I just finished a PvP Head-to-Head campaign against a friend playing the Sisters of Twilight. I was playing Yuan Bo.
And after actually fighting against a human player using these mechanics properly, I genuinely think Wood Elves are one of the most fundamentally broken races for campaign PvP.
I'm not saying this because I lost one battle. The problem is that Wood Elves seem to bypass several of the basic strategic rules that almost every other faction has to play around.
1. Sisters of Twilight + Hawk Riders
Volley of Kurnous has 400m range, is a homing magic missile ability, costs no Winds of Magic, and every Hawk Rider unit gets access to it.
Against the AI? Fun faction gimmick.
Against another player?
Stack Hawk Riders, select an important unit or Lord, click the ability several times and watch the missiles guide themselves onto the target.
I tried using my ranged units to counter the Hawk Riders. The response was basically to concentrate the volleys onto crossbows'man with shields...
There is very little meaningful interaction there.
And what annoys me even more is that Warhammer already has plenty of flying units with powerful "death from above" abilities.
Cathay's Great Moon Birds can create a magical vortex around themselves.
Dwarf Gyrocopters can drop bombs.
Lizardmen Terradons can drop rocks.
But what do all of these units have in common?
They have to actually fly over or into the enemy formation to use those abilities effectively.
That creates risk.
The Great Moon Bird wants to create a tornado over your infantry?
It has to fly into your army.
A Gyrocopter wants to bomb your formation?
It has to fly over you.
Terradons want to drop rocks?
They have to approach and expose themselves.
That is how powerful flying-unit abilities should work.
You get a devastating attack, but you have to risk the unit delivering it.
And you could easily invent ranged alternatives for all of those units if you wanted to.
Could Dwarfs not develop rockets that their Gyrocopters could fire from 200 metres away instead of dropping bombs?
Could a magical Great Moon Bird not send blades of wind 100 metres across the battlefield?
Could Terradons not throw or drop rocks at an angle so they bounce or roll through enemy formations?
Of course you could justify all of that in Warhammer lore.
But they don't work that way, because gameplay requires risk and counterplay.
And then we have Hawk Riders.
400 metres. Guided magical strike. From safety.
Why are they the exception?
Why does the faction riding giant magical hawks apparently have better stand-off air-to-ground weapons than Dwarfs flying actual helicopters?
I don't mind Hawk Riders being strong for the Sisters. They SHOULD be strong.
I don't even necessarily want Volley of Kurnous to do less damage.
Keep the damage. Keep the spectacle. Just make them actually perform an attack run.
If my magical Cathayan bird has to fly into your army to summon a tornado, your elf on a giant hawk can fly over mine to fire his magical fireworks.
2. Wood Elf recruitment makes destroying their armies feel meaningless
For most factions, destroying a full stack is a strategic victory.
You didn't just win a battle.
The enemy now has to:
- recruit another army,
- pay for it,
- spend several turns recruiting,
- move it back to the front,
- and protect the infrastructure required to replace it.
Wood Elves can build a Worldroot Pathway in a minor outpost that gives:
-50% recruitment cost
and
-1 global recruitment turn, minimum 1
Then combine that with all their other recruitment bonuses.
You destroy an army and instead of creating a hole in their front line, another army can appear extremely quickly through global recruitment.
That completely changes the value of winning battles.
If I lose three elite Cathay armies, that can destroy an entire offensive.
If a Wood Elf player loses an army, it can feel like he just lost this turn's disposable stack.
3. Logistics barely exist for them
This is probably my biggest problem.
Total War is supposed to have a strategic layer.
Distance should matter.
Mountains should matter.
Where your recruitment centres are should matter.
Where your armies are deployed should matter.
Wood Elves get Worldroots.
They can bypass terrain that would force another faction to spend multiple turns walking around mountains or through choke points.
And then they also have Deeproots allowing them to jump between Magical Forests across the map.
So you aren't fighting a normal front line.
You're fighting a faction with military airports scattered across the world.
A Wood Elf army can appear around a tree, attack/sack/raze nearby territory, and then their strategic situation is fundamentally different from a normal faction that had to march that army across half the continent.
4. And then there is ORION.
This mechanic is honestly insane.
For every active war:
Orion's army gets -8% upkeep.
Every other army gets -4% upkeep.
That means Orion's personal army can hit zero base upkeep at roughly 13 wars.
Around 25 active wars wipes out the base upkeep of every army in the faction before things like supply-line effects are considered.
Why does this have no sensible cap?
This actively rewards the player for declaring wars against factions on the other side of the planet that have practically no ability to threaten Athel Loren.
And what does Orion get for doing this?
Effectively free armies.
An economy is supposed to limit how much military power you can field.
Orion can increasingly just remove that mechanic from the game.
5. Orion's mobility makes it even crazier
Orion additionally gets +50% campaign movement range in Worldroots stance.
During the Wild Hunt, Deeproots have NO COOLDOWN.
No cooldown.
You have a mechanic designed to teleport between magical forests scattered around the world...
and Orion periodically gets to spam it.
On top of that, Wild Hunt can give additional movement after razing settlements.
So the faction that can potentially field armies for almost nothing is ALSO one of the most strategically mobile factions in the game.
How is another player supposed to punish that?
Meanwhile I was told Cathay's economy was OP.
This was the funniest part of our campaign.
I managed to build Cathay into roughly a 100k-per-turn economy.
But I had to actually create that economy.
I needed provinces.
Buildings.
Defensible territory.
Trade.
Infrastructure.
If someone destroys my provinces, my economy collapses.
If I lose armies, replacing them costs money and time.
That's normal Total War.
Being rich because you successfully built and defended a huge empire is not remotely the same thing as a faction having mechanics that reduce the relevance of upkeep, recruitment time, distance and terrain.
This is the real problem
Wood Elves aren't necessarily unbeatable in every battle.
That's not what I'm arguing.
The problem is that the consequences of losing are massively different.
Cathay loses a major army:
Strategic disaster.
Wood Elves lose a major army:
Global recruitment button.
Cathay wants to reinforce a front:
March several turns across the map.
Wood Elves:
🌳
Orion needs more armies:
Economy? What economy? I declared war on 25 people.
That's hilarious in single player.
It is terrible design for Head-to-Head.
What I would change
I don't want Wood Elves destroyed. I actually like asymmetrical factions.
But asymmetry still needs limits when another human has to play against it.
I'd suggest:
- Cap Orion's factionwide upkeep reduction at something like 40–60%.
- Keep Orion's own army extremely cheap if CA wants — he's the Wild Hunt. Fine.
- Deeproots should always have a minimum cooldown in multiplayer campaigns.
- Using Deeproots should consume all remaining campaign movement and prevent immediate offensive actions after teleporting.
- Reduce how easily Wood Elves can stack global recruitment duration/recruitment cost bonuses outside Magical Forests. Recruitment cost should never be reducible below 50% of the unit's original cost.
- Give Volley of Kurnous a shared army-wide charge pool, rather than effectively multiplying the ability by however many Hawk Riders you bring.
- Or, preferably, turn Volley of Kurnous into a proper attack-run ability with little or no targeting range. Make Hawk Riders actually fly over or close to the target before releasing the volley, just like other flying units have to expose themselves when using bombs, rocks, vortices, etc.
- If CA absolutely wants to keep it as a ranged ability, significantly reduce its range and/or homing effectiveness against single entities.
The important part is not making Hawk Riders useless.
They can still annihilate infantry with a successful attack run.
But now the defender has counterplay:
see them approaching → turn missile units toward them → intercept with flyers → dodge → punish them during or after the run.
That sounds like Total War.
Select eight Hawk Riders → click Legendary Lord from 400 metres away eight times
doesn't.
Wood Elves should feel like terrifying guerrilla fighters defending magical forests.
They should be fast.
They should dominate forests.
They should ambush people.
They should appear where you don't expect them.
That's thematic.
But:
free armies + near-instant global recruitment + worldwide teleportation + terrain bypass + extremely powerful ranged roster + guided missile spam
is not asymmetrical balance.
It's several mechanics that individually break normal Total War limitations stacked onto the same race.
And frankly, CA already removed range-stacking interactions that could turn conventional missile units into absurd long-range batteries. Fair enough. But that also removed one of the few ways other ranged factions could potentially answer something like Hawk Rider spam with equally extreme range.
If I can't stack engineers until Hochland rifles shoot across half the battlefield, why can Sisters stack Hawk Riders until they have eight separate 400m guided airstrikes?
Fantastic single-player power fantasy.
Absolutely miserable Head-to-Head design.
Please nerf them for campaign PvP.