Here is my vision of what I'd like to see out of new Treeman rules. It's inspired in part with the new Maneater entry with their many options available as well as incarnations of Treemen in older editions. I admit, I'm just throwing out points costs here, as I've got little resources as to how to price the different abilities. Let me know what you think. Also, should there be a Treeman Ancient option?
Treeman: Points/model: 220
M5 WS5 BS0 S6 T6 W6 I2 A5 LD9
Troop Type: Monster
Unit Size: 1
Equipment: None (doesn’t need any)
Special Rules: Forest Walkers, Forest Spirit, Flammable, Large Target, Scaly Skin 3+, Stubborn, Terror
Options (may choose up to two of the following):
Ancient Spirit +20 pts.
Hates Fire +10 pts.
Iron Wood +30 pts.
Re-Growth +40 pts.
Rooted to the Spot +15 pts.
Strangle Roots +20 pts.
Tree Singing +45 pts.
Tree Whack +25 pts.
Ancient Spirit – The ward save granted from the Forest Spirit special rule works against magical attacks as well.
Hates Fire – The Treeman gains the Hatred special rule against any enemy unit that has Flaming Attacks or spells that are Flaming Attacks. The Treeman never loses this Hatred.
Iron Wood – The Treeman gains +1 Toughness.
Re-Growth – If the Treeman is within 6” of a forest, he has the Regeneration (4+) special rule.
Rooted to the Spot – At the end of close combat, if the Treeman did not suffer 1 or more wounds during that close combat phase, it is Unbreakable.
Strangle Roots – This is a special attack that occurs in the shooting phase. It may be used even if the Treeman marched. Pick one unit within 6” and within the Treeman’s forward arc. Roll an Artillery Die. The target unit takes a number of Strength 4 hits equal to the result. On a misfire, nothing happens. Strangle Roots may not be used in close combat, nor may it be used in a Stand & Shoot charge reaction.
Tree Singing – The Treeman is a level 1 Wizard who may only select spells from the Lore of Athel Loren.
Tree Whack – In close combat, the Treeman may elect to forego his normal number of attacks to make a single, powerful attack. This attack is resolved at Strength 10 and has the Multiple Wounds (1d6) special rule.

