Waldelven gerüchte

    Waldelven gerüchte

    also ich war ein wenig herumgeistern im web und habe folgende Gerüchte über die neuen WE aufgefangen von Leuten die zumindest eine kopie der neuen vorabliste vom nächsten WD gesehen haben.

    Diese gerüchte sind zum teil schon recht obskur aber ich shcätze doch das einiges stimmt! aber bitte als das nehmen was es ist, gerüchte!- danke

    WE sollen eigene sprüche bekommen

    WE bogenschützen wohl 13 p, plänkelen, -1 auf save bei halber reichweite dafür kein -1 BF auf lange reichweite, reichweite 30" bleibt gleich

    glade guard gleich

    berittene glade guard wird standard und kann wohl entweder "schwere" kavallerie" oder leichte sein.

    kampftänzer wurden umgearbeitet aber wie?

    dryaden nur mehr 1 LP

    warhawkreiter 20-25 punkte

    streitwägen sind wohl draußen (könnte stimmen)

    scouts und waywatschers recht gleich

    WE magier haben als standardspruch (ähnlich wie drain magic bei HE) wald W6" bewegen. Baumenschen haben den spruch wohl "gebunden". sollt esich eine einheit total in einem wald befinden bewegt sie sich mit dem wald mit (?)

    baummenschen terror verursachend und besser aber wohl teurer.

    alle (??????) WE können 4" statt 2" aus wald und hinein sehen (also das wäre definitiv auf einem waldreichen tisch overpowered!!!!!!!!!!!!!!)

    recht viel mehr fällt mir gerade nicht mehr ein!

    cheers
    tom :D
    WALDELVEN GERÜCHTE

    the other day i was out at a GW store to pick up some wood elves. i am a veteran 40k player but just starting warhammer and i think wood elves are cool...blah blah blah....now on to the important part:
    the GW guy asked me if id seen the knew there was a new list coming out. i answered yes, and at that point in time he unlocked the little drawer under his cash register and there it was- a photocopied version of the list as it will appear in WD. i managed to snatch it away and read it for a few minutes- and this is what i can remember of the top of my head:
    Lord choices:
    forest lord costs 150 now
    Heroes:
    the "commander" is now divided into two options- i beleive an archer themed commander and a glade guard themed commander
    Core:
    i didnt really get a good look here, so im not real sure about this one
    Special:
    Dryads-here we go- are now only 20 points.
    whats the catch then? theyre only 1 wound now. they are still shapeshifters though
    Warhawk riders are still 0-1
    Rare:
    the treeman willl be 250 now as opposed to 220
    well thats all i can remember-i only had about a minute to look at the thing and i just now got to writing it up(i saw it a week ago) it should be accurate.
    oh yeah-2 new magic banners, and a magic throwing spear are some of the magic item changes(there are others i just dont remember)
    hope this slighty calms your insane excitment
    dryads will have the option to have one upgraded guy a "tree spirt" or something, for 16 points
    -to be perfectly honest, i do not know about the chariot. i literally only had 60 seconds to look at this thing, and i tried to memorize what i could...
    i could be wrong about some of this
    -also-PLEASE someone go to an official GW store and ask the guy working there if you can see the thing. ill be going to my store this sunday, and ill see if they have it(i saw it while i was on vacation in LA...i live in houston)if they do ill try to write some stuff down

    Here some facts in addendum to those already present here cause I have seen this weekend the new army list. (???) Not sure to remember correctly.
    Shooting : No penalty at long range, -1 save at close range.
    New spell that can move forest 1d6" (Dryad and treeman got it ???)
    New Magic item that can create a forest it is a bound spell and 1 use only.
    Forest Lord 150 Pts come with Long Bow.
    A hero Wardancer
    A hero Glade Commander (???)
    Core :
    Glade Guard (No change)
    Archer Unit size 5+ goes up 1 pts
    Glade Rider Light Armor, Shield and yes still Fast Cavalry (near 20 pts)
    Special :
    Dryads still skirmish
    Eagles are returning
    Wardancers
    dance 1: +1 Str
    dance 2: Killing blow
    dance 3: Negate rank as they fight from all side
    dance 4: Unbreakable
    Scouts goes up 1 pts
    Warhawks riders (near 20 pts)
    Rare :
    Treeman now cause terror and can teleport from forest to forest
    Waywatchers can now see through 4" in woods and when charging from woods the ennemy can only stand and they get +1A. BS5 and champ get BS6.
    No chariots anymore.
    That's all I have the time to write!

    Balder
    "i have heared rumors about the new wood elf magic.....sumithing like...(like the ones in warmaster)
    1)Tangle foot-24"...5+.... enemy at 1/2 movement...cant march
    2)Hail of doom...(like the item with mages BS....that scucks but ahh well).....30".....8+....3D6 st4 shots
    3)Conseal...5/6/7+???....24"....5+ ward untill u r next magic phase
    4)Healing hands....6"....10+....characters regain all wounds lost
    5)tree wack...12+... enemy near 12"of wood take a tree wack...can single out characters from units....nasty
    6)white wind.....5/6/7/8+?...24"...same as howlers....no enemy!!!...stress enemy....shooting under strength 6 can target the units within 24" of the mage...lasts till next magic phase."
    Here is more I found. Gee I wish somebody was able to tell exactly how it is, instead of all this: I remember... maybe... etc.
    Balder
    Chariots may or may not be in
    >>
    >> New wardancer hero with Ws7
    >>
    >> Drayads only got 1W
    >>
    >> Archers still 30" but no -1 to hit at long range and armor piercing at close range
    >>
    >> Hail of doom arrow and bow of loren still there
    >>
    >> glade riders are core
    >>
    >> Treesinging explaination:
    >> ok heres how it works, you can move an entire forest terrain piece like D6 or so inches in any direction. All mages have this spell and treemen have it bound. If a unit is wholy contained in the forest then the unit moves with the forest.
    >>
    >> Wardancers have had the dances tweaked a little
    >>
    >> scouts are still special
    >>
    >> gladeguard are still there
    >> How many points does everything cost? (I know you might not remember off-hand, but oh well..)
    mostly the same treemen went up
    >>
    >> Did you notice any Scouting Heroes?
    no
    >>
    >> Do Archers Skirmish? (I remember something about that, but I'm not sure if you answered..)
    yes they do
    >>
    >> Do Glade Riders still get a 4+ save?
    if you equip them maxed yes
    >>
    >> Do Glade Riders get the option to carry a bow AND a spear?
    no
    >>
    >> Any change in Warhawk Riders? (Especially points costs? See
    question 1!!)
    >>just points cost
    >> Has the Hail of Doom changed at all? (You said it's still there, but is it different?)
    no
    >>
    >> Are there Waywatcher Traps again? If not, did the Waywatchers get some other neat thing to distinguish them from Scouts?
    not really
    >>
    >> Heard a rumour that Wood Elves would be able to see through 4" of woods rather than the normal 2". Is this included in there?
    yes they all see 4"
    >>
    >> Am I annoying you yet?
    not really
    >> Please confirm or deny the following rumours:
    >>
    >> Forest Lords have BS7 but cost 150 pts.
    >> possibly
    >> Treemen cause Terror.
    >> yes
    >> Magic Items include some kind of magic spear(what does it do?)
    >> sorta like a bolt thrower
    >> Wardancers have a killing blow dance
    >> yes but they lost 1 of the old ones
    :P ;) na fein,das wird ja wirklich lustig!!
    das die dryas schwecher werden finde ich schade,das der baummensch noch teuerer wird gibt mir zu denken,auch die veränderungen sonst find eich interessant....
    dann heißts wohl wirklich:shcießen,shcießen und dann abhauen.....nahkampf ist wohl oder über nicht mehr das wahre(wrs ja auch nie :) )
    aber im mai wissen wir dann mehr! :)
    GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

    inoffizielle Vorabarmeeliste...

    Special rules

    ? All Wood Elf units (except flyers and Chariots) may move through woods without penalty.
    ? A Wood Elf longbow has a 36? inch range and a -1 armour save modifier.
    ? When placing scenery, any roll of doubles by the Wood Elf player may be interpreted as a wood, as long as there is the possibility of rolling woods on that terrain table.
    ? Wood Elf Druids and Archdruids have access to the Beast, Life and Druidic Lores of magic.
    ? Wood Elf level 4 Archdruids have acces to all Lores of Magic and Druidic lore, and have +1 on every dispel roll.
    ? Wood Elf Lords may take up to 100 points of Magic Items. Wood Elf Heroes may take up to 50 points of magic items.






    Lords

    Forest Lord Points/model: 125
    Name M WS BS S T W I A Ld
    Forest Lord 5 7 6 4 3 3 8 4 10
    Elven Steed 9 3 0 3 3 1 4 1 5
    Warhawk 2 4 0 3 3 1 5 1 5
    Great Eagle 2 5 0 4 4 3 4 2 8
    Forest Dragon 6 6 0 6 6 6 3 5 8
    Weapons & Armor: Handweapon.Options:? May choose a longbow (+15 pts) or javelins (+9 pts). ? May choose light armour (+3 pts) and may also carry a shield (+3 pts). ? May choose a lance (+6 pts) or a second hand weapon (+6 pts). ? May ride either an elven steed (+18 pts), which may have barding (+6 pts), a Forest Dragon (+320 pts), a Great Eagle (+50 pts), a Warhawk (+30 pts), or may ride in a chariot (+chariot cost) taken from the rare units section, in which case he will be a third crewmember.Special Rules: A Forest Lord riding a dragon counts as a Hero choice and a Lord choice.

    Archdruid Points/model: 195
    Name M WS BS S T W I A Ld
    Archdruid 5 4 4 3 3 3 5 1 9
    Elven Steed 9 3 0 3 3 1 4 1 5
    Warhawk 2 4 0 3 3 1 5 1 5
    Great Eagle 2 5 0 4 4 3 4 2 8
    Unicorn 9 5 0 4 4 1 6 2 10
    Weapons & Armor: Handweapon.Options:? May ride either an elven steed (+18 pts), which may be barded (+6 pts), a Great Eagle (+50 pts), a Unicorn (+50 pts), or a Warhawk (+30 pts). Special Rules: An Archdruid is a level 3 wizard. This may be increased to level 4 for +40 points.


    Heroes

    Commander Points/model: 70
    Name M WS BS S T W I A Ld
    Commander 5 6 6 4 3 2 7 3 9
    Elven Steed 9 3 0 3 3 1 4 1 5
    Warhawk 2 4 0 3 3 1 5 1 5
    Great Eagle 2 5 0 4 4 3 4 2 8
    Weapons & Armor: Handweapon.Options:? May have either a longbow (+10 points) or javelins (+6 pts). ? He may wear light armour (+2 pts) and may carry a shield (+2 pts). ? May have a lance (+4 pts) or a second hand weapon (+4 pts). ? May ride either an elven steed (+12 pts), which may be barded (+4 pts), a Great Eagle (+50 pts), a Warhawk (+20 pts) or may ride in a chariot (+cost of chariot) taken from the appropriate units section, in which case he will be a third crewmember. Special Rules: One Elven Commander may be upgraded to a Battle Standard Bearer for +25 pts. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light armour and barding for his steed. A Battle Standard Bearer may not be your army General, nor may he ride a flying creature.

    Druid Points/model: 70
    Name M WS BS S T W I A Ld
    Druid 5 4 4 3 3 2 5 1 8
    Elven Steed 9 3 0 3 3 1 4 1 5
    Warhawk 2 4 0 3 3 1 5 1 5
    Great Eagle 2 5 0 4 4 3 4 2 8
    Unicorn 9 5 0 4 4 1 6 2 10
    Weapons & Armor: Handweapon.Options:? May ride either an elven steed (+18 pts), which may be barded (+6 pts), a Great Eagle (+50 pts), a Unicorn (+50 pts), or a Warhawk (+20 pts). Special Rules: A Druid is a level 1 wizard. This may be increased to level 2 for +40 points.


    Core

    Glade Guard Points/model: 8
    Name M WS BS S T W I A Ld
    Glade Guard 5 4 4 3 3 1 5 1 8
    Lieutenant 5 4 4 3 3 1 5 2 8
    Unit Size: 10+Unit Strength: 1Weapons & Armor: Glade Guard come equipped with handweapons and spears.Options:? Any unit of Glade Guard may buy shields for +1 point per model.? Any unit of Glade Guards may buy light armour for +1 point per model.? Upgrade one Glade Guard to a Musician for +5 pts. ? Upgrade one Glade Guard to a Standard Bearer for +10 pts. ? Upgrade one Glade Guard to a Lieutenant for +10 pts. Special Rules: Any Glade Guard standard bearer may have a magical banner worth up to 50 points.

    Archers Points/model: 12
    Name M WS BS S T W I A Ld
    Archer 5 4 4 3 3 1 5 1 8
    Master Archer 5 4 5 3 3 1 5 1 8
    Unit Size: 10+Unit Strength: 1Weapons & Armor: Archers come equipped with handweapons and longbowsOptions:? Upgrade one Archer to a Musician for +5 pts. ? Upgrade one Archer to a Standard Bearer for +10 pts. ? Upgrade one Archer to a Master Archer for +5 pts. Special Rules: One unit of Archer's standard bearer may have a magical banner worth up to 50 points.

    Scouts Points/model: 14
    Name M WS BS S T W I A Ld
    Scout 5 4 4 3 3 1 5 1 8
    Master Scout 5 4 5 3 3 1 5 1 8
    Unit Size: 5-15Unit Strength: 1Weapons & Armor: Scouts come equipped with handweapons and longbows.Options:? Upgrade one Scout to a Master Scout for +6 pts. Special Rules: Scouts skirmish and are scouts. Scouts do not count towards the core unit requirement.


    Special


    Glade Riders Points/model: 17
    Name M WS BS S T W I A Ld
    Glade Riders 5 4 4 3 3 1 6 1 8
    Elven Steed 9 3 0 3 3 1 4 1 5
    Lieutenant 5 4 4 3 3 1 6 2 8
    Unit Size: 5+Unit Strength: 2Weapons & Armor: Glade riders come equipped with hand weapons, spears and ride Elven Steeds.Options:? May replace spears with longbows for +5 points per model ? Any unit may buy light armour for +2 point per model. ? Any unit may buy shields for +2 point per model. ? Upgrade one Glade Rider into a musician for +7 pts. ? Upgrade one Glade Rider into a Standard Bearer for +14 pts. ? Upgrade one Glade Rider into a Champion for +14 pts. Special Rules: Glade Riders are fast cavalry. A Glade Rider standard bearer may take a magic banner worth up to 50 points.

    Wardancers Points/model: 12
    Name M WS BS S T W I A Ld
    Wardancer 5 5 5 3 3 1 6 1 9
    Dance Master 5 5 5 3 3 1 6 2 9
    Unit Size: 5-15Unit Strength: 1Weapons & Armor: Wardancers come equipped with 2 hand weapons.Options:? Upgrade one model into a Dance Master for +12 points. Special Rules: Wardancers are immune to psychology, skirmish, leap, have a 6+ ward save, and have wardances. Their talismanic warpaint gives them an additional dice to dispell any spell that affects them.Leap: The wardancers can jump so high that they can sail right over the heads of other troops. Thus, wardancers may move through other troops (even enemy troops) instead of moving around them. The move cannot end with any of the wardancers inside or touching the other unit. They may charge through friendly and enemy troops as long as at least one model in the unit could see the unit to be charged before moving.Dances: Wardancers train rigorously to learn deadly battle dances that help friends and hinder foes. A unit of wardancers may not do the same dance during two consecutive turns. A unit of wardancers must buy at least two dances from the following list:? Shadows Coil ? 3 pts - During this dance, the wardancers abandon offense (and thus may not attack) and instead weave and twist and jump such that they are impossible to hit. Models in in the opposing unit are entranced by the dance and may not attack the wardancers. If other units are involved in the combat, they may attack as usual. The combat is a draw regardless of combat result. ? Whirling Death ? 2 pts - Each wardancer attacks with a flurry of blows, increasing their number of attacks by one. ? Woven Mist ? 2 pts - The wardancers move in hypnotic patterns, forcing the opposing unit to take and pass a leadership test on 3D6, dropping the lowest die, or only hit on 5+. The wardancers may attack as normal. ? Storm of Blades ? 1 pts - Each wardancer in the unit strikes in turn at a single model in the opponent's unit and may not attack any other model. Models in the opposing unit may strike as usual.

    Dryads Points/model: 35
    Name M WS BS S T W I A Ld
    Dryad 5 4 3 4 4 2 4 2 8
    Unit Size: 5+Unit Strength: 2Weapons & Armor: None.Options: None.Special Rules: Flammable. They receive 5+ ward save from their magical aura, which is however modifiable by magical weapons in HtH. They move in loose formation Dryads have aspects.Loose formation: This special formation acts exactly the same as skirmish formation but allows Dryads to cancel rank bonuses, due to their size and powerAspects: At the beginning of the combat phase, if the unit is in combat, the dryads must choose an aspect to take for the duration of the phase. They may not choose the aspect they chose last round.? Willow - The dryads' limbs becomes long and supple, entangling the opponents' weapons and causing anyone attempting to attack them to lose an attack (this includes mounts and ridden monsters). ? Oak - The dryads become as hard and strong as an oak tree, giving them +1 to strength and toughness. ? Birch - The dryads gain +1 attack.



    Menschenrechte???

    Wozu wenn man sie mit Füßen treten kann???

    [Dark Territories Member] AUT
    0-1 Falconers Points/model: 14
    Name M WS BS S T W I A Ld
    Falconer 5 4 4 3 3 1 6 1 8
    Unit Size: 5-15Unit Strength: 1Weapons & Armor: Handweapons and Falcons. Options: May have light armour for +1 point per model. Special Rules: Skirmish. Falconers may send their birds of prey to attack any enemy unit or single model within 24" (LOS required). The falcons attack during the shooting phase with WS 5 and S 2 and an armor save modifier of -2. Note that unlike normal missile fire, the falcons will never hit their own troops even if the target unit is in hand-to-hand combat. The attacked unit should take a panic test if they take 25% or more casualties. If Falconers did not use their falcons in the shooting phase, the falcons fight in HtH combat phase with their masters, and any casualities they cause afffect the overall combat resolution. Falcons themselves may not be attacked and are only killed if their masters fall as a casuality. You may have only one unit of Falconers in the army.

    0-1 Warhawk Riders Points/model: 29
    Name M WS BS S T W I A Ld
    Warhawk Rider 5 4 4 3 3 1 6 1 8
    Warhawk 2 4 0 3 3 1 5 1 5
    Champion 5 5 5 3 3 1 6 2 8
    Unit Size: 3+Unit Strength: 2Weapons & Armor: Warhawk Riders come equipped with handweapon, spear and shield.Options:? May replace their spear and shield with longbow for +4 pts? Any unit may buy light armour for +2 point per model. ? Upgrade one Warhawk Rider into a Champion for +16 points. Special Rules: Warhawk riders are unit flyers. Warhawks fly. You may have only one unit of Warhawk riders in the army.


    Rare

    0-1 Waywatchers Points/model: 20
    Name M WS BS S T W I A Ld
    Waywatchers 5 4 5 3 3 1 6 1 8
    Unit Size: 5-10Unit Strength: 1Weapons & Armor: Waywatchers come equipped with hand weapons and longbows.Options: None.Special Rules: You may have only one regiment in army. Waywatchers Skirmish, and are Scouts. When entirely in a wood, the Waywatchers are hidden, which means that the enemy must roll 4+ to be able to shoot, charge, or cast a line of sight spell at the Waywatchers. If the roll is failed the enemy may choose another target. Waywatchers are also adept at setting traps to ensnare unwanted visitors in their forests. Traps are activated whenever the enemy charges the Waywatchers in a forest. Waywatchers have the option of equiping one of these traps (choose which):Waywatcher Traps
    Net Each model attempting to attack the waywatchers becomes caught in a huge net and loses one attack for the first round only.
    Decoy The elves the unit thought it was charging were just mock ups, while the real elves sit in nearby trees. The Waywatchers ambush the attacking unit, receiving +1 A and striking first in the first round of combat.
    Pit The unit stumbles into a camouflaged pit lined with spikes and takes D6 S4 hits. Cavalry take D6 S5 hits instead, due to the weight of their mounts and speed of their charge.
    Deadfall A huge log falls on a single model in the first rank of the unit (roll randomly). It takes a single S6 hit with no armor save that causes D6 wounds. If the unit has no front rank (e.g. skirmishers), roll among all models in the unit.

    Treeman Points/model: 220
    Name M WS BS S T W I A Ld
    Treeman 6 5 0 5 6 5 2 5 9
    Unit Size: 1Unit Strength: 5Weapons & Armor: None. It doesn't need any!Options: None.Special Rules: Treemen are flammable, cause fear, are stubborn, and hate Orcs and Goblins. Their incredibly thick skin gives them a 3+ armour save. They can perform a tree whack. If a treeman is killed, it topples over, possibly squishing nearby models. Use a scatter die to determine which direction he falls and the model as a template. All models under the treeman take a S6 hit that does D3 wounds, with models touched by the template taking a hit if they fail their I test.Tree Whack: In hand to hand, the treeman may forfeit all his attacks for one S10 attack that does D6 wounds.

    Great Eagle Points/model: 50
    Name M WS BS S T W I A Ld
    Great Eagle 2 5 0 4 4 3 4 2 8
    Unit Size: 1Unit Strength: 3Weapons & Armor: None.Options: None.Special Rules: Great Eagles fly. Up to two Giant Eagles may be taken as a single rare choice.

    Chariot Points/model: 75
    Name M WS BS S T W I A Ld
    Chariot - - - 5 4 4 - - -
    Crew - 4 4 3 - - 6 1 8
    Elven Steed 9 3 - 3 - - 4 1 -
    Unit Size: 1Unit Strength: 4Weapons & Armor: The chariot comes with 2 steeds and 2 crew, which come equipped with hand weapons, spears, and longbows.Options: ? May have scythed wheels for +15 pts. ? May have an additional crew member for +9 pts. ? May have an additional steed for +8 pts. Special Rules: The chariot has a 5+ armour save. Up to two chariots may be taken as a single rare choice.



    Bestiary


    Elven Steed Points/model: Variable
    Name M WS BS S T W I A Ld
    Elven Steed 9 3 0 3 3 1 4 1 5
    Unit Strength: 1Special Rules: None.

    Warhawk Points/model: Variable
    Name M WS BS S T W I A Ld
    Warhawk 2 4 0 3 3 1 5 1 5
    Unit Strength: 1Special Rules: Warhawks fly.

    Great Eagles Points/model: 50
    Name M WS BS S T W I A Ld
    Great Eagle 2 5 0 4 4 3 4 2 8
    Unit Strength: 3Special Rules: Great Eagles fly.

    Unicorn Points/model: 50
    Name M WS BS S T W I A Ld
    Unicorn 9 5 0 4 4 1 6 2 10
    Unit Strength: 1Special Rules: Unicorns have magic resistance (2) and get +2 strength on the turn they charge.

    Forest Dragon Points/model: 320

    Name M WS BS S T W I A Ld
    Forest Dragon 6 6 0 6 6 6 3 5 8
    Unit Strength: 6Special Rules: Forest Dragons fly, and cause terror. They have scaly skin, which gives them a 3+ armor save, and may use their breath weapon during the shooting phase. Their breath weapon is a cloud of acidic, poisonous gas that uses the breath weapon template and causes S3 hits on each model under the template. Enemy unit hit by dragon breath takes a Ld test or moves away D6? from the dragon. Forest Dragons are large targets.

    Grizzly Bear Points/model: 30
    Name M WS BS S T W I A Ld
    Grizzly Bear 6 4 0 5 4 2 3 2 6
    Unit Strength: 2Special Rules: : If a grizzly bear hits with both attacks on a model that is not a large target, it may instead grab the opponent in a crushing bear hug. Bear hug: Two hits are replaced with a S7 hit that does D3 wounds.

    Great Cat Points/model: 15
    Name M WS BS S T W I A Ld
    Great Cat 6 4 0 4 3 1 4 2 5
    Unit Strength: 1Special Rules: If a Great Cat hits with both its attacks on a single model that is not a large target, it may rake the target with its hind legs as well. Treat this as an additional S4 hit.

    Timber Wolf Points/model: 7
    Name M WS BS S T W I A Ld
    Timber Wolf 9 3 0 3 3 1 3 1 5
    Unit Strength: 1Special Rules: +1 S when charging.



    Kindred Rules

    A Wood Elf player may choose his army to be made up of one of the Wood Elf Kindreds, but does not have to. There are five Kindreds you can choose from:
    ? Kindred of Equos
    ? Pine Crags Kindred
    ? Ash Groves Kindred
    ? Kindred of the Yew
    ? Kings Glade Guard
    Kindred of Equos
    The Kindred of Equos provides all the Glade Riders and Chariots for the forces of Loren. These rules apply:
    - Glade Riders are Core choice
    - Chariots are a Special or Rare choice, (you choose, though it can't be both special AND rare)
    - Chariot crew may have lances for +4 points per crewmember.
    - Glade riders may have lances for +4 points a model.
    - 0-1 unit of Dryads
    - 0-1 Treeman

    Pine Crags Kindred
    This Kindred has learned a lot about potions, herbs and animals. These rules apply:
    - Warhawk Rider units are unlimited Special choices and have WS/BS 5.
    - Falconers are unlimited Special choice
    - Great Eagles are a Special or Rare choice (you choose, though it cant be Special AND Rare).
    - Forest Dragons who have lost a rider and failed their Monster Reaction Test always count as having rolled a 5-6 on the Monster Reaction Chart.
    - Characters of the Pine Crags may choose one extra Herb or Potion over the normal limits.
    - 0-1 unit of Glade Riders
    - 0-2 Chariots

    Ash Groves Kindred
    The Kindred of the Ash Groves has learned to form the branches of the trees into great quality spears. These rules apply:
    - One unit of Glade Guard is mandatory.
    - Glade Riders may have lances for +4 points a model.
    - Spears and Lances used by Cavalry or Chariots when charging have an additional -1 save modifier.
    - 0-1 unit of Wardancers
    - 0-2 Chariots

    Kindred of the Yew
    Yew wood is excellent for making Bows and Magic wands or staffs. These rules apply:
    - Bows from the Yew Groves have a -2 save modifier at short range.
    - Mages from the Yew Groves all carry a Wand of Power or a Wand of Protection. Therefore, you may add +1 to all cast OR dispel rolls, choose before the battle, for every full 3 wizards in your army.
    - 0-1 Glade Riders
    - No chariots available

    Kings Glade Guard
    The Kings Glade is guarded by the best troops available in Loren, including the dangerous Wardancers. These rules apply:
    - One unit of Wardancers may be a Core unit
    - One unit of each Wardancers and Glade Guards is mandatory.
    - One unit of Wardancers and one unit of Glade Guards is stubborn (choose which)
    - A Kings Glade Guard army must always be led by a Forest Lord character when available.
    - 0-1 unit of Archers




    Lore of Druidic Magic


    Druids worship nature and due to their close ties to the earth, animals, and forests, they gain unique set of spells that they use to defend nature.


    ? Summon Animals. Power 4. Summons either a bear, two great cats or four timber wolves. These creatures may appear on any table edge up to 12? away from a forest terrain feature, as if they just returned from pursuing an enemy off the board. You have complete control over these animals.

    ? Spook Animal. Power 4. The druid summons up visions of horrible monsters that panics normal animals. One unit of cavalry or a chariot within 18" must make an immediate panic check. Units that are immune to fear are immune to this spell.

    ? Plant Control. Power 5. The druid causes plants to sprout and grow to immense proportions, entangling anyone who enters the area. The plants increase the difficulty of a 8" diameter section of terrain by one level. Normal terrain becomes difficult, difficult becomes very difficult, and very difficult becomes impassable. Remains in play.

    ? Nature's Wrath. Power 6. An enemy unit within 24" is assaulted by a terrible storm. A maelstrom of wind, hail, and dirt causes 2D6 S3 hits on the unit. If the unit suffers any wounds, it is reduced to half movement during its next movement phase as they recover from the high winds and slippery ice.

    ? Summon Animal Herd. Power 7. Summons either two bears, four great cats or eight timber wolves. These creatures may appear on any table edge up to 24? away from a forest terrain feature, as if they just returned from pursuing an enemy off the board. You have complete control over these animals.

    ? Nature's Visitation. Power 10. Calling upon the forces of nature, druid unleashes a burst of power, causing the ground to burst open, as trees shoot through, growing at astounding speed. Once cast, the Wood Elf player may place a 6?X6? forest within 24". The forest functions normally, and can be placed on top of a unit (note that placing the forest on a war machine or chariot will not destroy it, it just can't move). The spell remains in play, until it is dispelled, the caster ends it, is killed or chooses to cast another spell.


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    [Dark Territories Member] AUT


    Wood Elf Magic Items List


    Wood Elven Herb List

    Wood Elf lord characters may take up to 2 herbs from the Herb list. Wood Elf Heroes and Glade Rider, Wardancer and Waywatcher champions may take 1 herb. Only one of each herb per character.

    ? Elven Wine (40 points) :
    Bearer is immune to fear and terror.
    ? Deadly Nightshade Juice (35 points) :
    Works only on non magical weapons. D3 wounds per wounding attack.
    ? Wine of Kournous (25 points) :
    Reroll either to wound or to hit roles in one combat phase. One use only.
    ? Angaric Mushrooms (25 points) :
    Bearer gains +3 to strength for 1 turn. One use only.
    ? Cinebane (25 points) :
    Bearer gains +1 attack.
    ? Yew Sap (25 points) :
    Works only on non magical weapons. Any model wounded can not attack for the rest of this combat round.
    ? Healing Herb (15 points) :
    Bearer regains 1 wound. Can be taken multiple times. One use only, only one healing herb may be used per turn.
    ? Herb of a goldplant (15 points):
    Bearer gains magic resistance (1).
    ? Virginian Herb (10 points) :
    Bearer is immune to poison.
    ? Wildcat Blood (5 points) :
    Bearer gains +2 Initiative.
    Magic Weapons

    ? Rending Sword -25- Confers additional ?1 armour save modifier. For each unsaved wound, opponent takes a toughness test. If failed, additional wound is inflicted.
    ? Hail of Doom Arrow -25- When fired from a longbow, splits into 3D6 S4 arrows. Roll to hit seperately for each one. Must be directed at the same target. Comes with a longbow included. One use only.
    ? Arrow of Slaying -25- When fired at a monstrous creature, counts as S7 D6 wounds arrow. One use only.
    ? Spear of Daith -30- Parries enemy HtH attacks on 5+.
    ? Flail of Claws -40- Bearer always strikes first. Each enemy that is hit has a -1 to hit with all of its attacks for the rest of the close combat phase.
    ? Bow of Loren -50- Counts as a Longbow. Range 36?. Shoots a number of shots equal to users Attacks. Hits are resolved at users Strength. All shots must be directed at the same target.
    ? Bear Claws -50- For every two hits you get on the enemy, you may sacrifice the two for one S7 D3 wound hit.
    ? Hawkbow -75- Counts as a Longbow. Range 36?. Shoots 5 S4 arrows. Must be directed at the same target. Once per game, the bow shoots a flaming, D3 wounds, S5 arrow that pentrates ranks as a bolt thrower. Unit wounded must take a panic test.
    ? Blade of Ages -75- Wounds automatically. Armour saves are normally taken. Enemy wounded looses 1 point of toughenss permanently. If tougheness reaches zero, enemy is killed.
    Magic Armor

    ? Shield of Ptolos -15- Counts as a magical shield. Gives 1+ save against ranged attacks that cannot be improved.
    ? Armor of Fortune -20- 5+ save. 4+ ward save once in a battle.
    ? Crystal Armor -25- 4+ save. Enemy must pass Ld or unable to attack.
    ? Buckler of Bronze -30- Counts as a magical shield. 6+ save. Whenever the enemy rolls a 1 to hit the bearer in hand to hand, the bearer gets 1 automatic hit on the enemy at his basic strength.
    ? Armor of Protection -50- 4+ armour save. 5+ ward save.
    ? Armor of Absorbtion -65- 5+ ward save. 6+ save. Confers magic resistance (1). Discount the first hit suffered in the battle.

    Talismans

    ? Talisman of Life -15- 2+ ward save against a single wound. One use only.
    ? Gauntlets of Grappling -20- In a challenge, the bearer can choose to have both players use basic stats without the use of any weapons or armor.
    ? Amber Amulet -25- Bearer recovers one wound each turn.
    ? Heart of the Bear -30- Can be activated at the beggining of any turn in the game and lasts until the end of that turn. The bearer gets +1 A, S, I, and M. One use only.
    ? Vambraces of Lightning -35- 5+ ward save. Once in a battle, at the beginning of a combat phase, unleashes D6 S3 hits at HtH opponent(s).
    ? Relic of Glades -60- 4+ ward save. Dryads and Treeman within 6 inches always strike first.
    Arcane Items

    ? Scroll of Power -15- +1 either dispell or power dice. One use only.
    ? Potion of Knowledge -25- Allows you to reroll all the dice used to cast a spell. One use only.
    ? Rod of Divination -30- Gives the Wood Elf player one extra dice per turn (either a dispel or power dice, decide at the start of the magic phase)
    ? Cloak of the Woods -40- If bearer is in woods, bearer my dissapear and reapear in a woods up to 24? away.
    ? Wand of Jet -50- Adds one dice to your power dice pool and dispel dice pool in each magic phase.
    ? Wand of Wych Elm -75- Cast one spell for free in each of your magic phases. Power level is that of the casting cost.
    Enchanted Items

    ? Necklace of Jade -25- Bound Spell, Power 4. Bearer is teleported to the nearest wood.
    ? Pipes of Deception -40- Bound spell, Power 4. Enemy unit within 24? must move towards bearer as fast as possible in their next movement phase.
    ? Othu?s Feather -40- Missile attacks from the bearer and his unit are at +1 to hit.
    ? Drum of Thunders -50- Bearer and his unit cause fear.
    ? Bear Hide -50- 6+ armor save. Every HtH attack must pass a S test at -1 to be able to wound bearer.

    Magic Standards

    ? Flag of Rallying -30- Bound spell, power 5. Any one fleeing friendly unit rallies immediately.

    ? Bear banner -30- Unit gains +1 to hit in the first round of combat.

    ? Banner of the Forest -40- The unit gains magic resistance (2)

    ? Banner of Glades Power -50- Unit is unbreakable when in a wood.

    ? Flag of Annihilation -50- Spear armed units only. +1 Strength on first round of combat.

    ? Banner of Lightning -100- Bound Spell, power 7. Unleashes 2D6 lightning bolts with range of 24?, requiring LOS. Each bolt does a S3 hit with no armour saves.

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    [Dark Territories Member] AUT
    Die Listre von Prijiker kenne ich mittlerweilen auch schon einige Zeit ( no na, von Warhammer.de ), dagegen steht im Kontrast die "Liste" von Constable.
    Wenn diese Gerüchte sich bewahrheiten, wirds interssant - da sind doch sehr herbe Geschichten dabei. Abgesehen von Dryaden, die doch Abstriche hinnehmen müssen, schlägt das Pendel doch eher in Richtung starker Verbesserung aus.
    Ich weiß nicht was ich davon halten sollte - die WE-Sprüch erscheinen mir recht mächtig...

    Zeit wirds bringen..
    Als Spieler mit Affinität ggü. Elfen kanns mir nur recht sein :D

    Franz
    hm..ich sag nur:schlechter kann es nicht werden als es im moment ist,also was solls!?
    nur das es dann keine streitwägen mehr gibt finde ich schade..es läuft wirklich daraus hinaus,nur noch schießen und dann irgendwo verstecken(um von dort weiter zu schießen!)
    GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.

    Geh bitte....
    Was ist denn jetzt so unerträglich bei den WE? Gut, sie haben nicht so viele magischen Gegenstände, aber immer noch ein paar sehr lästige Sachen..

    Ich kann mich nur wiederholen, ich habe nie ganz die Existenzberechtigung von Streitwägen in einer WE-Armee kapiert. Was machen die denn, wenn sie sich aufgrund überlegener Feindkräfte in den Wald zurückziehen müssen?

    Den LP-Verlust bei den Dryaden kann ich auch noch verschmerzen, da sie so schon recht zäh waren.( Was bei meinen Tiermenschen recht ist, ist hier nur billig :D )

    Klar ist den WE eine prinzipielle Taktik vorgegeben und das ist gut so. Wer will einen WE-Armee haben, die geschlossen im Feundfeuer vormarschiert, um in den Nahkampf zu gelangen?

    Franz
    [qoute]Klar ist den WE eine prinzipielle Taktik vorgegeben und das ist gut so. Wer will einen WE-Armee haben, die geschlossen im Feundfeuer vormarschiert, um in den Nahkampf zu gelangen? [/quote]

    faszinierende Aussage...

    das lässt aber gewisse Rückschlüsse zu!!

    bedeutet das dann nicht auch das andere Armeen ebenfalls eine prinzipielle Taktik vorgegeben haben??


    Und was wiederrum bedeutet das hinsichtlich der Armeezusammensetzung??
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    [Dark Territories Member] AUT
    halt,halt,halt...so war das aber nicht gemeint!
    ich meinte,es kann nur besser werden in hinsicht auf mehr auswahl!
    über sie taktik die durchausvorgegeben ist reg ich michja nicht auf!
    warum sollt eich auch?wenn es mir nicht passt könnte ich ja eine andere armee spielen!!
    GW-Regeln sind nicht immer gerecht, dafür aber meist schlecht gebalanced.