I like kindreds...however they do tend to have a heap of restrictions that make them less effective.
Only the Eternal Kindred is actually aweful.
Wardancer kindred.....would be better if you weren't forced to use wardancer weapons
Wild rider kindred....would be better if you weren't stuck with only magical spears
Waywatcher kindred....would be better if you could benefit from the lethal shot ability while using a magical bow/arrow
It would be nice for them to stay as an additional extra that doesn't come from the item allowance.
Ogre big names come from the item allowance however Vampire counts powers are a separate allowance.
We could easily see a combination of both for wood elves.
So Kindreds come from the item allowance (and nose-dive in cost as a result) while Spites get a separate allowance.
Kindreds were just a way to create fluffy characters and have them benefit from the special rules of their unit. I think they were worried that having characters with access to those abilities would cause some nasty combinations if they also allowed them free choice of normal / magic armour and weapons. A wardancer lord with light armour and a shield would also be a bit unfluffy, but they just ended up way too restrictive.
On the other hand, only having access to generic characters, or no option at all, to add characters into units like wardancers and the like would be a bit bland also.
I hope they keep them for the next book but they would need a proper re-write. Personally I would like to see kindreds effect army composition by letting a wardancer highborn take wardancers as core, and the same for the other kindreds, a warhawk kindred would also be a nice addition if they did this.
As for great stags, why take 1 when you could have 3? A few wild riders to fill out the unit, a beastweaver with the rhymers harp, and laugh when you cast savage beast and the whole front rank goes mental
(not exactly optimal but fun none the less)
Last edited by cyberspite; 25-06-2012 at 19:02.
Some how you have to find the balance for; Magic items, kindreds and sprites
There are three areas that need some diversification and maybe even different options when it comes to customisation;
- Treeman, Treeman Ancients and Forest Dragon - Access to Sprites (Some Sprites that can only be taken by forest spirits)
- Combat Charaters - Access to Kindreds and Magic AItems (Allowance for magic items and seperate upgrade costs for kindreds)
- Magic Characters - Acess to Sprites and Magic Items (Seperate Allowance for each)
Sprites are more magica,l offering boosts to; casting, dispelling, access to lore master (athel loren), defense and maybe a damage ability or two for Treeman/Forest Dragon. Magic casters have access in combination with forest spirites becasue they understand Athel Loren more than combat orientated characters.
Kindreds offer the opposite route in terms of martial prowess, this is were to learn the warriors trades; Archery, Assasination, and HTH combat etc. This suits the likes of nobles that focus on physical ability rather than gaining a better understanding of the magical side of the forest. This should simply be an optional upgrade that does not come out of the magical allowance, they can even stay the same but would need to move the stupid restrictions.
The other thing I would like to see is the Treeman Ancient be able to gain magic levels and cast spells from Athel Loren. Lets say he starts out as lvl1 with the option to upgrade to a lvl2 and can gain magical offensive/defensive abiliites through sprites. Alternatively he can be build for defense and combat through sprites. This then allows you to have some magic protection through dispelling while being able to build a combat heavy list, something that needs addressing across a few 8th armies.
Also would love to see Drycha rebuilt to be powerful again in 8th edition. She made a fantastic addition to the WE army but is just not viable in 8th!
Last edited by Doommasters; 25-06-2012 at 21:04.
Last edited by Martian Kiwi; 29-06-2012 at 17:13.
I was reading the thread and the discussion about chariot in forest made me think and I came up with a unit that could be really fun and unique to play for the wood elves. Keep in mind i am an ogre player, so the stats/points/fluff will need adjustments.
I wanted to have a spacial character that could start of has a support caster with specific spells in the early turn, that could transform into a chariot in the later turn if needed. Also I used Bear form has my idea but other animals like owls or panthers could be fun to have. I think that I have to much special abilities. Let me know what you think! Build on it! lets make the wood elves kick ass so I start collecting them ahha
Druid of Loren (Elf Form) 160pts
Druid of loren (Elf form) 5---4----4---3--3--4---5--1--8
Raven Cloak (-2 hit modifier from shooting attack)
Staff of the earth range 36 Strength 4 Multiple wound d3 Ignore cover
Druid of loren is considered a caster level 2
On a leader ship test, the druid of loren can transform into a bear. You can only use this ability once at the beginning of your turn, before charges are declared.
Elf form Bound spell and equipment cannot be use in bear form.
Life roots Cast on 8+
Remains in play. Any unit in or within 6” of any forest regain 1d3 wounds. Only 1 wound is gain for Lords, heroes or giant monsters. The range is increase to 12” on a 14+
Red Thorns Cast on 8+
Remains in play. Red Thorns is an augment spell that can be cast upon the druid of loren or any friendly character within 12”. For any successful hit against the target, the unit receives the same amount of automatic strength 3 hits. Successful wounds count towards combat resolutions. On a 15+, hits become strength 4.
Druid of Loren (Bear From)
Druid of loren (Bearform) 7---4----0---5--5--4---3--5--8
Impact hits (d6)
Cleave: For any unit in base contact, add this amount of Attack. Mounted unit count as one.
Deafening Roar: Effect from musician are ignore, this count for even command and rally test. Also, transforming from elf form to bear form while in combat gives you +1 to your combat resolution.
shadow walking- any non-forest spirit wood elf unit may take this ability as a 15 point upgrade, at the end of the movement phase any model wholly within a forest may move to any other forest within 48" forest spirits gain this as standard
Last edited by slirgy; 29-06-2012 at 19:17.
and wood elves do not get any sort of penalties from forests
Let's face it, not every forest is kindly disposed to either Asrai OR Athel Loren, and even THEY can't always choose to avoid the woods which are under the influence of the Warp.
Are you a Wolf, a Sheep, or a Hound?
Originally Posted by Megavolt