Playtested Wood Elves last night with Janners. I had Beastmen with a fairly standard build. Didn't use WE free woods but put two big woods fairly centrally in order to force us to play in and around them. Wanted to prevent an "avoidance of the WE pillboxes strategy" because that's the logical thing to do and it would make for a boring game. Tournament data shows that Janners is a better player than me, but neither of us did anything especially inspiring in terms of game strategy. Dice spiked both ways for both of us, so that also wasn't really a factor.
Overall, things only really went my way once: Managed to get the chariots in on his Wild Riders and took most of them down in two rounds. But then got slaughtered by War Dancers which pretty much tipped the game. Also got a good ambush in position behind two melees but then failed the second order to bring them in. Eventually my break of 11 was whittled away and Janners was only about half way to his of 9. My general sense across the whole game was that I had to go defensive from the start and I was bouncing off WE enhancements (plural) in every turn. If I played him again at a tournament, the only logical thing to do would be a castle-up around a hill or village. It got to the stage where it sort of became funny. Whenever something happened like "oh, Fury of the Forest on a 5 up because I'm going use one of my two unicorns", I would say "yes, because Wood Elves need a bit of help!" Repeat with Waywatchers' shooting, Monster mount that can run around in forests, Wild Riders unaffected by terror, and amazing Command 10 orders unaffected by trees. I suppose I can console myself with the fact that at least their flyers can't yet go in the forests. Not sure I should have mentioned that; someone might suggest that as an amendment!? Anyway, I'm sure we'll repeat the playtesting with different opposing armies, but I can't say I'm looking forward to the games.
Reflecting and discussing at the end, I reached the conclusion that its like playing High Elves but even harder. Yes, the HEs have heavy cavalry and artillery, but their infantry options are limited. WEs have the same infantry plus two additional choices of punchy varieties. Plus the free pillboxes which any sane opponent will avoid like the plague. Which will then make for dull games.
On the question of the free woods. Can I suggest people take a step back and think about this comparatively. Two statements; do you agree with them?
1) Because the fluff says they fight at home and live in a particular type of terrain, Albion armies must deploy [insert number] of free marshes at the beginning of the game.
2) Because the fluff says they fight at home and live in a particular type of terrain, Tomb King armies must deploy [insert number] of free areas of soft sand at the beginning of the game.
If you follow this on logically, should Empire armies deploy a couple of villages or one small town because they usually fight in defence of their settlements? Or should Dwarves get free hills? I won't labour the point any further, but if this is such a good thing for the Warmaster system why not apply it to all other armies?
So, if we accept that HEs are the uber army in Warmaster, and people can sort of live with that because there needs to be forgiving core army for beginners, then my current opinion is that WEs are uber+. Something big needs to change. I know that people don't like the idea of reducing their armour so I can't see that going anywhere. So my first suggestion would be no free woods. And, although it will I'm sure irritate people, I'm also going to strongly recommend that their general goes to Command 9. Janners and I talked through the game afterwards and that was probably the biggest contextual factor and reducing it would have a universal and balancing effect. For example, the aforementioned War Dancers came from waaay back on his start line with a 9-9-7. If it had been Command 9, it would have been 8-8-6 which, if he'd pulled it off then "well done, good luck to you mate". Command 9 plus all their enhancements would give the opponent a fair chance and, as suggested by Dark Omen a while back, could be justified in the fluff as WEs = bit more feral than HEs? In summary, at the moment Command 10 plus pillboxes and all their other enhancements is just a bit depressing to play against. Venting ends.