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It dont even need 11 trees, 6 tree already beat any team in the game.
I saw most doomstack need 20 or not work at work is really not that "doom"
No they would not. Full Treemen or Treemen + Wolves, with a Treemen Lord with greater aspect, will bash the daylights out of Shagoths.
Dragon ogres are anti large while treeman are anti infantry
Does not work, all Treemen Ancient Lords are Mages, which mean I can either Heal or Debuff Kolek into Goblin-Tier.
Treemen are not anti-Infantry, they are anti-EVERYTHING, once you pile enough armour on them with Aspects, Greater Aspect and Skill Trees.
Treemen are one of the most well-rounded lategame units.
As Cary said, they are actually "anti-damage".
It does not need to be just one unit. The skaven weapon team army, for example, is considered a doomstack, even though you're never really going to use more than 5 of any one type of unit in it.
So yes, that can be considered a doomstack. In fact, after finishing a Drycha campaign today, if I ever do it again (probably won't, Wood Elves get really tedious after the early game) I'll probably put one to two units of wolves in my treemen doomstacks to give the army some capacity to chase down routing enemies.
And they also bypass their physical resistance; for once their magic damage works for rather than against them.
Of course, if you're playing Wood Elves, High Elves tend to be the easiest to remain friendly with.
These treemen have 60% resist resist and 20% fire resist
They get 15-40% missile resist depending on tech and lord traits and have a 25% weakness to fire. The fire resist is also locked behind amber tech. Physical resistance Sisters of Avelorn don't care about, and they have no ward save.
Mine are 60% range resist, 10% ward safe and 5% fire weakness only.
If you got the LL tree man lord, its treeman can have 40% fire resist too.
The ward save is limited to forest battles.
It would be 45% fire resist for Durthu. 25% from tech and 20% from his skill, resulting in a net -20% damage taken from fire damage. And that's only in Durthu's army. Outside his army, they're going to either take no changed damage from fire damage or 25% increased damage from fire damage, depending on tech their faction has.
Not sure how you got 60% missile resist for them. They have 15% base, 10% from amber tech, 15% from being rank 7 and in the army of a lord with the skill and 10% from an upgrade (+missile resist and armor, -speed). So 50% max.
They're still going to be pretty tanky against Sisters of Avelorn, but I'd much rather take them against something with physical missiles than Sisters.
Fire resistance is locked behind Amber, but as soon as you heal a Forest, it takes just one turn to unlock.
You can even start with it, if you play Drycha.