Sylvaneth:
Faction:
- Heal units near forests
- Teleport a unit in combat using forests
- Teleport a unit that's not in combat using forests
Teleports happen at different moments, so you could teleport one unit back and forth.
Nothing exciting, but it's fine.
Important note; you can only use "friendly" forests. So in a mirror matchup you won't get anything extra.
The heal being able to affect unlimited units is good I guess.
No mention of starting the game with any forests is a bit weird.
Subfaction:
- Monsters heal 3 instead of D3 with your faction heal
How boring. Also, you have a grand total of 2 monsters that aren't named characters. So this is totally going to encourages varied and interesting lists....
Spell:
- Place a forest, or heal all forests if you already have 3 forests.
- Unlimited casts
I guess it's a better spell than most of what we've seen. So that's something.
Shame that it's basicly mandatory, as there don't seem to be any other ways of generating forests.
Also, being able to heal damage or just immeadiatly summon back destroyed forests really undercuts the destructable terrain mechanic.
This might be one of the few spells where a rule-of-one style limitation is actually good.
Units:
- Allarielle
- Spear has a similar profile to every other hero.
- The beetle's antlers hurt. 6/4+/2+/2/4. Seems excessive.
- Start of a turn: pick one effect; +1 to casting, heal 2D3 wounds
- Personal spell: deal 2D3 damage, if you destroy the target, you can immeadiatly use the summon forest spell
- Ressurect destroyed units at halfstrength in forests on a 4+; if you ressurect a monster give it 8 wounds
- rampage: do some damage on the charge
- Spirit of Durthu
- Ranged attack: 12"/5/4+/3+/1/2
- Melee: 4/3+/2+/2/5 (anti-monster) and 2/4+/2+/2/3 crit (mortal)
- rampage: give a monster -1 attack
- +1 to hit if the target is near a forest
- Spite-revenants
- stop enemies from using command abilities
- Spiterider lancers
- Heal 3 per turn
- Strike fast on a 3+ if you charged
- 3/3+/4+/1/1 charge (+1 damage) anti-cavalry
- 3/4+/3+/1/1 charge (+1 damage)
Spearhead:
- modified heal & teleport to compensate for the lack of forests in spearhead.
- Kurnoth hunters bows:
- 18"/2/3+/3+/1/2
- 6++ ward while contesting an objective
Well, the forest mechanics aren't surprising. Though the fact that they can just immeadiatly resummon (or heal) them with little to no limitations seems a bit much. It's thematic for them with the wild growth and all that; but it does mean that destroying them isn't really going to be worth the effort a lot of the time.
Allarielle literally just has a better version of the slann summoning/ressurecting mechanic.
Her personal spell is great. This is the first personal spell that's actually cool.
Her damage output seems a bit much. Especially with the much more limited damage tables in 4th (she'll lose 2 attacks when damaged...)
The fact that every single hero seems to get more or less the same attack profile for their main weapon is getting a bit stale though. This should have more variation.
Both she, Spirit of Durthu & the ironjawz Gordrak make our carnosaur look a bit sad as a monster killer.
Spiteriders seem pretty solid.
The spite-revenants are pretty boring.