They will get their own building as well as ability to be trained in great trees but at cost of removing them from tc's.
1. New Building for them
Updated stats, lowered armors of 3 units, bonus damage of elf Sentry, increased Elf Sentry's range.Warden headquarters:
40 hp
1/7 armor
Construction rate: 0%
Trains:
Glade Sentinel
Glade Protector
Glade Guardian
Glade Sentry
Glade Vanguard
Glade Protector
2. Units:
2.1.2.2.Glade Sentinel:
Cost 6 turns
Hp - 40
Attack - 14
Armor - 3/5
Range - 1
Actions/turn - 1
Speed - 4
Sight - 5
Dodge counter - 50%
Spell resistance - 80% (up from current 40%)
Spells:
Heal (Lembas, self)
Polearm bracing: +4 attack, +1 range, -1 speed, -3/-3 armor. Lasts 3 turns, cooldown - 4 turns.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: change to 100% bonus to cavalry only. Remove all other bonuses.
Trainable at: Warden Headquarters, Great Tree2.3.Glade Protector (renamed)
Cost - 8 turns
Hp - 50
Attack - 14
Armor - 3/3
Range - 1
Actions/turn - 1
Speed - 6
Sight - 7
Dodge counter - 50%
Spell resistance - 80%
Spells:
Healing (Lembas, self)
Charge: +5 attack, +1 speed, +1 action, -3/-3 armors, cooldown - 4 turns.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: Cavalry (100%, 200% to heavy cav like imperial knight)
Trainable at: Warden Headquarters, Great Tree2.4.Glade Guardian:
Cost - 6 turns
Hp - 50
Attack - 15
Armor - 5/7
Range - 1
Actions/turn - 1
Speed - 4
Sight - 5
Dodge counter - 50%
Spell resistance - 80%
Spells:
Healing (Lembas, self)
Raise guard: +4/+4 to both armors at cost of -2 speed; lasts 2 turns, no cooldown.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: Giants (100%), Throwers (150%), Buildings (as usual).
Trainable at: Warden Headquarters, Great Tree2.5.Glade Sentry (Basic stats are taken from Elf hunt ranger)
Cost - 6 turns
Hp - 20
Power - 10
Armor - 0/1
Range - 6
Actions/turn - 2
Speed - 4
Sight - 10
Spell resistance 80%
Spells:
Healing (Lembas, self)
Aimed shot (new variant, doesn't need tech): Gains +7 damage for 1 (current) turn, Cooldown: 1 turn (because it lasts for current turn only for you, and gives less bonus damage than you have from basic attack, anti-high armored targets ability)
Affected by Elven craftsman armor and archery upgrades as well as ranged dodges.
Can't be affected by precision shot upgrades.
Bonuses: 50% to melee infantries, 25% to giants.
Trainable at: Warden Headquarters, Great Tree2.6.Glade Vanguard
Glade Vanguard

Cost - 6 turns
Hp - 35
Attack - 16
Actions/turn - 1
Armor - 3/3
Dodges - 0%/0%/60%
Speed - 4
Sight - 6
Spell resist - 80%
Abilities:
Double blade: -4 attack +1 action +10/+10/+0 dodge -3/-3 armor. Lasts 3 turns, cooldown - 4 turns.
Healing (self, lembas)
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: 50% to cavalry, 100% to throwers, 50% to giants and 25% to melee infantries.
Trainable at: Warden Headquarters, Great TreeGlade Defender
Cost - 8 turns
Hp - 50
Attack - 13
Armor - 2/2
Range - 1
Actions/turn - 2
Speed - 5
Sight - 7
Dodge counter - 50%
Spell resistance - 80%
Spells:
Healing (Lembas, self)
Pounce: +2 attack, +1 speed, ability to pass enemies, doesn't give any actions, lasts 1 - current - turn, cooldown - 3 turns.
Affected by Elven craftsman armor and melee upgrades as well as all dodges.
Can't be affected by fencing mastery upgrades.
Bonuses: 50% to all infantries, throwers, cheap archers, siege.
Trainable at: Warden Headquarters, Great Tree
Update 2. Changed bonus values and targets for 2 of units – for Sentry and for Protector.
Update 3. Lowered hp of Sentry; additional minor changes.
Update 4. Changed abilities from generic strengthen to unique ability for each. Added 2 more units: Incursor and Warden.
Update 5. Updated stats. Again.