Welcome to the dark side BSIV! Your list is a bit rough around the edges, but with a few tweaks it can be much more effective. There are some large differences in
40k and fantasy that i think you might be neglecting, but we'll get to those along the way. WoodElves have the potential to be a devastating army, but in order to achieve that you need to use movement to the fullest, mainly by denying your opponent a chance to assault your weak unarmored Asrai. This means the name of your game is points denial, you will rarely destroy the whole opponents army, but you should strive to kill more of his than you let him kill of yours.
First, you need to buy a box of trees. Being able to place and move around a piece of terrain is the single strongest advantage the
WE have (so strong that they dont let you use it in tourneys anymore.
Your mage is going to be outmuscled against almost all opponents, this will mean that you wont get any spells off and you will bear the brunt of their offence. It's fairly common to see 6-8 casting dice along with a few bound spells in most armies. In
40k psychic powers are barely a blip on the radar, however in fantasy magic adds another aspect to the battle. You should also bear in mind that intrinsically magic armies like the undead will be able to easily bring 10+ powerdice to a 2k battle, and no amount of arrows will be able to save you from that kind of dominance.
My suggestions would be (in order of preference):
1. Swap the fighty Lord for a lord level mage with the recast treesinging item (whos name skips my mind but is either the staff or the orb). This is my preferred lord in
WE because you can jsut spam treesinging with your lord who will have 6 dice along with the treemans bound spell. By slowing down your opponents most effective units you isolate the weaker aspects of his army, which is crucial for a brittle army.
2. get another mage
3. drop the
lvl 2 and bring a few dispel scrolls
As for the waywatcher hero i would make him a normal noble and place him in either the eternal guard (ill get back to that later) or the glade archers. The waywatchers will do jsut fine on their own, and dont really need hero support. If you decide you like him as a waywatcher at the very least i would drop the magic arrows, which cant be used with lethal shot anyway.
Onto the units: a term we have in fantasy is
msu, multiple small units. this is probably the best overall strategy for elves in general and definitely
WE. The premise is to constantly taunt opposing units into charging your small units, which then choose to flee as a charge reaction. A canny general will have his hammer units (in your case treekin, wardancers, treeman), in a position where the movement from a failed charge brings the opponent into your charge range.
Glade riders are arguably the best unit for this because they are core, have a good leadership to rally, a massive movespeed, and are fast cav. Because their primary purpose is jsut to move and flee, you dont really need more than the minimum 5. It is also good to realize that the banner and character upgrade are going to be mostly useless, because you never want the unit in combat for the +1, and an extra
BS is never really that useful. Keep the musician though, as the +1 to rally fits perfectly with their role.
An archery battery of gladeguard is alright, they will be able to force a few panic tests a game, but dont expect them to be a game winner by any stretch. If your heart is set on them i would drop the banner, bearer, and char, and make two units of 10 with muso's. The banner is 'neat' but that is about it, and you are going to give up 241+100
vps as soon as anything hits them in combat as they cant really be expected to fend off anything. You will be much better off fleeing from a charge and then countercharging with a hammer than getting an extra stand and shoot, in almost all cases.
I dont really think the eternal guard is a good unit, because it goes against most of the
WE strengths. They might be the best block of infantry you can muster, but a good
WE army shouldnt get caught into a prolonged grind anyway. I think you would be better off with another unit of glade riders as i mentioned above, and another small hammer unit (dryads, wardancers, warhawks, wildriders). If you are sold on them i would drop them to a minimum size at least.
Wardancers (and
msu's in general) probably peak at 7 models, this gets you a full frontage for attacks, without any wasted guys in the subsequent ranks. The most consistent way to break a unit with
WE is to get the flank charge to negate rank bonus; keep in mind that skirmishers cannot do this. I think you will find it very difficult to win combats with the wardancers based solely on their combat prowess, so always try to get two units to charge one of your opponent's, preferably with some gladeriders/treekin/wildriders in the flank if it is a block of infantry.
Treekin are a great hammer exactly like you have them.
I would drop the sentinal for the waywatchers in the same manner as the other char upgrades.
The treeman is awesome, but he is quite slow for a monster and without some more magical support his bound spell will probably never go off either.
With a few revisions i think this army could go from a D+ to A- in no time