Post by pandabro on Aug 21, 2020 12:09:28 GMT
So I've always thought Wood Elves lacked a bit of flair to them. I mean, they're kind of just High Elves - technology + trees. Whether you agree with that or not is fine, but I've tinkered with some ideas to give them some extra flair, thematically and rulewise. This is more barinstorming, really. Will not post all ideas here, probably, but let's start off with...
Seasons: This is an army-wide rule. We all know how integral seasons are to the Wood Elves. I think this rule should ascertain to each Forest Spirit creature. Your list has to include one season, and one season only. So all Forest Spirit creatures gains the same rule, either Winter, Spring, Summer or Autumn. Effects can be something like:
Summer: + 1 strength, -1 to armor, loses Hatred, gains regen
Autumn: Gains Hatred
Winter: -1 strength, +1 armor, loses Flammable, gains Stubborn
Spring: Gains frenzy
I am not married to the actual effects, mind you, and these are probably unbalanced, if not incompatible with WE 8th ed rules, but I hope you understand where I am going with this. One may even add boons or nerfs to magic depending on seasons.
The goal with this is to create very different armies, and then add elves to fill in the gaps of what your army lacks. Are you going all in on glass cannon elves, and want a bulwark? Bring some Winter dryads that can hold off the enemies for longer with Stubborn and extra armor. Want more attacks? have some spring dryads, etc. One may even add magic resistance to the bunch. Bottom line is that it can make Wood Elves a lot more versatile.
Speaking of Magic, I have some ideas for Wood Elves magic as well! I thought it was a bit of a cop out by GW to just give them High and Dark magic, as well as the main lores, instead of something unique. The Wood Elves are supposed to be Elves that left their Elven world behind, and not just the "Inbetween Elves". The 8th ed book plays a lot on the theme of duality. The brutal and beautiful aspects of nature. The light and dark. The wild and the civilized. Death and rebirth. Elves and forest. Orion and Ariel, etc, etc. This is why they have both light and dark magic, but I'd like to change those.
Instead WE can use none of those two lores. Spellweavers get access to the Lore of Fey Magic, and Branchwraiths get access to the Lore of the Woods/Lore of Athel Loren/Wrath of the Woods, don't have a good name for it. Lore of Fey Magic focuses on the mystical/intelligent aspects of the forests; the part that the elves bring, and the lore of the Woods focuses on the raw naturalistic aspect of the forests. I won't bother with concrete rules, since I can't balance anyway, but I can suggest some spells. Some can simply be brought back from 6th ed Lore of Athel Loren:
The Lore of Fey Magic:
Mystical Mists: A thick eerie mists appears out of thin air and confuses the enemy, making them question what is real and what isn't.
Targets a friendly unit. Both combat and shooting is done at -1 to hit against this unit. Can be upgraded to an AoE.
The Hidden Path: Kinda like 6th ed, it lets a unit make an extra movement while ethereal. I'd add that if a unit is within a woods, it may transport the unit to a different set of woods let's say within 18".
Ariel's Blessing: Also 6th ed based. Gives regen to a unit and let's say heals a wound. Upgrade for healing D6 wounds. (Only heals elves?)
Unleashing of sprites: An avalanche of ghostly sprites/fairies are unleashed upon the enemy. Shooting attacks, strength 3, 2D6 hits. Unit must also take a fear test.
??: ??
The Lore of the Woods:
Treesinging: Business as usual, may move a wood a set distance.
Wind of the Woods: The idea is that a very strong wind is magically produced in favour of the Wood Elves. If targeted at a friendly unit, it gives the unit +1 to movement and +1 to strength in both melee and shooting (as wind in your back propels you forward as well as an arrow). If targeted at an enemy, it gives the enemy unit -1 movement and -1 to strength in melee and shooting. Could be both if a unit is in melee combat.
Poisonous Growth: Poisonous vines and leaves envelops the target, getting ready to inflict unbearable pain. Either gives targeted unit the Poisonous rule, or it could be a magic missile with poisonous attacks.
Photosynthesis: Magical light confers new vital energy into the target. Healing spell. (Only heals Forest Spirits? And bad name, I know)
Wrath of the Woods: Roots exploding out of the ground, crashing over the enemy like a breaching wave and burying them underground. Perhaps too similar to Dwellers Below, but could make it Initiative or Toughness based.
??: ??
Other than those, they can get access to lore of beasts, lore of life, lore of shadows and maybe lore of light. Those are the only ones I find thematic. I just miss the old magic lores, where they would get a bit more creative with spells, instead of the same few types of spells.
That's pretty much it, rulewise, and this post is long enough already. I want to add that lorewise, I think all wood elves should use armor made out of amber, instead of metal. That always bugged me a bit. It also bugged me a bit how wild riders aren't centaurs, but that's nitpicking. Anyways, enough ideas for now. If anyone powers through reading this huge wall of text (bravo, btw), then I hope to hear some of your own ideas and feedback. If something seems very off, then I'd like to hear that too. Again, I'm unable to balance or make proper good rules, I just wanted to get the ball rolling. If not, I'm sorry I wasted your time!
Regards pb
Seasons: This is an army-wide rule. We all know how integral seasons are to the Wood Elves. I think this rule should ascertain to each Forest Spirit creature. Your list has to include one season, and one season only. So all Forest Spirit creatures gains the same rule, either Winter, Spring, Summer or Autumn. Effects can be something like:
Summer: + 1 strength, -1 to armor, loses Hatred, gains regen
Autumn: Gains Hatred
Winter: -1 strength, +1 armor, loses Flammable, gains Stubborn
Spring: Gains frenzy
I am not married to the actual effects, mind you, and these are probably unbalanced, if not incompatible with WE 8th ed rules, but I hope you understand where I am going with this. One may even add boons or nerfs to magic depending on seasons.
The goal with this is to create very different armies, and then add elves to fill in the gaps of what your army lacks. Are you going all in on glass cannon elves, and want a bulwark? Bring some Winter dryads that can hold off the enemies for longer with Stubborn and extra armor. Want more attacks? have some spring dryads, etc. One may even add magic resistance to the bunch. Bottom line is that it can make Wood Elves a lot more versatile.
Speaking of Magic, I have some ideas for Wood Elves magic as well! I thought it was a bit of a cop out by GW to just give them High and Dark magic, as well as the main lores, instead of something unique. The Wood Elves are supposed to be Elves that left their Elven world behind, and not just the "Inbetween Elves". The 8th ed book plays a lot on the theme of duality. The brutal and beautiful aspects of nature. The light and dark. The wild and the civilized. Death and rebirth. Elves and forest. Orion and Ariel, etc, etc. This is why they have both light and dark magic, but I'd like to change those.
Instead WE can use none of those two lores. Spellweavers get access to the Lore of Fey Magic, and Branchwraiths get access to the Lore of the Woods/Lore of Athel Loren/Wrath of the Woods, don't have a good name for it. Lore of Fey Magic focuses on the mystical/intelligent aspects of the forests; the part that the elves bring, and the lore of the Woods focuses on the raw naturalistic aspect of the forests. I won't bother with concrete rules, since I can't balance anyway, but I can suggest some spells. Some can simply be brought back from 6th ed Lore of Athel Loren:
The Lore of Fey Magic:
Mystical Mists: A thick eerie mists appears out of thin air and confuses the enemy, making them question what is real and what isn't.
Targets a friendly unit. Both combat and shooting is done at -1 to hit against this unit. Can be upgraded to an AoE.
The Hidden Path: Kinda like 6th ed, it lets a unit make an extra movement while ethereal. I'd add that if a unit is within a woods, it may transport the unit to a different set of woods let's say within 18".
Ariel's Blessing: Also 6th ed based. Gives regen to a unit and let's say heals a wound. Upgrade for healing D6 wounds. (Only heals elves?)
Unleashing of sprites: An avalanche of ghostly sprites/fairies are unleashed upon the enemy. Shooting attacks, strength 3, 2D6 hits. Unit must also take a fear test.
??: ??
The Lore of the Woods:
Treesinging: Business as usual, may move a wood a set distance.
Wind of the Woods: The idea is that a very strong wind is magically produced in favour of the Wood Elves. If targeted at a friendly unit, it gives the unit +1 to movement and +1 to strength in both melee and shooting (as wind in your back propels you forward as well as an arrow). If targeted at an enemy, it gives the enemy unit -1 movement and -1 to strength in melee and shooting. Could be both if a unit is in melee combat.
Poisonous Growth: Poisonous vines and leaves envelops the target, getting ready to inflict unbearable pain. Either gives targeted unit the Poisonous rule, or it could be a magic missile with poisonous attacks.
Photosynthesis: Magical light confers new vital energy into the target. Healing spell. (Only heals Forest Spirits? And bad name, I know)
Wrath of the Woods: Roots exploding out of the ground, crashing over the enemy like a breaching wave and burying them underground. Perhaps too similar to Dwellers Below, but could make it Initiative or Toughness based.
??: ??
Other than those, they can get access to lore of beasts, lore of life, lore of shadows and maybe lore of light. Those are the only ones I find thematic. I just miss the old magic lores, where they would get a bit more creative with spells, instead of the same few types of spells.
That's pretty much it, rulewise, and this post is long enough already. I want to add that lorewise, I think all wood elves should use armor made out of amber, instead of metal. That always bugged me a bit. It also bugged me a bit how wild riders aren't centaurs, but that's nitpicking. Anyways, enough ideas for now. If anyone powers through reading this huge wall of text (bravo, btw), then I hope to hear some of your own ideas and feedback. If something seems very off, then I'd like to hear that too. Again, I'm unable to balance or make proper good rules, I just wanted to get the ball rolling. If not, I'm sorry I wasted your time!
Regards pb