We all know wood elves are pretty damn strong on the battlefield. I hope we can all agree on that much at least. However campaign wise they are still pretty weak and can be frustraiting to play for a few reasons. While the update improved them a lot and gave them a teleport mechanic (not sure i like that tbh) they still have the problem with expansion with the fact you can't hold land easier and this effects economy and recuitment away from your major settlements.
I think I have come up with a fair solution
When you capture a whole region you can make its capital up to a t3 setting (like a minor for everyone else) but what you build in the capital upgrades the defences of the outposts making them easier to defend. In addition to this the map could have more tree's grow in the area so it's like a "nature corruption" effect. I think some sort of walls should be avalible too...they at least give time for you to get back and defend.
Does that sound fair? I think its good to reward region control and being able to defend settlements in a game with random beastmen, rogue armies and more enemy factions than ever has increased the importance of settlement defence.
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add 2-3 more trees in the east + an flc ll and be done with it.
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20 · Disagree 20AgreeThem being the way they are rn is a perfect solution in my opinion.
They are not out there to expand their kingdom. They have their natural forests that they defend at all costs, but for anything outside of those there is not much care from their side.
Changing that would make them yet another Elves faction. Now they are being unique with the playstyle, you don't have to like it. A lot of others do.
https://docs.google.com/document/d/1rFm7VhANIH5zd1aSKeWNBpnJuAvq08Ow05usB66NG9A/edit?usp=sharing
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2 · Disagree 2AgreeAs a Wood Elf player I am really happy how recent rework changed them and I wouldn't change a thing. OK, maybe some things could do some rebalance and repolish, maybe the campaign could be more engaging when you sit in your forest, but overall the main idea is in perfect spot.
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3 · Disagree 3AgreeWEs play as they should in campaign, they are isolationist and focussed on their own goals, they should not be a race focussed on painting the map. Their style of play also encourages you to get out and about around the world, so you can fight a lot of different races almost at will. It is imo the most thematic campaign in the game.
Also their campaign teleport is actually 100% a loreful thing, and really what the teleport should have been from the beginning (thing CA should probably get read of the underway stance if anything). The World Roots is how the WEs get to faraway places quickly.
On making outposts more defencible, maybe capitals you capture could get a building to allow travel there by World Roots, though maybe that would be OP.
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3 · Disagree 3AgreeThem being the way they are rn is a perfect solution in my opinion.
You could say the same about the Dwarves, Tomb Kings, High Elves or Lizardmen but they can expand.
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0 · 4Disagree AgreeUnlike the other Elder Races (HE, DE, LM and Dwarfs, all of which don't really expand but wage wars for non-conquest related reasons) they actually are in a good place and behave appropriately.
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1 · Disagree 1AgreePrior to the War of the Beard, there were 3 superpowers. The High Elves, Dwarfs and Nehekhara (you could argue that Cathay is on that list now). Nehekhara used to cover most of the old world, southlands, and even parts of Lustria. Anything that wasn't conquered by them was taken by the Elves and Dwarfs. They all collapsed for one reason or another, but they are all expansionist by nature.
The Lizardmen aren't conquerors, by they aren't isolationists eithers. They can do anything they want as long as it serves their purpose. As far as they're concerned, they claim sovereignty and authority over the entire world.
The Wood Elves on the other hand, only exist as a response to the High Elves' former expansion and the trouble they believe it brought them. To quote the WE army book:
"The history of the Wood Elves is a search for balance and solitude tempered by ceaseless war.... Unlike the other Elven races of the world, the Wood Elves have never sought to rule, and wish only to see their homeland persist through all the coming ages of the world."
I have seen the Lady, my brothers. She came to me from the waters and told me of the trials to come. This is why I call you here, so that Her summons may be answered. I call Errantry, a crusade to strike at the heart of the new darkness"
-- The Lionhearted
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3 · Disagree 3AgreeNow, the Wood Elves carried their vengeance northwest and into the bleak pine forests of Naggaroth. They had no desire to tarry in that land, for its woods were bitter and lifeless things, and the chill air sapped the heart of even the cruellest of Dryads. They soon brought Morathi’s fortress of Ghrond under siege. The Tower of Prophecy’s defences had been wrought to guard against attack from the frozen north, not one that had emerged from the forests of its own heartlands, and its outer walls soon shattered under the fists of Treemen. Desperate, Morathi sent messengers south to request aid from her son, the Witch King. Alas for the Hag Sorceress, Malekith had long since learned of his mother’s role in Allisara’s death. Though the Witch King had publicly forgiven Morathi her transgression, he now saw an opportunity for vengeance for his lost wife, bringing her to heel, and it was with grim amusement that he forbade any aid be sent north
This is the example is the furthest i could find wood elves traveling and Athel Loren to Grond is pretty damn far. The Wild Hunt is all about going after enemies including outside Athel Loren.
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0 · Disagree AgreeWhat I wanted to say about the other Elder Races is that they are a bit to focused on expansion in TW. Druchii raid, Dawi grudge, Lizardmen fight Chaos and High Elves intervene for their "allies"(pawns). But none of them really spread (the LM actually CAN'T as they depend on working spawning pools), sticking to their home territory and projecting power instead. For the Asrai that's implemented well.
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0 · Disagree AgreeTeam Vampire Counts
"Many players cannot help approaching a game as an optimization puzzle. What gives the most reward for the least risk? What strategy provides the highest chance – or even a guaranteed chance – of success? Given the opportunity, players will optimize the fun out of a game."- Soren Johnson
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1 · Disagree 1Agree- Report
0 · Disagree AgreeI actually like the WE and VCoast explicitly because they don't need to concern themselves with painting the map, even though it's possible to do so if you really want to.
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0 · Disagree AgreeThey don't give a flying F about what happens in the world unless it's a SERIOUS problem in that it will affect them as well.
They should be considered an order faction than neutral because they are an order faction I think that's the only thing that needs to change for them. Like when Chaos comes to destroy the world they would take action to save it. They DID take action to save it.
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1 · Disagree 1Agree- Report
2 · Disagree 2AgreeI like that they are a tall faction and should stay that way. They need stronger end game units to accentuate that: fairy dragons, emerald dragons, elemental of beasts, true flight waywatchers etc.
they should be able to keep less armies compared to others, but their armies should be the deadliest in the game.
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0 · 7Disagree Agree- AI can't use teleports and thats lame
- Who said that their AI behave like Wood Elves should? During my WH2 playthroughs Sisters conquer the whole Naggarond, that's not being isolationists...
- Playing tall would be more encouraged if tier V buildings would give some special benefits, income or various bonuses. Like even tier V ''barracks'' building could give some extra bonus to distinguish them from other races.
- Tech tree (pun intended) is too short : (
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2 · Disagree 2AgreeHigher recruit ranks, reduced global recruitment. The wood elves have the most fun campaigns and I hope CA doesn't increase their campaign strength.
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1 · Disagree 1Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeWarcraft **** wont be added to Warhammer and Wood elves are dangerous enough as is
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1 · Disagree 1Agreeand plan ahead, section off areas that can be defended by chokepoints.
I finished a paint-the-map WE campaign before they got their last DLC. It worked.
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0 · Disagree AgreeHow would wood elves fair in jungles? Maybe jungles could have better outposts ?
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0 · Disagree Agree- Report
1 · Disagree 1Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree9 game 1 races (4 Base + WoC, BM, WE and Norsca DLCs and Bretonnia FLC)
6 game 2 races (4 Base + TK and VCoast)
9+ game 3 races ( 6 base + DoC special race + OK + CD at least for CP)
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0 · Disagree Agree