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Made in ca
Avatar of the Bloody-Handed God





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Hihi , thanks for dropping by . I have a few warhammer fantasy questions that is confusing me ><

1) Page 25 of Wood Elve codex , the TreeKin and Treeman both have scaly skin normal armor saves of ( 4+ and 3+ )
but they also have a special ward save due to Forest Spirit Rule : Page 18. Does that mean when they fail their normal scaly skin save ,
they get to roll another save with the Forest Spirit ward save?

2) How do i take advantage of Wood Elve's special long bow ( 4 str at short range ) Do i try to get as close as i can to the enemy ,
and flee when they charge me?

3) Are there any effective way to move my glade guard back wards *back peddle from incoming enemies lol ( with the wheeling and such with movement 5? )

4) Same type of question as #1 , the wild riders have 6+ ward save with their tattoo ( p19 ) do they roll for that after failing their 5+ armor save?

5) Can a unit shoot after they declare a charge?

Thats all i can think of for now , thanks for reading!

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Dankhold Troggoth






Shadeglass Maze

I'm just learning, too! But the answer to #1 and #4 is Yes. And I believe #5 is no. I'm not sure about #2 and #3
   
Made in ca
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RiTides Nids wrote:I'm just learning, too! But the answer to #1 and #4 is Yes. And I believe #5 is no. I'm not sure about #2 and #3


Yay , because i was reading the rule book's example with the vampire ( he gets armor save + ward + regen save )
but it sure is different than ward saves in 40k

I have another question! Regarding Fear and Terror . It says we only have to deal with Terror once ( pass or fail )
does that mean after that once , we dont need to test for charging again later?

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Southern New Hampshire

1) Yes.

2) Depends on your play style.

3) Frequently, people make use of a maneouver known as the 'Dwarven Shuffle'. A unit can change facing (without changing formation!) by sacrificing a quarter of its move. You can about face, move half (2.5") then about face again. For simplicity's sake, most folks would just move the unit backward 2.5".

4) Yes, just like #1.

5) No.

6) A unit will only ever take one Terror test per game. However, the terror-causing unit is still scary, so Fear tests are still taken when called for.

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Made in ca
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Manfred von Drakken wrote:1) Yes.

2) Depends on your play style.

3) Frequently, people make use of a maneouver known as the 'Dwarven Shuffle'. A unit can change facing (without changing formation!) by sacrificing a quarter of its move. You can about face, move half (2.5") then about face again. For simplicity's sake, most folks would just move the unit backward 2.5".

4) Yes, just like #1.

5) No.

6) A unit will only ever take one Terror test per game. However, the terror-causing unit is still scary, so Fear tests are still taken when called for.


Thank you! that was what i was looking for!
regarding horror / fear test, the only thing different other than taking the one terror test , is after that it doesnt have that aoe effect anymore right?

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Made in ca
Yeoman Warden with a Longbow





Correct. After that terror test is taken, pass or
fail that unit treats them as having fear for the rest of the game.

(No tests taken for being 6" away)


Automatically Appended Next Post:
And if something that causes fear can only be affected by fear is it runs into something that causes terror.

This message was edited 1 time. Last update was at 2009/11/02 07:26:28


7000.
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Tilter at Windmills






Manchester, NH

Manfred (and pretty much everyone else) is correct on all points.

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Albany, NY

Manfred von Drakken wrote:1) Yes.

4) Yes, just like #1.

Keep in mind that treeman / treekin / dryads have a ward save that doesn't work against magical attaks (so offensive magic and magic weapons, for the most part), while wildriders have a 6+ real ward in addition to the spirity one. So a treekin who is hit by a S6+ magic attak gets no saves at all, while a wildrider still gets his 6+ ...

- Salvage

This message was edited 1 time. Last update was at 2009/11/02 16:53:49


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Manchester, NH

Yeah. If you have two ward saves, you only get the best applicable. Whereas you can stack armor and ward (and regen, like if you cast Ariel's Blessing on the unit). So Wild Riders still get to take their Talismanic Tatoo 6+ ward even if their Forest Spirit 5+ is being negated by a magical attack.

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Though not a ruling, another great way to make use of Glade Guard is to re-direct units with Glade Riders.

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Made in ca
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K i have more questions ;'p

Dryads , Tree Kins , Treemen all suffer greatly against magic attacks , i was wondering instead getting some mages just for sake of carrying dispell scrolls,
are there any good ways to hunt down enemy mages quickly and effectively?

So far i have been considering Lords mounted on giant eagles ( fly over and shoot / stab the enemy mages to death )
what else can i do?

Im imagining after the enemy mages die , there would be almost nothing that can go through T5-T6 , 3+ 4+ armor save , and finally a 5+ ward save.

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Madrak Ironhide







Treat the S4 shot as a bonus rather than as a standard ability. The true strength of
Wood Elf archery is their mobility.

M5 and Asrai Archery means that you can start the game out of range of most
enemy line gunners by deploying behind the deployment line. Even if range 24"
bows or rifles try to get at you, they'll have to move in order to take that shot
while you get to move and fire first thing without penalty.

I spend most of the game after the first turn stepping backward 2.5" and
shooting. Even if the enemy is trying to get to the Glade Guard, two turns of
backward movement should mean that they're not charging you with anything
really solid early on while you pepper them with arrows.

I don't always flee from charges. Stand and shoot gives you a S4 shot. If the enemy
does something silly like charge you with fast cavalry, Stand and Shoot might be
your best option.

Magic...I don't know. I hate the magic phase.

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Aha! thank you malfred, thats VERY good info for the glade guards , how many do you field?

Also , how large should treekin units be? and how many is too much in wood elf army?

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Madrak Ironhide







I generally start with two Glade Guard units of ten with the intention of placing them in the
center, though they don't always go there. Sometimes I'll
place them on a flank when
presented with something I know I can eliminate with their arrows. I do try to place
them together in order to concentrate their fire.

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