... Suite :
QUOTE
Highborn. Apparantly we are dark elves now.
Gone up 10 points. Now just as good as other elfs at shooting (only BS=6).
Can have a great weapon.
100 points of magic items/spites.
Can be of a kindred, which doesn't come out of the magic point allowance.
Ride steed, dragon and great eagle. (No changes to any of them).
Notes - with the items and stuff, which I will get to in a moment, can be surprisingly hard and durable.
Spellweaver (mage lord)
More serious nuturing here.
Cost is the same as a high/dark elf mage lord, but with no +1 to cast or dispel. But does get a bow.
Can use life, beasts and athel loren lists only. With no +1 to cast. Can be made a wood elf demon for the cost of an old dryad.
Can ride unicorn (needs to be demon, and the unicorn is the same as the one morgana le fay rides, ie a monster that can be picked out) Steed or great eagle.
Notes - Less spell lists to choose, no bonus's in casting, higher points cost, unicorn much less useful. Guess what' Nutured.
Treeman anicent.
Takes a lord and rare choice. Only bonus over normal treeman is +1ld, can treesing twice and can have 100 points of sprites. For losing your lord choice, and those small bonus, you have to pay +40 points over a normal treeman.
Notes - see whats already said.
Noble.
Stats and points unchanged. But they can be decent now we have some magic items and such to give them.
Can ride steed and eagle.
Spellsinger (mage)
Or magic nuturing continues. Cost again is the same as high/dark elf mages and again without their bonus'.
Can ride steed or unicorn (only if made elf demon).
And the best yet, can ONLY use athel loren list. No more life magic unless you take a lord.
Notes - bye, bye magic heavy woodies, hello scroll caddies, as everything still goes pop in the army to magic.
Branchwraith (dryad hero)
Cheap cost, with 10 points less than a noble. They get the elf demon rules and cause fear. Can only takes spites from their magic point allowance. State wise get +2 WS/I and +1W/A over normal dryads. They can also be level 1 mages for the cost of 2 scrolls.
Overall interesting choice, which could be useful.
Magic weapons
spirit sword - costs 20 less than before and does the same thing. Also it works kinda like a farseers mindwar in 40K. But unlike their futurist counter parts, can back fire and hurt the wielder if you lose the role.
Notes - Don't bother.
Daith's re aper, this would max a heros magic allowance. Rerole misses, and enemy re-roles passed armour saves.
Notes - Again not that good.
The bow of loren - same as before, but 15 points less and only S=3.
Notes - actually if combo with so of the arrows, very useful.
Blades of Loec - same cost as bow of loren and wardancer only weapon. Counts as wardancer weapons and can re-role failed damage roles
Notes - proberly worth taking, just to rerole failed killing blows.
The dawnspear - same cost as bow again. Counts as a spear, if you wound someone they are at -1 to hit for the rest of that phase
Notes - next!
The spear of twilight - same cost of old vambrace. Counts as a spear with killing blow
Notes - maybe worth a look.
The Callach's Claw - cost=scroll, if you wound someone at -1LD for rest of phase
Notes - just now.
The hunters Talon - if using none magic arrows, you can basically have a hockland long rifle, cost = scroll.
Notes - Maybe a must in tourny, as with the lose of life magic, is one of the few ways of killing ratling guns.
The sword of a Thousand winters - wins the award for coolest weapon name ever. Shame its pretty useless. Characters and monsters get -1A,I and S for every unsaved wound they suffer. Costs you an old dryad
Rageth's Wildfire Blades. For the cheapest you can pay for a magic item, you get 2 hand weapons with flaming attacks.
Notes - If you have a couple of spare points, you could do worse than this.
Asyendi's Bane - Again cheapest you can pay, with this longbow you can re-role any failed to hit roles, but if you still miss you take a S=3 hit.
Notes - leave killing your own characters to skaven.
Magic Armour.
The Oaken armour. For max points a hero can have, you get light armour that lets you regenerate.
Notes - pretty cool and useful.
Railarian's Mantle. Same cost as above. Light armour that gives you a 4+ ward save if within 6 inch of a wood.
Notes - Why would you ever take this when you can have the above armour for the same cost'
Armour of the fey, costs the same as the bow of loren. You get a 4+ ward save from this light armour, against magical close combat attacks.
Notes - Not terriable but there is much better to come.
The Helm of the hunt - NOW WE ARE TALKING. Gives +1 to as (useful) and gives +1ws and +a when you charge. All for the price of an old dryad.
Notes - Like storm demon in skavenblight and jaguar charms in lustria, its proberly going to become a mass prodectioned item in Athel Loren (exspecial when you see one of the kindreds later).
Briarheath. Light armour again, for the cost of an old wardancers, you get -1 to hit when shooting, which ups to -2 when your in a wood. Can only be used by models on foot.
Notes - could be a 'filler' item to round off points.
Talismans
The Rhymer's Harp - costs 3 scrolls. Character, his mount and unit he's with can move through all difficult terrain wihtout penalty and all get a 5 up ward save.
Notes - Expensive, but very useful.
Amaranthine Brooch - another item that costs the same as the bow of loren. With this item you to can be Malkith, as you get a 3+ ward save against all none magical attacks.
Notes - for the points and will pratically all characters having great weapons, pretty useful.
Amber Pendant - A very nice item for a fighting character. But can only be used by characters on foot. Price again is the same as the bow of loren. With this item anyone in base contact with you, attacks last, doesn't matter what items, special rules, if they charged or anything they have. They go last.
Notes - Give to any combat character with a great weapon. Very Nice.
Stone of crystal Mere - It seems we like nicking 40K technology, as here we have a shadow field. But its a 3+ ward, not 2+. For the cost of the old vambrace, it gives you decent protection, that works on your mount as well.
Notes - Very nice, cheap protection.
Glamourweave - Same price as last item. Gives a 4+ ward save against shooting and magic missiles. Also in combat enemy needs to pass a LD test or needs 6s to hit.
Notes - Not bad really, but there are much better items.
Stone of rebirth - One use item, gives you a 2+ ward save, if your reduced to one wound. Same cost as above.
Notes - Not bad at all.
The Fimbulwinter shard. For the price of a scroll, you get -1 to hit close combat, the protection also stretchs to your mount if you have one. On the down side any forest demons become stupid if within 6 inchs of the item.
Notes - Ok I guess, not bad.
Merciw's Locus - price is an old dryad. You can have no bonus from anything to your S state, but neither can any enemy who tries to strike you.
Notes - Different I guess. Would be much better if we could have any armour of toughness.
Enchanted items
Wraithstone - Max allowance for a hero, enemies in 6 inches get -1LD
Notes - OK
Hagbane arrows - If you cause a wound on this arrow, the target takes a toughness test, if it fails it dies, ignoring as and wards. Cost same as bow of loren.
Notes - combo with bow loren on a lord if you use it.
Moonstone of the hidden ways. cost again same as bow. This is telepor item. At the end of the movement phase, you can move to any other wood on the table, facing any direction.
Notes - I'm sure some how this should be useful. I just at the moment can't see many.
Hail of doom arrow - something never change.
Notes - Made at the athel loren mass production factory tm.
Starfire arrows. Cost is the same as a scroll. Any unit that takes a single wound from this arrow, must make a panic test.
Notes - pretty nice, again best comboed with the bow.
The horn of the asrai. One use, same cost as starfire arrows. Strange item, use at the beginning of an enemy turn. Any unit that charge the weilder must pass a LD test or declair a charge against him. Normal charge reactions can be declaired.
Notes - this item could actually be very useful.
Arcane bodkins. Or can opener arrows. No armour saves are allowed against them. Cost same as last item.
Notes - combo with bow of loren, exspecially against brets.
Elnett's brooch. For the price of an old dryad, the weilder and any unit he's with can reroll failed psychology tests.
Notes - Not to bad on an important unit (winter guard come to mind)
Dragontooth arrows. Same price as last item, if they wound something, that target is then subject to stupidity, even if normally immune to psychology.
Notes - there are much better arrows.
Gwytherc's Horn. One use, cost of an old wardancer. Makes
weilder and his unit immune to psychology for a turn.
Notes - I wouldn't bother.
Arcane items.
Wand of wych elm, seems ariel lends out her staff now. Same its no where near as good as it was. Only a lord can take this item, costing the minimum that lord only items do. With it you can re-role any dispel attempt.
Notes - compaired to staff of change its pants. I wouldn't bother.
Calaingor's Stave, costs same as a scroll. Lets you add +1 inch to moving woods with treesinging. And you can cast the spell as many times as you want in a single magic phase.
Notes - Don't bother, take one of the next to items instead.
Divination orb. Same cost as the stave. If someone tries to cast a spell against you with 3 or more power dice, you get an extra dispel dice to attempt to dispel that spell.
Notes - Worth having over the scroll you would normally take.
The deepwood sphere. Same cost as stave again. You can re-roll the effects of the treesinging spell (either distance moved, or damage caused), also all enemy models within the same wood as the weilder take a single S=5 hit at the start of every wood elf magic phase.
Notes - I'm sorry but does this item sound to good for its points' The first lesser effect is proberly worth the points alone. But noone is ever going to try and rundown a hiding mage again, not without being seriously hurt anyway.
Ranu's heartstone - cost old dryad. One use only, lets you re-role a single casting or dispel dice. Can cause unstoppable force or prevent a miscast.
Notes - Nice item for a mage lord to have to avoid nasty miscasts.
Magic Standards.
The Royal Standard of Ariel. Cost, lord characters limit. Unit with it causes fear and everyone with in 12 inchs gets magic resistance 1.
Notes - Nice effective banner, I just never expect to ever see it used.
The banner of midwinter - this one has already been pretty famous from rumours alone. For the max allowance the eternal guard can have for a magical standard. You can for a single turn become unbreakable. Doesn't work on skirmishers or fleeing units.
Notes - the default banner for eternal guard.
The banner of Dwindling - came cost as the midwinter one. Enemies broken in combat when fleeing role on less dice when working out distance.
Notes - default banner for the wild kindred.
The banner of zenith - enemies can't march with 12 inch of this unit, instead of the normal 8.
Notes - its a shame glade riders can't have magical standards anymore, otherwise this would be a serious consideration to replace the standard warbanner they used to weild. Both cost the same points. Maybe ok on a unit of wild kindred, they are still fast cav after all.
The banner of spring time - Unit can always stand and fire no matter how close the enemy is. Cost same as warbanner.
Notes - default banner for glade guard.
I've got the kindreds, sprites and magic list yet. Which will be in the next post.