Concept of Warhammer Wood Elves Variants/Deviation
Brief Information of Each Subrace.
Being more ambush & camouflage-focusing
Less agiles, but more sneaky
Some units can hide nearly skaven-level
Relies on geographical advantages, and fragiles of flame(and engines) attack
Maybe more bonds to Dryads/Treemen
No dragons, maybe neither elks & eagles
May relies on smaller animals instead
Experts of poisons, traps, and potions.
Having varieties of strong poisons of different effects.
Can set the traps of both magical & physicals.
Having a healer hero unit; Witchdoctor.
Rivals: Local Dwarves, Skavens, and Forest Goblins
Never have a proper dragon, nor birds during winter. Less treemen & dryads who join them.
Relies on themselves, the Taiga Elves, making them the more enduring warriors.
Usually clashes with local dwarves, especially Norse Dwarves. So, they focus more on ranged attacks & being defensive on non-magical ranged attacks.
Wearing more armor for warmth & preventing dwarven attacks, but also making them slow.
Having lores of snows, as well as bonds to wolves, bears, and winter spirits
Friendly to Kislev, Northern Cathay, or maybe some other order-aligned races of the far north.
Can use bears, wolves, and winter spirits in battle, as beasts, mounts, or elite troops(for spirits).
Having spellslingers of magical lore of snow.
Able to make some deals with Ogres, Norscans, and Kurgans(Or, maybe)
More efficient on Dhar(Dark Magic) than Qhaysh(High Magic)
Can hire ogres, giants, Norscans, and Kurgans on their sides.
Negative Reputation to most non-chaos groups.
Rivals: Norse Dwarves, Many Norsemen Tribes of Chaos, and Chaos Dwarves
Nowhere much to hide/ambush, and deadly beasts(some are too difficult to tame)
Having units/mounts of some Savannah Beasts. Example: Rhinos, Elephants, Lions, or Crocodiles.
Being more flankers/hit-and-runners than ambushers.
Mostly use ranged weapons & middle-ranged slashing weapons. Example: Throwing Spear, Halberd, Bow & Arrows, or Curved, Long Swords.
Being in the hot savannah; rare metals, more heat from sunlight, and more beasts
Lore of Fire + Lore of Beasts => Lore of Savannah: “Burning Bites, Savage Passions, and Flame-Elemental Beasts”
Less-to-no armors, yet, faster cavalry.(Infantry still have the same speed)
Using Gemstones & Obsidians instead.
Isolated from most friendly civilizations; surrounded by Dwarves, Skavens, Lizardmen, Greenskins, and Tomb Kings. But, have gold.
Being cunning diplomats; gold & jewelry bribery. Not work on Lizardmen, Dwarves, and Tomb Kings.
Poor at siege battle, but good at battlefields.
Being looters/scorugers(raze), but not likely raiders
Rivals: Lizardmen, Dwarves, and Tomb Kings.
Swamp Elves/Nurgle Wood Elves
Abandoning Isha & Kurnos, they become less of chaos-resistance & hunters. Instead, they become the scouts & the fine magisters of Plaguefather.
The spotlight’s on the infantry & magical heroes/troops. Some of them are severely-mutated elves, or even half-daemons.
Treemen, Dryads, and Beastmen are strongly against them. But men & daemons of Nurgle like them.
They could summon creatures from Nurgle’s domains somehow easily, which some become their mounts/warbeasts. Plus, no more unicorns & elks for them.
But they got Plague Dragons & Plague Horses instead.
Most heroes & units having constant self-recovery, poison attack & being fast, yet fragile to melee & flame attack.
Relying on magical buffs, ranged & magical attacks, and hit-and run.
Late-Game could use Plague Dragons, Nurgle Daemons, and Nurgle Cultists to help them in melee.
Hit-an-Run is the key for early victories.
Elvish-Nurgle Corruption balances system
More Elvish: More Technological Rate, More Buffs for Elven Units, Less Construction Costs, but no daemon units & diplomacy penalty to all.
More Nurgle: Plague Resistant, Plague on Enemies, More Daemon Buffs, and Cheaper Daemons. But, Populations decrease, and the Elves Unit might become the chaos spawns as time goes by.
Balanced: Great Growth For the regions, Strong & Stable Winds of Magic, and Better Morales.
Rivals: Tzeentch-Bonded Ones, Beastmen, and the Rest of Wood Elves
Cemetery Elves(Greatly Against Necromancy)
Obsessive with the lore of Shyish, to balance it with Ghyran. They value nature decomposition & regrowth, which makes them hate the undead.
Being an expert of Shyish magic as well.
More killed enemies & allies could contribute to more incomes & growths. But slain enemies give more benefits.
Tree Kins are stronger & more in numbers, as well as more bond to local dryads & treemen.
They scavenge for dead bodies, to feed the cemetery-forests. They are even asked for dead bodies as payments to some partners.
Being disliked by most factions. Especially the Pro-Nagash/Alliances of Death.
The invaders get their morales suffered, for being among the cemetery-forests with decaying bodies laying across the place.
Reanimating Spells are weaker in the place, due to the strong bond of Shyish-Ghyran there supporting the natural process. The corpses decompose faster & less chance to be undead.
They use fears as their advantages, as well as the dead bodies themselves.
Using bones as additions on their armors, mounts, and weapons. That caused more moral debuff & support for Shyish magic.
The ambush/sneak attack grants more shock than usual. They can either wait & attack, or make the foes scared & left for good.
Lizardmen, Undead, and others who don’t have fear are immune to it.
Rivals: Undead, Tomb Kings, Nurgle-Bonded Ones
Aefvian/Birds-Bonded Elves
Having access to feathered cold-blooded beasts & feathered dragons.
Having access to Coatls, Feathered Dragons, and Archaeopteryx-Like Beasts
Instead of hibernation during winters, they turned into hordes in the warmer zones. They’d hunt for survival, sacrifice to their gods, and training.
They really looked down on dwarves, with extra deduction for being heavy, short, and engine-relying to fly.
They try to learn from birds’ behaviors, even the ways of combat.
Having talons-based weapons for melee. As well as more cheap flying cavalry units available. While land-based cavalry was less efficient.
They are bonded more to hawks, as some even wear hawk-themed armors, screaming in hawk’s manners, or even shapeshifting into giant hawks.
Their growth rate is slow, as well as city developments. However, there’s more defensive siege benefits; summon the birds and/or locals to aid the fight.
Some of them even being one between Elves & Birds; Garudas.
Garudas are semi-immortals; don’t age, or get severely ill, but still can be killed. They are being respected among the Aefvians, and having even stronger bonds to Avian companions.
Garudas are considered ‘ascension from the bird-gods’. Some even believe it’s related to Tzeentch. However, they don’t use magic & fight against all the chaos.
Some Garudas who lived long enough lost their Elven side, becoming an isolated hermit who would fight only at great price.
Rivals: Dwarves, Tzeentch-Bonded Ones, and Dark Elves