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  1. #351
    Chaplain
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    Quote Originally Posted by Justus Ackermann View Post
    Jep, I use them for my High Elves. They are pretty large, with a wing-span comparable to the Phoenix. Works fine.
    OK cool thanks

  2. #352

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    [url=http://postimg.org/image/s552g3x7h/][/url]

    [url=http://postimg.org/image/t65b58e71/][/url]

    Perhaps this will help, just managed to sit down at my PC to upload these. :P

  3. #353

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    Quote Originally Posted by MythicKhan View Post
    [url=http://postimg.org/image/s552g3x7h/]

    Perhaps this will help, just managed to sit down at my PC to upload these. :P
    Thanks for these!
    Any chance you could post full rules for Naestra and Arahan?

  4. #354
    Librarian
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    Quote Originally Posted by MythicKhan View Post
    [url=http://postimg.org/image/s552g3x7h/][/url]
    [url=http://postimg.org/image/t65b58e71/][/url]

    Perhaps this will help, just managed to sit down at my PC to upload these. :P
    O my sweet ( insert name here ). That's harsh/ Super protective. Wood elfages are going to be evil.
    I didn't do it. You can't prove i did it. Ok I'm sorry send me the bill.

  5. #355
    Chapter-Master
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    So wood elves can build armies with 2-4 dedicated pieces of woods, and choose what type those woods count as.

    Acorns of the Ages: One use only. At the start of the game after battlefield has been set up, but before deployment, place d3 citadel woods on the battlefield. Can be placed anywhere at least 1" away from another terrain feature and the edge of the battlefield. Once all forests have been placed, scatter each 2d6". If that lands within 1" or on top of other terrain, or within 1" of battlefield edge, reduce or increase scatter by smallest amount necessary to avoid obstruction. Once this has been done, delcare which type of Mysterious Forest you want these to be - all forests must be the same type.
    Ambush from the Worldroots: A Wood Elf army can place an additional forest (use a citadel wood) on the battlefield. This is done during deployment and must be placed wholly on your half of the battlefield. This is not mysterious terrain - declare it's type when you place it. If you cannot fit it, love other pieces of terrain by shortest necessary distance until it's possible to place. If a forest cannot be placed or the scenario means the Woof Elf army does not have a table half in which to deploy, this forest is not used.
    is that as awesome as it seems for an army that gets some really good bonuses in forests and seems to ignore the drawbacks?
    Morbid Angels:http://www.lounge.belloflostsouls.net/showthread.php?7100-Morbid-angel-WIP
    I probably come across as a bit of an ***, don't worry I just cannot abide stupid.

  6. #356
    Fly Lord
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    via [URL="http://40kwarzone.blogspot.com/2014/05/new-wood-elf-rules.html"]40K Warzone:[/URL] 5-2-2014
    Army wide special rules:

    Blessings of the Ancients: Any model with this special rule adds +1 to cast when in a forest

    Ambush from the Worldroots: A Wood Elf army can place an additional forest (use a citadel wood) on the battlefield. This is done during deployment and must be placed wholly on your half of the battlefield. This is not mysterious terrain - declare it's type when you place it. If you cannot fit it, love other pieces of terrain by shortest necessary distance until it's possible to place. If a forest cannot be placed or the scenario means the Woof Elf army does not have a table half in which to deploy, this forest is not used.

    Forest Spirit: Models with this special rule have the Forest Strider special rule and it's attacks (shooting and combat) are magical. In addition, if the model is not a mount, it has a 6+ ward and Immume to Psychology.

    Forest Stalker: Models with this special rule have the Forest Strider special rule. In addition, if at least half it's models are within a forest:

    - All models that have the Forest Stalker special rule fire in one more rank than normal (if the unit chooses to Volley Fire, this will mean that all the models in the front three ranks and half the models in forth and subsequent ranks are able to shoot)

    - All models that have the Forest Stalker special rule can make supporting attacks with one extra rank than normal. This is cumulative with other special rules that allow models to fight in extra ranks.

    - All models that have the Forest Stalker special rule (but not their mounts) re-roll all To Wound rolls of a 1 in combat.

    Most Elven units also have, as expected, Always Strikes first.

    So basically a mix of High and Dark Elf special rules if you're in a forest.

    Magic: Spellsinger use one of the eight battle magic lores. Spellweavers use High Magic or Dark Magic or one of the eight other lores, but High Magic and Dark Magic have their own attributes:

    High Magic attribute: Whenever a Wood Elf Wizard successfully casts a spell from this lore, and it is not dispelled, place a protection counter next to him once the spell has been resolved. Whenever the Wizard (or a model in the same unit as him) suffers an unsaved Wound and there are one or more protection counters next to him, remove a protection counter and treat the Wound as if it had been saved. (WOW!)

    Dark Magic attribute: Whenever a Wood Elf Wizard successfully casts a spell from this lore, and the spell is not dispelled, place a vengeance counter next to each target once the spell has been resolved (do not place counters next to friendly units). Whenver a unit with vengeance counters suffers hits from a spell from the Lore of Dark Magic, remove those counters and increase the number of hits inflicted by D3 for each vengeance counter removed (roll separately for each counter).

    The Armoury of Torgovann:

    Asrai Longbow: 30" Range, Str 3, Armour Piercing, Volley Fire

    Blackbriar Javelin: 12" Range, Str User, Armour Piercing, Poisoned Attacks

    Asrai Spear:

    - Foot: Combat, Str User, Amour Piercing, Fight in Extra Ranks

    - Mounted: Combat, +1 Str (only on the charge), Armour Piercing
    Enchanted Arrows:

    Arcane Bodkins: 30" Range, Str 3, Volley Fire. -3 Armour Saving modifier to wounds caused by Arcane Bodkins.

    Hagbane Tips: 30" Range, Str 3, Armour Piercing, Poisoned Attacks, Volley Fire

    Moonfire Shot: 30" Range, Str 3, Armour Piercing, Flaming Attacks, Volley Fire. Hits from Moonfire Shot have +1 on rolls to Wound against units with a majority model count from Forces of Order.

    Starfire Shafts: 30" Range, Str 3, Armour Piercing, Flaming Attacks, Volley Fire. Hits from Moonfire Shot have +1 on rolls to Wound against units with a majority model count from Forces of Destruction.

    Swiftshiver Shafts: 30" Range, Str 3, Armour Piercing, Multiple Shots (2), Volley Fire

    Trueflight Arrows: 30" Range, Str 3, Armour Piercing, Volley Fire

    Shooting attacks made with Trueflight Arrows do not suffer To Hit penalties.

    New Units/Models:

    Wildwood Rangers: Elven profile with WS5. Always Strikes First, Forest Stalker, Immune to Psychology and

    Guardians of the Wildwood: If a model with this rule is in base contact with one model with Fear or Terror, it has +1 Attack.

    Armed with Great Weapons & Light Armour.

    Sisters of the Thorn: Elven profile with BS5. Always Strikes First, Forest Stalker, Fast Cavalry, Poisoned Attacks (Riders Only), 4+ Ward and:

    Deepwood Coven: A unit of sisters is considered a Level 2 Wizard with the spells Shield of Thorns (Lore of Life) and Curse lf Anraheir (Lore of Beasts). This doesn't prevent other wizards knowing the same spells. Recievs +1 to cast for each rank of 5 after the first to a max of +3. Choose one sister for the caster or target for purposes of line of sight, range etc. Miscast results in d3 wounds with no saves of any kind allowed.

    Wild Riders: Elven profile with WS5, Str 4. Always Strikes First, Devastating Charge (Riders only), Forest Stalker, Fast Cavalry, Fear, Frenzy and:

    Talasmanic Tatoos: 6+ Ward Save

    Durthu: M5, WS7, BS7, S6, T6, W6, I2, A6, Ld10

    Lvl 1 Wizard that uses Beasts, Blessings of the Ancients, Flammable, Forest Spirit, Frenzy, Hatred, Large Target, Scaly Skin (3+), Stubborn, Terror;

    Tree Whack: Make a Tree Whack attack in place of attacking. Must be declared before rolling to hit. Nominate enemy model in base contact. This model must pass an Initiative test or suffer D6 wounds with no armour saves allowed. May be used in a challenge.

    A Lamentation of Despairs: 12" Range, Str 2, Killing Blow, Multiple Shots (2d6)

    Araloth: M5, WS8, BS7, S4, T3, W3, I8, A5, Ld10

    Always Strikes First, Forest Stalker, Stubborn;

    Boldest of the Bold: Whilst Araloth is a lone character, he has Unbreakable (replaces Stubborn)

    Favour of the Goddess: 4+ Ward Save

    Skaryn the Eye Thief: Nominate a single enemy model within 18" of Araloth. This model takes a Str 4 hit. If wound is unsaved and the wound roll was a 6, model suffers -5 penalty to Weapon Skill and Initiative (to a minimum of 1) for the rest of the game. A model can only suffer this penalty once.
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  7. #357
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    How long before cries of cheese before people realise most of our units don't have an armour save and are only t3? Twilight twins look amazing! Put them on dragon all three models have 6 wounds, the twins only get hit on a five or six, then the twin you want to hit is a 50% chance, if you don't get all 12 wounds on the twins they are fully healed. Plus one bow heals the mount so that's effectively 18 wounds that can be healed, whilst dishing out stupidity and multiple wounds and healing themselves.
    Last edited by lattd; 05-02-2014 at 03:00 AM.

  8. #358

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    Quote Originally Posted by Wildeybeast View Post
    How long do the counters last for? Do they stack? Are the Dark Magic ones discarded when the unit is hit? There seems to be potential for confusion unless these are explained very clearly.

    Those protection counters could be great for minimising burny hothot stuff on Treekin.
    Fix'd that for you. (changed from Treeman, as you need to be in the unit to bounce them)

    - - - Updated - - -

    Quote Originally Posted by lattd View Post
    How long before cries of cheese before people realise most of our units don't have an armour save and are only t3? Twilight twins look amazing! Put them on dragon all three models have 6 wounds, the twins only get hit on a five or six, then the twin you want to hit is a 50% chance, if you don't get all 12 wounds on the twins they are fully healed. Plus one bow heals the mount so that's effectively 18 wounds that can be healed, whilst dishing out stupidity and multiple wounds and healing themselves.
    Unless you jump them in combat and elect to smack the riders upside the head . Though I think I'd be better off trying to job the dragon. It's an unwritten rule that typically, the beast is easier to slay than the rider. Also, mounts will always, ALWAYS do more damage than their riders, as many a Chaos Knight kicked to death by a horse can attest to.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  9. #359
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    Agreed the dragon should be the target, but a dragon that regains wounds, dragons are tough, dragons that can reliably heal are even tougher. This release just gets better and better. Also glad to see theres a reason to take the eagle other than its being cheaper than the twins dragon.

  10. #360

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    Unless you're packing some Killing Blow.

    Killing Blow only ever works on really hard characters. And it really, really works if it's a weedy little character packing it.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

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