~220-230 pktErratu87 pisze:Ciekawe kombinacje można zrobić .
szkoda że nie ma synergi do lasu bo driadom treekinom i drzewcowi zrobili czoko, a takie klocki driad i treekiny w 6 ladnie by wygladaly. Zwlaszcza jak dolozyc do tego drwali mozna by całkiem coś z pierd... zrobić .
Jak wygląda taka 15 łuków z ap albo flaming kosztowo ?
NoWE (zbiór plot str. 113)
Moderator: Gremlin
Re: NoWE (zbiór plot str. 73)
Zwyciężaj bez przechwalania się, przegrywaj bez biadolenia, a inni wkrótce zaczną cię szanować - Napoleon Hill
kudłaty pisze:80+ siekier dwuręcznych to odkryta opcja ofensywna.
Luc czy warhawki mają łuki i możliwość dobrania do nich strzał?
Możesz napisać dokładnie co mają Warhawki?
Wciąż mam nadzieję, że da się z nich coś wyciągnąć ;P
Jeśli chodzi o duchy lasu to najlepiej się prezentują treekiny. Słabsze ale przynajmniej o 20 pkt. tańsze co jest kolosalną różnicą.
Driady powinny kosztować max 10 punktów. Ogólnie zrobili im największą krzywdę.
Przyznam szczerze, że ten nowy AB miał bardzo duże szanse na bardzo zbalansowaną amię wewnętrznie, w której wszystkie oddziały byłyby warte wystawiania i mocne. Gdyby nie polityka GW - army list WE byłby pierwsza klasa.
Możesz napisać dokładnie co mają Warhawki?
Wciąż mam nadzieję, że da się z nich coś wyciągnąć ;P
Jeśli chodzi o duchy lasu to najlepiej się prezentują treekiny. Słabsze ale przynajmniej o 20 pkt. tańsze co jest kolosalną różnicą.
Driady powinny kosztować max 10 punktów. Ogólnie zrobili im największą krzywdę.
Przyznam szczerze, że ten nowy AB miał bardzo duże szanse na bardzo zbalansowaną amię wewnętrznie, w której wszystkie oddziały byłyby warte wystawiania i mocne. Gdyby nie polityka GW - army list WE byłby pierwsza klasa.
Special Rules:
Kurnous' Arrow: [Lords and Heroes] If enemy general is within 36" and LoS at start of game, one auto S3 no AS hit
Asrai Bows: S3 AP (Glade Guard, Glade Riders, Scouts, Warhawk Riders, Waywatchers, Glade Lord, Glade Captain, and Waystalker)
Asrai Spears: S3 AP Spears
Ancient's Blessings: +1 to cast in woods [ Not sure who has this rule, probably all of the spellcasters)
No Spites or Kindreds [ Waywatcher and Wardancer Kindreds have been hard-coded as a unique hero type now ]
Magic Arrows: Upgrade to units. Can be 1 of: poison, flaming and +1W order OR destruction, AP (-3), multi-shot, ignore shooting modifiers
Dual Prowess: WE get BOTH Prowess rules when >=50% of unit is in woods. (reroll 1's to wound only for cc, fight and shoot in extra rank)
Free Forest: Citadel woods in your half(!) of table [a la garden or morr and unlike old WE AB], you choose the type (i.e. Wildwood, venom thicket, etc) - 1 free forest plus you can generate d3 with the magical item Acorn of Ages. You get to choose which type of Mysterious Forest your Free Forests are...
Forest Spirits: 6++, ItP
Strangleroots - 12", d6+1 S5 hits. 10 slave upgrade to Treeman/Treeman Ancient
Magic:
Access to all 8 BRB lores, plus High and Dark magic, with unique lore attributes. High magic is "+1W" [ probably just heal wound] on caster or unit; dark magic is +1 token to enemy unit per hex cast on it. when taking damage from spell, take +1D3 hits per token.
Magic Arrows: (Taken on Glade Guard, Glade Riders, Deepwood Scouts, Glade Lords, Glade Captains only) [cost are for GG] [only 1/unit or model] [characters can have 1, independent from magic item allowance]
Curse of the Witch: Poison (1.5 Slaves)
Moonfire: +1 to wound Forces of Order, Flaming (2 Slaves)
Starfire: +1 to wound Forces of Destruction, Flaming (2 Slaves)
Swift: Multiple Shots (2 Slaves)
Accurate: No to hit modifiers (2 Slaves)
Bodkins: AP(-3) (2.5 slaves)
Magic Items:
1. Soulblade: No armor save allowed. If a char/monster suffers unsaved wound, both roll 2d6 add morale. If wielder wins, difference is translated into wounds with no armor saves allowed. [>25 slaves]
2. Daith's Spear: reroll failed hits and wounds and enemy rerolls passed armor saves. [25 slaves]
3. Helm of the Hunt: +1 armor, devastating charge, +1WS
4. Bow of Loren: armor pen, number of shots=A+1, no magic arrows
5. Acorn of Eternity (makes d3 forests; you choose type; must all be the same) [50 slaves]
6. Moonstone of Hidden Ways: unit in forest and out of combat may transfer into another forest
7. Hail of Doom Arrow: 3d6 armor penetrating S4 shots
8. Wand of Wych Elm [treesinging bound spell; only arcane item; only way to access treesinging]
9. Banner of Midwinter (MR3; Unbreakable for a Turn)
10. Banner. Vanguard and extra charge distance on first charge of the game
Units:
SPECIAL CHARACTERS:
Durthu
Aralorn (New plastic, skaw, essentially)
Orion (300 slaves)
Drycha (Lore of Shadow)
Naestra & Arahan
LORDS:
Glade Lord (May take magic arrows)
Spellsinger (May use 8 BRB lores or High / Dark)
Treeman Ancient (may not take items) (lore of life only; base Level 2; may be upgraded to L4)
HEROES:
Glade Captain (May take magic arrows)
Spellsinger (May not use High / Dark)
Branchwraith (Lore of Beasts/Life; may not take items)
Waystalker (Sniper, Waywatcher rules (Ignore armour or shoot twice), 25pts magic items)
Shadowdancer (Shadow Dances, 25pts magic items, Can be upgraded to L1 shadow)
CORE:
Eternal Guard (WS5 S3, Spear, LA, Stubborn, 5 slaves w shield upgrade) [25pt banner]
Glade Guard (same pts as before, can take magic arrows, scouts now a separate unit) [25pt banner]
Glade Riders (9.5/10 slaves, may take magic arrows) [25pt banner]
Dryads (S3, Hatred, no Skirmishing, no musician or standard, 10+ unit size, 5.5 slaves)
SPECIAL:
Warhawk Riders (Both Riders and Steeds AP, KB on charge for hawk [same cost as treekin; 20 slaves) [now 3W]
Wild Riders (Frenzy, Devastating Charge, Fast Cavalry, Talismanic Tattoos, AP Spears (S5 AP on the charge, Deers are WS3 & S4) [50pt banner]
Deepwood Scouts (GG with Scout and Skirmisher)
Treekin (S4)
Sisters of the Thorn (13 slaves) [50pt banner]
Wardancers 7,5 slaves (Dances: 3++, KB and AP, +1A, remove rank bonus; no more +1S on charge, 6+ AS, no std, 7.5 slaves, can swap AHW for asrai spears for 0.5 slaves)
Wildwood Rangers [25pt banner] WS5 S3 elves, AP GWs, +1A for models in btb with fear/terror-causer, Ld9 11ppm
RARE:
Great Eagles (Can be taken in units now; no upgrades)
Treeman (112.5 slaves, S5, Strangleroot for 10 slaves)
Waywatchers (can either double-shot or ignore AS every time for shooting, 10 slaves)
Kurnous' Arrow: [Lords and Heroes] If enemy general is within 36" and LoS at start of game, one auto S3 no AS hit
Asrai Bows: S3 AP (Glade Guard, Glade Riders, Scouts, Warhawk Riders, Waywatchers, Glade Lord, Glade Captain, and Waystalker)
Asrai Spears: S3 AP Spears
Ancient's Blessings: +1 to cast in woods [ Not sure who has this rule, probably all of the spellcasters)
No Spites or Kindreds [ Waywatcher and Wardancer Kindreds have been hard-coded as a unique hero type now ]
Magic Arrows: Upgrade to units. Can be 1 of: poison, flaming and +1W order OR destruction, AP (-3), multi-shot, ignore shooting modifiers
Dual Prowess: WE get BOTH Prowess rules when >=50% of unit is in woods. (reroll 1's to wound only for cc, fight and shoot in extra rank)
Free Forest: Citadel woods in your half(!) of table [a la garden or morr and unlike old WE AB], you choose the type (i.e. Wildwood, venom thicket, etc) - 1 free forest plus you can generate d3 with the magical item Acorn of Ages. You get to choose which type of Mysterious Forest your Free Forests are...
Forest Spirits: 6++, ItP
Strangleroots - 12", d6+1 S5 hits. 10 slave upgrade to Treeman/Treeman Ancient
Magic:
Access to all 8 BRB lores, plus High and Dark magic, with unique lore attributes. High magic is "+1W" [ probably just heal wound] on caster or unit; dark magic is +1 token to enemy unit per hex cast on it. when taking damage from spell, take +1D3 hits per token.
Magic Arrows: (Taken on Glade Guard, Glade Riders, Deepwood Scouts, Glade Lords, Glade Captains only) [cost are for GG] [only 1/unit or model] [characters can have 1, independent from magic item allowance]
Curse of the Witch: Poison (1.5 Slaves)
Moonfire: +1 to wound Forces of Order, Flaming (2 Slaves)
Starfire: +1 to wound Forces of Destruction, Flaming (2 Slaves)
Swift: Multiple Shots (2 Slaves)
Accurate: No to hit modifiers (2 Slaves)
Bodkins: AP(-3) (2.5 slaves)
Magic Items:
1. Soulblade: No armor save allowed. If a char/monster suffers unsaved wound, both roll 2d6 add morale. If wielder wins, difference is translated into wounds with no armor saves allowed. [>25 slaves]
2. Daith's Spear: reroll failed hits and wounds and enemy rerolls passed armor saves. [25 slaves]
3. Helm of the Hunt: +1 armor, devastating charge, +1WS
4. Bow of Loren: armor pen, number of shots=A+1, no magic arrows
5. Acorn of Eternity (makes d3 forests; you choose type; must all be the same) [50 slaves]
6. Moonstone of Hidden Ways: unit in forest and out of combat may transfer into another forest
7. Hail of Doom Arrow: 3d6 armor penetrating S4 shots
8. Wand of Wych Elm [treesinging bound spell; only arcane item; only way to access treesinging]
9. Banner of Midwinter (MR3; Unbreakable for a Turn)
10. Banner. Vanguard and extra charge distance on first charge of the game
Units:
SPECIAL CHARACTERS:
Durthu
Aralorn (New plastic, skaw, essentially)
Orion (300 slaves)
Drycha (Lore of Shadow)
Naestra & Arahan
LORDS:
Glade Lord (May take magic arrows)
Spellsinger (May use 8 BRB lores or High / Dark)
Treeman Ancient (may not take items) (lore of life only; base Level 2; may be upgraded to L4)
HEROES:
Glade Captain (May take magic arrows)
Spellsinger (May not use High / Dark)
Branchwraith (Lore of Beasts/Life; may not take items)
Waystalker (Sniper, Waywatcher rules (Ignore armour or shoot twice), 25pts magic items)
Shadowdancer (Shadow Dances, 25pts magic items, Can be upgraded to L1 shadow)
CORE:
Eternal Guard (WS5 S3, Spear, LA, Stubborn, 5 slaves w shield upgrade) [25pt banner]
Glade Guard (same pts as before, can take magic arrows, scouts now a separate unit) [25pt banner]
Glade Riders (9.5/10 slaves, may take magic arrows) [25pt banner]
Dryads (S3, Hatred, no Skirmishing, no musician or standard, 10+ unit size, 5.5 slaves)
SPECIAL:
Warhawk Riders (Both Riders and Steeds AP, KB on charge for hawk [same cost as treekin; 20 slaves) [now 3W]
Wild Riders (Frenzy, Devastating Charge, Fast Cavalry, Talismanic Tattoos, AP Spears (S5 AP on the charge, Deers are WS3 & S4) [50pt banner]
Deepwood Scouts (GG with Scout and Skirmisher)
Treekin (S4)
Sisters of the Thorn (13 slaves) [50pt banner]
Wardancers 7,5 slaves (Dances: 3++, KB and AP, +1A, remove rank bonus; no more +1S on charge, 6+ AS, no std, 7.5 slaves, can swap AHW for asrai spears for 0.5 slaves)
Wildwood Rangers [25pt banner] WS5 S3 elves, AP GWs, +1A for models in btb with fear/terror-causer, Ld9 11ppm
RARE:
Great Eagles (Can be taken in units now; no upgrades)
Treeman (112.5 slaves, S5, Strangleroot for 10 slaves)
Waywatchers (can either double-shot or ignore AS every time for shooting, 10 slaves)
"Our weapons cut through them like blade through air!"
"Double or nothing, aim for his cock"
"Double or nothing, aim for his cock"
jakiego armour sava mają wildzi?
czy way heros też ma zasadę kurnous arrow?
ile BSa ma way heros i czy zasada sniper działa u niego na dalekim zasięgu też?
czy sa opcje podbicia sava na herosach przez ekwipunek coś ala lion pelty, zbroje itd?
czy oddział z zasada asrai bow, który wykupi upgrade traci tę zasadę? w sensie czy jesli dokupię flamingi to czy trace AP? lczy -3 do sava kumuluje się z tą zasadą?
czy ktoś może potwierdzi amnush na glade riderach?
czy way heros też ma zasadę kurnous arrow?
ile BSa ma way heros i czy zasada sniper działa u niego na dalekim zasięgu też?
czy sa opcje podbicia sava na herosach przez ekwipunek coś ala lion pelty, zbroje itd?
czy oddział z zasada asrai bow, który wykupi upgrade traci tę zasadę? w sensie czy jesli dokupię flamingi to czy trace AP? lczy -3 do sava kumuluje się z tą zasadą?
czy ktoś może potwierdzi amnush na glade riderach?
Ostatnio zmieniony 30 kwie 2014, o 07:24 przez Kalesoner, łącznie zmieniany 1 raz.
- Azurix
- Szef Wszystkich Szefów
- Posty: 3007
- Lokalizacja: Łódź Klub:"Ośmiornica Łódzka" Stowarzyszenie:"Wargaming"
Magical? Distributed as Shooting? Każdy z Lordów i Herosów, czy Generał? Jak to działa?Aldean pisze:Kurnous' Arrow: [Lords and Heroes] If enemy general is within 36" and LoS at start of game, one auto S3 no AS hit
To na bank jest jedna strzała. NIe przesadzajcie. Tak jak napisane jest w nowym fluffie, że WE zaczynają walkę gdy ich dowódca wypuści strzałę we wrogiego generała.syrius pisze:Ciekawe, czy każdy heros - bo, jak każdy to może warto mieć kilku tanich ze scoutem ?
Podejrzewam że tylko generał będzie mógł to zrobić, a w najlepszym wypadku każdy hero z zastrzeżeniem że tylko jedna strzała może polecieć
W innym wypadku już widzę ten wysyp gołych hero żeby wrogiego generała w 1 turze dorwać
PS. Czy włócznie WR i GR też mają AP???
Jeśli tak to raczej 3 strzały. BoL nie dodaje ataków tylko +1 strzał wiec chyba tego nie można zmultiplikowaćDydu pisze:Way hero ma BS7, snajper dziala na 30"
Czy zasada Wayów to multiple shot (2), czy coś innego, chodzi o to czy kumuluje się z BoL i mam wtdy 4 strzały?
Skończcie już z tymi niewolnikami, nie małpujcieAldean pisze:Special Rules:
Kurnous' Arrow: [Lords and Heroes] If enemy general is within 36" and LoS at start of game, one auto S3 no AS hit
Asrai Bows: S3 AP (Glade Guard, Glade Riders, Scouts, Warhawk Riders, Waywatchers, Glade Lord, Glade Captain, and Waystalker)
Asrai Spears: S3 AP Spears
Ancient's Blessings: +1 to cast in woods [ Not sure who has this rule, probably all of the spellcasters)
No Spites or Kindreds [ Waywatcher and Wardancer Kindreds have been hard-coded as a unique hero type now ]
Magic Arrows: Upgrade to units. Can be 1 of: poison, flaming and +1W order OR destruction, AP (-3), multi-shot, ignore shooting modifiers
Dual Prowess: WE get BOTH Prowess rules when >=50% of unit is in woods. (reroll 1's to wound only for cc, fight and shoot in extra rank)
Free Forest: Citadel woods in your half(!) of table [a la garden or morr and unlike old WE AB], you choose the type (i.e. Wildwood, venom thicket, etc) - 1 free forest plus you can generate d3 with the magical item Acorn of Ages. You get to choose which type of Mysterious Forest your Free Forests are...
Forest Spirits: 6++, ItP
Strangleroots - 12", d6+1 S5 hits. 10 slave upgrade to Treeman/Treeman Ancient
Magic:
Access to all 8 BRB lores, plus High and Dark magic, with unique lore attributes. High magic is "+1W" [ probably just heal wound] on caster or unit; dark magic is +1 token to enemy unit per hex cast on it. when taking damage from spell, take +1D3 hits per token.
Magic Arrows: (Taken on Glade Guard, Glade Riders, Deepwood Scouts, Glade Lords, Glade Captains only) [cost are for GG] [only 1/unit or model] [characters can have 1, independent from magic item allowance]
Curse of the Witch: Poison (1.5 Slaves)
Moonfire: +1 to wound Forces of Order, Flaming (2 Slaves)
Starfire: +1 to wound Forces of Destruction, Flaming (2 Slaves)
Swift: Multiple Shots (2 Slaves)
Accurate: No to hit modifiers (2 Slaves)
Bodkins: AP(-3) (2.5 slaves)
Magic Items:
1. Soulblade: No armor save allowed. If a char/monster suffers unsaved wound, both roll 2d6 add morale. If wielder wins, difference is translated into wounds with no armor saves allowed. [>25 slaves]
2. Daith's Spear: reroll failed hits and wounds and enemy rerolls passed armor saves. [25 slaves]
3. Helm of the Hunt: +1 armor, devastating charge, +1WS
4. Bow of Loren: armor pen, number of shots=A+1, no magic arrows
5. Acorn of Eternity (makes d3 forests; you choose type; must all be the same) [50 slaves]
6. Moonstone of Hidden Ways: unit in forest and out of combat may transfer into another forest
7. Hail of Doom Arrow: 3d6 armor penetrating S4 shots
8. Wand of Wych Elm [treesinging bound spell; only arcane item; only way to access treesinging]
9. Banner of Midwinter (MR3; Unbreakable for a Turn)
10. Banner. Vanguard and extra charge distance on first charge of the game
Units:
SPECIAL CHARACTERS:
Durthu
Aralorn (New plastic, skaw, essentially)
Orion (300 slaves)
Drycha (Lore of Shadow)
Naestra & Arahan
LORDS:
Glade Lord (May take magic arrows)
Spellsinger (May use 8 BRB lores or High / Dark)
Treeman Ancient (may not take items) (lore of life only; base Level 2; may be upgraded to L4)
HEROES:
Glade Captain (May take magic arrows)
Spellsinger (May not use High / Dark)
Branchwraith (Lore of Beasts/Life; may not take items)
Waystalker (Sniper, Waywatcher rules (Ignore armour or shoot twice), 25pts magic items)
Shadowdancer (Shadow Dances, 25pts magic items, Can be upgraded to L1 shadow)
CORE:
Eternal Guard (WS5 S3, Spear, LA, Stubborn, 5 slaves w shield upgrade) [25pt banner]
Glade Guard (same pts as before, can take magic arrows, scouts now a separate unit) [25pt banner]
Glade Riders (9.5/10 slaves, may take magic arrows) [25pt banner]
Dryads (S3, Hatred, no Skirmishing, no musician or standard, 10+ unit size, 5.5 slaves)
SPECIAL:
Warhawk Riders (Both Riders and Steeds AP, KB on charge for hawk [same cost as treekin; 20 slaves) [now 3W]
Wild Riders (Frenzy, Devastating Charge, Fast Cavalry, Talismanic Tattoos, AP Spears (S5 AP on the charge, Deers are WS3 & S4) [50pt banner]
Deepwood Scouts (GG with Scout and Skirmisher)
Treekin (S4)
Sisters of the Thorn (13 slaves) [50pt banner]
Wardancers 7,5 slaves (Dances: 3++, KB and AP, +1A, remove rank bonus; no more +1S on charge, 6+ AS, no std, 7.5 slaves, can swap AHW for asrai spears for 0.5 slaves)
Wildwood Rangers [25pt banner] WS5 S3 elves, AP GWs, +1A for models in btb with fear/terror-causer, Ld9 11ppm
RARE:
Great Eagles (Can be taken in units now; no upgrades)
Treeman (112.5 slaves, S5, Strangleroot for 10 slaves)
Waywatchers (can either double-shot or ignore AS every time for shooting, 10 slaves)
Slaveowanie punktowe jest stare jak to forum moj drogi. poza tym nie bede zmienial kazdego akapitu, wiadomo przeceiz ze jest to skopiowane (z ulthuan.net akurat)tomk81 pisze: Skończcie już z tymi niewolnikami, nie małpujcie
pozdrawiam
"Our weapons cut through them like blade through air!"
"Double or nothing, aim for his cock"
"Double or nothing, aim for his cock"
Grolshek pisze:A czy "no to hit modifiers" nie oznacza brak kar za ruch, zasięg i wszystkich innych ? To było by masakryczne. Biedne manglery...
Dydu pisze:Czy zasada Wayów to multiple shot (2), czy coś innego, chodzi o to czy kumuluje się z BoL i mam wtdy 4 strzały?
Co dają teraz tatuaże dla WR?Me_gusta pisze:Czy włócznie WR i GR też mają AP???
Zebrałem pytania z tej strony. Ktoś jest w stanie odpowiedzieć?