Ok WE ale my first army so here are some thoughts:

First of all i want to say that if i would play against myself i would kill orcs with my woodies with no time - WE are just awsome against horde armies…

  1. Take magic! - WE have a good magic potential (and often use it becouse there are no better solutions…) also they are few in number, fragile and VERY expensive - a simple D6 S4 hits can hurt tem realy bad and orck can have such missles with ease - so go for it
  2. Warmachines are a waste - maybe 2 spear chukkas but only when you are sure he will take a treman, if you are good at aiming Doom diver is awsome against skirmishing units - but it is hard to decide it it is a hit or not when you hit the border of a unit. (if you take DD aim for driads!!)
  3. well someone told that archery is efficient - well it is but goblins wont hit a thing !!
  4. If you think that he will have a treeman add a gobbo heroewith wollop one hit wounda - remember that treeman wont break befor he is wounded - so just wound him…

Take a pump wagon or 2… they act almoust like skirmish (and 2d6 will kil every skirmish units apart from large number of driads but you will break them…)

Look out for flanks - try as long as possible stay together and never defend your flank with the forest - if you need to pass one put Wolf riders inside…

If you wont have a lot of terrain on the table chariots are awsome…

try to take as many dangerous and cheap threts as possible - give your opponent a hartd time on thinking what to shoot at (2 pump wagons, chaiots, wolf riders)

Savages arent a good idea coz you will run where he wants you to run - dont risk that… also normal boyz will handle most of his units.

Look out for driads - even if you charge he can maka a “hit only on 6” aspect and stop you (each will hav 2S4 attacks anyway) and then when he hold you, you are wasted (many charges on flanks he wil strike first and can have 3 attacks or S5)

Also be aware for War dancers - thay can hav a killing blow which bont hurt as that bad (just wath out for your general, but they can be unbreakable and stop you in one place for anpother charges in his turn,…

Adding it together - be affraid - you wont fight like you wish - he (or she) will deciwe where and who will fight - you need to have a lot of fast and manuvreble troops and magic support to be able to defend yourself and remember that good WE player knows a lot of nasty tricks and can lure you to many not very nice traps - think twice beforew moving/charging

Thats kinda all