I'll try and put as much info down as I can. But also try and keep Mach out of trouble. If he or any of the mods think I've got to far, please delete or edit this thread as you see fit.
Lets start simple army rules
Still get free wood, and all shooters (All) have no -1 for moving and shooting.
Next core
Glade guard (ie archers)
Pretty much whats been said. 1 point less, strength 4 at short range. Minimum unit size 10.
Notes. Overall a slight improvement I think, but losing units size of 5 is a blow.
Glade guard can up grabe to scouts at +5 points model, making them the most expensive scouts in the game.
They lose strenght 4 at short range. Unit size is 5-10 models. And you may not have more units of scouts than glade guard. One unit can have magical standard up to 25 points.
Notes - being core is nice. But that really is only the good part. There points cost is stupidly high and you still have to the archer units, making an all scout army impossible, guess only lizzies get that.
Glade riders.
They cost a point less than they do now when armed with longbows. Command choices have got up in cost +1/+2 for musician and standard bearer. Champion has come down but, gets the less useful +1bs, rather than +1 attack. No magical standard.
Worst of the lot, they have gone from being the best armoured fast cav in the game to one of the worst. As they have no armour at all, nor can they buy any. So they just have a ST of 6. Unit size is 5-10.
Notes - overall a unit that wasn't over powered to start with, has had some serious nuturing. Nice is the fact they get spears and longbows, but they no have no armour, worse command choices and no magical banner.
Eternal guard.
Core unit if the army is lead by a highborn (fighty lord), special otherwise. +1ws and +1LD on standard elf.
same cost as new glade guard. Sword staffs work pretty much as reported, working as spears and 2 hand weapons. Always have 5+ st. (modified by s as normal) Command as high elf spearmen. One unit can have a magical banner up to 50 points. Stuborn if lead by fighty wood elf character.
Notes - nice little infantry unit. Proberly slightly over pointed for what it can do, but no where near as bad as the dark elf and high elf elite infantry.
Dryads
Down 8 points from current cost. Stats same apart from +1I. Can only have a champion. Aspects gone. Unit size, 8-20. Skirmish, wood elf demon rules (immune to pyschology, 5+ demon save) cause fear.
Notes - Not as bad as I was expecting. Infact I can see several ways of using them. The old killers have gone, but still can be useful at a decent point cost.
Special choices.
The old meat of the list, what do we have now?
Wardancers
Up 3 poinst, all old rules apart from dances the same. Join swordmasters as highest WS for a rank and file unit. Other stats unchanged. Command choices unchanged.
New dances - killing blow, +1A, 4+ ward save and strikes first in combat (loses an attack)
wardancer weapons - +1a always, +1s when charging.
Notes = Interesting, not as versatile as before, but can be very killy on the charge. Also to note is that now any wood elven character can join the unit.
warhawk riders
Anyonce expecting a unit as useful as terradons or pegasus knights is going to be disappointed. Cost double the cost of current dryads. They do get hit and run, but only a st of 6. No armour at all again. They only get 2 attacks, one from elf, one from the hawk. Crew armed with spear and longbow. Warhawk is S=4. Only command choice is a very expensive champion, but at least he gets +1a
Notes = 2 fragile, less hiting power than either terradons (which they are more expensive than) or pegasus knights.
Wild riders of Kurnous.
Very interesting unit. Cost +2 points on new glade riders.
Only unit in entire of wood elf army with light armour (or any armour for that matter) They are the heavy cav hitting unit white dwarf hinted at. They get +1WS, S and LD on normal elfs. Command upgrades are expensive just one of the max any unit pays. Apart from musician which is free. They are armed with spears. They have a bucket load of special rules, proberly the most I've ever seen for a single unit. First they are wardancers with out the dances, (magic resistance and ward save), they are demons (demon ward save and immune to pysch). If they have a musician they cause fear when they charge, if they havn't charged they get +1A. Oh and yes they are fast cav. Any unit can have a magical standard up to 50 points.
Notes-as I said a very interesting unit. The ward saves give them decent survivabililty for woodies, the +1A and S=4 make them decent at attrition(again for woodies). Fast cav, is a bit of a double edged sword. They are immune to psych, so they can't flee as a reaction. And causing fear on charge means you need numbers to autobreak, but you can't have a rank bonus. But they are hard hitting and fast. All in all, I'm not sure what to make of them, yet.
Treekin.
Wood elf ogres. They get the wood elf demon rules and a decent 4+ normal save. Making them proberly the toughest of the ogre sized models. Statwise and cost wise they are around the same as Unshabati. But less S and I. But they are tougher. So basically they are tougher and more expensive, then ogres, minotaurs and the like. But also slower and less hard hitting (only S=5). Also they burn.
Notes - simply note worth the points, they can soak arrows a little, but they ain't breaking nothing.
Rare choices.
Waywatchers.
There special deployment rules are gone. Instead they get the same as camelone skinks, but cost over double them, the also get the -1 to hit with missile weapons. Stats are unchanged as are command choices. But they are 4 points more expensive. Yes they have got killing blow at short range, but have lost all of their special in wood rules.
Notes - totally nutured. Killing blow no where near makes up for all the goodness they have lost, never mind making them more expensive. No armour + elven toughness + noway of hiding = very dead expensive waywatchers.
Treeman
This guy has changed quiet a bit. Most of his special rules are still there, large target, scaly skin, terror and tree singing (but only bound level 3 now). Hes also a wood elf demon now. Routed to spot has been replaced with stubborn. Treewhack with strangling roots. (ranged attack 6 inch range, doesn't need line of sight, but characters etc can't be picked out, can be used even if marched. Art dice worth of auto S-4 hits, +1S if target in woods. Misfire no shots). He's also buffed up some, with +1S, W and A. But his working out has left him a little slower (-1M) and less able (-2LD). All in all this monster has been uped 35 points.
Notes - Again a little interesting, but personally I never thought the treeman was worth his points before, nothing has changed on that, I just don't rate big monsters, exspecially slow none flying ones.
Great eagles
Unchanged apart from they are rare and can now only have 1 eagle per rare choice.
Notes - The best rare choice, good job as well, as a very useful unit can hardly be taken now.
I'll get onto the fun characters in the next post.
Lets start simple army rules
Still get free wood, and all shooters (All) have no -1 for moving and shooting.
Next core
Glade guard (ie archers)
Pretty much whats been said. 1 point less, strength 4 at short range. Minimum unit size 10.
Notes. Overall a slight improvement I think, but losing units size of 5 is a blow.
Glade guard can up grabe to scouts at +5 points model, making them the most expensive scouts in the game.
They lose strenght 4 at short range. Unit size is 5-10 models. And you may not have more units of scouts than glade guard. One unit can have magical standard up to 25 points.
Notes - being core is nice. But that really is only the good part. There points cost is stupidly high and you still have to the archer units, making an all scout army impossible, guess only lizzies get that.
Glade riders.
They cost a point less than they do now when armed with longbows. Command choices have got up in cost +1/+2 for musician and standard bearer. Champion has come down but, gets the less useful +1bs, rather than +1 attack. No magical standard.
Worst of the lot, they have gone from being the best armoured fast cav in the game to one of the worst. As they have no armour at all, nor can they buy any. So they just have a ST of 6. Unit size is 5-10.
Notes - overall a unit that wasn't over powered to start with, has had some serious nuturing. Nice is the fact they get spears and longbows, but they no have no armour, worse command choices and no magical banner.
Eternal guard.
Core unit if the army is lead by a highborn (fighty lord), special otherwise. +1ws and +1LD on standard elf.
same cost as new glade guard. Sword staffs work pretty much as reported, working as spears and 2 hand weapons. Always have 5+ st. (modified by s as normal) Command as high elf spearmen. One unit can have a magical banner up to 50 points. Stuborn if lead by fighty wood elf character.
Notes - nice little infantry unit. Proberly slightly over pointed for what it can do, but no where near as bad as the dark elf and high elf elite infantry.
Dryads
Down 8 points from current cost. Stats same apart from +1I. Can only have a champion. Aspects gone. Unit size, 8-20. Skirmish, wood elf demon rules (immune to pyschology, 5+ demon save) cause fear.
Notes - Not as bad as I was expecting. Infact I can see several ways of using them. The old killers have gone, but still can be useful at a decent point cost.
Special choices.
The old meat of the list, what do we have now?
Wardancers
Up 3 poinst, all old rules apart from dances the same. Join swordmasters as highest WS for a rank and file unit. Other stats unchanged. Command choices unchanged.
New dances - killing blow, +1A, 4+ ward save and strikes first in combat (loses an attack)
wardancer weapons - +1a always, +1s when charging.
Notes = Interesting, not as versatile as before, but can be very killy on the charge. Also to note is that now any wood elven character can join the unit.
warhawk riders
Anyonce expecting a unit as useful as terradons or pegasus knights is going to be disappointed. Cost double the cost of current dryads. They do get hit and run, but only a st of 6. No armour at all again. They only get 2 attacks, one from elf, one from the hawk. Crew armed with spear and longbow. Warhawk is S=4. Only command choice is a very expensive champion, but at least he gets +1a
Notes = 2 fragile, less hiting power than either terradons (which they are more expensive than) or pegasus knights.
Wild riders of Kurnous.
Very interesting unit. Cost +2 points on new glade riders.
Only unit in entire of wood elf army with light armour (or any armour for that matter) They are the heavy cav hitting unit white dwarf hinted at. They get +1WS, S and LD on normal elfs. Command upgrades are expensive just one of the max any unit pays. Apart from musician which is free. They are armed with spears. They have a bucket load of special rules, proberly the most I've ever seen for a single unit. First they are wardancers with out the dances, (magic resistance and ward save), they are demons (demon ward save and immune to pysch). If they have a musician they cause fear when they charge, if they havn't charged they get +1A. Oh and yes they are fast cav. Any unit can have a magical standard up to 50 points.
Notes-as I said a very interesting unit. The ward saves give them decent survivabililty for woodies, the +1A and S=4 make them decent at attrition(again for woodies). Fast cav, is a bit of a double edged sword. They are immune to psych, so they can't flee as a reaction. And causing fear on charge means you need numbers to autobreak, but you can't have a rank bonus. But they are hard hitting and fast. All in all, I'm not sure what to make of them, yet.
Treekin.
Wood elf ogres. They get the wood elf demon rules and a decent 4+ normal save. Making them proberly the toughest of the ogre sized models. Statwise and cost wise they are around the same as Unshabati. But less S and I. But they are tougher. So basically they are tougher and more expensive, then ogres, minotaurs and the like. But also slower and less hard hitting (only S=5). Also they burn.
Notes - simply note worth the points, they can soak arrows a little, but they ain't breaking nothing.
Rare choices.
Waywatchers.
There special deployment rules are gone. Instead they get the same as camelone skinks, but cost over double them, the also get the -1 to hit with missile weapons. Stats are unchanged as are command choices. But they are 4 points more expensive. Yes they have got killing blow at short range, but have lost all of their special in wood rules.
Notes - totally nutured. Killing blow no where near makes up for all the goodness they have lost, never mind making them more expensive. No armour + elven toughness + noway of hiding = very dead expensive waywatchers.
Treeman
This guy has changed quiet a bit. Most of his special rules are still there, large target, scaly skin, terror and tree singing (but only bound level 3 now). Hes also a wood elf demon now. Routed to spot has been replaced with stubborn. Treewhack with strangling roots. (ranged attack 6 inch range, doesn't need line of sight, but characters etc can't be picked out, can be used even if marched. Art dice worth of auto S-4 hits, +1S if target in woods. Misfire no shots). He's also buffed up some, with +1S, W and A. But his working out has left him a little slower (-1M) and less able (-2LD). All in all this monster has been uped 35 points.
Notes - Again a little interesting, but personally I never thought the treeman was worth his points before, nothing has changed on that, I just don't rate big monsters, exspecially slow none flying ones.
Great eagles
Unchanged apart from they are rare and can now only have 1 eagle per rare choice.
Notes - The best rare choice, good job as well, as a very useful unit can hardly be taken now.
I'll get onto the fun characters in the next post.