With woods across the battlefield, and them not worrying about Dangerous Terrain tests, Warhawks will flit from woods to woods making it that much harder to shoot them. So maybe crossbows won't help. And while Wardancers are probably better with their 3+ ward save for this purpose, watch for Warhawks themselves baiting you into the woods while a unit of Wild Riders waits to the side for the counter charge. A unit of
KotR that is 12 strong will on average lose two knights to Dangerous Terrain, another 1 to attacks, and then fight back with 9 incl. champion, doing 3-4 wounds. Warhawks are Stubborn, so next turn the Wild Riders come in and seal the deal. Adding one Paladin likely won't change the outcome much.
PKs aren't the best answer, either, as the Warhawks match up well against our flying cav. Assuming we charge them, they'll wound on average 2-3 times and our save will be reduced to a 4+/6++ against the riders and 5+/6++ against the hawks. On average, we will not kill one Warhawk in return, and that's assuming we don't lost a
PK before they strike (I'm assuming units of 3). If they charge us, they do a little more damage, but the main difference is that we do much less back.
I've had success baiting and fleeing with knight units, but I hate to lose the blessing that way. I've also done well baiting with a unit that should be Steadfast, holding, and then counter charging. But these tactics have only worked once per Wood Elf player, and since then they've stuck to the woods. And there are so many woods on the table...
Dangerous terrain tests are destroying my army. Literally. I had my last model, a Knight Errant champion, cut down the last of a Wood Elf army yesterday, only to then trip on a branch and die. Every model on both sides was dead.