higher price. Stalk, good damage and fire on the move doesn't make up for this, since their low range and bad melee stats makes them easy pickings for cav, skirmishers and flyers. Their high cost makes ranged vs ranged also a bad trade and all too often they run out of ammo quickly even if they stay alive. Wasting even a single volley on a unit of zombies or other fodder is absolutely terrible with this unit. Hardly ever cost effective despite that Archers are supposed to be the best thing about the Wood Elves. Change: Increased ammo, increased range, inreased accuracy.
Waywatchers: - All of the above but worse, since Waywatchers are 1100 Gold a pop. Their saving grace is that they have 180 range. But for the best archers of the Old World to have horrible accuracy, on par with goblins, is a real joke. Even more so then the Deepwood Scouts Waywatchers struggle hard to be cost effective, with only 18 shots you better only target elite units without shields and pray to god they get to use all their ammo. Again, hardly ever cost effective despite that Archers are supposed to be the best thing about the Wood Elves. Change: Increased ammo, increased accuracy, slight cost decrease.
Great Eagle: - Joke unit. Doesn't actually do anything well. Change: Needs to get some area for itself to excell at. Maybe bonus during air to air fights and some extra HP?
Wardancers: - Good unit. But I feel CA really let their shadow dances go to waste. They could be really interesting if the effects of their dances weren't so mediocre. To date I haven't seen anybody make use of them. The Wardancers with Swords dance especially irks me. -20 to MA for +20 MD just makes them average all arround. Why not just turn the effect arround? +20 WA for -20 MD and suddenly you have the crazy glass cannons the WE are supposed to be. Other opinions or am I alone on this?
Wild Riders: - Probably too good now. But since I would like to keep their hard hitting character, I'd suggest a side grade. -Change: Increased movement speed, decreased HP and decreased MD.
Sisters of the Thorn: - Underused unit. Change: If their abilities started off cooldown and with a small price reduction maybe they'd see more use.
Wildwood Rangers: - As already aknowledged by CA they are overperforming atm thanks to an unintentionally large buff to their AP damage. Change: Scale down AP Damage some.
I'm looking forward to hearing other suggestions for upcoming nerfs or buffs. Though, if you're a rude dawi or a stinky beastman pls leave.