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====Special Characters==== *'''[[Orion]], the King in the Wood:''' 425pts. Anyone who remembers him remembers how friggin' powerful he is, but also how costly he is. Fortunately, he's made it through fairly intact with the only changes being turned into Monstrous Infantry with -1S compared to before and his Horn of the Wild Hunt being single-use while granting a massive 18" aura of fear and Devastating Charge. In addition, he renders all Wild Riders core when taken as General, which is fitting in a thematic sort of way. He is also the incredible hulk of elves with his S5 6A, throwing a spear-like bolt thrower and can fire 6 arrows on the move. *'''[[Ariel]], the Mage Queen of Loren:''' 510pts. For someone who's a half of a god, she's quite the package. She's the requisite Loremaster of Athel Loren who's essentially a Spellweaver+1 before adding the other things. And a single pitiful S4 armour-ignoring hit...spread around everyone in b2b. Anyone charging her goes through difficult terrain and anyone pursuing rolls 3d6" dropping the best. She has the Acorn of Ages for a surprising forest. Then you get to the magic stuff, which is where her oomph is. On top of being an L4 Loremaster, she has Magic Resistance (3), the ability to re-roll dispels, and the chance to rob an enemy of a wizard level and the spell they tried if you dispelled it (though subject to an Ld check). In all, make sure she's always casting, but don't feel too guilty to have her hold around before running. *'''[[Araloth]], Lord of Talsyn:''' Remains the troubled soul he was before. 195pts for a 4++, unbreakable on his own (don't let him go on his own EVER), Glade Lord with a 6+ armour, armed with...a regular Spear, and who comes with a bird. The bird is a free S4 hit on one model within 18", and functions like a weird Killing Blow that causes blindness instead of death (robbing the enemy of Weapon Skill, Ballistics Skill, AND Initiative, which is a big step up from 8E). *'''[[Thalandor Doomstar]], Lord of Argwylon:''' 235pts. A Glade Lord riding a hawk. He has a -1 to hit him with missiles and his spear provides a 4++ parry at all times, which makes him incredible when facing weaker armies. *'''[[Durthu|Durthu Oakheart]]:''' 320pts. Everyone's favorite racist tree is back with some serious reworks. While maintaining his Ancient statline and casting, his weapons are all changed. For starters, he has d6 additional S2 attacks that can give a slight penalty to hit him in melee while also weakening their armour enough for him to mock anything that crosses him. While still a hand weapon, his sword lets him re-roll to hit every turn with perpetual hatred while making his frenzy endless. As always, Wyssan's Wildform or Savage Beast of Horros (yes, re-read the lore: ''Horros'') is all you need from him. *'''[[Drycha]]:''' 200pts. She became way more fragile this time around. Since she's now docked to only TWO WOUNDS with Fanatical Resolve only granting her +1 attack for losing a wound, she's going to be way less likely to fight without a pack of dryads or treekin by her side, Dryad Aspects or not. Fortunately, her lores have changed to be able to use Life or Athel Loren, letting her at least recover if need be. Her Selling point now is her ability to have Forest Spirit units ambush out of forests with the addition of the Newer tree people and the ability to move forest terrain. **'''Drycha Hamadreth:''' 340pts. Jumping from Hero to Lord, Drycha in her [[Dreadknight]] TREEMONSTER form, returns and surpass the melee monster she used to be now with a base of '''6 Attacks and 5 wounds'''. In addition, her body is also swarming with spites that can be used in both melee and shooting. Both are poisoned with 2d6 S1 attacks (and the shooting spites suffer no penalty for moving and shooting), but at the start of each turn, you can upgrade one mode of them to dealing 3d6 bites. *'''[[The Lady of Vines]]:''' 340 pts. Aos import. a Monstrous Forest Spirit lord that wants other spirits around her protection to get into the thick of a fight. A lv 2 wizard with a unique spell that gives a 12" a 6+ ward aura to Spirits, the option to give her unit +1 to hit or make them -1 to hit, a MW(D3) Spear/javelin, and a 6" aura of soft cover for Forest Spirit. Pairs up with Treekin and Sylvan Hunters. *'''Naestra & Arahan, [[Sisters of Twilight]]:''' 275/495pts. You don't take them to win, you take them to troll. For 275 points, you get the pair on the back of Gwindalor the Great Eagle, and a few 220 more can have them ride the forest dragon Ceithin-Har. Why you ever would take them on a dragon is a mystery since the eagle allows them to re-roll failed to hits, and the dragon can only charge if they pass Leadership (Not a big issue, but inconvenient when it triggers). Their Dragon is 80pts cheaper than the glade lord's since Gwindalor is clearly 80pts. The Conjoined Destiny rule means they will stay around full health as long as the enemy doesn't finish the job. In melee, the sisters are identical Glade Captains, with Naestra gaining a +1 to wound forces of destruction while Arahan has it against forces of order. They also have 2 special bows. Naestra has a str 5 d6 wound longbow which gives her mount a wound back if she wounds with it, and Arahan has a bow that fires 2d6 str 2 Ap(1) poisoned shots. Between them, they have good shooting and survival thanks to their previous rules and weapons. However, these compete badly with the waystalker, lvl 1 spellsinger, and BSB in the Heroes section, so choose wisely. Pity you can't take these gals on foot though... *'''[[Naieth]] the Prophetess:''' 155pts. High Seer of Athel Loren. She's a Spellsinger with a free power dies each magic phase. Her other trick is an owl that sits upon any standard bearer (but can't stay on them for longer than a turn) and lets the unit re-roll 1s to hit with missiles. While Ariel is just jam-packed with things to do, Naieth is purely a support hero, so do keep her out of combat. *'''[[Lothlann the Brave]]:''' 160/174pts. His defining tool is the Battle Standard of Athel Loren, letting him be the BSB and allowing any unit within 12" of him to dispel on a 5+. *'''[[Scarloc]]:''' 110pts. A legendary Deepwood Scout. His sword gives him Piercing 1 and ASF, making him an asset while his longbow lets him re-roll to hit with a chance of hitting him if he fails again. *'''[[Skaw the Falconer]]:''' 85pts. He's back and crazier than ever. Unlike Araloth's single bird, he possesses a flock of them that always hit on a 2+ and deliver three S3 hits each at the range and provide three S3 hits at WS4 in cc. While not very well armoured in combat with a cloak with 6++ ward (though it's fucking heavy armour against missiles), his weapon gives him ASF and adds +1 strength for the first turn of combat - if he hits, he robs the enemy of an attack. *'''[[Gruarth the Beastmaster]]:''' 75pts. In case you needed more support for alters, you get a named hero for them. He's joined by a pair of wolves who can move away from him if you want (though they're always within 12" of Gruarth). Gruarth himself has light armour that becomes medium armour when shot by missiles and has a pair of bolas with Piercing 1, Multishot (2), and Sniper that he can use to trap an enemy from escaping from the puppers or to rip the wizard from a meddlesome bodyguard unit. *'''[[Sceolan]], Lord of the Hooked Blade:''' 185pts. Glade Lord that can hang out with Deepwood Scouts gives a core unit ambush and has The Bow of Loren and buckler that let him counter-attack. *'''[[Wychwethyl The Wild]]:''' 135pts. An extra aggressive Shadowdancer, able to attack models not in base contact (which will infuriate Skaven to no end) and can slash up one big front rank as on of his normal Shadow Dances. His most useful function is his Drum which gives his unit swiftride on the charge. *'''[[Aethis The Wanderer]]:''' 165pts. Thanks to his magical swords, he is a Shadowdancer with +2 to his WS and S. He can drop down the bonus to +1 instead to lower an enemy model's attack by 1 for the turn.
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