Friday, 2 May 2014

Wood Elves Book rules

I've managed to get a few pics of the rule book from the net and here are the definitive rules for the new Wood Elf book. Almost all the Elven archery is Str3 now but AP and only the Hail of doom arrow is Str4 (3d6).

With the Deepwood scouts (special) able to take anyone choice of the new magical arrows for the whole unit I think this will be the bulk makeup of most armies. With the lost of glade guard bows me thinks core tax will be filled with more eternal guard than you think esp with their stubborn. Well that's what I would consider doing anyways. Don't despair forest dweller the Specials are very synergised with the Magical items and Army rules of the new book too. They offer good punch with Wildwood rangers and some very good choice in Cavalry and the New access to magic lores.


'Every Wood Elf holds Kurnous and Isha above all other beings, but beyond that they make little distinction between the Gods of the Heavens, and the Gods of the Underworld. Instead they worship the calling of their own natures, embracing the wildness of Khaine as readily as the compassion of Lileath.'

No more Tree singing but woodies get both the High and Dark magic along with the 8 lores. Only way you get tree singing is to take the magical stave now.

Spirit Sword - 2d6 leadership roll off - wounds no armour saves if you lose
Daiths Rapier - re-roll to hit, to wound, successful armour saves
Bow of Loren - A+1 shots, cannot fire magical arrows
Helm of the hunt -+1ws, devastating charge, +1 armour save
Acorns of ages- Grow D3 Woods just before deployment
Moonstone of the Hidden ways - Our favourite teleporter is back
Hail of Doom - Str4, 3D6
Calaingor's Stave - generate one less spell to gain Tree singing 8+
Banner of the Eternal Queen - MR 3, one use Unbreakable
Banner of the Hunter king - Unit has Vanguard, rerolls first failed charge.

Army Special rules:

Forest Stalker
- All models volley fire with one extra rank
- All models Fight with one more supporting rank
- All models (not mounts) re-roll all to wound rolls of a 1.

Forest Spirit
-Forest strider
-Close combat and shooting attacks are magical
-Unmounted receives 6+ward

Asrai Long Bow
Str3, AP

Asrai Spear
User, AP

Magical Arrows
-Arcane       -3armour save
-Hogbane    Poisoned, AP
-Moofire      +1 wounding vs Forces of Order, Flaming
-Starfire       +1 wounding vs Forces of Destruction, AP
-Swiftshiver  Multiple shots (2), AP
-Trueflight    Do not suffer to hit penalties, AP

New Units and New stuff on Units:

WildWood Rangers - ASF, Forest stalkers allowing re-roll 1's to wound in close combat these guys are great. Up against Fear, terror causing you gain an additional attack to make these guys monster hunters.

Deepwood scouts - 13pts You get to equip these guys with the magical arrow arsenal. Must be the new flavour of the month.

Warhawk riders - Warhawks get killing blow on the charge making them viable again and such awesome models.

Glade Riders - Ambush now.

Sisters of the Thorn - Same as the new Warlocks with two different spells, Shield of Thorns and Curse of Anraheir. These would synergise very well even though they arn't as blatant as Doombolt.

Wildriders - Pretty much unchanged but Frenzyied.

It's Beer o'clock so I hope this gives you enough of a teaser to go get your book tomorrow. Have a good weekend fella's!

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