Ok, this is a rather major issue that affects a lot how Wood Elves are played. Did some brainstorming, and with the help of a few other players, I think there's a rework that wouldn't hurt Wood Elves and would make playing against them a bit more interesting.
Currently, Forest Stalker bonuses include:
1) No penalty for large units
2) 15% MD bonus
3) +50% accuracy
Now, 1) and 3) aren't much of an issue. Plus 50% accuracy might sound scary, but in practice it, the downside of arrows hitting trees is much more impactful than bonus to accuracy, which is why you never see Wood Elf archers firing from the forests.
2) is very problematic. It encourages forest camping. While it can argued that pulling enemy into a forest fight is a skill, it's to abusable and encourages camping and blobbing.
What I propose is that instead of MD bonus, WE units get a flat speed and flat charge bonus increase that is active for a small period of time after they leave the forest. WE units could get an indicator like Vampire Coast units get with extra powder (could be a flashing Waystone for instance).
It would achieve 2 major things, A) it would no longer encourage forest camping - quite the opposite it would encourage leaving the forest to use the bonus, and

it would a be also make Wood Elves play a bit more thematic and loreful.
So, the numbers are just ideas, but something like flat +5 Speed and flat +10 CB that is active for 20-30 seconds after leaving the forest.
That way Wood Elves are encouraged to attack, launch ambushes and in general creates better synergies between their units. Instead of just being damage dealers, you can use your skirmishers to pull the enemy apart, make him open for charges and ambushes and similarly. It's kind of what Wood Elves do in the lore, as well. Hit hard from multiple directions, isolate enemies, disrupt their formations and so on.
That way Wood Elves are encouraged to leave forests and their opponents are no longer discouraged of fighting them in a forest.
So, Forest Stalker bonus would work as:
1) No penalty for large units
2) Flat Speed and CB bonus that's active for 20-30 secs after leaving the forest
3) 50% accuracy
I was partially inspired by this battle. It happened roughly a year ago, so a few patches back, when WE were maybe a bit stronger and GS quite a bit weaker. It was one of the most beautiful battles I've ever seen and generally a playstyle I'd like to encourage.
https://www.youtube.com/watch?v=zBhbBCWPBgI
Comments
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1 · Disagree AgreeDoes this mean the bonus would not work in the forest? only out of the forest? if so it kinda doesn't make sense or it would work in the forest and for 30sec after leaving the forest?
I would rather +10% speed and gain unspotable while moving through the forest. I don't like forest bonus being applied to any combat stats personally as it makes unit balancing hard.
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4 · Disagree Agree- Report
1 · Disagree AgreeBut, it could go down to 7-8. Not as problematic as actual MD boost as it is only effective on a charge.
I prefer flat speed bonus so as not to make already fast units uncatchable, but rather make slower units a bit more mobile and easier to get in position
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0 · Disagree AgreeI do think the speed buff might be a bit strong though, when used to kite as opposed to charge out of the woods.
Wood elf infantry are already fast, so they would be able to fall back through a forest, accelerate away and reform effectively...
... At the same time, the WE cav would be able to cover them with their own speed buff+strider giving them a double speed advantage vs any enemy cav who would be slowed and debuffed by the trees. Very thematic, and I'd love it to be a tech in campaign, but I'd argue it is too strong for MP without rebalancing the faction around it, which is tough as it is very map dependent.
If it was charge bonus and charge speed (so could only be used offensively), that would make it an appropriate ambush tool!
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0 · Disagree Agreedie about it
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0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeA flat speed bonus on the slowest WE unit of Eternal Guard would raise them from 33 to 38, a 15% boost, which is considerably smaller than many speed boosts already available.
Same idea with a flat charge bonus... It's not really the point of having Wild Riders with speed of 100 and CB of 95 that hit from a forest, but to give Dryads, Wardancers and Wildwood Rangers... a bit more 'oompf' on the first strike.
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1 · Disagree AgreeGet on, Kroq-Gar, we're going shopping
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2 · Disagree Agree1. They dont need it.
2. Gameplay > fluff
3. They really dont need it!
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0 · Disagree Agree- Report
0 · Disagree Agree