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Default Wood Elves - 8th Edition Redux

Had a bit of time to myself recently on a flight. Just thought you might be interested in seeing some new rules I've put together for the Wood Elves in 8th Edition.

Sorry about the layout - it's done in Notepad, so will be skewed. As a note a few things are missing: Nobles (standard Elf Hero profile, +1BS, Master Archer and Asrai special rules), Spellweavers, Spellsingers (standard Elf Mage (Lord) profile, +1 BS, Master Archer, Asrai special rules, +1 to cast Lore of Life/Athel Loren spells in a Forest, +1 to cast Lore of Beasts when outside of a forest), and Wild Riders (normally ride Elven Steeds, can upgrade to Great Stags and Monstrous Cavalry, have a special rule which grants +1 attack to the rider every turn in combat, has a global special rule which tallys up the number of kills of such models (well, Wild Riders, Great Stags, Kurnous and Dragons, basically), and gives them the ability to increase in power (a bit like Skrag) and Eternal Guard (Stubborn, Core choice, Swordmaster Equivalent Stats, Can choose Great Weapons, can upgrade to Phalanx formation cause all enemies to lose ASF).

Of course, the magic items, Kindreds, Lore of Athel Loren and the like will be updated fully.

Army Special Rules
Asrai Longbow
Name Range Strength Special Rules
Asrai Longbow 30" 4 Quick to Fire, Volley Fire

Stalker Cloak
Models with the Stalker Cloak may choose to deploy in a Forest. If they do so, then they may not be targeted with spells, shot at or charged until a model in the unit moves, shoots, casts/dispels a spell, or an enemy unit moves within 3" of the unit. This rule is lost after the completion of the action (so after the movement, after casting the spell, after shooting etc) Every model in the unit must have a Stalker Cloak to benefit from this rule.

Saearath
Name Range Strength Special Rules
Saearath Combat As User Requires Two Hands, Extra Attack, Fight In Extra Rank*, Parry**

* Does not apply on a turn in which the model charged.
** Grants the bearer a Parry Save, as though equipped with a Hand Weapon and Shield. (NB - they do not recieve the +1 bonus to Armour Save).

Wardancer Blades
Name Range Strength Special Rules
Wardancer Blades Combat As User AP, Extra Attack

When using Wardancer Weapons for supporting attacks, you may use your full number of attacks, rather than just the normal 1.

Kindreds
The Wood Elves do not have a standing army in the sense that many other races have one - the nearest they have is the Eternal Guard. As the generals and great
spellcasters of the Asrai do not excessively train with each other, and take to battle as small Kinband's. As such, Lone Characters may not join other units (with
the exception of Eternal Guard), unless it specifically states they can.

Hidden Arrows
When in Wood Elf Territory, if an enemy unit ever suffers unsaved wounds from an Asrai longbow, but was unable to see the shooter (such as being outside of the units Line of Sight, or was benefitting from a Stalker Cloak), then they must take a Panic Test.

Talismanic Tattoo's
Grants Frenzy, MR(1) and a 6+ Ward Save to the wearer. If the wearer already has a Ward Save for any other reason, the tattoo's grant a +1 bonus to the Ward Save.

LORDS
Highborn = 150pts
M WS BS S T W I A Ld
Highborn 5 7 7 4 3 3 8 4 10

Weapons & Armour
Hand Weapon, Asrai Longbow (30, S4, Quick to Fire), Stalker Cloak (Woodland Ambush)

Options
May join one of the following Kindreds;
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Magic Items
Any up to a total of 100pts

Special Rules
Asrai
Models with this rule can shoot during a turn in which they marched or reformed when armed with an Asrai Longbow. If the unit elects not to march, then the unit has 360 degree's Line of Sight, and when shooting, the target unit does not have to be within the front arc. In addition, they have the Forest Strider special rule.

Master Archer
At the beginning of each player turn, each unit containing at least one model with this rule may choose to use their Asrai Longbows in one of two ways - using either Placed Shot or Arrow Shower. All must choose the same method of firing.

Placed Shots have the Ignores Cover, Killing Blow, and Sniper Special Rules.

Arrow Shower have the Multiple Shots (A) value - meaning they may fire a number of shots equal to their current number of attacks. They do not suffer the usual -1 to hit for Multiple Shots.

Spellweaver
M WS BS S T W I A Ld
Spellweaver 5 4 5 3 3 3 5 1 9

CORE
Glade Guard (+12pts/Model)
M WS BS S T W I A Ld
Glade Guard 5 4 5 3 3 1 5 1 8
Lord's Bowman 5 4 6 3 3 1 5 2 8

Unit Size
10+

Unit Type
Infantry

Weapons and Armour
Hand Weapon, Asrai Longbow, Light Armour.

Options
Upgrade one Glade Guard to a Musician (+5pts)
Upgrade one Glade Guard to a Standard Bearer (+10pts)
The Standard Bearer may take a Magic Banner worth up to 50pts.
Upgrade one Glade Guard to a Lords Bowman (+15pts)
May take Stalker Cloaks (+3pts a model)

Special Rules
Asrai, Master Archer (Lord's Bowman only)

Battle Formations
Glade Guard may choose to forego their movement phase to swap between Skirmish and a normal ranked formation, and all the normal
benefits, penalties and effects that come with it.

Glade Scouts (+16pts/Model)
M WS BS S T W I A Ld
Glade Scouts 5 4 5 3 3 1 5 1 8
Lord's Bowman 5 4 6 3 3 1 5 2 8

Unit Size
5+

Unit Type
Infantry

Weapons and Armour
Hand Weapon, Asrai Longbow, Stalker Cloak

Options
Upgrade one Glade Scout to a Musician (+5pts)
Upgrade one Glade Guard to a Lords Bowman (+15pts)

Special Rules
Asrai, Master Archer (Lord's Bowman only), Skirmish

Glade Riders (22pts/Model)
M WS BS S T W I A Ld
Glade Riders 5 4 5 3 3 1 5 1 8
Horsemaster 5 4 6 3 3 1 5 2 8
Asrai Steed 9 3 0 3 3 1 4 1 5

Unit Size
5+

Unit Type
Cavalry

Weapons and Armour
Hand Weapon, Asrai Longbow, Elven Steed

Options
Upgrade one Glade Rider to a Musician (+5pts)
Upgrade one Glade Rider to a Standard Bearer (+10pts)
The Standard Bearer may take a Magic Banner worth up to 50pts.
Upgrade one Glade Rider to a Horsemaster (+15pts)
May take Stalker Cloaks (+5pts a model)

Special Rules
Asrai (except Asrai Steed), Master Bowman (Horsemaster only)

Surestep (Asrai Steed only)
When using the Swiftstride special rule, for whatever reason, if at the time of the roll, the unit is at least partially within a wood, then
you may roll an additional D6, (normally 4D6), choose the two highest results and add them together.

Dryads
M WS BS S T W I A Ld
Dryad 5 4 0 4 4 1 6 2 8
Branch Nymph 5 4 0 4 4 1 6 3 8

Unit Size
5+

Unit Type
Infantry

Weapons and Armour
Razorsharp Briars (Hand Weapons),

Options
Upgrade one Dryad to a Branch Nymph (+15pts)

Special Rules
Skirmish

Lesser Forest Spirit
Lesser Forest Spirits have Scaly Skin (5+), MR (1) and Regeneration (5+). They are immune to Psychology. All their attacks are magical (range
or close combat). They cause Fear. In addition, whenever a spell from the Lore of Life is cast on such a unit, they count as being cast by a
wizard benefitting from Throne of Vines (note that the caster does not benefit from the rules of the Throne of Vines). Units with Flaming Attacks are immune to Fear caused by Lesser Forest Spirits. Greater Forest Spirits are completely immune to all spells effects from the Lore of Metal.

Tree-like
Counts as being equipped with a Stalker Cloak. In addition, if the unit opts to forego it's Movement Phase, and meet the other criteria for benefitting from the Stalker Cloak, then they regain that ability.

Sprite Swarms - 30pts
M WS BS S T W I A Ld
Sprite Swarm 5 3 3 2 2 5 4 * 10

Unit Size
1-5

Unit Type
Swarm

Options
Each base may take one of the following;
Blight of Terrors (40pts)
Muster of Malevolents (10pts)
Annoyance of Netlings (30pts)
Lamentation of Despairs (50pts)
Radient Cluster (20pts)
Pageant of Shrikes (25pts)


Special Rules
Ethereal, Lesser Forest Spirit, Poisoned Attacks, Fear, Skirmishers, Cause Terror (Blight of Terror only), Random Attacks (D6)

Woodland Guardians
Sprite Swarms always deploy using the Ambush special rule. However, when they become available, they don't deploy as per the normal rules for
Ambush. Instead, choose a single piece of woodland terrain anywhere on the battlefield. The unit must be deployed at least partially within the chosen forest. Otherwise they act as per normal for Ambush.

Pyxie Darts (Muster of Malevolents only)
Name Range Strength Special Rules
Pyxie Darts 6" 2 Multiple Shots (D6)*, Quick to Fire

* Does not suffer -1 to hit for Multiple Shots.

Netling Webs (Annoyance of Netlings only)
Any model in base contact with an Annoyance of Netlings is reduced to WS1 and I1

Keening Lament (Lamentation of Despairs only)
Choose one enemy model in base contact with a Lamentation of Despairs at the start of the Magic Phase. That model must pass a Leadership test or suffer D3 wounds, against which no armour saves are allowed.

Radiant Delight (A Cluster of Radiants only)
Every unit containing a Cluster of Radiants is capable of channelling Dispel Dice. For every Cluster after the first, the unit of Swarms gains +1 to the
Channelling roll.

Quicksilver Shrike (Pageant of Shrikes only)
Name Range Strength Special Rules
Quicksilver Shrike 18" 4 Sniper*

*Always hits on a 3+.
SPECIAL
Warhawk Riders (+35pts/Model)
M WS BS S T W I A Ld
Warhawk Rider 5 4 5 3 3 1 5 1 8
Wind Rider 5 4 6 3 3 1 5 2 8
Warhawk 1 4 0 4 3 2 5 1 5
Great Eagle 2 5 0 4 4 3 4 2 8

Unit Size
3+

Unit Type
Monstrous Cavalry

Weapons and Armour
Spear, Hand Weapon, Asrai Longbow, Warhawk

Options
Upgrade one Warhawk Rider to a Musician (+5pts)
Upgrade one Warhawk Rider to a Wind Rider (+15pts)
Exchange all Warhawks for Great Eagles (+25pts per model)

Special Rule
Asrai, Master Archer (Wind Rider only), Flying Cavalry

Hit and Run
When working out the results of a close combat involving a Warhawk Riders, each Warhawk Rider unit can elect to Run before working
out it's effects. If they elect to run, then the unit may make an immediate fall back move (treated like fleeing, except that there's panic test caused in nearby units, the Warhawk Riders automatically rally at the end of the fall back move, and the enemy unit may not attempt to
pursue unless they won the combat). If Warhawk Riders complete the combat is won, the Warhawk Riders must still complete the fall back move before the enemies take their Leadership test. If they fail, then the Warhawk Riders may elect to pursue as normal.

Tree Kin
M WS BS S T W I A Ld
Tree Kin 6 4 0 6 5 4 3 3 8
Tree Kin 6 4 0 6 5 4 3 4 8

Unit Size
3+

Unit Type
Monstrous Infantry

Weapons and Armour
Razorsharp Briars (Hand Weapons)

Options
Upgrade one Tree Kin to a Treekin Elder (+20pts)

Special Rules
Forest Spirit
Forest Spirits have Scaly Skin (3+), MR(2) and Regeneration (4+). They are immune to Psychology and Stubborn. All their attacks are magical (ranged or close combat). They cause Fear. In addition, whenever a spell from the Lore of Life is cast on such a unit, they count as being cast by a wizard benefitting from Throne of Vines (note that the caster does not benefit from the rules of the Throne of Vines). If targetted by
Lifebloom, then Forest spirits restore D3 wounds, rather than just one. Finally, they are Flammable, and units with Flaming Attacks are
immune to Fear caused by Forest Spirits. Forest Spirits are completely immune to all spells effects from the Lore of Metal.

Tree-like
Counts as being equipped with a Stalker Cloak. In addition, if the unit opts to forego it's Movement Phase, and meet the other criteria for benefitting from the Stalker Cloak, then they regain that ability.

Wardances
M WS BS S T W I A Ld
Wardancer 5 6 5 3 3 1 6 1 9
Bladesinger 5 6 5 3 3 1 6 2 9

Unit Size
3+

Unit Type
Infantry

Weapons and Armour
Wardancer Weapons, Talismanic Tattoo's

Options
One War Dancer may be promoted to a Musician (+10pts)
One War Dancer may be promoted to a Bladesinger (+25pts)
Bladesingers may take up to 25pts of Magic Items.

Special Rules
Asrai, Immune to Psychology, Skirmish

Shadow Dances of Loec
In each round of combat that they fight, a unit containing models with this rule must choose one of the following dances to perform. They cannot
choose the same dance in two consecutive turns of the same combat engagement.

Whirling Death
Extra Attack Special Rule (stacks with the Extra Attack granted by the War dancer Weapons.

RARE
Waywatchers = 28pts a model
M WS BS S T W I A Ld
Waywatcher 5 6 6 3 3 1 7 2 9

Unit Size
1-10

Weapons and Armour
Two Hand Weapons, Asrai Longbow, Stalker Cloak

Special Rules
Asrai, Master Archer, Skirmish

Unseen Lurker
Enemies suffer an additional -1 to hit when targetting this unit with a shooting attack. Enemy Wizards wishing to target the unit with a Direct Damage or Magic Missile Spell must pass a Ballistic Skill test after the roll to cast - if failed, the spell has no effect and causes no
damage. If successful, then resolve the effects as normal. In addition, that particular caster has no need to retake the test to target that
same unit. Lastly, if the unit opts to forego it's Movement Phase, and meet the other criteria for benefitting from the Stalker Cloak, then they
regain that ability.

Masterful Ambush
All models with this rule may choose to deploy either as Ambushers or Scouts. If they choose to do so, there are additional special rules.

If deploying as Ambushers, when successful, you may choose to come on through any piece of Wooden Terrain on the battlefield, rather
than just the table edge. If deploying as Scouts, then they may make a Vanguard move. If they do so, they only lose the benefits of the Stalker
Cloak if they end this move outside of a Forest. In addition, all models and units with this rule have 360 degree Line of Sight.

Sentinels
Waywatchers are loners by nature. They are not a group of typical regiments, and only rarely fight together. As such, all models with this
rule count as Characters for all intents and purposes. They may not join any other unit, however, and may only form a unit with other
Waywatchers (as such, in games with a points value of 2,999 points or smaller, you may have up to 20 Waywatchers available. These may
choose to form units of any size with each other, or act as Lone Characters).

Hawkeye
Models with this rule always hit on a 3+ with their Asrai Longbows, unless this would normally be easier.

First Line
Waywatchers regularly hold the line against all manner of foes. Each Waywatcher counts as a musician.

Treeman
M WS BS S T W I A Ld
Treeman 8 5 0 7 7 5 1 5 8

Unit Size
1

Unit Type
Monster

Weapons and Armour
Razorsharp Briars (Hand Weapons)

Options
May become a Treeman Ancient (+100pts)
May take up to 50pts of Sprites
May take up to one of the following;
Tree Smash (+60pts)
Vine Constrict (+60pts)
Strangleroots (+50pts)

Special Rule
Impact Hits (D6), Large Target,

Greater Forest Spirit
Greater Forest Spirits have Scaly Skin (2+), MR(3) and Regeneration (3+). They are Unbreakable. All their attacks are magical (ranged or close combat). They cause Terror. In addition, whenever a spell from the Lore of Life is cast on such a unit, they count as being cast by a wizard benefitting from Throne of Vines (note that the caster does not benefit from the rules of the Throne of Vines). If targetted by Lifebloom, then Forest spirits restore D3 wounds, rather than just one. They are flammable, and units with flaming attacks are only subject
to Fear. Greater Forest Spirits are completely immune to all spells effects from the Lore of Metal.

Tree Smash
May elect to forego its normal attacks in favour of a single special attack. Roll to hit against the highest enemy WS in base contact with the
treeman. If the attack hits, place the small template in base contact, but not overlapping the base of the Treeman. Resolve the template as if
the unit had suffered a direct hit by a S3(7) Stone Thrower.

Strangleroots
Name Range Strength Special Rules
Strangleroots 12" 5 Ignores Cover, Multiple Shots (2D6)

All shots hit on a 2+.

Vine Constrict
May elect to forego its normal attacks in favour of a single special attack. Choose one enemy model in base contact, and roll to hit. If
successful, the hit is resolved at S10, and causes D6 wounds.

Ancient
If the Treeman becomes an Ancient, it loses the Flammable Special Rule, and instead gains the Ethereal special rules. However, if the
Treeman Ancient is not completely within a Forest, it gains the Unstable special rule. Lastly, once per friendly magic phase, the Treeman can cast Treesinging. No power dice are required at all, neither can it be dispelled. The power of Athel Loren is greater even than the
malignant Winds of Magic, neither does it count as casting a spell for the purposes of the Stalker Cloak. However, each time you use this
ability, roll a dice. On a 2+, there's no effect. On a 1, however, the Treeman Ancient suffers a wound against which no save is allowed.

Tree-like
Counts as being equipped with a Stalker Cloak. In addition, if the unit opts to forego it's Movement Phase, and meet the other criteria for benefitting from the Stalker Cloak, then they regain that ability.

Treesinging (7+)
All models with Wizard Levels in this army can cast Treesinging.

Choose one piece of Woodland Terrain anywhere within 24" of the caster. You may move this up to 6" in any direction you please (even off the table). Any units fully within
the terrain is moved along with the Wood, and may have their facing changed automatically. Units only partially within wood when it's moved takes a single S3 hit per model touching the wood, and are left where they are. The wood stops moving as soon as it comes into contact with an enemy unit or piece of terrain. Alternatively, you may move any friendly unit fully within the forest up to 6" forward. You may do one or the other, not both.

WEAPONS
Spirit Sword (70pts)
All hits wound automatically. If a target suffers unsaved wounds, immediately after rolling for saves, the bearer may choose to roll a D6 and add it to his Leadership Value, and all enemies do the same. Every enemy who's resultant score is lower than the wielders, takes another wound as if from a weapon with the Heroic Killing Blow Special Rule. If used in a challenge, every point the wielder wins by adds +1 to the Combat Resolution score.

Daiths Reaper (40)
Armour Piercing, Reroll Failed hits, foes wounded must reroll successful armour saves.

Bow of Loren (55)
Treat the Bow of Loren as a normal as a normal Asrai Longbow, with the exception that you may resolve each hit as if from a Bolt Thrower. Note that models with the Master Archer special rule may only use this effect if they use Called Shot, rather than Arrow Shower techniques

Blades of Loec (70pts)
Caidath Kindred's only. Wardancer Weapons. When a model with these weapons uses the Shadow Dances of Loec, they have an increased effect for the entire unit. Whirling Death grants the unit Heroic Killing Blow, rather than normal Killing Blow. Storm of Blades adds +2 Attacks, rather than the normal +1. The Shadows Coil grants the unit a 2+ Ward Save, rather than the normal 4+. Woven Mist grants all enemy models the Always Strike Last special rule, in addition to granting the Wardancer unit Always Strike First.

Spear of Twilight
Wild Rider Kindreds only. Spear of Kurnous. Each unsaved wound the bearer causes with the weapon adds 1 to the Avatar of the Hunt special rule, rather than each kill.

The Callach's Claw
If this blade causes an unsaved wound in close combat, all Leadership based tests caused by the bearer or the unit he is with suffer an additional -1 penalty.

The Hunters Talon (35pts)
Asrai Longbow. When using the Called Shot ability from the Master Archer special rule, the attack always hits.

Asyendi's Bane (20pts)
Asrai Longbow. When using the Arrow Shower special ability, may reroll any failed rolls to hit. However, if any attack fails to hit after the reroll, then the bearer suffers an immediate S3 hit.

ARMOUR
Ashen Plate (25pts)
Grants a 4+ Armour Save, and a 2+ Ward Save versus Flaming Attacks.

The Oaken Armour (50pts)
Light Armour. Grants the wearer Regeneration (4+). If targetted by the Lifebloom Special Rule, restores D3 wounds, rather than +1.

TALISMANS
Rhymers Harp (75pts)
The bearer and any unit he joins recieves a 5+ Ward Save. In addition, the unit he joins gains the Strider and Swiftstride special rule.

Aramanthine Brooch (60pts)
Grants the model a 3+ Ward Save.

Amber Pendant (55pts)
All enemy models in base contact with the Amber Pendant loses the Always Strikes First. In addition, the bearer and the unit he joins gets the Always Strikes First Special Rule.

Stone of the Crystal Mere (40pts)
Grants the model a 2+ Ward Save. Should the save ever be failed, the stone shatters, and the Ward Save may not be used for the rest of the game. This Talisman may not be used in conjunction with an armour save. A model may have an armour save, but if that is taken, then the ward save may not be used.

Glamourweave Mantle (30pts)
Grants the model a 4+ Ward Save against Shooting attacks and Magic Missiles. Any model attempting to strike the bearer in Close Combat must pass a Leadership Test. If failed, they may not attack that phase.

Fimbulwinter Shard (20pts)
Opponents attacks targetting the bearer are at -1 WS and BS. Models with the Forest Spirit special rule within 6" of the bearer are subject to Stupidity.

Merciw's Locus (20pts)
Any models targeting the model with this magic item and the model themselves recieves no Strength bonuses from weapons (magical or non-magical).

ENCHANTED ITEMS
Ghostwood (100pts)
The bearer of this item may roll a D3 at the start of the deployment phase, before placing any units. This is the number of Asrai Woods which may be placed anywhere in the friendly deployment zone.

Wraithstone (40pts)
All Enemy units within 6" of the bearer of this stone suffer a -1 penalty to their Leadership.

Garland of Unbinding (40pts)
All Ethereal models within 12" of the model gain the Unstable Special Rule. If they already have this rule, then the number of wounds caused by being Unstable causes twice the normal number of rules. In addition, one per turn, the bearer may forego their shooting phase to cause a single enemy unit with the Ethereal Special Rule to lose that ability and all it's associated effects (including being Unstable), but suffer D6 wounds with no saves allowed.

Moonstone of the Hidden Ways (40pts)
If the character and any unit they have joined are wholly within a wood at the end of the Move Phase, the character and unit may be removed from the table, and replaced anywhere on the table, in any direction, provided they are wholly within a wood.

Quiver of Kurnous (5pts)
If allowed to purchase Magic Arrows, this model may take one more than normally allowed. If a character has two or more magic arrows, then each turn, they must choose which arrow to use.

MAGIC ARROWS
This is a unique set of items available to Wood Elves. Only models with the Master Archer special rule, armed with an Asrai Longbow and access to the Magic Items list may choose to purchase a number of items from the list, with exceptions noted. Lords may choose 2, and all other characters are allowed a single choice. Each arrow may only be selected once. per army.
Hail of Doom Arrow (30pts)
If the model uses the Arrow Shower technique, then the bearer may elect to use this special arrow once per game. Declare before checking range. If in range, then roll a D6 for each attack the model normally makes, and resolve each hit as if from an Asrai Longbow. For example, a Highborn has 4 Attacks, so using the Hail of Doom Arrows gives him 4D6 S4 shots.

Hagbane Arrows (35pts)
Models hit by this arrow must pass a Toughness Test, or be instantly slain. If successful, resolve the effect as normal.

Starfire Arrows (25pts)
Any unit hit by one or more Starfire Arrow must take a Panic Test. If the unit suffers at least 1 unsaved wound, then the Panic Test is taken at an additional -1 modifier.

Arcane Bodkins (25pts)
All wounds caused by these arrows allow no armour saves.

Dragontooth Arrows (20pts)
Any model hit a Dragontooth Arrow is subject to Stupidity for the rest of the battle. If they suffer an unsaved wound and survive, then they suffer a -1 penalty to their Stupidity test.



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post #2 of 3 (permalink) Old 11-01-10, 08:36 PM
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Nicely done Vaz, but I think you made them a little bit too powerfull, overall they're okay, just some things are too good. Also everybody has those Asrai Longbows wich rock, but they don't seem to pay points for it, Glade Guard are 12 points, but have good combat ability and in shooting they rock, you gave the elvies a lot of good shooting power, the lord for example has a nice ability and just gets it for free! Also lesser forest spirits are really survivable for normal troops and normal and greater forest spirits are pretty unkillable.
Also perhaps give the Glade Guard the option to take shields for 1 or 2 pts per model.
And a few things: You only listed 1 dance for the wardancers where it says you've got to choose from 2 dances. And you forgot point cost per model for most units.

Overall I like it, it got a lot of tactic in it, you should show this to GW, to give WE a nice new army book with a lot of tactic, instead of GW's inspirationless idea's.
A few adjustments and this rocks, nice work,

the-graven



Last edited by the-graven; 11-01-10 at 08:40 PM.
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post #3 of 3 (permalink) Old 11-02-10, 07:46 AM
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Also I think you it would be better if Ghostwood was only 50 points, so a heroe can take it, because with those Stalker Cloaks(and ofcourse Treesinging) woods are vital, so that item is gonna be a must but taking a lord and spending his whole allowance on it is too much, it's a great item but too costly.


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