Version 6 of My Complete Revised Wood Elf Codex

Post ideas and develop rules or stats for whatever you want in here. Asrai units as well as other races

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Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Thu Jun 07, 2012 7:17 pm

Wood Elf Army Book Update Version 6!
Download Link for a printable pdf: http://www.mediafire.com/view/?s47uq5cj0xrz06w

Wow, a pretty big update this time! Took quite a while to get all this ready to put up. As usual, all the great constructive criticism and ideas for this list have been quite inspiring. Thanks to everyone who was involved in getting this far! As before, any more is always welcome.

(*Notes*) Added two new units, the Silverback Wolves and Tree of Life! Wild Riders, Wardancers, Warhawk Riders, Waywatchers, and Treemen received updates. Fae Swarms removed. See individual unit notes for more info.

Army Wide Rules:
Whispers of the Bow:
All Wood Elven units may march and shoot when using Longbows (including Magical/Asrai ones). All shooting elements using Longbows, (including Magical/Asrai ones) in the Wood Elf army do not suffer the -1 to hit for moving and shooting and may fire with a quantity of shots equal to their Attacks profile with no -1 to hit for Multiple Shots. Weapons of any kind may not increase the quantity of
shots, but other items or magic may.

Where the Asrai Walk:
The Wood Elf player may place one forest no larger than 6" in diameter in their half of the table, before units have been deployed, but after table sides have been chosen. This forest is a mysterious forest, as per the rules on page 119 of the Warhammer Rulebook. All Wood Elven units have the Forest Strider special rule and will not suffer Wounds or Stupidity from the special rules of forests.


Multiple Unit Wide Rules:
Asrai Longbow: 36" range, Strength 4 at short range, Strength 3 otherwise.

Forest Spirit: Immune to Psychology, 5+ Ward Save, Magical Attacks, May only join or be joined by other Forest Spirits.


The Asrai Roster:

Core Choices:
Glade Guard (12 points/model)
Glade Guard: ... M5 WS4 BS4 S3 T3 W1 I5 A1 Ld8
Lord's Bowman: M5 WS4 BS4 S3 T3 W1 I5 A2 Ld8

Unit Size & Type: 10+ (5-10 for Scouts), Infantry (20x20mm base)

Weapons & Armor: Asrai Longbow

Special Rules: Asrai Longbow

Options: Add Additional Hand Weapons +1pt/model.
Musician: +10 pts.
Standard Bearer: +10 pts.
Lord's Bowman: +10 pts.
One unit of Glade Guard/Scouts may carry a Magic Standard worth up to 25 pts.

Glade Guard may be upgraded to Scouts at +4 points/model.
Glade Guard Scouts gain the Skirmish and Scouts special rules. You may not have more units of Scouts than Glade Guard.


Dryads (12 points/model)
Dryad: .......... M5 WS4 BS0 S4 T4 W1 I6 A2 Ld8
Branch Nymph: M5 WS4 BS0 S4 T4 W1 I6 A3 Ld8

Unit Size & Type: 8-24, Infantry (25x25mm base)

Weapons & Armor: Razor sharp talons

Special Rules: Forest Spirit, Fear, Skirmish

Options: Branch Nymph: +10 pts.


Glade Riders (18 points/model)
Glade Rider:. M5 WS4 BS4 S3 T3 W1 I5 A1 Ld8
Horsemaster: M5 WS4 BS4 S3 T3 W1 I5 A2 Ld8
Elven Steed:. M9 WS3 BS0 S3 T3 W1 I4 A1 Ld5

Unit Size & Type: 5+, Cavalry (25x50mm base)

Weapons & Armor: Spear, Asrai Longbow

Special Rules: Fast Cavalry, Asrai Longbow

Options: Add Light Armor (+1 pt/model).
Musician: +10 pts.
Standard Bearer: +10 pts.
Horsemaster: +10 pts.


Eternal Guard (13 points/model)
Eternal Guard: M5 WS5 BS4 S3 T3 W1 I5 A2 Ld9
Guardian: ..... M5 WS5 BS4 S3 T3 W1 I5 A3 Ld9

Unit Size & Type: 10+, Infantry (20x20mm base)

Weapons & Armor: Saearath, Heavy Armor

Special Rules: Stubborn, Saearath
Saearath: Requires Two Hands. +1 Strength in close combat. Fights in an extra rank as with Spears (losing this bonus for the round Eternal Guard charge in). Parry.

Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Guardian: +10 pts.
One Eternal Guard unit may carry a Magical Standard worth up to 50 pts.

Parry: The Parry special rule gives a 6+ Ward Save that follows all the rules for the Hand Weapon and Shield rule on page 88 of the Warhammer rulebook.



Special Choices:
Wardancer Troupe (18 points/model)
Wardancer:. M5 WS6 BS4 S3 T3 W1 I6 A1 Ld8
Bladesinger: M5 WS6 BS4 S3 T3 W1 I6 A2 Ld8

Unit Size & Type: 5-20, Infantry (20x20mm base)

Weapons & Armor: Wardancer Weapons

Special Rules: Skirmish, Always Strikes First, Shadow Dances of Loec, Immune to Psychology, Talismanic Tattoos

Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Bladesinger: +10 pts.

Wardancer Weapons: Extra Attack, +1 Strength
Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)

Shadow Dances of Loec: A dance must be chosen at the beginning of each round of close combat. These dances all last for one round of close combat.

--Whirling Death: Killing Blow.
--Storm of Blades: +1 Attack
--Shadows Coil: 4+ Ward Save

(*Note*) Removed Heroic Killing Blow potential and movement went back down to 5.


Wild Riders of Kurnous (28 points/model)
Wild Rider: . M5 WS5 BS4 S4 T3 W1 I5 A2 Ld9
Wild Hunter: M5 WS5 BS4 S4 T3 W1 I5 A3 Ld9
Elven Steed: M9 WS3 BS0 S3 T3 W1 I4 A1 Ld5

Unit Size & Type: 5+, Cavalry (25x50mm base)

Weapons & Armor: Spear, Light Armor, Shield

Special Rules: Fast Cavalry, Forest Spirit, Magic Resistance (1), Fear, Fury of Kurnous

Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Wild Hunter: +10 pts.
A Standard Bearer may carry a Magic Standard worth up to 50 pts.

Fury of Kurnous: On a round that Wild Riders charge, they may re-roll misses in close combat. This does not include their mounts.

(*Note*) Added the Fury of Kurnous rule to help distinguish Wild Riders from Sylvan Knights a bit more. Upped cost to 28 to compensate.


Tree Kin (60 points/model)
Tree Kin: ...... M5 WS4 BS0 S5 T5 W3 I3 A3 Ld8
Tree Kin Elder: M5 WS4 BS0 S5 T5 W3 I3 A4 Ld8

Unit Size & Type: 3+, Monstrous Infantry (40x40mm base)

Weapons & Armor: Branchlike limbs

Special Rules: Forest Spirit, Fear, Scaly Skin (4+), Flammable

Options: Treekin Elder: +10 pts.


Warhawk Riders (40 points/model)
Warhawk Rider: M5 WS4 BS4 S3 T3 W1 I5 A2 Ld8
Wind Rider: .... M5 WS4 BS4 S3 T3 W1 I5 A3 Ld8
Warhawk: ...... M2 WS4 BS0 S4 T3 W2 I5 A1 Ld5

Unit Size & Type: 3-12, Monstrous Cavalry (40x40mm base)

Weapons & Armor: Spear, Asrai Longbow, Light Armor

Special Rules: Asrai Longbow, Talismanic Tattoos, Flying Cavalry, Hit-and-Run, Flying Entourage, Flying High

Options: Wind Rider: +10 pts.

Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)

Hit-and-Run: A unit of Warhawk Riders may elect to make a fall back move on a turn they successfully charged. When it comes time to tally up combat results, have the Warhawk Riders make a normal flee move that they immediately rally in any facing and/or formation from after the completion. They may not be pursued when making this action.

If the opponent needed to make a break test they will still have to, as normal. However, they will not be able to be pursued by the Warhawk Riders after having performed a Hit-and-Run maneuver.

Flying High: Warhawk Riders may deploy as standard for Flying Cavalry (Vanguard, etc.) or deploy as Ambushers. Choose one or the other before the game begins. This may not be changed after the game begins.

Flying Entourage: A character riding a Warhawk or Great Eagle may join units of Warhawk Riders. If a character does so, they will also benefit from the Hit-and-Run, Flying Cavalry, and Flying High rules.

This also allows said character to deploy with Warhawk Riders that are Ambushing. The character will follow the same fate as the Warhawk Riders they join until deployed. These bonuses only apply for so long as the character remains in the Warhawk Riders.

(*Note*) Added a rider attack and Light Armor back. Price increased back to 40 to compensate.


Sylvan Knights of Loren (70 points/model)
Sylvan Knight: . M5 WS5 BS4 S4 T4 W1 I6 A2 Ld9
Sylvan Captain: M5 WS5 BS4 S4 T4 W1 I6 A3 Ld9
Great Stag: .... M9 WS5 BS0 S5 T4 W3 I4 A2 Ld7

Unit Size & Type: 3+, Monstrous Cavalry (50x50mm base)

Weapons & Armor: Spear, Light Armor, Shield

Special Rules: Fast Cavalry, Forest Spirit, Scaly Skin (6+), Magic Resistance (1), Fear, Thunderous Assault

Options: Musician: +10 pts.
Standard Bearer: +10 pts.
Sylvan Captain: +10 pts.
A Standard Bearer may carry a Magic Standard worth up to 50 points.

Thunderous Assault: Great Stags cause Impact Hits (D3).

(*NEW*) You can see the fluff for them in the Artisan's Contest here: viewtopic.php?f=29&t=21780


The Silverback Wolves (7 points/model)
Silverback Wolf: . M9 WS3 BS0 S4 T3 W1 I4 A1 Ld6
Silverback Alpha: M9 WS3 BS0 S4 T3 W1 I4 A2 Ld6

Unit Size & Type: 5-20, Warbeast (25x50mm base)

Weapons & Armor: Tearing Bite

Options: Alpha: 10 pts.

Special Rules: Ambushers, Animal Instinct, Pack Leader's Howl

Animal Instinct: Silverback Wolves may not use the Inspiring Presence or Hold Your Ground! rules of the army General or Battle Standard Bearer. Further, Silverback Wolves may not be joined by characters.

Pack Leader's Howl: Any Silverback Wolf unit that has an Alpha also counts as having a Musician for so long as the Alpha remains alive.

(*NEW*) The new chaff and/or Ambushing unit. Designed to complement Waywatchers and Warhawk Riders on the Ambush or Great Eagles with redirecting.


Rare Choices:
Great Eagles (50 points/model)
Great Eagle: M2 WS5 BS0 S4 T4 W3 I4 A2 Ld8

Unit Size & Type: 1, Monstrous Beast (50x50mm base)

Weapons & Armor: Powerful Talons

Special Rules: Fly


Treeman (250 points/model)
Treeman: M5 WS5 BS0 S6 T6 W6 I2 A5 Ld8

Unit Size & Type: 1, Monster (50x50mm base)

Weapons & Armor: Gnarled Fists

Special Rules: Forest Spirit, Stubborn, Terror, Scaly Skin (3+), Large Target, Strangle-roots, Tree Singing, Flammable

Options: May choose one of the following, but not both:
Add Throwing Boulder: +15 pts.
or
Tree Whack: +30 pts.

Tree Singing: May cast the spell Tree Singing as a Bound Spell with a power level of 3 once per owning player's Magic phase.

Strangle-roots: 8" range. Artillery dice worth of auto hits at Strength 4 (5 if the target is at least partially in a forest). On a misfire roll nothing happens. May shoot, move and shoot, march and shoot, or Stand and Shoot in any direction with no line of sight or frontal arc required.

Throwing Boulder: (One-Use Only) Treat as a Stone Thrower: Strength 4(10), Damage 1(D6). 24" maximum range. No minimum range. May move and fire. If you march and fire, treat the shot as indirect. On rolls of a misfire re-roll the artillery die and scatter double the distance shown. On the second artillery die roll, if a hit occurs, use the little arrow and scatter as normal (at doubled distance). If a second misfire occurs, treat the shot as a complete miss. You may not Stand and Shoot with this attack or use it in the same shooting phase as Strangle-roots.

Tree Whack: Only Usable In Close Combat -- Trade all attacks besides Thunderstomp in a given round of close combat, for one attack at normal Weapon Skill and Initiative, but Strength 10 and a successful Wound does D6 Wounds.

(*Note*) Added Tree Whack option.


Waywatchers (24 points/model)
Waywatcher: .... M5 WS5 BS5 S3 T3 W1 I6 A1 Ld8
Shadow Sentinel: M5 WS5 BS5 S3 T3 W1 I6 A2 Ld8

Unit Size & Type: 5-10, Infantry (20x20mm base)

Weapons & Armor: Two Hand-Weapons, Asrai Longbow

Special Rules: Skirmish, Deadly Quiver, Forest Stalker, Asrai Longbow, Talismanic Tattoos

Options: Shadow Sentinel: +10 pts.

Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)

Forest Stalker: Waywatchers may deploy as Scouts or use the rules for Ambushers. However, they must choose one or the other before the beginning of the game and may not change this after the game has begun.

Deadly Quiver: Waywatchers must choose one special Shot at the beginning of each owning player's shooting phase. This may be changed or remain the same in each subsequent shooting phase, but will last until the beginning of the following owning player's shooting phase.

--Lethal Shot: All non-magical arrows have the Killing Blow special rule when fired at short range.
--Multi-Shot: One additional shot with a non-magical Longbow that applies a -1 to Hit for all shots made with a Longbow during that shooting phase.
--Venom Shot: All non-magical arrows have the Poisoned Attacks special rule.

(*Note*) Dropped Musician option. Didn't really fit after rethinking about it. Traded Elusiveness and 6+ Dodge Save for Talismanic Tattoos.


Tree of Life (150 points/model)
Tree of Life: M5 WS4 S5 T6 W5 I3 A3 Ld8

Unit Size & Type: 1, Monster (50x50mm base)

Weapons & Armor: Branch-like Limbs

Options: Leyline Nexus: 20 pts.
or
Sleepy Hollow: 30 pts.

Special Rules: Forest Spirit, Large Target, Flammable, Rampant Regrowth

Rampant Regrowth: At the start of each owning player's Shooting phase, all friendly units except units with the Undead or Daemonic properties that are at least partially within 8" of the Tree of Life will regain D3+1 models/wounds as per the Regrowth spell on page 496 of the main Warhammer rulebook. This includes the Tree of Life as well.


The Tree of Life may purchase one or the other of the Leyline Nexus or Sleepy Hollow special rules, but not both.

Leyline Nexus: All friendly Wizards within 12" of the Tree of Life will gain +1 to cast.

Sleepy Hollow: All enemy Wizards within 24" of the Tree of Life must pass an unmodified Leadership test at the beginning of their magic phase or suffer a -2 penalty to their casting rolls for that casting phase.

(*NEW*) The new force multiplier unit for Wood Elves. This unit is supposed to stick with the Wood Elven battle line and make wars of attrition in shooting and/or close combat losses, not so disparaging. Also has magic phase options to make the magic phase not so one sided against the Wood Elves.


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The Leaders of the Asrai:
The characters and their special rules they can buy.

Version 6 has a massive Kindreds update (see individual Kindreds for info)! Added +1 Attack to Branchwraith Haste Aspect and added Thunderous Assault to Great Stag mounts. Lots of points costs for upgrades adjusted for balancing. New Tree Whack option for Treemen Ancients.

Wood Elf Highborn (145 points/model)
Highborn: M5 WS7 BS6 S4 T3 W3 I8 A4 Ld10

Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow

Options:
--May choose an Additional Hand Weapon (6 pts), Great Weapon (6 pts), or a Spear (3 pts).
--May wear Heavy Armor (6 pts), or Light Armor (3 pts), and may carry a Shield (3 pts).
--May be a member of one of the following Kindreds: Alter (+60 pts), Wardancer (+50 pts), Sylvan Knight (+50 pts), Waywatcher (+45 pts), Eternal (+45 pts), or Scout (+20 pts).
--If a member of the Sylvan Knight Kindred, may ride a Great Stag (+65 pts).
--If a Forest Spirit via Kindred or Spite, may ride a Forest Dragon (+340 pts).
--May ride either an Elven Steed (+18 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 100 pts.

(*Note*) Raised Great Stag price to accomodate new Thunderous Assault rule and reflect Storm of Magic pricing (same stat-line). Adjusted most Kindred pricing.


Spellweaver (215 points/model)
Spellweaver: M5 WS4 BS4 S3 T3 W3 I5 A1 Ld9

Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow

Magic: A Spellweaver is a level 3 Wizard. May choose spells from the Lore of Life, Beasts, Shadow, or Heavens as described in the Warhammer rulebook, or the Lore of Athel Loren.

Options:
--May be upgraded to a level 4 Wizard for +35 pts.
--May be a member of the Glamourweave Kindred (+20 pts).
--If a member of the Glamourweave Kindred, may ride a Unicorn (+60 pts).
--May ride either an Elven Steed (+18 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 100 pts.

Special Rules: The Forest's Song

The Forest's Song: All Wood Elven Wizards gain +1 to cast any spell while wholly within a forest.

(*Note*) Lowered Unicorn cost to reflect Storm of Magic pricing on Royal Unicorns (Same stat-line).


Treeman Ancient (300 points/model)
Treeman Ancient: M5 WS5 BS0 S6 T6 W6 I3 A6 Ld9

Unit Type: Monster (50x50mm base)
Weapons & Armor: Gnarled fists

Options:
--May choose Spites, with a maximum total value of 100 pts.

--May choose one of the following, but not both:
--Throwing Boulder: +15pts.
--or
--Tree Whack: +30pts.

Special Rules: Forest Spirit, Scaly Skin (3+), Stubborn, Strangle-roots, Flammable, Large Target, Grove Singing, Terror

Grove Singing: May cast the spell Tree Singing as a Bound Spell with a power level of 3 twice per owning player's Magic phase.

Strangle-roots: 8" range. Artillery dice worth of auto hits at Strength 4 (5 if the target is at least partially in a forest). On a misfire roll nothing happens. May shoot, move and shoot, march and shoot, or Stand and Shoot in any direction with no line of sight or frontal arc required.

Throwing Boulder: (One-Use Only) Treat as a Stone Thrower: Strength 4(10), Damage 1(D6). 24" maximum range. No minimum range. May move and fire. If you march and fire, treat the shot as indirect. On rolls of a misfire re-roll the artillery die and scatter double the distance shown. On the second artillery die roll, if a hit occurs, use the little arrow and scatter as normal (at doubled distance). If a second misfire occurs, treat the shot as a complete miss. You may not Stand and Shoot with this attack or use it in the same shooting phase as Strangle-roots.

Tree Whack: Only Usable In Close Combat -- Trade all attacks besides Thunderstomp in a given round of close combat, for one attack at normal Weapon Skill and Initiative, but Strength 10 and a successful Wound does D6 Wounds.

(*Note*) Added Tree Whack option.


Wood Elf Noble* (75 points/model)
Noble: M5 WS6 BS6 S4 T3 W2 I7 A3 Ld9

Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow

Options:
--May choose an Additional Hand Weapon (4 pts), Great Weapon (4 pts), or a Spear (2 pts).
--May wear Heavy Armor (4 pts), or Light Armor (2 pts), and may carry a Shield (2 pts).
--May be a member of one of the following Kindreds: Alter (+50 pts), Wardancer (+40 pts), Sylvan Knight (+40 pts), Waywatcher (+35 pts), Eternal (+35 pts), or Scout (+15 pts).
--If a member of the Sylvan Knight Kindred, may ride a Great Stag (+65 pts).
--May ride either an Elven Steed (+12 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 50 pts.

*One Wood Elf Noble may become the Battle Standard Bearer (+25 pts). Said Battle Standard Bearer may not be the army's General.

The Battle Standard bearer may not join the Alter, Scout, or Waywatcher Kindreds

The Battle Standard Bearer can have any Magic banner (no points limit), but if he carries a Magic banner he cannot carry other Magic Items. However, he may still choose one Spite up to the normal maximum Magic Item points limit.

(*Note*) Massive Kindred updates, prices reflect updated power status. Also raised Great Stag price to accomodate new Thunderous Assault rule and reflect Storm of Magic pricing (same stat-line).


Spellsinger (90 points/model)
Spellsinger: M5 WS4 BS4 S3 T3 W2 I5 A1 Ld8

Unit Type: Infantry (20x20mm base)
Weapons & Armor: Asrai Longbow

Magic: A Spellsinger is a level 1 Wizard. May choose spells from the Lore of Life, Beasts, Shadow, or Heavens as described in the Warhammer rulebook, or the Lore of Athel Loren.

Options:
--May be upgraded to a level 2 Wizard for +35 pts.
--May be a member of the Glamourweave Kindred (+20 pts).
--If a member of the Glamourweave Kindred, may ride a Unicorn (+60 pts).
--May ride either an Elven Steed (+12 pts), a Warhawk (+30 pts), or a Great Eagle (+50 pts).
--May choose Spites and/or items from the Common or Wood Elf Magic Item lists, with a maximum total value of 50 pts.

Special Rules: The Forest's Song

The Forest's Song: All Wood Elven Wizards gain +1 to cast any spell while wholly within a forest.

(*Note*) Lowered Unicorn cost to reflect Storm of Magic pricing on Royal Unicorns (Same stat-lines).


Branchwraith (100 points/model)
Branchwraith: M5 WS6 BS0 S4 T4 W2 I8 A3 Ld8

Unit Type: Infantry (25x25mm base)
Weapons & Armor: Razor sharp talons

Options:
--May be upgraded to a level 1 Wizard for +35 pts. If upgraded, the Branchwraith must choose spells from the Lore of Athel Loren. In addition, the Branchwraith will gain The Forest's Song special rule.
--May choose Spites, with a maximum total value of 50 pts.

Special Rules: Forest Spirit, Fear, Aspects

The Forest's Song: All Wood Elven Wizards gain +1 to cast any spell while wholly within a forest.

Aspects: A Branchwraith must choose one Aspect at the beginning of the game. This Aspect cannot be changed during the game. The Branchwraith gains the given Aspect's bonuses and will give the special rule(s) associated with said Aspect to a unit of Dryads they join (including Branch Nymph). If the Branchwraith should perish, the Dryads immediately lose said special rule(s). Any given unit of Dryads may only gain one Aspect's benefits at any given time. In the case of overlapping Aspects, choose which Aspect the Dryads will gain at the beginning of each player turn.

--Rage Aspect: +1 Strength and Hatred of all enemies.
Joined Dryads gain Hatred of all enemies.

--Verdant Aspect: +1 Toughness and Scaly Skin (4+).
Joined Dryads gain Scaly Skin (5+).

--Haste Aspect: +1 Attack, +2 Movement value, and Swiftstride.
Joined Dryads gain +2 Movement value and Swiftstride.

(*Note*) Added +1 Attack to Haste Aspect.


Steed Profiles:
Elven Steed - Cavalry (25x50mm base)
M9 WS3 BS0 S3 T3 W1 I4 A1 Ld5
Special Rules: Fast Cavalry

Warhawk - Monstrous Beast (40x40mm base)
M1 WS4 BS0 S4 T3 W2 I5 A1 Ld5
Special Rules: Fly

Great Stag - Monstrous Beast (50x50mm base)
M9 WS5 BS0 S5 T4 W3 I4 A2 Ld7
Special Rules: Forest Spirit, Fast Cavalry, Thunderous Assault
Thunderous Assault: Great Stags cause Impact Hits (D3).

Great Eagle - Monstrous Beast (50x50mm base)
M2 WS5 BS0 S4 T4 W3 I4 A2 Ld8
Special Rules: Fly

Unicorn - Monstrous Beast (50x50mm base)
M10 WS5 BS0 S4 T4 W3 I5 A2 Ld8
Special Rules: Impale, Magic Resistance (2), Forest Spirit, Fast Cavalry
Impale: +2 Strength on the charge.

Forest Dragon - Monster (50x50mm base)
M6 WS6 BS0 S6 T6 W6 I3 A5 Ld8
Special Rules: Large Target, Terror, Fly, Forest Spirit, Scaly Skin (3+), Poison Breath
Poison Breath: Breath Weapon, Strength 3, any Wounds caused by Poison Breath are at -3 Armor Save.


Kindreds:
Wardancer Kindred:
Wardancer Kindred characters gain the Always Strikes First, Shadow Dances of Loec, Immune to Psychology, and Talismanic Tattoos special rules. They are equipped with Wardancer Weapons at no additional cost and lose their Asrai Longbow. Wardancer characters must be on foot.

Wardancer characters may not buy or use any additional weapons or armor. Wardancer characters may only join units of Wardancers, and if they join one, they must use the same Shadow Dance of Loec as the unit they join.
Wardancer Weapons: Extra Attack, +1 Strength.
Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)

Shadow Dances of Loec: A dance must be chosen at the beginning of each round of close combat. These dances all last for one round of close combat.

--Whirling Death: Killing Blow.
--Storm of Blades: +1 Attack
--Shadows Coil: 4+ Ward Save

(*Note*) Removed Heroic Killing Blow potential and movement went back down to 5.


Eternal Kindred:
Eternal Kindred characters gain the Stubborn special rule. In addition they gain a Saearath and Heavy Armor at no additional cost. They may not use or exchange their Saearath for another close combat weapon. However, they may buy a magical bow or purchase magical armor as normal.

Saearath: Requires Two Hands. +1 Strength in close combat. Fights in an extra rank as with Spears (losing this bonus for the round Eternal Guard charge in). Parry.

Parry: The Parry special rule gives a 6+ Ward Save that follows all the rules for the Hand Weapon and Shield rule on page 88 of the Warhammer rulebook.

(*Note*) Kindred got Stubborn automatically but now costs more to compensate.


The Alter Kindreds:
The Alter Kindreds have evolved away from the Asrai society so much so that they've started to take on aspects of the forest. This transformation has changed them to the point that they are hardly identifiable as their former elven selves.

Each Alter Kindred character has a 40x40mm base and is now of unit type Monstrous Infantry. They may not be the General or use the General's Leadership and may not join any unit.

There are three distinct variations the Alters have largely taken after. When choosing this Kindred, the Alter character must choose one of them and will gain all of the corresponding bonuses.

The Tenacity of the Bear:
+1 Strength, +1 Toughness, +1 Attack, +1 Wound, Scaly Skin (5+)

The Cunning of the Wolf:
+4 Movement, +1 Strength, +1 Attack, +1 Wound, Swiftstride, Ambusher

The Swiftness of the Hawk:
Initiative set to 9, +1 Attack, +1 Wound, Always Strikes First, Fly

(*Note*) The whole Kindred was completely revamped. The character becomes Monstrous Infantry and gains new bonuses based on the animal profile they've been 'Altered' towards. This solves 2 problems. The first is that now a Great Eagle isn't the obvious choice over Alter Kindred. The second is that they aren't Stompable anymore, which means they're a heck of a lot more durable.


Scout Kindred:
Scout Kindred characters gain the Scout special rule. They must be on foot.


Sylvan Knight Kindred:
Sylvan Knight Kindred characters gain the Forest Spirit, Scaly Skin (6+), and Magic Resistance (1) special rules. In addition, they gain a +1 bonus to their Attack and Toughness attributes.

The Sylvan Knight Kindred comes equipped with Light Armor, a Shield, and a Spear at no additional cost. They may not buy any additional mundane weapons or armor and Sylvan Knights are limited to The Dawnspear as the only magical weapon selection they may select. However, they may purchase any magical armor upgrade.

Sylvan Knight Kindred characters must ride an Elven Steed, Great Stag, or Forest Dragon chosen at additional cost from the army list.

(*Note*) This Kindred replaced the Wild Rider Kindred and gains bonuses akin to that of the Sylvan Knights themselves. Can ride all the mounts that Wild Rider Kindred used to be able to.


Waywatcher Kindreds:
Waywatcher Kindred characters gain the following special rules: Talismanic Tattoos, Forest Stalker, Deadly Quiver, and Deadly Aim.

Waywatcher Kindred characters may not wear armor heavier than Light Armor and may not use Shields or Great Weapons. They may use Magical Light Armor or miscellaneous Magic Armors such as Helms or Cloaks within their Magic item budget. Waywatcher characters must be on foot.

Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)

Forest Stalker: Waywatchers may deploy as Scouts or use the rules for Ambushers. However, they must choose one or the other before the beginning of the game and may not change this after the game has begun.

A Waywatcher character may deploy with an Ambushing Waywatcher unit. Roll as normal for the unit and include the Waywatcher character in the unit when they arrive on the table. If, for whatever reason, the Waywatcher unit never deploys, treat the Waywatcher character as the same result as the Waywatcher unit.

Deadly Quiver: Waywatchers must choose one special Shot at the beginning of each owning player's shooting phase. This may be changed or remain the same in each subsequent shooting phase, but will last until the beginning of the following owning player's shooting phase.

--Lethal Shot: All non-magical arrows have the Killing Blow special rule when fired at short range.
--Multi-Shot: One additional shot with a non-magical Longbow that applies a -1 to Hit for all shots made with a Longbow during that shooting phase. May be combined with magical arrows.
--Venom Shot: All non-magical arrows have the Poisoned Attacks special rule.

Deadly Aim: Waywatcher Kindred characters may trade all of their shots with a Longbow for a given shooting phase in exchange for one shot with the Sniper special rule. This shot may benefit from the Deadly Quiver special rule's benefits, including gaining an extra shot when using Multi-Shot.

(*Note*) Swapped Elusiveness and 6+ Dodge Save for Talismanic Tattoos and added the Deadly Aim option to make the Kindred seem a notch above the basic Waywatcher.


Glamourweave Kindreds:
Glamourweave Kindred characters benefit from the Forest Spirit special rule. They may, but do not have to, ride any normal mount selection or a Unicorn chosen at additional cost from the army list.

(*Note*) Updated wording and allowance to ride all mounts a Spellsinger/Spellweaver would normally be allowed to ride.


Spites:
Spites may only be taken once per army. Treeman Ancients and Branchwraiths may take as many Spites as they wish, up to their maximum total allotment. All others may only take one Spite. Spites count as special rules, despite being bought from the Magic item points allotment.

A Befuddlement of Mischiefs (20 pts)
Treeman Ancients and Wardancer Kindred characters may not take this Spite.

A Befuddlement of Mischiefs will give the Forest Spirit special rule to a character, and their mount, if they don't already have it.

A character, and their mount, who already has the Forest Spirit special rule may join units of non-Forest Spirits, as though they did not have the Forest Spirit special rule. Note, the character, and their mount, still retains the Forest Spirit special rule while joining non-Forest Spirits and maintains all the standard restrictions for joining units besides the Forest Spirit one.

An Annoyance of Nettlings (25 pts)

A Pageant of Shrikes (25 pts)

A Murder of Spites (25 pts)
Same, but Strength 3.

A Muster of Malevolents (25 pts)
Same, but Strength 3.

A Cluster of Radiants (25 pts)
Only Forest Spirit characters may take this Spite. Otherwise same.

A Lamentation of Despairs (25 pts)
One-Use Only. Bound Spell - Power Level 3. Any model on the board may be targeted, with no Look Out Sir! roll. The targeted model must pass an unmodified Leadership test, or else suffer D3 automatic Wounds that cannot be saved by any means.

A Resplendence of Luminescents (15 pts)


------------------------------------------------------------------------------------------------------------------------------------------------


The Asrai Armory:
Revised Wood Elf Magic item section. The less useful or not useful items were cut for the trend that GW is making the Magic item sections smaller in the army books. Some items have the same name but have been revised or points cost updated. Any items listed that are the same completely are just listed for a complete list of items and because they didn't change at all in my rendition.

Version 6 didn't change the magic item section.

Magical Weapons:
The Bow of Lathain (70pts)
Longbow with 36" range. The wielder of this Magical bow may make one Strength 10 shot that penetrates ranks in the same manner as a Bolt Thrower and does Multiple Wounds (D6). The wielder of The Bow of Lathain may not benefit from the Multiple Shots benefit of the Whispers of the Bow special rule or Stand and Shoot while using this bow.

The Dawnspear (30pts)


Magical Armor:
The Crown of Thorns (65pts)
The Crown of Thorns may be taken by a Treeman Ancient as part of their Spites points allotment or as a normal magical armor selection for Highborn.

This helm confers a 6+ Armor Save that can be combined with other bonuses as normal. In addition, the bearer of the Crown of Thorns also gains +1 Strength, Toughness, and Attack.


Talismans:
The Rhymer's Harp (75pts)
The bearer, their mount, and any unit they join gains a 5+ Ward Save. In addition, the bearer, their mount, and any unit they join receive the Strider special rule.

Stone of Rebirth (30pts)
When the wearer is reduced to one Wound this item bestows a 2+ Ward Save. This may be used as long as the wearer remains at one Wound and will be lost if the wearer goes above one Wound. However, the 2+ Ward Save will be regained when the wearer is reduced back to one Wound remaining. Multiple Wound attacks are only protected against while the bearer is at one Wound remaining.


Enchanted Items:
Hail of Doom Arrow (30pts)
One Use Only - The Hail of Doom Arrow is a single magical arrow shot that splits into 3D6 shots when fired. These shots are Strength 4, Magical, and suffer no penalty for multiple shots. Any magical bow firing the Hail of Doom Arrow loses any effects from being magical and is considered mundane for this shot.

Arcane Bodkins (25pts)


Arcane Items:
Wand of Wych Elm (55pts)


------------------------------------------------------------------------------------------------------------------------------------------------


The Fey Magic of Athel Loren:
I tried to make spells that were relevant to our army and made a little bit of everything with the Lore. A few spells for board control, a few spells for movement, and a few spells for combat or damage/survival.

Revision 6: Made Tree Singing the Signature spell and changed the way it works. Updated Call of the Hunt in light of Vanhel's casting cost to be 9+ to cast instead of 10+. Finally, Illusory Domain is now 2D6" for Line of Sight instead of 1D6".

Lore Attribute: Nature's Entrapment
For each successful Athel Loren spell cast reduce the Movement value of one enemy unit within 24" of the caster by D3 (to a minimum of 1). When pursuing, over-running, or fleeing, subtract one from the roll. This lasts until the beginning of the caster's next Magic phase. A unit may only be affected in this way once per Magic phase.

Signature Spell: Tree Singing [Cast on 8+]
Tree Singing is an augment spell with a range of 36". Place a citadel wood or similar forest terrain piece with a maximum of 8" in diameter at any location completely within 36". This forest is treated as a mysterious forest and the effect of placing it is instantaneous, permanent, and may not place forests in contact with enemy units or such that it overlaps with other terrain besides open terrain. A maximum of 1 forest may be placed on a board for every 8 square feet available (rounding up).

Alternately, Tree Singing may be cast as an augment spell with a range of 24”. A target forest may be moved up to D6+1". This forest may start in contact or move into contact with units. If this forest enters or leaves contact with an enemy unit, that unit immediately takes D6 Strength 5 hits. A unit may only be affected in this way once per Magic phase.

Spell 1: The Hidden Path [Cast on 7+]
The Hidden Path is an augment spell with a range of 24". The target unit must have the majority of its models within a forest to be targeted. Once cast on an eligible unit, that unit may be moved to any other unoccupied forest on the board (no range limit). The moved unit must maintain a majority of its models within the forest it ends in but may be in any formation and facing any direction it chooses, however, it must maintain a 1" distance from other units. If this is not possible, the spell fails. This effect is instantaneous.

Spell 2: Illusory Domain [Cast on 8+]
Illusory Domain is a hex spell with a range of 48". The targeted unit may only use abilities that require line of sight to a range of 2D6” until the start of the caster’s next Magic phase. Movement, shooting, and spells that don’t require line of sight are unaffected.

Spell 3: The Call of the Hunt [Cast on 9+]
The Call of the Hunt is an augment spell with a range of 18". If the target unit is not in combat, it will make a normal move or march move as if in the Remaining Moves phase.

If, instead, the target unit is in combat, it will re-roll misses (including mounts) until the start of the caster's next Magic phase. The Wizard can choose to increase the range of this spell to 36". If he does so, the casting value is increased to 12+.

Spell 4: Ariel's Blessing [Cast on 10+]
Ariel's Blessing is an augment spell with a range of 18". If the target unit is Flammable it loses this Special Rule for the duration of this spell. The target unit gains Scaly Skin (5+) or improves an existing Scaly Skin save by one until the start of the caster's next Magic phase. The Wizard can choose to increase the range of this spell to 36". If he does so, the casting value is increased to 13+.

Spell 5: Fae Bewitchment [Cast on 12+]
Fae Bewitchment is a hex spell with a range of 24". The target unit is at -1 to hit (in close combat and shooting). The target unit also cannot be Steadfast. This lasts until the start of the caster's next Magic phase. The Wizard can choose to increase the range of this spell to 48". If he does so, the casting value is increased to 15+.

Spell 6: Fury of the Forest [Cast on 16+]
Fury of the Forest is an augment spell with a range of 12". The target unit gains +1 To Hit and +1 To Wound on close combat attacks only. It also gains Magical Attacks and Armor Piercing on all of its weapons (including ranged ones). These benefits last until the start of the caster's next Magic phase. The Wizard can choose to instead have his spell target all friendly units within 12". If he does so, the casting value is increased to 24+.


Edit: Fixed some typos and added 'One Use Only' to Hail of Doom Arrow.
Last edited by Shandrakor on Sat Jun 09, 2012 5:37 pm, edited 1 time in total.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Ravenlord » Thu Jun 07, 2012 8:57 pm

Looking awesome and powerful.
I couldn´t help to notice though that practicly everybody has a Ward save. Some people might find that unfair.

I also found it wierd that the best bowmen in the army, except characters, namely Waywatchers got a minus modifier for multiple shots, when none of the others have that.

I hope I´m not stepping on any toes here, your work is as always impressive :thumbsup:
It´s really cool to have something written here.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Caleb Astar » Thu Jun 07, 2012 9:30 pm

As I already said, I love this work. I'll just criticize some points, but don't get me wrong: I like everything else!

* Special units:

Wild riders: Seems quite cool. I'd have liked to see the Hatred rule, as said before. Cavalry is terribly weak when being charged, it could have made them more durable. But they're now good enough to go to fight, and that's great.

Warhawk riders:
Special rule for close combat + unable to survive in such a fight + small impact + terribly expensive. I can't see any use for them, but I may be totally wrong. Don't know what to think about them: I think that unit will really need some mathhammer.

Silverback Wolves:
I think they're too cheap for now: Dire wolves are 8 pts/model, with I3 and S4 only in charge, and highly depend on their general.

Then, I don't know why they're coming in the special units. I imagine that having them in Core slot would be overpowered, but I find they lack some special taste for being there. I don't know, something that would make them some kind of supernatural beings, wolves spirits or whatever. I find them too "common" to field in a WE army.

* Rare units:

Tree of life: A good idea, and seems balanced for a "last stand" army.

I'd suggest something, but I don't know if it's a good idea: could it have at least another special effect, instead of Rampant regrowth? Asrai use the Life magic, and this special rule is great for classic WE armies, but when it comes to more savage armies, I'd like to see a more offensive buff, for exemple.

Then, the Tree would become something like the altar of chaos: a buff unit that could have different forms, and some special effects to choose to fit the army's theme.

I'd try something on this if it interests anyone. If not, let's forget it.

* Characters:

Eternal kindred: The up in cost wasn't necessary, I think. The noble and highborn are bad enough to justify the old cost. Even with stubborn.

Alter kindred: The different options seem great. I'd have to test all of them, but all of them are interesting.

The only problem: the 40x40 base. I mean, it will be quite hard to find a model that has this size. And fluffwise, it doesn't have sense, I think: Alter kindreds are supposed to transform themselves, but they never were some kind of big scary werewolves (or bears...). They used to be more subtle: an elf with mysterious powers and outstanding physical abilities, but not a monster. I find the monstruous infantry thing too flashy, even for alter kindred. They would be perfect with a standard base.

Sylvan knight kindred: I'll give it a try. My first thought was that he's just good for riding a dragon, but I may be wrong. Mathhammer again, probably.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby dusk1983 » Thu Jun 07, 2012 11:56 pm

I love your new altar rules. Getting to choose a specific profile dependant on which creature the alterations are based on really helps define the kindred a lot better than the current ruleset plus gives us a little flexibility.
...So if you're addressing me direct, just call me Lance or Dusk, no 1983 please.
Chaos dwarf tactica: http://www.asrai.org/viewtopic.php?f=8&t=23535
Chaos dwarf plog: http://www.asrai.org/viewtopic.php?f=2&t=23159
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 08, 2012 12:13 am

Ravenlord wrote:Looking awesome and powerful.
I couldn´t help to notice though that practicly everybody has a Ward save. Some people might find that unfair.

Yeah, I was noticing that too, but when I thought about it... unless you make units cheap, they have to have some kind of decent armor or ward save to be effective (and Wood Elves are less about Armor and more about Wards in this case). Besides, Daemons have a Ward Save on every unit in their army... so yeah, nothing new here really.

Ravenlord wrote:I also found it wierd that the best bowmen in the army, except characters, namely Waywatchers got a minus modifier for multiple shots, when none of the others have that.

Main reason for this was because Waywatchers are more often in close range and easier to keep in close range than Glade Guard and their cost is exactly double a Glade Guard, so when multi-shotting they should be comparable in effect, considering they're more durable with Talismanic Tattoos and Skirmishing.

Ravenlord wrote:I hope I´m not stepping on any toes here, your work is as always impressive :thumbsup:

It'd take more than that to step on toes here. :roll: Thanks for the props though.


Caleb Astar wrote:Warhawk riders: Special rule for close combat + unable to survive in such a fight + small impact + terribly expensive. I can't see any use for them, but I may be totally wrong. Don't know what to think about them: I think that unit will really need some mathhammer.

Hum, I tried to get them about the same as Glade Riders in effectiveness for shooting and a little more effective in close combat (which they are with 3A total, each). On the other hand, they can't take banners or musicians, so I guess that's a drawback. Either way, they'd probably need a rewrite from scratch to make them useful outside combat, while not overpowered otherwise.

Caleb Astar wrote:Silverback Wolves: I think they're too cheap for now: Dire wolves are 8 pts/model, with I3 and S4 only in charge, and highly depend on their general.

That's a fair point, although the not being able to use the General/BSB thing is noteworthy as a penalty. 8 pts/model may be more fair anyways though.

Caleb Astar wrote:Then, I don't know why they're coming in the special units. I imagine that having them in Core slot would be overpowered, but I find they lack some special taste for being there. I don't know, something that would make them some kind of supernatural beings, wolves spirits or whatever. I find them too "common" to field in a WE army.

Too common to have Wolves in a forest? I guess... although with cutting the Fae Swarm, this was the likely replacement and it has the Ambushing ability to get in position for some shenanigans too.

Caleb Astar wrote:Tree of life: A good idea, and seems balanced for a "last stand" army.
I'd suggest something, but I don't know if it's a good idea: could it have at least another special effect, instead of Rampant regrowth? Asrai use the Life magic, and this special rule is great for classic WE armies, but when it comes to more savage armies, I'd like to see a more offensive buff, for exemple.
Then, the Tree would become something like the altar of chaos: a buff unit that could have different forms, and some special effects to choose to fit the army's theme.

Well, with the option to use Beasts, Shadow, Heavens, and a decent Athel Loren lore... I figure there's going to be a lot less Lore of Life going on anyways. But, even with Lore of Life, you're not guaranteed to get Regrowth and even if you do, it's just like the undead being able to multiple heal units in the same turn. So I'm not sure if another variable is really necessary unless it swaps Rampant Regrowth for another ability and is called something else? I dunno...

Caleb Astar wrote:I'd try something on this if it interests anyone. If not, let's forget it.

Feel free to give some thoughts on the subject. I'm open to new ideas!

Caleb Astar wrote:Eternal kindred: The up in cost wasn't necessary, I think. The noble and highborn are bad enough to justify the old cost. Even with stubborn.

The problem with this thought is that every other army pays 35 points from their magic item budget to get Stubborn
on a character, so that was the bare minimum for this Kindred (and I didn't even charge for the bonus equipment that came with it for Nobles...). Some would argue that Kindred is over-powered for the price.

Caleb Astar wrote:Alter kindred: The different options seem great. I'd have to test all of them, but all of them are interesting.

The only problem: the 40x40 base. I mean, it will be quite hard to find a model that has this size. And fluffwise, it doesn't have sense, I think: Alter kindreds are supposed to transform themselves, but they never were some kind of big scary werewolves (or bears...). They used to be more subtle: an elf with mysterious powers and outstanding physical abilities, but not a monster. I find the monstruous infantry thing too flashy, even for alter kindred. They would be perfect with a standard base.

If I went back to the 20x20mm base, they'd have to be Infantry again, which would reintroduce all the problems they have currently (namely being able to be Stomped and buying a Great Eagle is just plain better in 90% of cases). I figured GW could introduce a new character model (plastic kit with variable gearing) for this Kindred since it's such a special case anyways. In the mean time, you can use a Kroxigar, Treekin, Warhawk Rider, w/e as proxy to test it.

Caleb Astar wrote:Sylvan knight kindred: I'll give it a try. My first thought was that he's just good for riding a dragon, but I may be wrong. Mathhammer again, probably.

I was getting kinda worried this Kindred was looking too much like the Alter Kindreds bonuses, so I just went with making it similar to the Sylvan Knights to try and keep it from getting too close. Any other ideas for them, feel free to throw them out there.


dusk1983 wrote:I love your new altar rules. Getting to choose a specific profile dependant on which creature the alterations are based on really helps define the kindred a lot better than the current ruleset plus gives us a little flexibility.

Cheers, I was hoping this would look better than the current rules set for them. Glad it turned out OK!
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Moose123 » Fri Jun 08, 2012 4:20 am

Love the new kindreds and is that sniper on the waywatcher kindred. Let me check...


Yes it is! Sniper and killing blow all in one awesome 110 point package.

The alter kindred revamp was needed but it seems strange to have a mysterious loner of an elf be monstrous infantry and go on a 40x40 base. The obvious solution for being stomped on is a simple special rule.

Primal reflexes(or some other cool name)
Members of the alter kindred may not be targeted by a stomp or thunderstomp attack.

Great work yet again :thumbsup:
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 08, 2012 7:00 am

Moose123 wrote:Love the new kindreds and is that sniper on the waywatcher kindred. Let me check...
Yes it is! Sniper and killing blow all in one awesome 110 point package.

Ha! Yes, indeed it is, but also limited to one shot a round (on purpose). I'm still leery of the option because I just know someone is going to take 6 Nobles with Waywatcher Kindred to try and abuse it...

Moose123 wrote:The alter kindred revamp was needed but it seems strange to have a mysterious loner of an elf be monstrous infantry and go on a 40x40 base. The obvious solution for being stomped on is a simple special rule.
Primal reflexes(or some other cool name)
Members of the alter kindred may not be targeted by a stomp or thunderstomp attack.

That's a thought and something reasonable but it's still less attacks than the Great Eagle character and no Stomp if you take away Monstrous Infantry unit type.

Moose123 wrote:Great work yet again :thumbsup:

Thanks! :)
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby McRage » Fri Jun 08, 2012 7:04 am

I dont see the problem with warhawks... When I first read their entry I thought they had become quite overpowered.

Warhawk Riders (40 points/model)
Warhawk Rider: M5 WS4 BS4 S3 T3 W1 I5 A2 Ld8
Wind Rider: .... M5 WS4 BS4 S3 T3 W1 I5 A3 Ld8
Warhawk: ...... M2 WS4 BS0 S4 T3 W2 I5 A1 Ld5

Unit Size & Type: 3-12, Monstrous Cavalry (40x40mm base)

Weapons & Armor: Spear, Asrai Longbow, Light Armor

Special Rules: Asrai Longbow, Talismanic Tattoos, Flying Cavalry, Hit-and-Run, Flying Entourage, Flying High

Options: Wind Rider: +10 pts.

Talismanic Tattoos: 5+ Ward Save, Magic Resistance (1)

Hit-and-Run: A unit of Warhawk Riders may elect to make a fall back move on a turn they successfully charged. When it comes time to tally up combat results, have the Warhawk Riders make a normal flee move that they immediately rally in any facing and/or formation from after the completion. They may not be pursued when making this action.

If the opponent needed to make a break test they will still have to, as normal. However, they will not be able to be pursued by the Warhawk Riders after having performed a Hit-and-Run maneuver.

Flying High: Warhawk Riders may deploy as standard for Flying Cavalry (Vanguard, etc.) or deploy as Ambushers. Choose one or the other before the game begins. This may not be changed after the game begins.

Flying Entourage: A character riding a Warhawk or Great Eagle may join units of Warhawk Riders. If a character does so, they will also benefit from the Hit-and-Run, Flying Cavalry, and Flying High rules.

This also allows said character to deploy with Warhawk Riders that are Ambushing. The character will follow the same fate as the Warhawk Riders they join until deployed. These bonuses only apply for so long as the character remains in the Warhawk Riders.

(*Note*) Added a rider attack and Light Armor back. Price increased back to 40 to compensate.


1. 5+ save and a 5+ ward and MR 1.... Wow!
2. Asrai archery with 2 attacks and vanguard flyers.... You would always be in short range fireing 2 shots hitting on 3's... Cool!
3. Able to get a character to join! Sweet!
4. Ambushers.... Ambushers!!! Situation dependant... but a really powerful option against some shooty armies.
5. Hit and run!!! Really cool with 3 attack with S4 and a stomp...Totally worth 40 points! The only thing that is confusing is the Hit-and-run rule... When do you declare this, or do you always have to do a hit and run? Can you decide after you have calculated results and if you choose not to use the rule, can you pursuit a fleeing enemy or choose to stay in combat? It is a bit confusing.

With these rules I would get an all flying army... (well, need some core...) that would be sooooo cool!

Overall I feel that this army list seems to be overpowered with all units able to make multiple shots and getting wardsaves... And this marching and shooting with multiple shots on everyone... with no penalties to hit... That is really powerful... Maybe a bit to powerful... Allthough this mostely affects Glade guards (and characters). I think marchin and fireing should be penalized somehow... maybe counting all shots as if made from long range or something. Skirmishers would of course be able to move and fire as per current rules.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby PointedDoom » Fri Jun 08, 2012 7:27 am

It looks freaking fantastic and i wish my friends would let me use it. But just one question would you have to pay for the branchwraith to get the Forrest Song ability to affect my regular casters?
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 08, 2012 7:54 am

McRage wrote:I dont see the problem with warhawks... When I first read their entry I thought they had become quite overpowered.

One man's junk ... is another man's gold?

McRage wrote:5. Hit and run!!! Really cool with 3 attack with S4 and a stomp...Totally worth 40 points! The only thing that is confusing is the Hit-and-run rule... When do you declare this, or do you always have to do a hit and run? Can you decide after you have calculated results and if you choose not to use the rule, can you pursuit a fleeing enemy or choose to stay in combat? It is a bit confusing.

The exact wording of Hit and Run explains all. The first queue is "may elect to make a fallback move" and the second queue is "When it comes time to tally up combat results". Suffice to say you declare it before someone makes a break test, but after people have made their attacks. Then the 'may' part means you can decide whether you want to do combat as normal or make the fall back move (i.e. hit and run). If you fallback you cannot pursue, even if the enemy flees from the combat result. If you do combat as normal... this rule has no effect, and yes, if you win combat, you can pursue as normal.

McRage wrote:With these rules I would get an all flying army... (well, need some core...) that would be sooooo cool!

Go for it!

McRage wrote:Overall I feel that this army list seems to be overpowered with all units able to make multiple shots and getting wardsaves... And this marching and shooting with multiple shots on everyone... with no penalties to hit... That is really powerful... Maybe a bit to powerful... Allthough this mostely affects Glade guards (and characters). I think marchin and fireing should be penalized somehow... maybe counting all shots as if made from long range or something. Skirmishers would of course be able to move and fire as per current rules.

The ONLY unit that has more than 1 attack and can shoot is Warhawk Riders and that's because shooting 3 shots for 120 points is incredibly dull and underpowered, even if they are Strength 4! Granted, Waywatchers can Multi-Shot and get 2 each also, but they're double the cost of the basic Glade Guard, so that only makes them even with our Core troops in effectiveness. So in reality, the only people that make good benefit of the multi-shot benefit from Whispers of the Bow is characters.

As for the march and shoot bit... in 7th edition our characters could do this anyways (and our current book was designed with that in mind), so I'm just reinstating that ability. In fact, the only unit that gets any special benefit from the march and shoot rule is Glade Guard, as every other shooting unit is Skirmishing or Fast Cavalry. This means Glade Guard can march straight towards the enemy and shoot as normal... I'm betting the enemy wants you to do that! :lol:


PointedDoom wrote:It looks freaking fantastic and i wish my friends would let me use it. But just one question would you have to pay for the branchwraith to get the Forrest Song ability to affect my regular casters?

Huh? If you look at Spellsingers and Spellweavers, they come innately with the Forest's Song ability. The Branchwraiths buy the ability bundled with their level 1 Wizard upgrade, as all Wood Elven Wizards are supposed to have that ability.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Caleb Astar » Fri Jun 08, 2012 12:09 pm

Oups. My bad.

I did not see the second attack on warhawk riders and the combination with WotB. I thought they only got the light armor. I guess it's okay, then :ninja:

For the eternal guard fix: you're right, nearly every army pays at least 35 pts for the stubborn rule. But:
- this rule is far better for other armies, cause they have big infantry packs or overprotected characters. That's not our case: our only pack of infantry is already stubborn, moreover;
- let's have a look on the Chaos dwarf Castellan: Hero level, Stubborn for around 100 pts, can have a 2+ armor save easily, and then a ward, T5 and a good fighter statline, in an army that can use this ability. In comparison, I think a cheap Eternal Noble won't be a big problem: he's really easy to kill, in fact.
- if you compare armies, you'll see that all elven lords and heroes cost the same price. But when HE get ASF and DE get Hatred, WE don't have anything. Since the 7th Ed. books, our fighter characters are strongly overpriced. That's why they absolutely need cheap kindred to compensate;
- of course, WotB can't compensate ASF or Hatred. And its benefits disappear when you choose most of the kindred, since the character loses his bow.

Too common to have Wolves in a forest? I guess...


Hey! This is not a common forest: everything in Athel Loren is supposed to be mysterious and magical. That's why I think normal wolves are quite strange in a WE army. I'd rather see something like the Orion's pets:

The Silverback Wolves (12 points/model)
Silverback Wolf: M9 WS4 BS0 S4 T3 W1 I4 A1 Ld6
Silverback Alpha: M9 WS4 BS0 S4 T3 W1 I4 A2 Ld6

Unit Size & Type: 5-20, Warbeast (25x50mm base)

Weapons & Armor: Tearing Bite

Options: Alpha: 10 pts.

Special Rules: Ambushers, Animal Instinct, Forest spirit, Pack Leader's Howl, Unbreakable, Unstable

Animal Instinct: Silverback Wolves may not use the Inspiring Presence or Hold Your Ground! rules of the army General or Battle Standard Bearer. Further, Silverback Wolves may not be joined by characters.

Pack Leader's Howl: Any Silverback Wolf unit that has an Alpha also counts as having a Musician for so long as the Alpha remains alive.

(*NEW*) Added WS4, Unbreakable, Unstable, Forest spirit.

I guess it's not really cheap stuff anymore, but WE are not supposed to be that cheap, after all. A redirection unit with ambusher and M9 for 40 points, using special slots, sounds too good for me.

With this rules, they're stronger, but costs at least 60: I think it's a good deal.

Other ideas coming soon... :D
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Doblin James » Fri Jun 08, 2012 1:30 pm

I realize this is pretty minor, but HoDA no longer says its a one use item.

On a side note, I'm a little concerned that if you want to take a decently kitted out highborn and weaver, you A) cant fit both in less than 3000 point lists, B) will end up spending 25% of your army on two models that probably won't bring their points back to the table. Kindred prices in general just seem to be going thru the roof, I agree with Caleb that we need a cheap kindred of some kind.

On that note, do you remember my waywatcher character shenanigans from earlier? Snipe seems OP if they still get deadly quiver. A bunch of waywatcher nobles could legitimately deploy next to glade guard and snipe the enemy wizard first turn, and take out the backup wizard by turn 2 at the latest. Having free reign on magic would more than offset the cost methinks. Imagine getting dwellers off 3, maybe 4 times in a game! Perhaps if you nerfed the snipe to short range only, and/or removing the deadly quiver option from their snipe shots I could see reducing the kindred cost by 10 points or so. Maybe removing snipe altogether would be best.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Ravenlord » Fri Jun 08, 2012 1:42 pm

Caleb Astar wrote:- if you compare armies, you'll see that all elven lords and heroes cost the same price. But when HE get ASF and DE get Hatred, WE don't have anything.


Hmmm, Wood elf Characters get the Forest Strider rule, a longbow and they never get a -1 modifier for moving and shooting. Wood elf nobles cost 75 points, High elf nobles cost 85 points and Dark elf masters cost 80 points. Furthermore, default weaponry for the other heroes are just hand weapons.
It´s really cool to have something written here.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Caleb Astar » Fri Jun 08, 2012 3:36 pm

Hmmm, Wood elf Characters get the Forest Strider rule, a longbow and they never get a -1 modifier for moving and shooting.


And lose all of them when they take a Kindred designed for close combat (not Forest strider, though, but...).

And even with a 5 or 10 pts difference, you can't imagine WE characters balanced with other elven fighters: Hatred and ASF (with Great weapon? Woooooo) are awesome. Forest strider is a joke (a fluffy one, indeed).

I could have said that HE can have +2F without any drawback for only a few points with a great weapon when a magical item for that is around 40 pts, that DE have a lot of outstanding items and access to an easy 1+ save with their cloak. Without even mentionning Kaeleth and all his super-cheated friends, WE characters are terrible when compared to other armies.

The funny thing is: excepted Kaeleth-wearers, no one really thinks that HE or DE fighter characters are overpowered. A lot of player plays without them, cause they're not that great after all: they are ok, and that's it. And WE are even weaker.

That's why they really need great kindreds.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Petu » Fri Jun 08, 2012 4:17 pm

Shandrakor wrote:Hit-and-Run: A unit of Warhawk Riders may elect to make a fall back move on a turn they successfully charged. When it comes time to tally up combat results, have the Warhawk Riders make a normal flee move that they immediately rally in any facing and/or formation from after the completion. They may not be pursued when making this action.

This needs some rethinking to get it actually work.

1) Any warhammer player who has played more than couple games should be able to keep up some level of calculations on combat results even while the combat is on so just saying that you have to decide before counting the final combat results it won't give you much of a difference from deciding after calculating the results. It won't make much sense unless the decision comes before the close-combat starts or after you see whether either unit breaks.

2) Immidiate auto-rally is very powerful as normally you throw the rally only after next turns charges have been announced and therefore you can't charge on a turn you rally but with this you could charge a different target every single turn.

Start the whining:
Those kindred prices :eek:

The kindreds pretty much specialize our characters and remove them form other roles. So yes there is a drawback beyond just the cost. And paying around 200 points for a combat Lord with T3 W3 and crappy save is rather expensive even for us. And thats before you take into account that kindreds also limit what mundane and magic items you can take.

Please consider that High Elves get their Prince at just 5 more points compared to our Highborn and those guys have more weapon and armor options AND in built super ASF.

Edit:
OK, I think thats enough whining from me. :roll:
Last edited by Petu on Fri Jun 08, 2012 6:37 pm, edited 1 time in total.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby sirginyu » Fri Jun 08, 2012 4:41 pm

one thing i noticed is that we dont have any army wide rule to make us better in the woods which is something that i think should be important because we are wood elves and we should have mastery of woods
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 08, 2012 6:57 pm

Caleb Astar wrote:Kindred Pricing:

I guess I see the point, but while I think other characters may be over the top, I don't want to make ours similar. I just want them even remotely competitive and a fair price (because I know Elven characters will always be the underdogs in close combat). As such, I can see lowering some of the prices on Kindreds, but what would you suggest for their new prices?

Caleb Astar wrote:- of course, WotB can't compensate ASF or Hatred. And its benefits disappear when you choose most of the kindred, since the character loses his bow.

Not sure where this is coming from? The only Kindred that loses their Asrai Longbow is Wardancer Kindred.

Caleb Astar wrote:Hey! This is not a common forest: everything in Athel Loren is supposed to be mysterious and magical. That's why I think normal wolves are quite strange in a WE army. I'd rather see something like the Orion's pets:

That's a thought. Maybe rename them 'The Hounds of the Hunt' or something, but at the same time, Hounds aren't quite as intelligent as Wolves in ambushing their prey, so I'm not sure that rule's quite as apt for them.

Caleb Astar wrote:The Silverback Wolves (12 points/model)
I guess it's not really cheap stuff anymore, but WE are not supposed to be that cheap, after all. A redirection unit with ambusher and M9 for 40 points, using special slots, sounds too good for me. With this rules, they're stronger, but costs at least 60: I think it's a good deal.

Well, you also gave them Unbreakable/Unstable, WS4, and Forest Spirit, which is quite a big defensive improvement and a slight offensive increase too. I'll have to think about this one a bit and get back to you.


Doblin James wrote:I realize this is pretty minor, but HoDA no longer says its a one use item.

Ha, good catch! Although it does say it's a single arrow... I'll tack that bit in next time I edit the post.

Doblin James wrote:On a side note, I'm a little concerned that if you want to take a decently kitted out highborn and weaver, you A) cant fit both in less than 3000 point lists, B) will end up spending 25% of your army on two models that probably won't bring their points back to the table. Kindred prices in general just seem to be going thru the roof, I agree with Caleb that we need a cheap kindred of some kind.

No one's 'requiring' you to take a Kindred on both characters, but at the same time, it is a consideration, I guess. Some Kindreds should probably come down in price.

Doblin James wrote:Waywatcher characters and Sniper

Yeah, that's my concern too, although I could limit the Sniper ability to not include Lethal Shot to be more fair. Short range too perhaps... Not sure, but it's sounding like I may as well just get rid of the rule all together, ha.


Caleb Astar wrote:
Hmmm, Wood elf Characters get the Forest Strider rule, a longbow and they never get a -1 modifier for moving and shooting.

And lose all of them when they take a Kindred designed for close combat (not Forest strider, though, but...).

Again, not sure where this is coming from when only Wardancer Kindred loses their bow.

Caleb Astar wrote:And even with a 5 or 10 pts difference, you can't imagine WE characters balanced with other elven fighters: Hatred and ASF (with Great weapon? Woooooo) are awesome. Forest strider is a joke (a fluffy one, indeed).

This is a fair point, but also a bit, grass is greener syndrome? I don't mind making our characters semi-competitive, but at the same time, I don't really want them to be... over the top as MANY other books' characters are.

Caleb Astar wrote:I could have said that HE can have +2F without any drawback for only a few points with a great weapon when a magical item for that is around 40 pts, that DE have a lot of outstanding items and access to an easy 1+ save with their cloak. Without even mentionning Kaeleth and all his super-cheated friends, WE characters are terrible when compared to other armies.

And I'm pretty sure when their new books come out, the super cheat is either going away or getting toned down. No sense in comparing to something so drastically broken.

Caleb Astar wrote:The funny thing is: excepted Kaeleth-wearers, no one really thinks that HE or DE fighter characters are overpowered. A lot of player plays without them, cause they're not that great after all: they are ok, and that's it. And WE are even weaker.
That's why they really need great kindreds.

Nod.


Petu wrote:Hit-and-Run: This needs some rethinking to get it actually work.

It's the same rule as what's already in the current Wood Elf Army Book? I just rewrote it to take up less space. I guess I could put the exact wording as the book in, it just felt like a waste of time. No one complains Warhawk Riders are over powered right now, if anything, drastically underpowered. +1 Rider Attack, 5+ Armor, 5+ Ward means they can actually contribute now instead of just dying a lot for no contribution, as currently.

Petu wrote:Then on a separate note:
Those kindred prices :eek:

I think perhaps they went a bit high this rendition. I'll have to take another pass at them, but some more individual notes on how to improve that situation would be helpful.

Petu wrote:The kindreds pretty much specialize our characters and remove them form other roles. So yes there is a drawback beyond just the cost. And paying around 200 points for a combat Lord with T3 W3 and crappy save is rather expensive even for us. And thats before you take into account that kindreds also limit what mundane and magic items you can take.

Item prohibitions indeed should lower the cost of a Kindred. I agree and think they need adjusted some. See last quote for how you can help!

Petu wrote:Please consider that High Elves get their Prince at just 5 more points compared to us and those guys have more weapon and armor options AND in built super ASF.

Noted.


sirginyu wrote:one thing i noticed is that we dont have any army wide rule to make us better in the woods which is something that i think should be important because we are wood elves and we should have mastery of woods

I don't really like those super restrictive terrain rules for characters that cannot make such terrain pop up. Besides, we already get Stubborn for our Skirmishers, plenty of magic related bonuses (+1 to cast, magical movement, etc.) in forests and improved Forest Strider. I don't really think we need more than that to be 'fluffy' and any more than that just gets annoying when actually playing a game (required fighting spots sucks for an army that's supposed to be easily re-positionable). So sorry to tear down your idea, but thank you for your contribution to the discussion anyways.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby sirginyu » Fri Jun 08, 2012 7:13 pm

sorry i didnt see that we have forest strider and dont suffer stupidity or wounds in woods, i thought you removed that army rule and it seemed quite weird that you would eliminate such a rule
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Caleb Astar » Fri Jun 08, 2012 7:38 pm

Well, my bad for the long bow thing, I thought fighter kindred lost it. But whatever, using their bow means they don't march, or are not engaged in close. They may shoot once in a game. I don't think this will change much.

And I'm pretty sure when their new books come out, the super cheat is either going away or getting toned down. No sense in comparing to something so drastically broken.


You didn't read me well :p

"I could have said that HE can have +2F without any drawback for only a few points with a great weapon when a magical item for that is around 40 pts, that DE have a lot of outstanding items and access to an easy 1+ save with their cloak. Without even mentionning Kaeleth and all his super-cheated friends, WE characters are terrible when compared to other armies."

=> Of course I won't compare with Kaeleth, but even without such items, other elven characters are better than ours (see below).

This is a fair point, but also a bit, grass is greener syndrome?


I don't think so, really.

I don't mind making our characters semi-competitive, but at the same time, I don't really want them to be... over the top as MANY other books' characters are.


This is the point where we disagree, I think.

If I get your point, you think that HE fighty characters are "over the top". Really, they're nothing like that. They are just ok to me, and many competitive players find they're crap, and only good for riding a stellar dragon or, in some kind of lists, using the anti-magic banner. I used to play HE, and the fact is that their characters are too expensive and fragile for being worth their points.

I agree, HE have awesome infantry (special) units, and their ASF is an incredible boost. I agree, their wizards are damn powerful. But, the nobles and princes are really far from being over the top.

You probably noticed that fighty characters are quite bad in 8th Ed. Of course, there are exceptions like Tyrans, Vampire lords and so on, or the ones using cheated magic items. But without them, I can't see where you found so many overpowered characters in close combat.

That's why I find your wardancer kindred great: it makes an expensive character, but he comes with a lot of good rules. I tried it, and it's exactly what I want to have as an elven character: fragile, but deadly. I don't understand why you made a kindred with such rules if you find that elven characters are great as they are. And if you agree they're not, then the price of eternal kindred is far too high.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 08, 2012 8:18 pm

Caleb Astar wrote:But whatever, using their bow means they don't march, or are not engaged in close.

Whispers of the Bow lets them March and Shoot as well, but whatever, that's not really the point you're trying to make I guess.

As for the whole Kindreds thing... You say Wardancer Kindred is wonderful, but then the other Kindreds are not?

Wardancer Kindred has tons of bonuses which bring up their power level, but in return they cannot choose their weapons, cannot pick armor, and must be on foot. Those are 3 major drawbacks which make the Kindred's cost feasible in my mind.

The other Kindreds just don't have the drawbacks to compare to Wardancer Kindred so I felt they needed increased cost for just flat bonuses, mostly. If I get the 'wow-factor' of each Kindred you're trying to have, then I need to have each Kindred get some super bonuses, but have a major drawback to compensate, so the costs are warranted.

I'll have to rethink the Kindreds a bit to get that then.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Caleb Astar » Fri Jun 08, 2012 9:24 pm

Whispers of the Bow lets them March and Shoot as well, but whatever, that's not really the point you're trying to make I guess.


Well, english is not my native language, I guess I made some mistakes while translating rules. Sorry :D

As for the whole Kindreds thing... You say Wardancer Kindred is wonderful, but then the other Kindreds are not?


That's it.

Wardancer Kindred has tons of bonuses which bring up their power level, but in return they cannot choose their weapons, cannot pick armor, and must be on foot. Those are 3 major drawbacks which make the Kindred's cost feasible in my mind.


Yep, they have drawbacks, indeed. But for 125 pts, you have a character that is already good on his own: 4A CC6 F5 ASF, a 5+ ward save, the dances of Loec. He doesn't really need a lot of magic items (good new, because he can't take most of them). Of course, he can be killed quite easily (without the stone of rebirth), but he makes the job for this price: he's a glass cannon, and that's a good point.

He is dangerous because he has awesome firepower on his own. He is balanced cause he's fragile.

The other Kindreds just don't have the drawbacks to compare to Wardancer Kindred so I felt they needed increased cost for just flat bonuses, mostly. If I get the 'wow-factor' of each Kindred you're trying to have, then I need to have each Kindred get some super bonuses, but have a major drawback to compensate, so the costs are warranted.


Great analysis, I guess. I think that specialists with a heavy firepower, but major drawbacks, are far more interesting than the "jack of all trades, master of none" we currently have (Sylvan knight being an exemple in this: he can resist a little, kill a little when it comes to close, shoot once or two, and then he doesn't do anything well).
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 08, 2012 10:31 pm

Caleb Astar wrote:Yep, they have drawbacks, indeed. But for 125 pts, you have a character that is already good on his own: 4A CC6 F5 ASF, a 5+ ward save, the dances of Loec.

When you say 4A, CC6, F5, ASF, and a 5+ ward, you mean WS6, S5, 4A, ASF, and a 5+ ward right? CC = Weapon Skill? F = Strength? It's come up in another post you made, so I figured I'd make sure I clarified that before I misconstrued something else.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Caleb Astar » Sat Jun 09, 2012 12:29 am

Dammit.

You're right. I tried to avoid such abreviations, and finally did it. Not that easy to translate everything.

Yep, you got everything right. I'll do better next time :cool:
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Moose123 » Sat Jun 09, 2012 2:20 am

Doblin James wrote: On that note, do you remember my waywatcher character shenanigans from earlier? Snipe seems OP if they still get deadly quiver. A bunch of waywatcher nobles could legitimately deploy next to glade guard and snipe the enemy wizard first turn, and take out the backup wizard by turn 2 at the latest. Having free reign on magic would more than offset the cost methinks. Imagine getting dwellers off 3, maybe 4 times in a game! Perhaps if you nerfed the snipe to short range only, and/or removing the deadly quiver option from their snipe shots I could see reducing the kindred cost by 10 points or so. Maybe removing snipe altogether would be best.



Shandrakor wrote:Yeah, that's my concern too, although I could limit the Sniper ability to not include Lethal Shot to be more fair. Short range too perhaps... Not sure, but it's sounding like I may as well just get rid of the rule all together, ha.


No, No, No! Keep sniper it is as balanced as maneaters with sniper and makes much more sense fluffwise.

"Hah! Little elf thing, I'm better shot than you. How can ya call yerself tha best archer in the world?"

Aren't ogres supposed to be big clumsy brutes?
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Petu » Sat Jun 09, 2012 8:17 am

Moose123 wrote:
Doblin James wrote: On that note, do you remember my waywatcher character shenanigans from earlier? Snipe seems OP if they still get deadly quiver. A bunch of waywatcher nobles could legitimately deploy next to glade guard and snipe the enemy wizard first turn, and take out the backup wizard by turn 2 at the latest. Having free reign on magic would more than offset the cost methinks. Imagine getting dwellers off 3, maybe 4 times in a game! Perhaps if you nerfed the snipe to short range only, and/or removing the deadly quiver option from their snipe shots I could see reducing the kindred cost by 10 points or so. Maybe removing snipe altogether would be best.



Shandrakor wrote:Yeah, that's my concern too, although I could limit the Sniper ability to not include Lethal Shot to be more fair. Short range too perhaps... Not sure, but it's sounding like I may as well just get rid of the rule all together, ha.


No, No, No! Keep sniper it is as balanced as maneaters with sniper and makes much more sense fluffwise.

"Hah! Little elf thing, I'm better shot than you. How can ya call yerself tha best archer in the world?"

Aren't ogres supposed to be big clumsy brutes?
No need to remove or weaken the current rules for deadly aim. Atleast to me it just means that the character concentrates all his/her attention to a single target straining his/her well trained elven senses to their limit and betting it all to a single shot. You still shoot just 1 arrow and need to hit with the -1 modifier (i know doesn't really matter much) AND throw a 6 to wound so it's a gamble and even after that ward saves aren't that hard to get now days. Thats in addition to the fact that you are going to use it against some armies anyways as they get 2-4 characters at the price your character and that's without magic items on our waywatcher character.

Heck I think goblins actually get lord level mages with ward saves at the prize we pay for waywatcher nobles. It's in no way OP. Especially if even ogres really get sniper with their maneaters. If that's true then I wouldn't mind having the deadly aim just give us -1A in addition to the sniper. Sure that's powerful but remember that we are talking about a single model with hardly any saves (as it should be with wood elves i'll agree on that) and 3-4 attacks with a price tag of a 10-20 model unit. It would be deadly sure be it still can't take punishment at all and nobles giving 2 shots and highborns giving 3 against characters that usually have saves and toughness (other elves are exception of this of course) so high that without the killing blow you'll just wound on 5+ and if you are lucky the enemy has just 4+ or so save with him. WE are supposed to be THE best archers of warhammer world and we are outshot by ogres who rarely understand how their weapon even works :(.

OK I play mostly against undead so that might effect my estimates a bit too much. Sorry for getting a bit pushy with this.
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