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New Wood Elves
Topic Started: Apr 22 2014, 06:16 AM (1,566 Views)
Xanatos
Warrior of the Chamber
Apparently only lord level wizards can use high/dark magic.
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Shrapnelsmile
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Warrior of the Chamber
LIquid_Squid
Apr 27 2014, 10:30 PM
Dawink
Apr 27 2014, 09:33 PM
the treeman is less tree and more man now though.
I feel it looks way too "nature spirity"
it looks to me like a 40K chaos daemon prince with some branches thrown in. Not feeling it.

I do look forward to playing my Wood-Elf aligned friends, however.
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Tabernacle of Priapus
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The Chosen
an army book review from a friend:

"A Friend"
 
Overall, the Wood Elves are much more like the other Elves now. They don't have their old shooting bonuses (no S4 shots, and no ignoring the movement penalty). And they gained Always Strike First. Plus five new rules as long as they are in a forest (they're striders, shoot with addition rank, fight with additional rank, re-roll 1s to wound in melee, +1 to cast). Spears are also armor piercing. So much more melee focus and power. And magic will be powerful too, with all eights lores, plus High and Dark Magic.

If you want to have amazing shooting, it can still be done, just at a higher point cost. The normal Wood Elf archer is the same as before. The bows are armor piercing, but not S4. A new addition is magical arrows, where for an additional 3, 4, or 5 points per model you may give a unit a magical arrow type. These arrows do one of the following:
No To Hit penalties (3pts ea)
Poison (3pts ea)
+1 to wound models of "Order", and flaming (4pts ea)
+1 to wound models of "Destruction", and flaming (4pts ea)
Multiple Shots (2) (4pts ea)
-3 to armor saves (5pts ea)

You can pick only one type per unit. All are also longbows, with volley fire and armor piercing (except the -3 to armor). Some could be very powerful. You could also make them very similar to the old ranged attacks, but now at a higher point cost. Glade Guard, Glade Riders, Scouts, and characters can use the special arrows. But not Waywatchers or the Waywatcher Hero for some stupid balance reason.

I also noticed they no longer change points costs for each model type. All the arrows cost the same. All the unit commands cost the same. Doesnt make sense, but does make the math easier.

All trees lost a point of strength (Dryads, Treekin, Treemen).

Overall, looks much better than the old Wood Elves. The updated melee abilities will make them much more likely to finish enemies off.


Thoughts?
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Darth Urbrambus
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The Chosen
There's a discussion on the Asrai forum regarding their arrows lol. They are labelled as enchanted items, making them magical weapons. RAW = one upgrade per model (though in this case unit) but RAI = every archer unit can take the same upgrade. Quite an animated discussion there ^^

In magic they can get +2 to cast I think, so pretty powerful. But according to a friend of mine, a WE player, they will still struggle with high T apparently.
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krewsayder
Slave
[ * ]
Does it say they're magical arrows? If it doesn't say they get it, how can they?..
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