Version 6 of My Complete Revised Wood Elf Codex

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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Petu » Wed Jun 20, 2012 12:03 pm

Tehethan wrote:Might sound a bit weird, but I'd rather go for a bonus like "The enemy rolls to wound Sylvan Riders have a -1 to their total to represent the primal resistance of these another time elves", it is basically a T4 but they will still suffer from thoughness tests with T3; I did read the fluff wrote about Sylvan Knights, and what they are supossed to be and so on, but I didn't think that could be enough to justify the T4, I think a certain bonus like that could be more fit to represent the nature of this unit (bear in mind that for example S5+ blows will always get a 3+ wound roll, which is better than just having T4). Might be also useful to see if that bonus should be applied just in close combat or maybe against ranged attacks as well, since a S10 cannonball would still wound on a 3+ (harder roll than to wound a dragon, to show an example) and don't know if that should be fair...
True that might solve it but it's a whole new special rule. That makes it harder to remember and -1 to wound is a lot more powerful than clean and simple T4 as you already stated. It would have to be in close combat only and even there it means that even Star Dragons wound them on 3+ which would be welcome to us but everyone else is going to have a few choice words for us the first couple of times they face these guys.

This might be just a case of me wanting to keep it clean and simple. No need for special rules that can be said more simply with just bit better statline.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Wed Jun 20, 2012 8:39 pm

Petu has been doing a fairly good job of saying mostly what I would have anyways in the discussion for and against T4 on Sylvan Knights. So, I hadn't really done much of the discussing myself, as it would have largely been duplicate information. Basically if it bothers you so much to see T4 on Sylvan Knights then start thinking of them as elite Dryads riding Great Stags rather than as Elves riding them, because that's largely what it comes down to anyways.

You may notice that, besides WS and Ld, they have a stat-line that matches Dryads already. That's not really by coincidence.

As for the whole -1 to Wound them thing, that's highly over-powered compared to a simple T4, and I don't feel like it adds anything above and beyond what a simple T4 does besides headaches explaining it to the opposition.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Tehethan » Wed Jun 20, 2012 8:45 pm

Yeah, I guess you are right, I can see them as Mounted Dryads rather than Elven Cavalry :p Fair enough, I won't complain to that point again now that has been discussed that unit.

Apart from that and all the comments given with all these posts I can't think of anything more useful either to add and help your book for now :tear:
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby stewan » Wed Jun 20, 2012 10:37 pm

Shandrakor wrote:
stewan wrote:i have a question regarding The Bow of Lathain.
Since its a one time thing, wouldn't it me mor common for it to be a "one use only" magic arrow?

Uh, the Bow of Lathain is multi-use. I guess I could alter the wording slightly to make that more obvious though.


oh, you're right, i forgot about the range. But yes, I would make it more obviaous, as you said.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Ethankyou » Fri Jun 29, 2012 5:22 am

I've lurked on this post for a while. I would love to see some of this in our updated book!

Particularly a fan of the new great stagg, and the new glamour weave kindred.

I love the updated Athel Loren. All the spells feel much more versatile now.

I like what you did with alter kindreds, except not so much with the 40mm bases. I think others have suggested This as well, but perhaps the problems solved by upping the base size could be given in a special rule, and a 20mm base. Something like:
Fury of the Forest: the alter kindred is immune to stomp and thunderstomp. They also deal d3 impact hits.

Alternatively, or concurrently I guess, I've always thought that Alter kindred's fluff make them sound like they should have the forest spirit special rule. Perhaps one of the options could be:
The Force of Nature: +1 Strength, Toughness, Wound, and Forest Spirit.

I'd like to see something in the army get Heroic Killing Blow, but I'm not sure where it would fit. Perhaps waywatchers or wardancer units could sacrifice all their attacks for one stronger attack with killing blow? I dunno. Might be a stretch.

That's all I think! Great job in this book!
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Ethankyou » Fri Jun 29, 2012 5:32 am

Shandrakor wrote:...then start thinking of them as elite Dryads riding Great Stags rather than as Elves riding them, because that's largely what it comes down to anyways.


All my Yes!

There is a picture in our book of a Dryad riding (more like surfing really) on the back of a horse made of brambles and sticks. When I first got into this game I looked at that and said "why is this not a unit!?"

When I saw this post I reread the sylvan knights entry and I am now really excited to see such a unit in action.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 29, 2012 9:27 pm

Ethankyou wrote:I've lurked on this post for a while. I would love to see some of this in our updated book!

Glad you like it!

Ethankyou wrote:Particularly a fan of the new great stagg, and the new glamour weave kindred.

The new Great Stag really had it coming anyways since the Storm of Magic book already made these adjustments for them. Glamourweave Kindred felt too restrictive when you couldn't put them in Dryads and such so I fixed that.

Ethankyou wrote:I love the updated Athel Loren. All the spells feel much more versatile now.

Athel Loren is arguably the absolute worst magic Lore in the entire game right now. I'm glad to make it useful again with this update. Unfortunately it meant nearly a complete rewrite of the existing spells.

Ethankyou wrote:I like what you did with alter kindreds, except not so much with the 40mm bases. I think others have suggested This as well, but perhaps the problems solved by upping the base size could be given in a special rule, and a 20mm base.

There's been a lot of feedback about not liking the Monstrous Infantry idea, so I'll probably scrap it and see what I can do with an Infantry based Alter Kindred.

Ethankyou wrote:Something like:
Fury of the Forest: the alter kindred is immune to stomp and thunderstomp. They also deal d3 impact hits.

The immunity to Stomp/Thunderstomp was brought up before, although Impact Hits were not. I'll consider it when deciding on what to do with them.

Ethankyou wrote:Alternatively, or concurrently I guess, I've always thought that Alter kindred's fluff make them sound like they should have the forest spirit special rule. Perhaps one of the options could be:
The Force of Nature: +1 Strength, Toughness, Wound, and Forest Spirit.

This is possible too, perhaps as a replacement for the Bear's Tenacity. Will have to think on it.

Ethankyou wrote:I'd like to see something in the army get Heroic Killing Blow, but I'm not sure where it would fit. Perhaps waywatchers or wardancer units could sacrifice all their attacks for one stronger attack with killing blow? I dunno. Might be a stretch.

I had Heroic Killing Blow in before and it ended up just being too powerful. Basically, I'd have to make up some kind of rule like the Brettonians have to limit the number of characters who can have it or restrict it to a special character to make it not over the top.

Ethankyou wrote:That's all I think! Great job in this book!

Thanks!

Ethankyou wrote:There is a picture in our book of a Dryad riding (more like surfing really) on the back of a horse made of brambles and sticks. When I first got into this game I looked at that and said "why is this not a unit!?"

When I saw this post I reread the sylvan knights entry and I am now really excited to see such a unit in action.

I've actually already seen some conversions with Dryads riding on Elven Steeds for Wild Riders and since they're all Forest Spirits I don't really think this is much of a stretch. (Baardah was it I think posted something like this?) Suffice to say, I thought it was a neat idea too. :cool:
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Ethankyou » Fri Jun 29, 2012 9:55 pm

I used to feel like people were exaggerating how bad our lore was. Oh my was I wrong... But yes, I can tell you had to re-do the lore - basically from the ground up - and I think it really looks fantastic now.

Didn't realise the Great Stag was updated in storm of magic. Kind of seems depressing that we haven't been given official errata to fix that! So your great Stag is verbatim from Storm of Magic?

The impact hits for the alter were just a thought - essentially gives the alter more charge power, and this way we're not giving a little model a stomp. Giving them stomp immunity and impact hits might be a little too powerful though in retrospect, unless the kindred's price was upped. Bugger, at this point they might as well be a new unit altogether! Haha!

Thinking of impact hits, Treekin could have an upgrade that gives them impact hits. Perhaps something like "Cloak of Thorns: +X (5? 10?) points per model, Treekin get d3 impact hits." I don't know about the specifics, but I'm thinking something like the ogre gut plates.

I think I understand what you mean about heroic killing blow being too powerful for our units. Not sure where it could go without it being too powerful either. Who knows!

And that picture I was talking about is on the bottom corner of pg 71 of our book. Regardless, yes, I think we can all agree that dryads riding monstrous cavalry are about as awesome as we get :D
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Fri Jun 29, 2012 11:30 pm

Ethankyou wrote:Didn't realise the Great Stag was updated in storm of magic. Kind of seems depressing that we haven't been given official errata to fix that! So your great Stag is verbatim from Storm of Magic?

Yeah, no Errata makes us sad pandas, but oh well. It is what it is... As for the Great Stag, it's the exact same as the Storm of Magic version except that ours also gets Fast Cavalry built in to keep with the theme that all of our Cavalry is Fast compared to the other races.

Ethankyou wrote:The impact hits for the alter were just a thought - essentially gives the alter more charge power, and this way we're not giving a little model a stomp. Giving them stomp immunity and impact hits might be a little too powerful though in retrospect, unless the kindred's price was upped. Bugger, at this point they might as well be a new unit altogether! Haha!

Yeah, I was thinking of something else for Alter Kindred, but I'll think about if Impact Hits are OK or w/e else.

Ethankyou wrote:Thinking of impact hits, Treekin could have an upgrade that gives them impact hits. Perhaps something like "Cloak of Thorns: +X (5? 10?) points per model, Treekin get d3 impact hits." I don't know about the specifics, but I'm thinking something like the ogre gut plates.

It'd be cool to have Treekin cause Impact Hits, but I think at the 60 points per model I have them at, they're already good enough. They're arguably the best Monstrous Infantry in the game currently besides the fact that they can't take full command and minus when they fight Flaming things.

Ethankyou wrote:And that picture I was talking about is on the bottom corner of pg 71 of our book. Regardless, yes, I think we can all agree that dryads riding monstrous cavalry are about as awesome as we get :D

That pic looks more like a Spite riding some twig monster or something than a Dryad riding a wooden steed, but regardless it's a neat little image anyways.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby dusk1983 » Sat Jun 30, 2012 3:44 am

Somethhing I've been wanting for a long time is standard bearer in wardancers, although the only reason I wanted this was so i could buy them a magic banner and put banner of movement on them. Looks like this list doesn't have option for a magic banner with the WD
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Sat Jun 30, 2012 5:40 am

dusk1983 wrote:Somethhing I've been wanting for a long time is standard bearer in wardancers, although the only reason I wanted this was so i could buy them a magic banner and put banner of movement on them. Looks like this list doesn't have option for a magic banner with the WD

I'm not sure I'm really opposed to giving Wardancers a magic banner option, but at the same time, normally lists tend to have multiple options with banners and only the more expensive of them get the option for magical ones. In this case the Wild Riders and Sylvan Knights got the option (and 1 unit each of Eternal Guard + Glade Guard/Scouts). That's a lot of potential magic banners already, so I figured at least one unit deserved a non-magic banner, by default. This kind of coincides with Wardancers even having a banner at all for this rendition as compared to currently.

The other option, maybe, is changing Wild Riders to no magic banner option and giving the option instead to Wardancers, I guess. This would keep with the cheaper units not having the option and more expensive (Sylvan Knights) having the option.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Ethankyou » Sat Jun 30, 2012 12:06 pm

Ah, I suppose that is a spite. But whatever it is, it's awesome! :D

Regarding banners, I know I am personally indifferent if it came down to riders or wardancers for a magic standard. I feel like it makes more sense for wardancers to have a magic standard than wild riders anyway, but I'm thinking that the reason riders are able to take a standard at all is because otherwise an all forest spirits army (before your Sylvan Knights, Shandrakor) couldn't possibly take any standards, let alone a magic one.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Petu » Sun Jul 01, 2012 9:34 pm

Ok finally got a game done with my friends Tomb Kings. It was close to say the least. We both decided to just try things out in a 1000p game.

Couple of notions:
1) Hierotitan is scary. Seriously. It just walked right over my Brancwraiths and Dryads in 1 turn. The only reason I beat it was my friends increadibly bad luck in his crumbling rolls. Nothing else suffered a single wound and the hierotitan was left on it's last one. Then I managed to finish it off with silverback wolves :D . You should have seen my face when that happened.
2) 8 Wardancers can be very nasty. As long as you don't fail 50% of your 3+ to Wound rolls :( . Note to self: Never again use that dice set for to Wound rolls.
3) Necrotect: getting rid of this guy can be just a step or two below Hierophant in priority. That regeneration it gives around can be a headache.
4) I will never again leave home without at least 2 Great Eagles. Them redirecting my friends Ushabtis away from my wardancers really saved me.
5) Summoning forests right in front of a block of 40 skeleton warriors can really throw the opponents game of the loop.

My list:
Heroes: 185/250p

Branchwraith: 185p
- Level 1:
- Verdant Aspect
- A Cluster of Radiants:
- A Murder of Spites:


Core: 500/250p

12x Glade Guard: 172p
- Full Command

8x Dryads: 106p
- Branch Nymph

5x Glade Riders: 110p
- Horsemaster
- Musician

5x Glade Riders: 110p
- Horsemaster
- Musician

Special: 214/500p

8x Wardancers: 144p

10x Silverback Wolves: 70p


Rare: 100/250p

Great Eagle: 50p

Great Eagle: 50p

We had agreed to not bring too heavy magic. Both of us losing our only mages was quite suprising. I knew I had my work cut out for me when my friend told my his list had around 100 wounds in just 1000 points. Still at the end of the day it was ~20 point difference in my favor.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Joey_Boy » Wed Jul 04, 2012 5:25 pm

I just read the book and I must say that everything is insainly strong with to many special rules and options. I like the ideas but I feel like it's just to much and to good! :)
Wild Riders are a Fluff unit!
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Wed Jul 04, 2012 10:44 pm

Petu wrote:Ok finally got a game done with my friends Tomb Kings. It was close to say the least. We both decided to just try things out in a 1000p game.

Looks like an MSU approach with the list and a rough opponent with lots of Unbreakables going into the fight. Sounds like a bloody match too for a draw. Anyways, thanks for the report with highlights and let me know if you have any impressions on things that are too good, too bad, or just right.


Joey_Boy wrote:I just read the book and I must say that everything is insainly strong with to many special rules and options. I like the ideas but I feel like it's just to much and to good! :)

You say this, but your statement is far too broad for me to gain any useful information from it unless you point out what you think is too strong or too many rules. Most units that were already good enough didn't change at all, or very minor adjustments. While units that were obviously too weak were boosted in some fashion or another. All in all, there weren't really that many additional rules to what already existed in our book with only a couple exceptions (most notably the new rules on Wardancers and Waywatchers).
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Joey_Boy » Thu Jul 05, 2012 11:58 am

Sorry for the bad comment. I hate it when people do it to me so I should know better :)

In general, if I understand is correctly, all bows are s4 on short range in your list? And you shoot as many arrows as is on your profile? This is insainly strong! I would skip all my Glade Guard and go for all Glade Riders for core, 3*7 Warhawks(with characters), and 2*10 Waywatchers for the remaining points. Total avoidance with all the tools to kill, maim and destroy anything in the game. Just add a BSB and all the magic defense you feel you need to the above.

2,5K list that would just destroy anyone! It's 9 units that can just reposition anywhere on the table and 2 scouting in where ever they want to. Shadow magic to kill monsters with pit, units with pit+miasma, and withering/enfeebling to help with shooting/combat. Mindrazor if you want, but not needed. 96 s4 shoots from the units + characters. The WW can switch around and use whatever they need and Warhawks to mop up depleted units in the later turns. Add banners at will to the GR units if your playing with blood and glory.

Characters: 546p
lvl4(Lore of Shadow): warhawk, 60p worth of gear. 360p
BSB: Eagle, Ha, Shield, 50p worth of gear. 206p

Core: 630p
5 GR: la, Musician. 105p
5 GR: la, Musician. 105p
5 GR: la, Musician. 105p
5 GR: la, Musician. 105p
5 GR: la, Musician. 105p
5 GR: la, Musician. 105p

Special: 840p
7 Warhawks: 290p
7 Warhawks: 290p
7 Warhawks: 290p

Rare: 480p
10 Waywatchers. 240p
10 Waywatchers. 240p


So my issues with the army book is the above. Avoidance is clearly superior to anything else in the list as well as being able to crush any other army out there. The all-round s4 shooting, multiple shoots, mass 5+ ward saves+mr1. I feel like it's just to much s4 bows and ward saves to be okey. It's also to easy to go full avoidance with no drawbacks as you can actually deal with everything due to the extra special rules and Shadow magic(just drop Shadow as an option as it makes everything to good/easy) you can change Shadow to Light or Death maybe?
Wild Riders are a Fluff unit!
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Thu Jul 05, 2012 9:02 pm

Joey_Boy wrote:In general, if I understand is correctly, all bows are s4 on short range in your list? And you shoot as many arrows as is on your profile? This is insainly strong! I would skip all my Glade Guard and go for all Glade Riders for core, 3*7 Warhawks(with characters), and 2*10 Waywatchers for the remaining points. Total avoidance with all the tools to kill, maim and destroy anything in the game. Just add a BSB and all the magic defense you feel you need to the above.

Yes, all bows are like Glade Guard Longbows in our current list except with a 36" range instead of 30" (minus the Bow of Lathain which has its own rules).

The list you've taken is quite easy to plink away at with shooting and you have so many small units that the enemy could just box off a section of the table and charge off units for points that they cannot shoot. Granted, you have an absolute ton of shots in that list you've taken and great mobility, but if you get in your own way with the quantity of units, you're not helping yourself.

Of course it goes without saying that with that many shots you can knock out units with low saves pretty quickly and perhaps even knock out some units with higher saves. To fix this, however, would probably mean knocking Warhawk Riders back to 1 shot again and upping Glade Rider cost a bit. Unfortunately, I don't really see Warhawks or Glade Riders as being too useful without the extra attack or reasonable cost (in smaller quantities).

Your proposed solution of striking Shadow magic from the list for Light or Death might also work, but neither of those Lores really 'fit' fluff-wise as Shadow magic does.

I suppose an easier solution to lower quantity of shots and make movement a little more predictable is by removing Warhawk Rider's bows and giving them an ability similar to what Vampire Count Hexwraiths do, but with flight instead of ethereal. Then remove the Hit and Run ability and it keeps the amount of special rules down to the same as they currently have.

In the end you've outlined a problem with a mass shooting army, but given a band-aid solution instead of a bigger picture solution. Any more thoughts on this?
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Ikhoornix » Wed Jul 11, 2012 1:04 pm

The sollution to the Warhawk Rider and Glade Rider problem could be fairly easy to fix:

- Warhawk Riders: Move one attack from the Rider to the Warhawk. Do note that the loss in shooting effectiveness is somewhat compensated by the fact that the model will now have 1 S3 attach and 2 S4 attacks when not charging.

- Glade Riders: Lower the general points corst per model and make the bow an upgrade. The upgrade can then be more easily be valued in pointscost in accordance to the strength of having Fast Cav shooting S4 shots.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Reluctantmatt » Wed Jul 18, 2012 2:10 am

Hi shandrakor,

I'm a new member to the site but I've been following your work here for at least 6 months.
I have to say that I'm very impressed with the amount of effort and dedication it must have taken/be taking to compile and revise this list, but also with the extremely balanced and courteous manner in which you've dealt with some of the more impulsive comments!

Your work is top class but I'd like to add a few comments of my own, mostly relating to the fit with the wood elves background fluff. So, starting from the top:

I agree with the army wide rules you've put in place, however, I've always thought of the glade guard longbows as larger than average (hence the S4), so their use throughout the wood elf list doesn't seem quite right. Would war hawk riders really be able to wield 6ft bows on the back of a hawk? And way watchers over-riding ability is stealth and concealment, does a GG bow work for them fluff wise?

Ok, units next:

You've only made minor changes to glade guard, dryads and glade riders but barring some points adjustment they weren't broken too much anyway so all good there.

Eternal guard - I particularly like the parry rule. The only gripe I have there is the reference to heavy armour. I've always thought of heavy armour as plate steel (or something equivalent) and for me that doesn't sit well with the wood elves. I don't mind the 5+ save but preferred the old description of the 'eternal guard fighting style'. I'd also like the choice of heavy armour dropped from the character options.

Wardancers - glad you dropped the extra movement and the heroic killing blow. Aside from the power against large monsters, the rules seemed a little complex. 
Just a couple of minor points;  you don't mention that the same dance cannot be performed consecutively in the same combat - was this intentional? Also, the option of a standard bearer seems off to me. For a unit of extreme acrobats, having to carry a standard seems a bit, erm, cumbersome? I know i couldn't pull off my signature triple back flip if i was wearing my heavy shoes. Anyway, if you need static combat res to win a combat with your wardancers, I would suggest you are picking the wrong fights!

Wild riders and tree kin - all good there!

War hawk riders - I'd imagine that riding on the back of a big old hawk, weight would be a prime factor. So you know what I'm going to say here; light armour? Talismanic tattoos I can see (they need some sort of protection), but an extra 15 kilos of leather isn't going to please a hunting bird - lord knows my dog hates it when I put a saddle on him and ride round the living room. Especially as he's a jack Russell. 
Also, see my previous comment about GG longbows.

Sylvan knights of Loren - I have to say, the T4 initially felt wrong (as others have mentioned), but after reading the fluff you wrote for them, they not only fit with the army but I think their symbiosis with the forest could be a very interesting direction to take the wood elves as a whole. Suffice to say, they may be my favourite part of the new list. A bit like the red ones in a bag of skittles. 
One little niggle, but not a deal breaker, is the scaly skin bit. I know it doesn't literally mean scales but what does it represent? Personally I wouldn't mind having just the 4+ save and dropping the points to 65? 

Silverback wolves - a great new unit. I like the differentiation over wolves from other lists with the pack leader howl and the ambushing. They feel like a part of the forest consciousness in response to invaders rather than a directed part of the wood elven force. Not sure on the points value yet, they could be very versatile and they might need a points hike to represent that. 
I'm only sad to see the fae swarms loose their spot in the list. I loved the idea of a silent tree line erupting into a carpet of ethereal critters before the volleys of arrows start..... I can see it done in a 'lord of the rings' film style, but without the gay hobbits.

Great eagle - alls good here

Treeman - agree with the points adjustment. Just a couple of notes; why not make the tree whack and throw boulder the same upgrade? People tend to think of Treemen as being like a man (2 arms, 2 legs), but why can't they have extra limbs? Like an extra overgrown arm, not dexterous enough for regular combat but perfect for lobbing big rocks (or orcs) or smashing chariots/buildings/giants in the face? Or for applying sunscreen to that bit between your shoulder blades that you just can't get to.
Also, did you mean to increase the strangle root attack by 2"? 

Way watchers - mazing. Love it. 
Just a thought; if people are uncomfortable with most units having a 5+ ward save (though I know you've justified it) then I think this is a unit I'd drop it from. If they are used well, opponents have a hard enough time taking them out (hell cannon not withstanding - I hate them...).

Tree of life - very interesting new unit. I like the idea of it as a wood elf version of a defensive structure. I have a suggestion for it though. How about any wood elf unit within 6" of the tree counts as behind a defended obstacle when charged?  Or perhaps charging enemy units roll an extra D6 and discard the highest when charging said unit? This would represent bushes/vines/roots that spring up. It sort of fits with the rampant regrowth description. I might be tempted to make the wound regeneration rule only apply to the tree itself though, as the 'all units within 8" ' bit seems a little strong to me. If it needs knocking back any more, perhaps it should be a static piece, only moveable with the tree singing spell? 
I could imagine this type of defensive force to be found throughout The forest as a sort of guardian to the more valuable areas of Loren.

Ok, I've written quite enough now. I'll continue to critique you amazing work if you like, I'll try to get on to the other areas of your list over the next week or so.

Keep up the great work! 
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Moose123 » Wed Jul 18, 2012 3:46 am

Reluctantmatt wrote:War hawk riders - I'd imagine that riding on the back of a big old hawk, weight would be a prime factor. So you know what I'm going to say here; light armour? Talismanic tattoos I can see (they need some sort of protection), but an extra 15 kilos of leather isn't going to please a hunting bird - lord knows my dog hates it when I put a saddle on him and ride round the living room. Especially as he's a jack Russell. Also, see my previous comment about GG longbows.


High elves get light armor for their robes and ogres have it for the huge gut plates they are wearing. Light armor is a very broad term in warhammer.
I always imagine glade guard lonbows as being very well crafted and that's why they work so well, it's all opinion I guess.

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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Wed Jul 18, 2012 9:37 pm

Ikhoornix wrote:The sollution to the Warhawk Rider and Glade Rider problem could be fairly easy to fix:
- Warhawk Riders: Move one attack from the Rider to the Warhawk. Do note that the loss in shooting effectiveness is somewhat compensated by the fact that the model will now have 1 S3 attach and 2 S4 attacks when not charging.

I think it's more likely to make this more of a combat unit than a shooting unit. The only problems with this solution is that mounts cannot support attack, so you're only getting (assuming 3 wide and 2 deep) 6 mount swings and 6 rider swings, instead of currently getting 3 mount swings and 12 rider swings. The other reason being that as a character mount option, this would invalidate the Great Eagle for Lord characters because the Warhawk would get the same quantity of attacks as the Great Eagle, albeit at 1 less Weapon Skill (not worth 20 pts). Overall not a bad suggestion and keeps the line of thought that only characters and champions should naturally have more than 1 shot in any given shooting round. I still may use the similar to hexwraiths' spectral hunters kind of rule instead of having them shoot at all and make them more of a combat support unit instead of an archery platform.

Ikhoornix wrote:- Glade Riders: Lower the general points corst per model and make the bow an upgrade. The upgrade can then be more easily be valued in pointscost in accordance to the strength of having Fast Cav shooting S4 shots.

I don't like this suggestion because it'll mean that people will just use the unit as a cheap chaff unit, which Elven units aren't really designed to be. Either that, or everyone will just buy the bow anyways because we already have Silverback Wolves for that role. Thus there's no reason to make it an option.


Reluctantmatt wrote:Hi shandrakor,
I'm a new member to the site but I've been following your work here for at least 6 months.
I have to say that I'm very impressed with the amount of effort and dedication it must have taken/be taking to compile and revise this list, but also with the extremely balanced and courteous manner in which you've dealt with some of the more impulsive comments!

Hi Reluctantmatt, welcome to the site, and thanks for making my thread the first place you post, heh!

As for the 'impulsive comments,' I think most people on this site only want to see things get better for Wood Elves, so when they post something not totally thought out beforehand, it just takes a little urging in the right direction to get them to say what they really meant. Then you can address any potential problems that arise from what they've brought up.

Reluctantmatt wrote:I agree with the army wide rules you've put in place, however, I've always thought of the glade guard longbows as larger than average (hence the S4), so their use throughout the wood elf list doesn't seem quite right. Would war hawk riders really be able to wield 6ft bows on the back of a hawk? And way watchers over-riding ability is stealth and concealment, does a GG bow work for them fluff wise?

Fluff wise they could just be composite bows really. Asrai Longbow is just a name that came naturally from what already existed in our current book. It could just as easily be just, 'Asrai Bow', and still work just the same. Even the current book uses Longbows on everything already, so I don't really see the problem with Waywatchers and Warhawk Riders with 'Asrai Longbows'.

Reluctantmatt wrote:Ok, units next:
You've only made minor changes to glade guard, dryads and glade riders but barring some points adjustment they weren't broken too much anyway so all good there.
Wild riders and tree kin - all good there!
Great eagle - alls good here

Yeah, where units already felt good enough, only minor points reductions or rules updates felt appropriate in some cases, so these units all mostly stayed the same.

Reluctantmatt wrote:Eternal guard - I particularly like the parry rule. The only gripe I have there is the reference to heavy armour. I've always thought of heavy armour as plate steel (or something equivalent) and for me that doesn't sit well with the wood elves. I don't mind the 5+ save but preferred the old description of the 'eternal guard fighting style'. I'd also like the choice of heavy armour dropped from the character options.

Actually, I think of 'Heavy Armor' as something like Chain Mail or Scale Mail, not as Plate Mail or the super heavy class armor and this reflects well on the game as Empire, Dwarves, and Chaos all have basic armor that provides a 4+ save which is one step above 'Heavy Armor'. Elves have been widely known in all sorts of game systems for their Elven Chainmail as being surprisingly light weight and I don't see any reason that Wood Elves wouldn't have something like that for their combat troops.

Reluctantmatt wrote:Wardancers - glad you dropped the extra movement and the heroic killing blow. Aside from the power against large monsters, the rules seemed a little complex.
Just a couple of minor points; you don't mention that the same dance cannot be performed consecutively in the same combat - was this intentional? Also, the option of a standard bearer seems off to me. For a unit of extreme acrobats, having to carry a standard seems a bit, erm, cumbersome? I know i couldn't pull off my signature triple back flip if i was wearing my heavy shoes. Anyway, if you need static combat res to win a combat with your wardancers, I would suggest you are picking the wrong fights!

Yes, dropping the need to switch dances every turn was intentional. I don't see any reason why you wouldn't be able to keep performing the same dance in combat over multiple rounds and the fluff doesn't say why this is like this either, so I got rid of it.

As for the standard bearer option, I don't see why they wouldn't have some sort of iconic symbol for each Wardancer troop and on page 27 of the current Wood Elf book you can see a Wardancer taking advantage of a banner to make a spring attack on the enemy. In battle, they could just plant the banner in the ground and use it as some sort of springboard for their maneuvers instead of carrying it themselves. The 'Last Stand' rule for standard bearers forcing the bearer to stand and fight to the death when the rest of a unit flees from combat only makes this seem even more plausible to me.

Reluctantmatt wrote:War hawk riders - I'd imagine that riding on the back of a big old hawk, weight would be a prime factor. So you know what I'm going to say here; light armour? Talismanic tattoos I can see (they need some sort of protection), but an extra 15 kilos of leather isn't going to please a hunting bird - lord knows my dog hates it when I put a saddle on him and ride round the living room. Especially as he's a jack Russell.
Also, see my previous comment about GG longbows.

As with the 'Heavy Armor' option, 'Light Armor' is even one step lighter than the heavier alternative. If 'Heavy Armor' can be lightweight, then 'Light Armor' by definition is going to be even lighter, thus, I could easily see some lightweight armor providing a 6+ armor save that wouldn't encumber a Warhawk Rider too much. Besides, these birds are supposed to be much bigger than your average bird, and thus their strength is much higher to carry heavier things too. You don't get a Strength of 4 for nothing after all. Moose123 brings up other supporting reasons for this as well.

Reluctantmatt wrote:Sylvan knights of Loren - I have to say, the T4 initially felt wrong (as others have mentioned), but after reading the fluff you wrote for them, they not only fit with the army but I think their symbiosis with the forest could be a very interesting direction to take the wood elves as a whole. Suffice to say, they may be my favourite part of the new list. A bit like the red ones in a bag of skittles.
One little niggle, but not a deal breaker, is the scaly skin bit. I know it doesn't literally mean scales but what does it represent? Personally I wouldn't mind having just the 4+ save and dropping the points to 65?

As with anything that has a 'Scaly Skin save' it can mean anything from a Tough Hide to actual Scales on a dragon or lizard. In this case it represents the toughening of the skin into an almost bark-like resilience that goes right along with the fluff that says they look like an elf made of bark.

As for the skittles... I think I prefer the purple ones, but red is good too! :cool:

Reluctantmatt wrote:Silverback wolves - a great new unit. I like the differentiation over wolves from other lists with the pack leader howl and the ambushing. They feel like a part of the forest consciousness in response to invaders rather than a directed part of the wood elven force. Not sure on the points value yet, they could be very versatile and they might need a points hike to represent that.
I'm only sad to see the fae swarms loose their spot in the list. I loved the idea of a silent tree line erupting into a carpet of ethereal critters before the volleys of arrows start..... I can see it done in a 'lord of the rings' film style, but without the gay hobbits.

I agree, the Silverback Wolves will likely see an 8 or 9 point cost in the next update. If I raise them to 9 I might increase their Weapon Skill by 1 though.

As for the Fae Swarms, technically Silverback Wolves can fill the gap they left and without the controversial Skaven Slaves rule and be more versatile while they're at it. The fluff bit was the main reason I made them to begin with (along with some urging a way long time ago to do a Swarm unit), but at this point, they didn't really feel very convincing of a slot in the army book anymore.

Reluctantmatt wrote:Treeman - agree with the points adjustment. Just a couple of notes; why not make the tree whack and throw boulder the same upgrade? People tend to think of Treemen as being like a man (2 arms, 2 legs), but why can't they have extra limbs? Like an extra overgrown arm, not dexterous enough for regular combat but perfect for lobbing big rocks (or orcs) or smashing chariots/buildings/giants in the face? Or for applying sunscreen to that bit between your shoulder blades that you just can't get to.
Also, did you mean to increase the strangle root attack by 2"?

I felt like a Boulder big enough to do S4(10) damage was going to be pretty huge and thus take two hands to carry. Tree Whack I figured would be similarly big in that a Treeman would carry a large dead branch or use another dead tree to whack something literally with a tree. Obviously both of those options would require two hands and thus the option for either or and not both.

As for the Strangle-roots attack increasing to 8", yes that was also intended. As with Javelins getting a small bump to their range in this edition, the range increment on Strangle-roots was similarly too small, in my opinion.

Reluctantmatt wrote:Way watchers - mazing. Love it.
Just a thought; if people are uncomfortable with most units having a 5+ ward save (though I know you've justified it) then I think this is a unit I'd drop it from. If they are used well, opponents have a hard enough time taking them out (hell cannon not withstanding - I hate them...).

The main reason Waywatchers got a Ward Save was because of auto-hit artillery. Previously they had Elusiveness which was a -1 to be hit by ballistic skill shots and a 1 in 3 chance for auto-hit ranged weapons to miss them automatically for a turn. They had only a 6+ dodge otherwise. Talismanic Tattoos was just an easy way to get rid of a long rule in favor of something easier to handle and a rule already written for other units in the book.

Reluctantmatt wrote:Tree of life - very interesting new unit. I like the idea of it as a wood elf version of a defensive structure. I have a suggestion for it though. How about any wood elf unit within 6" of the tree counts as behind a defended obstacle when charged? Or perhaps charging enemy units roll an extra D6 and discard the highest when charging said unit? This would represent bushes/vines/roots that spring up. It sort of fits with the rampant regrowth description. I might be tempted to make the wound regeneration rule only apply to the tree itself though, as the 'all units within 8" ' bit seems a little strong to me. If it needs knocking back any more, perhaps it should be a static piece, only moveable with the tree singing spell?
I could imagine this type of defensive force to be found throughout The forest as a sort of guardian to the more valuable areas of Loren.

If I was going to tone down Rampant Regrowth I would probably make it only D3 Wounds per unit, including the Tree itself, instead of just the Tree... If only the Tree of Life gets regenerated, then it's going to just be a Treeman competitor and there's no place for it in the Wood Elf list. As for its potency on its own, I would probably tone down the Strength of the Tree of Life before adding any extra rules that make it harder to get to. I want this support element to be semi-fragile to being broken in combat and run down so that you need to think about where you place it instead of having it being another stubborn and dangerous combat element like the Treeman.

Having the Tree of Life as a one time placement and very difficult to move (Tree-Sung only) is very unnatural feeling for an army that's supposed to be easily relocated and quick.

Reluctantmatt wrote:Ok, I've written quite enough now. I'll continue to critique you amazing work if you like, I'll try to get on to the other areas of your list over the next week or so. Keep up the great work!

Thank you for taking your time to come comment on the list I've created. I much appreciate detailed run downs of how things look to people other than me.
Want to see how Wood Elves should look in 8th edition?
Check this out then: viewtopic.php?f=29&t=22620
Feel free to leave your ideas too!
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shagoth » Wed Aug 22, 2012 11:43 pm

I think this List looks very interesting, even thought some things look overpowered on the first glance(I´m looking at the Bow-rules) You´ve explained that, but one cant just always pull you out of his/her pocket.
I have a few funny ideas:
Arcane item: Staff of the whispering Forests: Grants Master of the Loren-Lore (I have no idea of point values: 55? 60?)

Spell(16/20+) Swarm of (Amber)Faes: Since the Fae swarm seems pretty fluffy, and magical vortexes seem to be a trend.
Magical Vortex The wizard calls a swirling cloud of faes. Since faes are pretty curius, they stop by at every glittering thing, such as armours, and since they are also pretty vain, they dont like the distorted image and spit tree gum/resin?( the stuff that flows inside of pine) at the surfaces, witch becomes amber quickly. These new bumbs practically guide arrows and swords into the gaps of armours.
( normal vortex movement) When it stops and a forest is in 6"(3", d3"?), the vortex will center itself there. Every enemy unit touched by it suffers 2 d6 S2 hits, and suffers a maulus of -1 to their AS, with a cap of 5+. The stronger Version aplies a D3/D6 maulus, but adds 1 point of tougthness to the unit (since the layer of amber is thicker) and has the 5" circle.
I am not sure if this is OP, but I hope you think about the idea.

A monster, maybe in a 2 option kit with a new dragon on the thundertusk-size base, that forms kind of an offensive tree of life. I have an idea how the kit could work out.
Guardian of the glades: 250p? more?
M WS BS S T W I A LD
3(0?) 3 0 5 6(5?) 7 1 3 7
Unit Size & Type:Monster, thundertusk-size(?)
Weapons & Armor:Thick branches, a thick bark and beeing pretty heavy
Special Rules: Deepgrowing roots,flammable, forest spirit, (regeneration), big target, terror

Deepgrowing roots: The roots of the Guardians run deep and can errupt suddenly from surprising places to punish enemys of the forrest.
You can attack with two 3" templates, that are fired like stone-throwers, have S4(5?) (without the rule for the hole of the template) and a
range of 36?".Two misfires at once cause 1 wound without saves(on you). You can instead perform a impale attack, which hits on 4+?, has
S10 and causes multiple wounds(D6).

I hope those are not too weird.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Thu Aug 23, 2012 2:07 pm

Shagoth wrote:I think this List looks very interesting, even thought some things look overpowered on the first glance(I´m looking at the Bow-rules) You´ve explained that, but one cant just always pull you out of his/her pocket.

The bow rules may seem over-powered until you read the list, but that's probably true of other army's special rules too. So nothing really new here. I mean think of the Ogres all cause Impact Hits rule as an example...

Shagoth wrote:Arcane item: Staff of the whispering Forests: Grants Master of the Loren-Lore (I have no idea of point values: 55? 60?)

If I add another magic item, an already existing one needs to bite the dust due to the much, much downsized army specific magic item lists in 8th edition. Honestly though, I don't think I would ever take this staff over a Dispel Scroll or the Wand of Wych Elm. I specifically made the spells in the Lore of Loren all at least situationally useful so I don't think it would make a huge difference to insure I got all of them over just the 4 that a Spellweaver could take.

Shagoth wrote:Spell(16/20+) Swarm of (Amber)Faes: Since the Fae swarm seems pretty fluffy, and magical vortexes seem to be a trend.

Where would that spell fit into the existing spells? The cast value seems to be the 6 spell. Other than that though, this spell seems like a vortex version of the Plague of Rust spell in the Lore of Metal. Not a bad idea, especially for Wood Elves that have a problem with armor saves. But what would you rather have... the Fury of the Forest, or this?

Shagoth wrote:Guardian of the glades

So it's a mobile Stone-Thrower with higher than normal Strength, a really tough Monster's durability/Wounds, and it can fire twice in a turn. Seems kinda over the top to me. Personally, if I was going to make a war machine for the Wood Elves, then I'd probably go for something a bit cheaper than this, but more fragile and can only fire once a turn. It's a thought though. One I'm not sure is entirely necessary with the ability to add Throwing Rocks on Treemen, the Bow of Lathain, and the higher Strength of non-Glade Guard bows across the army already.

Regardless of all that, thank you for your ideas. I appreciate you taking your time to give me something new to take a look at. Cheers!
Want to see how Wood Elves should look in 8th edition?
Check this out then: viewtopic.php?f=29&t=22620
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby ShadowHaunt » Sat Aug 25, 2012 9:40 pm

Wow, that's a great read. Tons of excellent ideas.

One thought I wanted to raise, though. Did you give any thought at all to a Warhawk Rider Kindred? Basically, allowing a character to join a Warhawk unit, after paying for both the hawk(eagle) mount, and a Kindred cost as well, seems like something that could be unique, interesting, and not too difficult to balance, especially if, similar to the Wardancer Kindred, he's not allowed to join anyone besides the Warhawks.
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Re: Version 6 of My Complete Revised Wood Elf Codex

Postby Shandrakor » Mon Aug 27, 2012 5:18 pm

ShadowHaunt wrote:Warhawk Rider Kindred?

Yeah, I definitely thought about it, but when I got around to writing it it felt like I was paying points for something unnecessary when Warhawks give all their important rules to the models that can/want to join them already. I'd rather they be expendable than high points, kinda like the Warhawks they're joining.

Anyways, thanks for the read, and glad you liked it!
Want to see how Wood Elves should look in 8th edition?
Check this out then: viewtopic.php?f=29&t=22620
Feel free to leave your ideas too!
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