If you wish to retrun to general tactics, click here.
Bretonnians vs. Wood Elves
Should you ever have the unhappy chance of fighting the Wood Elves, read this section and glean what strategy you can. The Wood Elves can be a fearsome foe, especially if dealing with certain types of troops. Their archers, despite the Lady's blessing, can still be a major hassle since they have a range of 36" and they hit with a -1 saving throw penalty. Not fun. Still, the one good thing about them is they don't have those accursed bolt throwers.
The trick to beating the Wood Elves is to hit them with numerous units. Take units of 6-8 knights and mounted squires to allow for multiple charges against a particular target. Certain defences to get around when fighting the Wood Elves includes the Wardancer's ability to negate anyone's chance to attack. This can spell doom for the Bretonnians since the first strike is the most critical part of the battle. Also, the Dryads can improve their toughness to counter the charging strength of your knights. Scouts can hide in trees and prove to be very annoying since they are hard to attack. (Your best chance is to destroy the other units first, and pray their arrows don't take down any Knights). The treeman can prove to be a resilient foe, but a Bretonnian hero maximized for offensive potential should be able to fight it effectively. Glade riders are no match for the Bretonnian Knights. Be sure to protect your flanks as you advance. There is very rarely any solid infantry blocks around but this is a minor concern anyways. The toughness 3 doesn't stand a chance against strength 6 attacks, or S 4 for that matter. This covers the h-t-h units.
Wood Elf mages are usually only as good as Bret. mages, so don't worry about that. Some anti-magic items should protect you effectively. Even if a spell does get through, it probably won't be that devestating.
Wood Elf archers are a problem. Take 30 of them, and assume half of them get a chance to fire at your knights. With a BS of 4, approximately another half should hit. This means 7-8 hits already. Half the hits should wound, on average, resulting in 2-4 wounds that are saved at 3+ ! Not good. You can potentially lose a lot of knights before they see any action, if the Wood Elf general knows what he/she is doing. The answer: answer back with archers of your own. Wood Elf archers very rarely have any armour, so any wounds that get through count. And since your archers are 8 points, and their's 11, you get the advantage of cost effectiveness (assuming you hit, which is a lot to ask for from those guys)