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Made in gb
Regular Dakkanaut





Hey, bit of a noob question but I'm getting back into AoS having not really played since it was WFB and looking to dust off my Wood elves.

I can see half of the stuff isn't included in the wanderers list though so if I run them as regular wood elves do I not get access to the wanderers special rules?

If not what if I add them to a wanderers list as allies, like a few hundred points of Warhawks or waywtchers, would they benefit from any of the rules?

Sorry for the noob questions!

This message was edited 2 times. Last update was at 2018/03/26 17:59:57


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

To gain access to allegiance abilities and command traits and artifacts for that allegiance.. all units must share that keyword. You can take allies (400 in 2000 points) but those units DO NOT gain acces to traits, artifacts or any buffs/synergies that apply to the main force. Alternatively, you could run a grand alliance order army which could include everything and utilize the allegiance trait, command trait and artifacts that the GA offers for the entire force...as well as take any unit in the rand alliance order without using allies. So, for example I’m a grand alliance order army could use glade guard, waywatchers and fyreslayers, and stormcast eternal without using ally points, all units would use the GA order allegiance ability and you could give any hero an artifact and the general could use a command trait from the GA order command traits
   
Made in gb
Regular Dakkanaut





OK great thanks,that clears things up and tbh it's what I was expecting. I'll be picking up the general's compendium soon so hopefully no more daft questions!

On a more tactical note, I'm thinking of going with wanderers for the primary allegiance, for teleporting shenanigans, and then at 2k maybe add in a glade lord on forest dragon as an ally, at lower points maybe just a couple of eagles.

The core wanderers force is looking like the following;

1 of each character type (nomad prince as the general)
2x20 glade guard
20 wildwood rangers
10 wild riders

I do have 20 eternal guard as well but they look a little weak to me, maybe I'm wrong but are there any units I should really be looking at?

Also how come glade riders didn't make it into the wanderers list? Strange.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Oh my goodness, there are no “daft” questions!! Ask away. Pm me if you want to. I don’t play order at all (only play Nurgle), but I am happy to help! Keep in mind that if you do ally in units, sometimes they have abilities or spells that say “affects a friendly unit...” or “pick a friendly unit...” those WILL affect your wanderers. For example.. some Nurgle wizards can know a spell “blades of putrefaction” that allow a FRIENDLY UNIT to do a mortal wound on a hit roll of 6. I can cast that on a unit of allied ungor raiders who have a decent ranged attack because of the friendly wording of the spell.

So did a quick review of all the wanderers key words. The eternal guard seem like a unit to stop a fast moving charge that at about the hit your shoots units like glade guard. I would also position the rangers possibly nearby to act as a nice counter punch. The eternal guard seem like a great defensive unit that can dig in..but the rangers have rend and 2 damage. Unless there is a monster that they can hunt, have them adding some punch in melee while the GG do damage from afar! See if you can pick up some more eternal guard because it’s 80 per ten, but if you take a full unit of 30..it’s only 210 with the “massive regiment” discount. Also spellweavers magic is really good. Great support caster. Nomad is obvious general for your army. The wild riders take objectives or harass units caught off guard with their speed!

Look to sylvaneth as powerful allies. And very thematic too!!

This message was edited 1 time. Last update was at 2018/04/03 00:50:22


 
   
Made in gb
Regular Dakkanaut





Thanks! I'll have to have another look at the eternal guard then.

I think I was coming at them from my experience in my first game, my opponent just castled up on me so they wouldn't have done me much good. Against a more offensive list though they should do better.

Glad to know the spellweaver will be useful as well, and I do have 1k worth of sylvaneth so can try some of them as allies too. If I did though, would the sylvaneth benefit from any of their own traits as allies, or do allies get nothing? For example could I take a wildwood?
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Again I’m far far from an order coniesur. But if you have sylvaneth allies, the answer is it depends. You wouldn’t get any of the allegiance traits command traits or artifacts but all the abilities regarding woods would work. So for instance if you allied in a treelord ancient he could use his passive ability to grow a wyldwood. I believe all wyldwoods are free if you have the sylvaneth allegiance so since you would be wanderer allegiance you would have to make sure to set aside points for the wyldwood woods which I think are 40 points each. But the rules for the woods would apply! Like “teleporting” between woods and everything. And it looks like a lot of thebwanderers abilities and command are better in cover. Like the eternal guard if they are dug in and in cover have 4+ saves re rolling 1,2s. Toss a wood on an objective and put the guts in there and that will be a tough unit to move!
   
Made in gb
Regular Dakkanaut





I see, yes that makes sense! Looks like I've got some thinking to do as to what combos work best with which allies, it does certainly open up a lot of possibilities!

Thanks again for all your help, now I just need to finish painting and rebasing all those elves!
   
 
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