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8th Ed. wood elfs about to be updated, thoughts?

Durthu(the treeman on WD cover) is around warhammer for almost 20 years(5th edition), i don't really understand why it should be wielding a sword....
 
I love the tree lord thing model.

Honestly it's the first time I've thought of branching out. Tree spirit army sounds AWESOME
 
Kroq said:
Durthu(the treeman on WD cover) is around warhammer for almost 20 years(5th edition), i don't really understand why it should be wielding a sword....

Its pretty straight forward I think.

Wood Elves are now the middleground between High and Dark elves fluffwise.

They have both Dark and High Magic and probably also a bit of each camps believes in them.

Durthu is probably now a Khainite being ...after all he DOES look a LITTLE like this guy

 
My bet would elves not getting the extra +1 to cast that high elves and dark elves get on high and dark magic respectively. Keen to see what the attributes will be.
 
:mad: I see, Gw just backstabbed again its own BG :D


Another pic from web
$_57.JPG
 
I already ordered the wood elves army book and am looking forward to it. In the white dwarf from last week there was artwork of stag riders among the wood elves army. If those are coming out I am definetly picking wood elves as second army.
 
Wood elfs the new master of magic?:

lvl 0-1 shadow dude
lvl 0-1 beast dude
lvl 1-2 all 8 lores hero mage.
lvl 3-4 all 8 lores + dark/high lord mage.
lvl whatever life ancient angry tree

+

lvl 2 stag mages in the special section.

I cannot remember most of the names ._.
 
Kroq said:
Durthu(the treeman on WD cover) is around warhammer for almost 20 years(5th edition), i don't really understand why it should be wielding a sword....
I like what they said in White Dwarf about that. He's insane after what the dwarfs did to him and now he does things that he never would have before. You can almost hear it -


"Lord Durthu, wtf! A sword?"
"Yep.. Gonna cut me some effing dwarfs in half and watch their sap run onto the ground like they do to us, little effers! "

"But...that's nuts!"

"Yep. Nuts, berries, lettuce...don't give a damn. Stunties gots ta bleed."
 
Big old update coming in:

Special Rules:

Kurnous' Arrow: [Lords and Heroes] If enemy general is within 36" and LoS at start of game, one auto S3 no AS hit

Asrai Bows: S3 AP (Glade Guard, Glade Riders, Scouts, Warhawk Riders, Waywatchers, Glade Lord, Glade Captain, and Waystalker)

Asrai Spears: S3 AP Spears

Ancient's Blessings: +1 to cast in woods [ Not sure who has this rule, probably all of the spellcasters)

No Spites or Kindreds [ Waywatcher and Wardancer Kindreds have been hard-coded as a unique hero type now ]

Magic Arrows: Upgrade to units. Can be 1 of: poison, flaming and +1W order OR destruction, AP (-3), multi-shot, ignore shooting modifiers

Dual Prowess: WE get BOTH Prowess rules when >=50% of unit is in woods. (reroll 1's to wound only for cc, fight and shoot in extra rank)

Free Forest: Citadel woods in your half(!) of table [a la garden or morr and unlike old WE AB], you choose the type (i.e. Wildwood, venom thicket, etc) - 1 free forest plus you can generate d3 with the magical item Acorn of Ages. You get to choose which type of Mysterious Forest your Free Forests are...

Forest Spirits: 6++, ItP

Strangleroots - 12", d6+1 S5 hits. 10 slave upgrade to Treeman/Treeman Ancient

Magic:

Access to all 8 BRB lores, plus High and Dark magic, with unique lore attributes. High magic is "+1W" [ probably just heal wound] on caster or unit; dark magic is +1 token to enemy unit per hex cast on it. when taking damage from spell, take +1D3 hits per token.

Magic Arrows: (Taken on Glade Guard, Glade Riders, Deepwood Scouts, Glade Lords, Glade Captains only) [cost are for GG] [only 1/unit or model] [characters can have 1, independent from magic item allowance]

Curse of the Witch: Poison (1.5 Slaves)
Moonfire: +1 to wound Forces of Order, Flaming (2 Slaves)
Starfire: +1 to wound Forces of Destruction, Flaming (2 Slaves)
Swift: Multiple Shots (2 Slaves)
Accurate: No to hit modifiers (2 Slaves)
Bodkins: AP(-3) (2.5 slaves)

Magic Items:

1. Soulblade: No armor save allowed. If a char/monster suffers unsaved wound, both roll 2d6 add morale. If wielder wins, difference is translated into wounds with no armor saves allowed. [>25 slaves]
2. Daith's Spear: reroll failed hits and wounds and enemy rerolls passed armor saves. [25 slaves]
3. Helm of the Hunt: +1 armor, devastating charge, +1WS
4. Bow of Loren: armor pen, number of shots=A+1, no magic arrows
5. Acorn of Eternity (makes d3 forests; you choose type; must all be the same) [50 slaves]
6. Moonstone of Hidden Ways: unit in forest and out of combat may transfer into another forest
7. Hail of Doom Arrow: 3d6 armor penetrating S4 shots
8. Wand of Wych Elm [treesinging bound spell; only arcane item; only way to access treesinging]
9. Banner of Midwinter (MR3; Unbreakable for a Turn)
10. Banner. Vanguard and extra charge distance on first charge of the game

Units:

SPECIAL CHARACTERS:

Durthu
Aralorn (New plastic, skaw, essentially)
Orion (300 slaves)
Drycha (Lore of Shadow)
Naestra & Arahan

LORDS:

Glade Lord (May take magic arrows)
Spellsinger (May use 8 BRB lores or High / Dark)
Treeman Ancient (may not take items) (lore of life only; base Level 2; may be upgraded to L4)

HEROES:

Glade Captain (May take magic arrows)
Spellsinger (May not use High / Dark)
Branchwraith (Lore of Beasts/Life; may not take items)
Waystalker (Sniper, Waywatcher rules (Ignore armour or shoot twice), 25pts magic items)
Shadowdancer (Shadow Dances, 25pts magic items, Can be upgraded to L1 shadow)

CORE:

Eternal Guard (WS5 S3, Spear, LA, Stubborn, 5 slaves w shield upgrade) [25pt banner]
Glade Guard (same pts as before, can take magic arrows, scouts now a separate unit) [25pt banner]
Glade Riders (9.5/10 slaves, may take magic arrows) [25pt banner]
Dryads (S3, Hatred, no Skirmishing, no musician or standard, 10+ unit size, 5.5 slaves)

SPECIAL:

Warhawk Riders (Both Riders and Steeds AP, KB on charge for hawk [same cost as treekin; 20 slaves) [now 3W]
Wild Riders (Frenzy, Devastating Charge, Fast Cavalry, Talismanic Tattoos, AP Spears (S5 AP on the charge, Deers are WS3 & S4) [50pt banner]
Deepwood Scouts (GG with Scout and Skirmisher)
Treekin (S4)
Sisters of the Thorn (13 slaves) [50pt banner]
Wardancers 7,5 slaves (Dances: 3++, KB and AP, +1A, remove rank bonus; no more +1S on charge, 6+ AS, no std, 7.5 slaves, can swap AHW for asrai spears for 0.5 slaves)
Wildwood Rangers [25pt banner] WS5 S3 elves, AP GWs, +1A for models in btb with fear/terror-causer, Ld9 11ppm

RARE:

Great Eagles (Can be taken in units now; no upgrades)
Treeman (112.5 slaves, S5, Strangleroot for 10 slaves)
Waywatchers (can either double-shot or ignore AS every time for shooting, 10 slaves)
 
What's that, double-tap and Armour Save ignoring T3 unarmoured Scout Skirmishers? Time to chop more head fins off Skinks to make them into Chameleons!
 
It's a little depressing to read through all that :depressed:


Can they take both AP and MultiShot on one unit?
 
No, one upgrade per unit.

The exception is Waywatchers, who can chose between multi shot or No AS each turn.
 
The more I look at this the more I feel the Lizardmen book just kinda got phoned in over a weekend.
 
n810 said:
The more I look at this the more I feel the Lizardmen book just kinda got phoned in over a weekend.

Your not alone.

I am very excited for Wood Elf players, they deserve an interesting book after that un-acceptable wait..
...but...I cant help but feel "sad".

I felt from the beginning that "those guys I like and chose to play" got neglected so hard, and every release since then has pretty much confirmed it.

I dont say our book is bad, but its update is just so freakishly un-creative and boring compared to all others.


...must say that I have been flirting with the thought of another army for some time.... after reading this I think woodies might be the answer.
 
Phatmotha-phucka said:
...must say that I have been flirting with the thought of another army for some time.... after reading this I think woodies might be the answer.

Both of the Elf books are solid, imo, and this one is shaping up to be three for three. Multiple viable build options, nothing too grotesquely overpowered (you might get a little bit of moaning about Warlocks, Frosties and BotWD, but you can easily build lists which don't require them or don't rely on them), and not too many dud choices, either.
 
Phatmotha-phucka said:
n810 said:
The more I look at this the more I feel the Lizardmen book just kinda got phoned in over a weekend.

Your not alone.

I am very excited for Wood Elf players, they deserve an interesting book after that un-acceptable wait..
...but...I cant help but feel "sad".

I felt from the beginning that "those guys I like and chose to play" got neglected so hard, and every release since then has pretty much confirmed it.

I dont say our book is bad, but its update is just so freakishly un-creative and boring compared to all others.


...must say that I have been flirting with the thought of another army for some time.... after reading this I think woodies might be the answer.


lizardmen were playable, wood elves basically we were not.

its not unsurprising to see them get a better overhaul, especially considering they are actually one of the more popular armies.

the lizardmen book was uncreative, boring, but overall, it did exactly what was required. Gave us more monsters, even if they aren't great, fixed the slann, gave us another lore on skink priests, toned down the skroxigor units.

Tiny point changes here and there, a few new monsters. Personally i would have loved to see some heavy cavalry, but /shrug. At the end of the day a core of low cost poison ballistic skill skirmishing units is going to handicap the book. They are simply too good.

The fluff and artwork were truly fantastic. Since that made up the meat of the book i felt like my money was well spent.
 
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