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Made in us
Regular Dakkanaut





City of Angels

I am late to this party but I wanted to say a few things because a) Wood Elves are my favorite army, and b) I play eternal guards in nearly all of my lists.

It does not sound as though you gents go on Asrai.org very often because many if not most of the generals there are using a unit of eternal guard at around 30 models with a Beastweaver with the Rhymer's Harp (grants a 5+ ward to the unit).

This unit typically contains the BSB with the 2+ armor and re-roll and another noble. When the unit is assaulted, the other noble steps up to take the beastweaver's spot in the front and you have a large, stubborn unit with good fighters and hopefully the beast spell granting your nobles +3S and +3A or the base spell (+1S +1T).

Then all the killing stuff joins in, treekin, treemen, wild riders et al. Personally I have more success with this when I play a suicide noble on eagle that hunts down and slays the opposing armies top caster, but one of the beast buff spells should "go off" each combat.

So Mr. Warpsolution your idea of the regeneration save is really good as most people playing the E Guard are already footing the bill for a Rhymer's Harp (which I believe you removed from the magic items list).

I like that you are further differentiating them from Glade Guard by upping their points. I would like it personally if the elite units of all 3 flavors of elves were 15 points to show they are relatively equal (now Asrai are seen as the poor cousins of the Druchii and Asur)

One last appeal, I also play a lot of Wildrider kindred and hate that while the transition from elf to forest spirit has given the standard wild rider a +1S & +1T, the kindred does not do the same for the highborn/noble. Wtf? HE is NOT an elf anymore!!!!! He CAN have > a T3!!!! Aaarrggghhhh!!! /rant

Oh and your work is awesome, your list not only looks better than the current one, it looks more fun. Unfortunately my group are a bunch of sticklers for "printed material only" that I will not be able to play test your list. : (

WFB armies: Wood elves, Bretonnia, Daemons of Chaos (Tzeentch), Dwarfs & Orcs 'n Goblins
40K armies: Black Legion, Necrons, & Craftworld Iyanden 
   
Made in pl
Death-Dealing Devastator




Poland

Maybe there should be a treekin kindred. I would like to see more magical standards.There should be at least two magical standards over 50 points( one of them should cost more then 100 points). The standard storm of the dark whizzing pereforating arrows. The range of standard is 24. All glade guard unit's within it's range will get armour piercing rule. Aditionaly if the enemy unit takes panic tests caused by the glade guards shooting, they will suffer -3 penalty to their leadership. 150 points. How about standard that would increase the distance forest moves during the tree singing. Additionaly draids, treekins and treemans within it's range could get a regeneration 4+ rule. Give more ideas for battle standards.

sergeant of the devestators 
   
Made in gb
Booming Thunderer







It would be a shame to lose a cool and characterful rule from the real book so I'd say keep the eternal/core rule in some form, I think making it a kindred rule would be simpler and more characterful.

@Bastion: You're obviously experienced with the guard and your 15pt elf special idea makes sense, so what would you want from them for 15pts? would a 5+ regen make up the difference?

And I think that first 4 in the wild riders' stat line is their BS.

Banners are a tough one to get right, let's face it half of the banners in the 7thed books are barely ever used, they are the one magic section I haven't minded getting pruned back in the 8thed books in favour of common ones. At leat the two you have here Warp are genuinely useful and not over-costed!
   
Made in pl
Death-Dealing Devastator




Poland

Uzi: actually ethernal guards are better then draids, why should they be a core unit. Warpsolution: actually rake does't give warhawk riders any bonuses in combat( only when they move over a unit) Let's give them devestating charge or extra attack or resolve rake attacks in close combat. With their 2 s4 attacks their not able to do a lot of damage. Maybe they can be more expensive.

sergeant of the devestators 
   
Made in us
Regular Dakkanaut





City of Angels

 Uzi Toting Monkeys wrote:
It would be a shame to lose a cool and characterful rule from the real book so I'd say keep the eternal/core rule in some form, I think making it a kindred rule would be simpler and more characterful.

@Bastion: You're obviously experienced with the guard and your 15pt elf special idea makes sense, so what would you want from them for 15pts? would a 5+ regen make up the difference?

And I think that first 4 in the wild riders' stat line is their BS.

Banners are a tough one to get right, let's face it half of the banners in the 7thed books are barely ever used, they are the one magic section I haven't minded getting pruned back in the 8thed books in favour of common ones. At leat the two you have here Warp are genuinely useful and not over-costed!


hmm . . . the regen is not as good as the 5+ ward save I'm currently getting with the Rhymer's Harp. That is a 75 point item in a unit of 30 (usually) so 2.5 points per model. That would raise the E Guard to 14 with a true ward save. Most Woodie Generals also give the unit the banner of Armor Piercing (can't think of the name right now) so I think with a regen instead of a true ward giving them armor piercing would get them to 15.

To cap I am saying; searath (spear-stave) functions as 2 HW and spears; E. Guard fighting style provides 5+ armor save; stubborn without needing a character, bodyguard meaning one unit can be purchased as a core for each highborn you have, Regeneration 5+ and armor piercing. . . . I think that would be worth 15 points, make them elite on par with other elven elites. I would also give them an option to purchase elven longbows as the E. Guard are supposed to be the best fighters among the glade guard so they should have the option of bringing their old bow with them (but not be forced to for players who like to play stripped down units).

That's my 2 cents . . . and thanks for asking (Oh and indeed Wildriders DO have S4. Seems each elf army has a unit with S4 and Wildriders are it for the woodelves)

WFB armies: Wood elves, Bretonnia, Daemons of Chaos (Tzeentch), Dwarfs & Orcs 'n Goblins
40K armies: Black Legion, Necrons, & Craftworld Iyanden 
   
Made in us
Evasive Eshin Assassin





Okay! Lots of stuff to work with. Thanks, everyone. Let me respond to some stuff:


@Bastion of Mediocrity: yeah, not a frequenter of any other forums. I just might go there for some further input, though!

On Eternal Guard: I don't think a unit that can be really good if you have three or more characters and a spell cast on it is a good unit. That is a huge point investment, and it's really gimmicky. But I do know of the Harp-Guard and how they become a useful unit that way.

I do not think that the Asrai should ever be as good of melee fighters as their kin, but 15pts might give me enough room to make them what they should be. Specfically, S4 is still my goal, via spear-staves also counting as halberds.

Imposing -1 to Hit is going to be the rule instead of Regeneration. It's just a tiny bit worse, overall. And if I make that only in Close Combat and increase their cost to 15pts, I think they'll work pretty well.

I did have them with bows the first time 'round, but dropped them so they could be more awesome at other things without costing a ton of points. How much do you think Asrai longbows would cost as an upgrade? I'd have to say sometihng like +3-4pts/model, since they're a better version of a good ranged weapon, and that's the usual cost.

And your proposal for how to make Core Guard seems the best to me. This way, Wood Elves can't field an all-Stubborn army, but the unit doesn't have to suffer when it's a Special Choice by having conditional Stubborn.

Also, thank you. Though I can only take credit for...20% of this material, max. And that's mostly just minor adjustments. The real idea-guys on this project lie elsewhere.

@devastator7777777:

- a Treekin kindred? How is that going to work, exactly?

- on the subject of magic items, I've cut the list down a lot, to keep in style with the new books. There are almost never more than two or three items of the same type. One of the banners is for close combat and is not too pricey, the other is for archery and defense, and costs a ton. I do not want to add any more magic items, because that's just not how the game works anymore. And even if it did, armies get one Mega-Awesome banner, not three or more.

- and now Eternal Guard are better than Dryads? Before you kept saying the Guard need a boost, because Dryads are better.
And they'd only be a Core troop if you took a Highborn with the Eternal Kindred. Since taking Lords that are non-wizards is pretty rare, I'm for this idea.

- what about War Hawk Riders, now? They have terrible T, W, and saves for their points, and have huge bases,. Why would you want them in close combat in the first place? It doesn't matter how much damage they dish out, they die really fast.
The unit has a good ranged attack, now another Movement-based attack, and can Fly. They aren't meant for close combat

 
   
Made in eu
Death-Dealing Devastator




Poland

Actually the charge and flee rule of warhawk riders can be used only in close combat. Maybe if warhawk riders would use this ability then enemy would need to pass initiative tests -1 to even be able to perform atacks in the close combat phase vs warhawks.


Automatically Appended Next Post:
Their ranged attacks are't that good, it's just 6 archers in a big unit, they can be easly shredded by a unit of 18 dark elf crossbow men. 2*18*1/2*1/2*2/3= 6 wounds that's why it's not safe for them to harass enemy with not effective shooting. 6 Warhawk riders vs t 3 armour 5+ close range 6* 2/3*2/3*5/6=120/54= 2. Long range 6*1/2*1/2*2/3=1. This why they are not effective shooters. In 7th edition when there was an extra attack for the charge they were good in close combat. A warhawk and a rider had 4 s 4 attacks in charge. They were able to flee and charge again. Now they are weak, they should get the devestating charge or rake attacks could be resolved at close combat.

This message was edited 1 time. Last update was at 2012/12/04 16:24:40


sergeant of the devestators 
   
Made in us
Evasive Eshin Assassin





Hit and Run! allows War Hawk Riders the choice to flee from a combat, without risk of pursuit.
Tell me, what kind of unit would benefit from a rule where they're better at fleeing combat than normal?

The answer: one that doesn't want to be in/doesn't often win combats.

And yes, they're not that great at shooting. The idea seemed to be that, since they can Fly, the few shots they had would go to the most vulnerable aspects of an army.
That's why I thought something like Rake would really help. And compared to Screamers and Hex Wraiths, they seem to be shaping up.

Furthermore, you never got an extra attack from charging in 7th; charging units got to attack first, regardless of initiative (which was great, since you only needed to kill a number of models = the number your in base contact with, and no one could attack you back). That's a 40k thing, I believe.

But allow me to boil it down to what I think your point is: that War Hawk Riders are not good enough, as listed.
Is that correct?

 
   
Made in pl
Death-Dealing Devastator




Poland

It is correct. I confused the number of attacks with 40k. Warhawk riders are still to weak even with the rake. Maybe if rake would allow them to pierce through ranks the same way as bolt throwers do. Consider that such attacks hit with -1 strenght for every rank.



Automatically Appended Next Post:
If rake attacks are to be effective they need to hit automatically.

This message was edited 1 time. Last update was at 2012/12/05 18:40:37


sergeant of the devestators 
   
Made in us
Evasive Eshin Assassin





Oh! Yes. They're supposed to. I must have deleted that part when I changed them the last time.
I updated the Fandex to show this, and to change a few other things.

I'd be willing to change Rake back to any number of units hit in the movement phase, but then I'd have to limit their shooting and probably up the cost.
I just wish I could get at a DC/VC book to compare them to Screamers and Hexwraiths. War Hawks will hopefully end up a little less defensive and a little more offensive or cheaper.

I'm crunching numbers, and if anything, it's looking like War Hawk Riders should cost more, not get better. They do a good job of thinning/harassing larger units and picking off small ones, without leaving themselves open to much hostility themselves.

There's something I was going to ask everyone: what's the Ld of various Elf units? Are any of them higher than Ld8? I don't want to give Eternal Guard or Wild Riders Ld9 if Black Guard and Dragon Princes don't.

And on the subject of spells, I was looking at older threads, and they had some really great ideas for spells. A few questions:

- which of the spells above would you get rid of to make room for one that transforms a terrain feature into a forest? How about one that creates a temporary forest or allows Wood Elves to occupy an existing one like a 2-level building?

- I'd like to spread out the Lore a little better in terms of spell type, with an even mix of Direct Damage, Augments, and Hexes. Probably favoring the last one.
I'd also like to make the 6th spell a Vortex, but I don't think it should just move randomly like most of them do. Any ideas?

Thanks again, everyone!

This message was edited 1 time. Last update was at 2012/12/05 20:55:40


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Black Guard and DPs do indeed have Ld9. You are good to go on that front.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Evasive Eshin Assassin





Oh, good. So the units that have Ld9 are:

Wild Riders, Wardancers, Eternal Guard, and Waywatchers.

War Hawk Riders are Ld8, but I6.

It's gettin' down to the little details now.

Also, can anyone put up the wording on the Highborn = Core Eternal Guard rule? I'd like to put that in there.

 
   
Made in us
Regular Dakkanaut





City of Angels

@warpsolution: I'm not on Dakka everyday so sorry for not replying earlier.

My answer to E Guard was if they had a 5+ regen and armor piercing, I think 15 points was good. A -1 to be hit in close combat = I would not use them without a way of giving them a ward save. T3 Sv5+ for the ONLY way of getting ranks (i.e. anvil) in the ENTIRE armor is not good enough even with a -1 to he hit. As the only ranked unit worth ranking up in the army (glade guard should only ever be in 2 ranks), they are the target over ever template weapon and every spell. The only reasons they are used by wood elf generals is to break steadfast and to stick around for the true beaters to come (treekin, treemen and wild riders).

Your list has already removed the Harp, so in your list I would not use E guard. Halberds are nice, -1 to hit is nice, but E guard are in the army to hold the line. They cannot do that on a 5+ armor save only. They need protection from shooting.

As far as adding bows, Asur spearmen give up a shield and pay 2 points to be sea guard (gaining a bow). I think 2 points per model would be enough since archery is the Asrai thing they should get a discount and you are already paying for an expensive model.

For turning them to troops I would write this in the army list:
Bodyguard: For each highborn in the army, one unit of eternal guard may become a core unit.

I hope I don't come across as confrontational, but I feel strongly about the e guard unit and would be unhappy with leaving the option of a ward/regen save on them.

WFB armies: Wood elves, Bretonnia, Daemons of Chaos (Tzeentch), Dwarfs & Orcs 'n Goblins
40K armies: Black Legion, Necrons, & Craftworld Iyanden 
   
Made in gb
Booming Thunderer







The current core eternal guard rule states "If the army is led by a highborn, then Eternal Guard are a core unit. Eternal Guard are a Special Unit if your army is led by any other kind of character" and then their Bodyguard special rule states that any unit joined by a highborn or noble is stubborn.

I like your current spell list. I think turning a non-forest terrain feature into a forest would get a bit complicated, as would the two-units-in-one-forest idea. Springing up a new temporary forest however could be good, would it last a turn or could it work as RIP? Like I said though I like all the current spells so I'm not sure what you'd get rid of.

if you want to make the #6 a vortex then go for it. Its only random in subsequent turns and also an elf cannot really tell the spirits of the forest what to do, only ask nicely!

   
Made in us
Evasive Eshin Assassin





@Uzi: thanks for the wording!

As for the spell, I'm thinking about three possible ideas, probably combining one of the first two with the third:

- a single piece of terrain within 18" is replaced by a forest of equal size.

- place a forest (no larger than the Citadel Forest) within 12".

- an existing forest may be garrisoned by Wood Elf units as if it were a two-level building (which determines how many models can shoot only). If a Wood Elf unit is in the forest at the time of casting, they are considered to be garrisoning the building.
A unit assaulting the garrison is affected by the rules of the Mysterious Forest.

I was thinking it would last until the next phase, but Remains in Play is a good idea.
I'm thinking about dropping Storm of Thorns. Hidden Path and Call are from the original book, and the mechanics fit better than Poison (which only sorta'-kinda' works). Fury of the Forest isn't going anywhere (should it be direct damage or a hex, by the way?). Faerie Fire and Murder of Spites are a better fit as well. Oaken Armour is less obvious, but still feels like a more Asrai-thing to do.

@Bastion: you raise a good point. I will say that, mathematically, a -1 to Hit and a 5+ Ward are nearly identical, so a 5+ Regeneration might be, overall, a little worse.
Of course, that's only in close combat. I wasn't thinking about templates and the like.
I was thinking about shooting, though. I figured that, in a standard shooting match, Wood Elves are going to come out ahead, with Glade Guard being what they are. If the enemy tries to take down your Eternal Guard and you focus on their other missile troops, I'm confident things would go well.
But yes, templates. That changes things.

I could make the -1 To Hit versus shooting as well (it's not just cold, it's also snowy/windy?), but that won't fix it either.
Regeneration could still work, I just don't think it fits quite so well.
Versus non-flaming, and magic/shooting, Regen is better. That said, Eternal Guard were coming out a little behind Black and Phoenix Guard in terms of kill-to-casualty ratio anyway. Do you think swapping out Fimbul Aura for Regeneration (5+), but otherwise keeping them the same would be fair?

Also, I'm not sure if everyone noticed, but there are other changes as well (I think. Oddly enough, I do not own a Wood Elf Codex. It's all memory work over here). Like, Asrai Archery also negating the penalty to Stand and Shoot!,, and I just nixed the Horse Master rule on Glade Guard (it's from Marauder Horsemen; it doesn't matter much, but with Swiftstride, I figured it matters so little as to take it out).
Also, I was curious about people's thoughts on Dryads, Treemen, and Treemen Ancients? Oh, and the Forest Dragon. By far my favourite idea.

This message was edited 1 time. Last update was at 2012/12/06 22:27:29


 
   
Made in us
Evasive Eshin Assassin





Wood Elves

Army Wide Rules:

Asrai Archery: the warriors of Athel Loren are some of the finest archers in the Old World, having trained with the longbow for many decades or even centuries.
Wood Elf units with this rule do not suffer a penalty for moving and shooting.

Asrai Longbows: many Wood Elf longbows are exceptionally well-crafted and maintained, often being heirlooms made from the heartwoods of ancient trees.
An attack made with an Asrai Longbow is resolved at S4 at close range.

Forest Walkers: the Asrai are truly one with the trees, moving amongst them freely, and speaking to them in a tongue as old as the hills.
Wood Elf units have the Forest Strider rule. Additionally, all players in any game involving Wood Elves must roll 2d6 for Mysterious Forests. The Wood Elf player chooses which of the dice applies. On a double, the Wood Elf player may choose any result. If there is more than one Wood Elf player in a game, the player whose turn it is or whose turn is coming soonest when the roll was made decides.
Forest spirits never suffer any wounds and never take psychology tests due to Mysterious Forests.

Special Rules:

Aerial Agility: the War Hawks, Great Eagles, and even the mighty Forest Dragons have spent their entire lives in the canopies of Athel Loren, and are not hindered by vine or branch.
Units with this special rule can fly through forests without penalty.

Bodyguard: Wood Elf Highborns go to battle accompanied by the Eternal Guard, the finest warriors the Asrai can muster, sworn to protect their commander at all costs.
A unit with this special rule may be taken as a Core choice if the army general is a Highborn. The Highborn must join one of these units and can never leave it.

Fire and Flee: the Asrai do not engage their opponents in frontal assault, instead choosing to loose volleys of arrows from the trees, and then retreating deeper into the woods before their enemies can offer retribution.
Units with this rule may choose to elect both to Stand and Shoot! and Flee! as one charge reaction. Resolve the Stand and Shoot! reaction before the Flee! reaction. Note that, even if the charging unit is forced to make a Panic test and flees, the unit with this special rule must still flee as well.

Forest Spirit: amongst the allies of the Wood Elves are otherworldly fey beings, awe-inspiring and terrible to behold. Even the Asrai themselves are ill at ease when the children of the Forest are near.
Units with this rule have a 5+ ward save, cause Fear, are Immune to Psychology, and any close combat attacks made by these units count as magical. Forest Spirit characters may not join units that are not Forest Spirits. Wood Elf characters that are not Forest Spirits may not join units that are Forest Spirits.

Forest Stalkers: Waywatchers wear cleverly woven raiments that make them nearly impossible to see, allowing them to come within arm’s reach of their foes without ever giving away their position.
Ranged attacks against a unit with this rule incur a -1 penalty. Additionally this unit has the Scout ability except that there is no minimum distance required between them and the enemy. Waywatchers may not declare a charge in the first turn as they come out from hiding.

Horns of the Wild Hunt: when the ancient, enchanted hunting horns of the Wild Riders are wound, a great and primal joy leaps up in the hearts of the Asrai, and a great confusion clouds the minds of those they would hunt. When the Wild Hunt is full upon them, Wild Riders will not cease in their pursuit until they or their quarry lay dead.
A unit of Wild Riders always counts as having a musician. Any friendly unit within 10” of a Wild Rider Unit counts as having a musician. Any enemy unit with a musician within 10” of a Wild Rider unit is treated as though they do not have a musician.

Lethal Shot: Waywatchers can shoot with such uncanny accuracy that even plate armour is no protection, and they can pick out a commander from his fellows with neigh-unto supernatural accuracy.
A unit of Waywatchers may either have the Killing Blow or the Sniper special rule with attacks made with their longbows. They may choose at the beginning of each shooting phase, and before they make a Stand and Shoot! or Fire and Flee! reaction.

Rake: War hawks sweep over their prey, plowing through enemy ranks with their razor-sharp talons.
A model with this rule inflicts a single automatic hit with a strength equal to the War Hawk’s strength to one enemy unit it moves over when it flies.

Spear Staves: Eternal Guard wield double-bladed spears in their sacred vigil, cutting down the enemies of Athel Loren in a graceful, twirling dance.
Special weapon. Requires two hands. Spear Staves grant +1 Strength, and the Fight in Extra Ranks special rule on any turn the wielder did not charge. Additional, it improves the wielder’s armour save by 1.

Strangle Root: Treemen can cause their roots to grow at an alarming rate, shooting out of the ground to entangle foes.
A model with this rule has a shooting attack with a range of 12”. Place the center of the small round template anywhere within this range and within the model’s line of sight. The template scatters D6”. Any model under this template takes a S3 hit and gains the Always Strikes Last special rule until the end of the Wood Elf player’s next shooting phase.

Talismanic Tattoos: the War Dancers and Wilder Riders have many inking rituals that invoke luck and protection.
A model with this rule has a 6+ Ward save. If a model with this special rule already has a Ward save, it improves by 1.

Lords:

Highborn* 140pts
M WS BS S T W I A Ld
5 7 7 4 3 3 8 4 10
Special Rules: Asrai Archery, Fire and Flee, Forest Walkers
May choose up to 100pts of magic items and Spites from the Common Magic Items, Wood Elf Magic Items, and Spite sections.
May choose any Kindred.
Equipment: Hand weapon, Asrai Longbow, light armour
Weapon (one choice only):
Spear +3pts
Great weapon +6pts
Extra Hand weapon +6pts
Armour:
Shield +3pts
*For every Highborn in a Wood Elf army, one unit of Eternal Guard may be chosen as Core. The Highborn must join this unit and can never leave it.


Spellweaver 225pts
M WS BS S T W I A Ld
5 4 4 3 3 3 5 1 9
Special Rules: Asrai Archery, Fire and Flee, Forest Walkers, Level 3 Wizard
May choose up to 100pts of magic items and Spites from the Common Magic Items, Wood Elf Magic Items, and Spite sections.
May choose any Kindred.
May be upgraded to a Level 4 Wizard for +35pts
Equipment: Hand weapon, Asrai Longbow

Spellweavers cast spells from the Lore of Athel Loren, Beasts, Life, Light, or Shadow

Treeman Ancient 275pts
M WS BS S T W I A Ld
5 6 3 6 6 8 2 6 9
Forest Spirit, Forest Walkers, Large Target, Terror, Scaly Skin (3+), Strangle Root, Stubborn
May choose up to 100pts of Spites.
May be upgraded to a Level 1 Wizard for +50pts
May be upgraded to a Level 2 Wizard for +85pts
Equipment: Gnarled fists

Treemen Ancients cast spells from the Lore of Athel Loren


Heroes:

Noble 80pts
M WS BS S T W I A Ld
5 6 6 4 3 2 7 3 9
Special Rules: Asrai Archery, Fire and Flee, Forest Walkers
May choose up to 50pts of magic items and Spites from the Common Magic Items, Wood Elf Magic Items, and Spite sections.
May choose any Kindred.
One Noble in a Wood Elf army may carry the Battle Standard for +25pts. He may carry a magic banner (no point limit), though if he does so he may not purchase any other magic items.
Equipment: Hand weapon, Asrai Longbow, light armour
Weapon (one choice only):
Spear +2pts
Great weapon +4pts
Extra Hand weapon +4pts
Armour:
Shield +2pts

Spellsinger 100pts
M WS BS S T W I A Ld
5 4 4 3 3 2 5 1 8
Special Rules: Asrai Archery, Fire and Flee, Forest Walkers, Level 1 Wizard
May choose up to 50pts of magic items and Spites from the Common Magic Items, Wood Elf Magic Items, and Spite sections.
May choose any Kindred.
May be Upgraded to a Level 2 Wizard for +35pts
Equipment: Hand weapon, Asrai Longbow

Spellsingers cast spells from the Lore of Athel Loren, Beasts, Life, Light, or Shadow

Branchwraith 65pts
M WS BS S T W I A Ld
5 6 4 4 4 2 8 3 8
Forest Spirit, Forest Walker
May choose up to 50pts of Spites
May be upgraded to a Level 1 Wizard for +50pts
Equipment: Razor-sharp talons

Branchwraiths cast spells from the Lore of Athel Loren

Mounts:

Elven Steed 12pts
M WS BS S T W I A Ld
9 3 0 3 3 1 3 1 5
Fast cavalry, Forest Walkers

Warhawk 30pts
M WS BS S T W I A Ld
1 4 0 4 3 2 5 1 5
Aerial Agility, Flying, Hit-and-Run, Rake

A character riding a Warhawk may join a unit of War Hawk riders.

Great Eagle 50pts
M WS BS S T W I A Ld
2 5 0 4 4 3 4 2 8
Aerial Agility, Flying

A character riding a Great Eagle may join a unit of War Hawk riders.

Unicorn 30pts (Glamourweave Kindred only)
M WS BS S T W I A Ld
10 5 0 4 4 1 5 2 8
Fast Cavalry, Forest Spirit, Forest Walkers, Impale, Magic Resistance 2

Impale: a Unicorn gains +2 strength in the round it charges.

Great Stag 50pts (Wild Rider Kindred only)
M WS BS S T W I A Ld
9 5 0 5 4 3 4 2 7
Fast Cavalry, Forest Spirit, Forest Walkers, Impact Hits (d3)

Forest Dragon 250pts
M WS BS S T W I A Ld
8 6 0 5 5 5 35 6 8
Aerial Agility, Fly, Forest Spirit, Large Target, Poisoned Attacks, Poisoned Breath, Scaly Skin (3+), Terror

Poisonous Breath: Forest Dragons have a breath weapon that is resolved at S3. No armour saves may be taken against wounds caused by Poisonous Breath.

Core:

Glade Guard 12pts
M WS BS S T W I A Ld
5 4 4 3 3 1 5 1 8
Asrai Archery, Fire and Flee, Forest Walkers
Equipment: Hand weapon, Asrai Longbow, light armour
Unit size: 10+
May Skirimish for +1pt/model.
Musician +6pts
Standard Bearer +12pts
May carry a magic standard worth up to 25pts
Lord’s Bowman +6pts

Glade Riders 22pts
M WS BS S T W I A Ld
9 4 4 3 3 1 5 1 8
Asrai Archery, Fast Cavalry, Fire and Flee, Forest Walkers
Equipment: Hand weapon, Asrai Longbow, spear, light armour, Elven Steed
Unit size: 5+
Musician +6 pts
Standard Bearer +12pts
May carry a magic standard worth up to 25pts
Horse Master +6pts

Dryads 12pts
M WS BS S T W I A Ld
5 4 0 4 4 1 6 2 8
Forest Spirits, Forest Walkers, Skirmish
Equipment: Razor sharp claws
Unit size: 10-20
Branch Nymph +12pts

Scouts 15 pts
M WS BS S T W I A Ld
5 3 4 3 3 1 5 1 8
Asrai Archery, Fire and Flee, Forest Walkers
Equipment: Hand weapon, Asrai Longbow, light armour
Unit size: 5-10

Hunting Hounds 7pts
M WS BS S T W I A Ld
7 4 0 3 3 1 3 1 5
Forest Walkers
Equipment: Fangs and Claws
Unit size: 5+

Special:

Spite Swarms 35pts
M WS BS S T W I A Ld
6 3 2 2 2 5 4 5 10
Forest Spirit, Forest Walker, Hover, Poison Attacks, Swarm
Unit size: 2-10 bases

War Dancers 16pts
M WS BS S T W I A Ld
5 6 4 4 3 1 6 1 9
Always Strike First, Skirmish, Killing Blow, Talismanic Tattoos, Ward save (6+)
Equipment: Two hand weapons, light armour
Unit size: 5-20
Musician +7pts
Blade Singer +14pts
A Blade Singer may take up to 25pts total in magic items and Spites

Wild Riders 33pts
M WS BS S T W I A Ld
9 5 4 4 3 1 5 1 9
Fast Cavalry, Forest Spirit, Forest Walkers, Frenzy, Horns of the Wild Hunt, Talismanic Tattoos
Equipment: Spear, light armor, Elven Steed
Unit size: 5+
Standard Bearer +13pts
May carry a magical standard worth up to 50pts
Wild Hunter +13pts
A Wild Hunter may take up to 25pts total in magic items and Spites

Eternal Guard 15pts
M WS BS S T W I A Ld
5 5 4 3 3 1 6 1 9
Asrai Archery, Bodyguard, Forest Walkers, Regeneration (5+), Stubborn
Equipment: Spear Stave, light armour
Unit size: 10+
Musician +7pts
Standard Bearer +14pts
May carry a magical standard worth up to 50pts
Guardian +14pts
A Guardian may take up to 25pts total in magic items and Spites

Treekin 65pts
M WS BS S T W I A Ld
5 4 0 5 5 3 2 3 8
Forest spirit, Scaly Skin 4+
Equipment: Bludgeoning limbs
Unit size: 3+
Treekin Elder +15pts
A Treekin Elder may take up to 25pts total in Spites

Warhawk Riders 30pts
M WS BS S T W I A Ld
5 4 4 3 3 2 6 1 8
Aerial Agility, Asrai Archery, Fire and Flee, Flying Cavalry, Hit-and-Run, Rake
Equipment: Asrai Longbow, Spear, light armour, Warhawk
Unit size: 3+
Musician +7pts
Standard Bearer +14pts
May carry a magical standard worth up to 50pts
Wind Rider +14pts
A Wind Rider may take up to 25pts total in magic items and Spites

Rare:
Great Eagle 50pts
M WS BS S T W I A Ld
2 5 0 4 4 3 4 2 8
Aerial Agility, Fly
Equipment: Powerful Talons

Treeman 220pts
M WS BS S T W I A Ld
5 5 0 6 6 6 2 5 8
Forest Spirit, 3+ Scaly Skin Save, Stubborn, Large Target, Terror, Strangle Root, Stubborn, Equipment: Gnarled Fists

Forest Dragon 250pts
M WS BS S T W I A Ld
8 6 0 5 5 5 5 6 8
Aerial Agility, Fly, Forest Spirit, Large Target, Poisoned Attacks, Poisoned Breath, Scaly Skin (4+), Terror

Waywatchers 20pts
M WS BS S T W I A Ld
5 4 5 3 3 1 5 1 9
Asrai Archery, Fire and Flee, Forest Stalkers, Forest Walkers, Lethal Shot, Skirmish
Equipment: Asrai Longbow
Unit size: 5-10
Shadow Sentinel + 10pts
A Shadow Sentinel may take up to 25pts total in magic items and Spites

Armory

Spites:

A Lamentation of Despairs 50pts
These three inseparable sister-spirits are much feared within Athel Loren, for they only appear to announce the demise of an individual. Often appearing as withering old crones with twisted twigs for hair, red-eyed ravens, or a triumvirate consisting of a crone, a beautiful woman, and a girl-child. Those who feel their gaze upon them know their time has come.
Enemy units within 6” of a model with Lamentation of Despairs are at -1 Leadership.

A Blight of Terrors 30pts
Terrors are malicious spites that dwell in the dark places of Athel Loren. They take great mirth in the horrified and frightened expressions of their prey, and even greater hilarity if their target dies of shock. They often hide secreted on a host, and when that host comes near an enemy, they loom out, screaming and wailing, taking on their most fearsome aspect.
A model with Blight of Terrors has the Terror special rule.

An Annoyance of Nettlings 30pts
These spites commonly take the form of spider-like creatures, scurrying over their host with feverish abandon. Any enemy that attempts to strike a being that is under the protection of Nettlings is likely to find their weapon snagged in a web of magical filaments.
Enemies targeting a model with Annoyance of Nettlings are at -1 to hit.

An Aura of Flashes 30pts
A model with Aura of Flashes has the Always Strikes First special rule.

A Cluster of Radiants 25pts
Radiants are unusual glowing Spites that usually manifest as little more than a blurred shape of pure light, though they appear in all manner of colors. They are often seen circling the most ancient of trees, and they will shy away from Elves and other mortal creatures. Sometimes they will take more solid form and appear as small Elven figures. They act as sponges of magical energy, sapping power from enemy mages.
A model with Cluster of Radiants may add one extra dice to their Dispel dice pool in their opponent’s Magic Phase.

A Muster of Malevolents 25pts
Malevolents appear in countless guises and are aggressive defenders of Athel Loren, utilizing poisoned darts and needle-like arrows, known as Elf-shot to the Bretonnians, to bring down their enemies. Some say that to be wounded by a Malevolent is to suffer a long and painful death, others that their darts can make their victims fall into a nightmarish sleep that can last for centuries.
A model with Muster of Malevolents counts as having a ranged weapon which can be used in addition to any other ranged attack, and can even be fired at a different target. This has a range of 30” and fires 2d6 S1 shots, rolling to hit using the firing model’s BS as normal (the penalty for multiple shots applies). These shots have the Poisoned Attacks special rule. A model may stand and shoot with Muster of Malevolents. This is not a magical attack.

A Pageant of Shrikes 25pts
Shrikes are malicious Spites that often reveal themselves as diminutive red-capped creatures borne upon the back of black birds, though they also appear as owls with fey light in their large eyes. Some take the form of vicious, razor winged pixies or small knights riding upon the backs of large insects. They move like quicksilver, darting through the forest to strike at their enemies, targeting arteries and eyes. Some say they are able to reach within the bodies of their foes to attack vital organs and the mind, causing great pain and sometimes death
A model with Pageant of Shrikes counts as having a ranged weapon, which can be used in addition to any other ranged attack, and can even be fired at a different target. This has a range of 18” and fires a single shot which always wounds on a 4+ and allows no armour saves. Roll to hit using the firing model’s BS as normal. This shot has the Sniper special rule.

Magic Weapons:

Blade of Oberon 60pts
The edge of this pole axe glints with starlight and dreams, and can cut through steel as easily as flesh.
Halberd. No armour saves are allowed against wounds caused by this weapon.

The Bow of Loren 30pts
This ancient and enchanted longbow is said to be strung with a single hair taken from the head of Ariel, Queen of Loren. The wielder of the Bow of Loren is therefore considered to be the Fey Queen’s champion upon the battlefield, striking down her enemies with unnaturally swift precision.
Asrai longbow. This bow allows the wielder to shoot as many times per turn as there are attacks in its profile. There is no penalty for taking multiple shots.

The Dawnspear 25pts
When the Wild Hunt rides from Athel Loren, the Elven prince chosen as Orion’s equerry carries the Dawnspear, a powerful talisman as old as the alliance between the Asrai and Athel Loren. Each time the Dawnspear tastes blood, it unleashes a pulse of light blinding the wielder’s foes with its brilliance
If the wielder causes an unsaved wound, that unit suffers a -1 to hit for the rest of that combat phase

Hunter’s Talon 15pts
Crafted by a master waywatcher, the gnarled appearance of this bow belies its uncanny accuracy.
Asrai longbow. Grants the wielder the Sniper rule

Magic Armor:

Forest Cape 30pts
This cape is imbued with a magical ability to hide its wearer from all eyes, blending him perfectly into the background of the forest.
Light armor. The wearer has a 4+ Ward Save against all ranged attacks; this includes magic missiles and war machines.

Helm of the Hunt 25pts
This helm depicts the god Kournos in his aspect of the Hunter from whom no quarry can escape
This helm grants the wearer +1 to their armour save, which can be combined with other equipment as normal. In addition, the wearer gains +1 Weapon Skill and +1 Attack.

Talismans:

Amber Amulet 45pts
This gem, crafted at the height of Spring, pulses with the magic of the forest and bestows the vitality of the growing forest upon its bearer
At the start of the Wood Elf turn the bearer may roll d6. On a 1-2, the Amber Amulet has no effect. On a 3+, the bearer regains 1 lost wound.

Wraithstone 40pts
The wailing and tormented spirits of all who die within the Waystone boundaries of Athel Loren are bound to this gem, inspiring great dread in the enemies of the Wood Elves
The bearer causes Fear, or Terror if they caused Fear already. Additionally, any unit in base contact with the wielder’s unit suffers a -1 penalty to leadership.

Enchanted Items:

The Black Arrows 85pts
Their shafts are made from the heartwood of ancient trees, their feathers taken from the most ancient and wrathful of the great eagles. A warrior who goes to war with a quiver of Black Arrows carries death with them.
The wielder of the black arrows gains the Sniper special rule. In addition, all longbow attacks made by a model with the black arrows have the Heroic Killing Blow special rule.

Hagbane Arrows 25pts
Carved from the trees of the Glade of Woe, some of Cyanthair’s taint still lingers in these arrows. If these darts even so much as break the skin of a foe, a formless blight that shrivels and corrupts quickly spreads from the wound, condemning their victim to die in screaming agony.
Longbow attacks made by a model with Hagbane arrows have the Multiple Wounds (D3) rule.

Arcane Bodkins 20pts
Whether the foe wears thick armor or unnatural hide it matters not. Should an Arcane Bodkin fly true, the target is doomed.
No Armor saves are allowed against wounds caused by a longbow from a model with Arcane Bodkins

Dragontooth Arrows 10pts
Made from the teeth of one of the emerald Forest Dragons of Loren, some of the creature’s venom still lingers on these barbs
The model’s longbow has the Poisoned Attacks special rule.

Arcane Items:

Wand of the Wych Elm 55pts
Crafted from the branch of a Wych tree, these staves are much valued for their ability to bend the winds of magic
The wielder channeling on a 4+. In addition, once during each of their opponent’s magic phases, the Wood Elf player may re-roll one dispel die. This can cause Irresistible Force.

Magic Standards:

The Standard of Aeriel 45pts
This banner constantly looks as though bathed in the glow of the twilight sun. It bears the device of Ariel herself, and those under its gossamer banners are blessed with her grace.
A unit with this banner may always take a Stand and Shoot! or Fire and Flee! charge reaction. In addition, the unit may make a Stand and Shoot! reaction any number of times in a phase, and is always treated as having Light Cover.

Banner of Dwindling 30pts
Woven from the red leaves of autumn, this banner is instilled with Faoghir, the West Wind. It saps the impure of vigor, allowing the Asrai to strike them down, never again to return to their lands
Units that flee from this unit roll one more die than normal to determine the distance that they flee and then take away the highest.

Kindreds:

Alter Kindred 15pts
The character’s Movement and Initiative increase to 9 and he gains +1 Attack. They cannot be the army general and must fight on foot.

Eternal Kindred 35pts
This character gains a Spear Stave, in addition to the Regeneration (5+) and Stubborn special rules. This character may not be the General.
For every Noble with this upgrade, one unit of Eternal Guard may be taken as a Core choice. The Noble must join this unit and cannot leave it.

Glamourweave Kindred 35pts
The character gains the Forest Spirit special rule and a +1 to cast spells from the Lore of Athel Loren.

Scout Kindred 15pts
This character gains the Scout special rule. The character must fight on foot and cannot wear heavy armor or use a great weapon or a shield.

Wardancer Kindred 45pts
The character loses their longbow and cannot wear armour, but gains two hand weapons. They have the Heroic Killing Blow, Immune to Psychology, and Talismanic Tattoos special rules. The character must fight on foot and cannot join non-Wardancer units.

Waywatcher Kindred 35pts
The character must fight on foot, loses their armour, and cannot use a great weapon or a shield. In addition the character gains +1 Ballistic Skill and the Forest Stalker and Lethal Shot special rules (waywatcher characters gain all benefits from the Lethal Shot special rule at all times).

Wild Rider Kindred 45pts
The character must be mounted. They lose their longbow and gain a spear. The character also has the Forest Spirit, Fast Cavalry, and Talismanic Tattoos rules, and cannot join non-Wild Rider units.

Lore of Athel Loren:

Lore Attribute- Treesinging
Every time a spell from the Lore of Athel Loren is successfully cast, the casting player may move a forest in any direction, up to d3”, after the spell’s effects are resolved. This may bring the forest in contact with or over a unit. If a friendly unit is wholly within the forest, the unit will move with it. Additionally, the Wood Elf player may elect to change the forest as they move it; the next unit to move into the forest must make a roll on the Mysterious Forest table. This roll will replace any previous rolls made.

Signature spell- Fury of the forest: (5+) Direct damage. Roots and branches shoot up from the ground and lash out at the target.

An enemy unit within 24” of the caster takes D6 S3 hits. If a unit suffers one or more unsaved wounds by this spell, their Movement value is reduced by half until the caster’s next magic phase. The caster may increase the casting value of this spell to 10+. If they do, Fury of the Forest inflicts 2D6 S3 hits, and a wounded unit may not move at all (except flee if broken in combat) until the casters next magic phase.

1: Oaken Armour: (8+) Augmentation. The caster brings new and vital life to the ferns and the branches around her comrades, weaving them into shields and suits of living armour as hard as iron.

The caster may target a friendly unit within 18”. The unit gains +2 to their armour. The caster may choose to increase the casting value to (15+) and affect all units within 18”.

2: The Hidden Path: (7+) Augmentation. The spellcaster erects a bridge between this world and the world of the Fey, and invites her allies to cross.

A single unit within 24” can treat all terrain as open ground until the start of the caster’s next magic phase, though they cannot end a move in impassible terrain. If the wizard chooses to increase the casting value to 14+, they may target any unit within 48”.

3: Fairy Fire: (8+) Hex. The caster summons glowing faeries around the target that bewilder them, luring them deeper into the wood.

An enemy unit within 18” of the caster instantly moves 1d6” in a direction nominated by the caster. If this move would take the unit off the table edge, it stops 1” away.

4: Wildgrowth (8+) Unique. The caste hurls an acorn, enchanted with the vigor and strength of the ancient woods, causing the ground to erupt in a frenzy of vines, branches, and roiling earth.

Remains in play. Wildgrowth can create a forest anywhere within 12” in the caster’s line of sight. A forest created this way may be no more than 6” in diameter, and may not be placed in such a way that it overlaps with other forests, rivers, or marshlands.
Alternatively, Wildgrowth may target an existing forest, allowing friendly units to treat it as a two-level building. Units wholly within the targeted forest are treated as the garrison. The forest still follows any rules on the Mysterious Forest table.

5: Call of the Hunt: (10+) Augmentation. The caster fills his allies with the spirit of Kurnous, imparting a measure of his anger, vigor, and ferocity upon them

Call of the Hunt may target a friendly unit within 24” If the unit is not engaged in close combat it may immediately make a move of 2d6” towards the nearest visible enemy. If this brings the unit into contact with an enemy unit this counts as a charge. If the target unit is engaged in combat, models in the unit will get an extra attack until the casters next magic phase. The wizard may choose to increase the range to 48” and the casting value to 14+.

6: Murder of Spites: (11+) Magical Vortex. The spites of Loren are easily angered and the Spellsingers of Loren are knows the incantations that will make them go to war. When aroused like this the spites gather in massed swarms that sweep over the foes with bites, stings and deadly poisons.

Murder of Spites uses the small round template. Once the template is placed, nominate the direction it will move. To determine how far the template moves, roll a artillery die and multiply the result by 4. Any model without the Forest Spirit special rule touched or passed over by this template suffers a S2 hit with no armour saves allowed. No Look Out, Sir! rolls are allowed against wounds caused by this spell. If the result is a Misfire!, center the template on the caster and scatter it D6”. In either event, in subsequent turns, the spites travel in a random direction and move a number of inches as equal to the roll of an artillery die. If a Misfire! is rolled on a subsequent turn, the spites disperse…for now. A reckless or brave spellsinger can choose to summon even more spites, using the large round template. If they do so, the casting value increases to 21+.

This message was edited 2 times. Last update was at 2013/01/13 20:18:44


 
   
Made in gb
Booming Thunderer







I really like the forest dragon, having a dragon as a rare choice is just too cool, and I like the stats/ward save trade off. I'm interested in how you came to 250pts, is that reflecting what you think dragons in general are worth, or the forest dragon specifically?

Dryads never needed changing, is the only difference for dryads in your rules the fear causing and full ward save from forest spirits? Just to check it is a full ward right? Did you think they needed that buff to make them worth 12pts?

I like the ancients a lot too, but I think the wizard level costs are too high, I think somewhere between 30-40 for lvl 1 and 40-60 for lvl 2 would be better. Partly because it would be hard to also fit a lord level wizard into an army, or do you think a an ancient led army should have to rely on multiple low level wizards?

I'm presuming the benefits of the two level building effect on the forest spell would be that 20 men can shoot? It's an intereting idea. How about say you can choose to either create a forest or buff an already existing one? And I like the remains in play idea. If they are RIP would you be able to buff a forest you are currently keeping up with RIP? It could make an interesting tactic where a wood elf player can create a firing platform from scratch for a big unit of glade guard.
   
Made in us
Evasive Eshin Assassin





Wait...do Dryads currently not cause Fear? Coulda' sworn they did. Or do you mean that the above ones don't? Fear is included in the Forest Spirit rule, but I suppose writing out would be better formatting.

The dragon is, if I remember correctly, based off the Hydra, with a mark up of something like 25-30pts.

As for the full Ward save, it's just an easier rule. Conditional Ward saves are clunky and awkward. Also, you should be able to play an all Forest Spirit army against Daemons without screwing yourself over.
I mean, Forest Spirits are actually just a type of daemonic entity anyway.

The cost of wizard levels on the Ancient are just what I've seen consistently: going from lvl0 to lvl1 costs 50pts, and 35pts from there up.

And yes, the spell would let 20 guys shoot (mostly I just mentioned it to clear up any confusion. The Folding Fortress doesn't say, and I saw a player building a 30-level tower on the back of an Arachnarok for his 300 goblins + Poison BSB unit).
That's what I had in mind; either create a new forest or make an existing one better.
I suppose you could building-ify a spell'd up Forest. It'd be a bit risky, but totally cool

 
   
Made in pl
Death-Dealing Devastator




Poland

I like the current ethernal guards.

This message was edited 1 time. Last update was at 2012/12/08 09:33:49


sergeant of the devestators 
   
Made in gb
Booming Thunderer







dryads do already cause fear,my bad. And really I guess the full ward is a good idea.

I'm still not entirely sold on the dragon cost though, again for the record i have zero experience playing with/against dragons, but if you are taking the hydra as a model I think most people would agree it is 30pts under costed anyway and I think it should probably cost a bit more again to lose handlers and gain fly and a ward save over the regen (as everyone comes equipped with something flaming these days).

BTW i know its minor but I would like to see treemen and -kin have the flammable rule back, its just good fluff. i know it is kind of double stacking a vunerability to flaming (with treemen having regen too) but I'd be sad to see that rule go, any way to work it back in?
   
Made in us
Evasive Eshin Assassin





The Hydra is something like this (please excuse any errors; totally off of memory here):

175pts
Hydra
M WS BS S T W I A Ld
5 4 0 5 5 5 2 7 5
Handlers
M WS BS S T W I A Ld
5 5 4 3 3 - 5 2 8
Special Rules: Breath Weapon (S=curent W), Hatred, Regeneration (4+), Scaly Skin (4+), Terror
Equipment: light armour, extra hand weapon, Beastmaster's Scourge (AP)

So we marked him up to 215. Then +1M +4WS +4I -1A +3Ld, a worse Breath Weapon, no Hatred, change 4+ Regen to 5+ Ward (a little better, but barely so, since it's a lower save), and dropped the handlers (so he basically loses +3Ld and 6 WS5 S3 AP attacks).
Then, we made him a Forest Spirit, gave him Fly and Aerial Agility, Improved his Scaly Skin by 1, and gave him Poisoned Attacks.

The only thing I've considered is adjusting him to be S6, but he seems to have good potential as is, too.

As for Flammable, that's something I've been considering. The only problem is their vulnerability to cannons as-is, and multiplying a flaming Dwarf cannon ball's wounds by 2 is...rough.

 
   
Made in us
Hunting Glade Guard



Bluffs and hills of Wisconsin

The Flammable rule has always bothered me. It's fluffy and all, but it seems like such a harsh and arbitrary punishment. Sure it kind of makes sense that the animate corpses of Nehekhara and ogres composed of brush would dislike torches, but its not as though Greater Demons or the Vampire Counts share similar weaknesses. I don't know, I guess symmetry just appeals to me.
   
Made in us
Evasive Eshin Assassin





And Treemen can't take the Dragonbane Helm/Gem.

Not that it's a bad thing; those two items find their way onto a lot of characters. Most of them Tomb Kings and guys with Regeneration.

 
   
Made in us
Regular Dakkanaut





City of Angels

Really like your most recent list. I would play this.

In regards to flammable, I always thought it was weird that people think a living tree (treeman) would take more damage from fire than a mammal. Actually burning would hurt flesh worse than living wood. Just my 2 cents

WFB armies: Wood elves, Bretonnia, Daemons of Chaos (Tzeentch), Dwarfs & Orcs 'n Goblins
40K armies: Black Legion, Necrons, & Craftworld Iyanden 
   
Made in us
Evasive Eshin Assassin





I'd like to change up the spells a bit at some point, but I'm glad it seems good.

Though now Eternal Guard don't benefit from the sig. Life spell. Pretty minor problem, overall.

Still not sure on the Wild Rider's points. M9 Fast Cav. with A2 and Frenzy and S4+spears, on top of a 4+ Ward, and their weird-and-awesome Horns of the Wild Hunt ability.

And Spites. Getting ASF from a Spite is better than getting it from your sword, since you can take the Spite and a +2 Attack sword or what-have-you. So I'm thinking some of the prices should go up a little?
The Black Arrows: what do you think of those?

Oh, and maybe Wardancers should get ASF?

Etc.

But overall, I'm pretty happy. Thanks, guys. For all the help!

 
   
Made in gb
Booming Thunderer







I don't think the ASF spite needs to go up in points, it's still coming out of your magic item allowance.

I would trade some of the wild riders' stats/rules to lower the cost, I really like wild riders but I personally wouldn't want to spend 200pts on a 5 man unit, they would lose out to other things (like a dragon) at that cost.

And with wardancers I'm not sure because I love the dances and would really like to see them work that way. With the ones in your list if they are going to be getting 2 attacks I think ASF would be a good because of the re-roll to hit.

   
Made in us
Evasive Eshin Assassin





I don't think Spites should cost much more; really just 5pts. They don't take up any slots, which is better than if they did. Not usually by much, but there should be some kind of price for that versatility.

Wild Riders are fast, hit hard, and are never easy to bring down (though they are rarely hard to bring down, either). I dropped them by 1 Attack, so they've got 1+Frenzy, which I feel is enough to drop their cost significantly (-5pts, to 33pts/model). They still have 2S5 attacks, a 4+ Ward, and are super mobile.
Also, for the record, a Dragon is exactly the kind of thing you wouldn't want these guys up against. They can cut through big blocks with ease, and their maneuverability means they'll rarely engage tough foes until they're ready. Frenzy kind of goes against that, but I think it's a cool mechanic.

The dances are cool, but they're overly complicated.
Also, I know ASF would be good, but what I mean is, would it be reasonable?
I'm trying to compare them to Swordmasters (a very similar unit): +1pt/model, -1S, Skirmish, 5+ Ward instead of 5+ armour, Killing Blow
I feel like their cost and lower Strength would limit how much they'd benefit from ASF, but KB and a 5+ Ward are not insubstantial boons.
I'd have to say that Skirmish is going to be the decider; do they benefit more from the free reform than they're hurt by zero ranks and a big footprint, or vise versa?

Stuff is updated.

Also: I was thinking about giving Wild Riders the option of riding Great Stags for some Monstrous Cavalry, to keep in line with the current trend. Thoughts?

 
   
Made in gb
Morphing Obliterator






Sorry if I am being thick here but is there meant to be a download link for this fandex?


Automatically Appended Next Post:
rohansoldier wrote:
Sorry if I am being thick here but is there meant to be a download link for this fandex?


Never mind. I found all the info now and I like what I see. Some nice magic items especially. Would be good as a download though.

This message was edited 1 time. Last update was at 2013/01/10 16:59:24


Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in us
Evasive Eshin Assassin





I've offered downloads before, but so few are willing to risk it, what with me being some faceless stranger and the untold digital horrors that may or may not be contained within the file in question.

 
   
Made in gb
Regular Dakkanaut






How about, you can flee up a tree and gain a 2+ ward save if you flee into a forest?!
   
 
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