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Thread: possible wood elf rules

  1. #1

    possible wood elf rules

    i know we have quite a few thread like this and i apologise for this (and its probably in the wrong forum) but for the next wood elf army book all wood elves armed with bows get the following special rule

    arrows of the forest

    the wood elf arsenal is so many and varied that they may take several different types of arrows
    at the start of the shooting phase the player may elect which arrow the unit is firing, it may not fire different kinds of arrows in the same shooting phase. ot is assumed the unit has enough arrows to last the game unless otherwise stated. the unit may elect to shoot with basic arrows if they wish(wood elf basic arrows are strength 4) .

    heavy bodkins
    thick and sharp arrowheads which will shear through plate metal as easy as through bone
    shots made with these arrows are strength five and are armour piercing but the range is reduced to 24"

    light bodkins
    these arrow heads are made light and sharp to increase the distance possible to be shot.
    the range of these shots is 60". any shot shot further than thirty inches is reduced to strength 3 with -1 modifier to hit

    wild fire bodkins
    arrows imbued with the power of the forest. they burn with unearthly fire when a word is spoken by the unit champion
    the shots made with these arrows count as flaming and magical

    the above arrows may be taken as standard but other arrows my be purchased

    volley arrows..........+10 points
    when fired these arrows split twice or thrice over and strike the foe with uncanny precision
    after rolling to hit the remaining shots are multiplied to D3 roll for each shot separately.

    arrows of Ereth Khial.......+15( large template version.....+25 points)
    arrows from before the sundering, blessed by the goddess of the underworld when they strike it is as if a great rock has hit the foe
    hits from these arrows are resolved as if from a stone thrower with strength 6 a larger template may be used for an extra 10 points this must be decided when choosing army lists.

    i mght think of more, what do you think people, should i put points values on the free arrows and make them a choice??? thank you all in advance

  2. #2
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    Re: possible wood elf rules

    Whenever doing a thing like this, play a few games with your local gaming group before posting, you will find where your proposed rules are flawed... like the free heavy bodkins there, for example.

    Really, test them in a game, preferably not with yourself playing the wood elves, and you will find that your ideas are OTT, or, in the case of the flaming arrows there, more subtly too good, as it is just for free copying an already available effect, from the flaming banner, with the little extra that the attacks are magical as well...

    Also, there is a "Rules development" forum down the page, for homebrew rules, rather than questions or discussion over official rules... (though it is a bit of a graveyard for threads, I know)
    Last edited by Scalebug; 09-06-2012 at 11:12.

  3. #3

    Re: possible wood elf rules

    i know they are sightly overpowered but i did base them on real arrows which could fire over 800 yards and kill from that distance i think the warhammer rules for shooting are a bit feeble with more emphasis on cc

  4. #4
    Chapter Master theunwantedbeing's Avatar
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    Re: possible wood elf rules

    Quote Originally Posted by slirgy View Post
    arrows of the forest

    the wood elf arsenal is so many and varied that they may take several different types of arrows
    at the start of the shooting phase the player may elect which arrow the unit is firing, it may not fire different kinds of arrows in the same shooting phase. ot is assumed the unit has enough arrows to last the game unless otherwise stated. the unit may elect to shoot with basic arrows if they wish(wood elf basic arrows are strength 4) .
    St4 at all ranges eh? That's powerful as it makes them move-and-shoot crossbows.

    Quote Originally Posted by slirgy View Post
    heavy bodkins
    thick and sharp arrowheads which will shear through plate metal as easy as through bone
    shots made with these arrows are strength five and are armour piercing but the range is reduced to 24"
    Suddenly those st4 arrows look completely pointless....losing 6" of range to get St5 AND armour piercing is brutal.

    Quote Originally Posted by slirgy View Post
    light bodkins
    these arrow heads are made light and sharp to increase the distance possible to be shot.
    the range of these shots is 60". any shot shot further than thirty inches is reduced to strength 3 with -1 modifier to hit
    Good for shooting at absurd ranges at say.....artillery on hills where the strength is irrelevant as they need 6's to wound anyway.

    Quote Originally Posted by slirgy View Post
    wild fire bodkins
    arrows imbued with the power of the forest. they burn with unearthly fire when a word is spoken by the unit champion
    the shots made with these arrows count as flaming and magical
    Only useful vs ethereals.

    My issue with these are that you've covered all bases.
    The St5 AP arrows are easily the best by a mile but the ability to pick other arrows when that St5 AP arrow just doesn't work for whatever reason is to be honest, ridiculous.

    Quote Originally Posted by slirgy View Post
    the above arrows may be taken as standard but other arrows my be purchased

    volley arrows..........+10 points
    when fired these arrows split twice or thrice over and strike the foe with uncanny precision
    after rolling to hit the remaining shots are multiplied to D3 roll for each shot separately.
    Handy, but why bother paying extra when you can choose to use St5 AP arrows for free? D3 st3 hits isn't as good as that.

    Quote Originally Posted by slirgy View Post
    arrows of Ereth Khial.......+15( large template version.....+25 points)
    arrows from before the sundering, blessed by the goddess of the underworld when they strike it is as if a great rock has hit the foe
    hits from these arrows are resolved as if from a stone thrower with strength 6 a larger template may be used for an extra 10 points this must be decided when choosing army lists.
    Oh I'de happily pay 25pts (even per model) to get this ability.
    A block of just 10 them is likely to completely obliterate almost any unit they bothered shooting at and assuming things scatter, you will likely blow away everything near that unit as well.

    I think you should go back to the drawing board.
    Last edited by theunwantedbeing; 11-06-2012 at 09:19.
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  5. #5

    Re: possible wood elf rules

    As a long time Wood Elf player I like the idea of different shooting options. It adds some spice to the list - my specific comments on each type are

    heavy bodkins: I think the STR5 and AP is fine, but reduce the range to say 12" rather then 24"

    light bodkins: Seems a good idea

    wild fire bodkins: Seems a good idea

    volley arrows: would happily pay 10 points for this. Would it be a one use option?

    arrows of Ereth Khial: Possibly a bit over powered. I would say 25 points, one use only, small template.


    Scott

  6. #6
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    Re: possible wood elf rules

    I actually just witnessed a game between wood elves and Beastmen. The shooting power and the mobility of the elves was a deciding factor in the game. The volley fire rules allowing blocks to shoot, and the str 4 under half was devastating to the beasties (one minotaur unit got shot to death, literally). I would like to see every unit with a bow in the army get the str 4 under half rule. It seems silly that glade guard and glade riders have different bows. Perhaps armor piercing over half and str 4 under half would be a good compromise. I love the idea of different arrows being used by the woodelves, but not sure how to implement it. Historically soldiers (particularly English Longbowmen) used different arrows for different targets. Just not sure how to represent it.
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  7. #7
    Chapter Master Son of Sanguinius's Avatar
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    Re: possible wood elf rules

    @ Blast Hardcheese: I think that largely has to do with the Beastmen having very little armor.

    @ OP: I have to agree with everything theunwantedbeing said, except that I think the flaming arrows would be a little more useful now considering how prevalent regeneration is.

    There is literally no point in any of the other arrows when you can take str 5, ap bows.
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