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| Quis custodiet ipsos custodes? ![]() ![]() | The Eternal Kindred - Red-Headed Stepchildren Contributors: Skarsgard, DavidVC04 Strengths
This kin is not recommended for a Highborn. It should only be considered in games were points are tight. The upgrade gives modest armour save and the ability to fight as if armed with two close combat weapons. The trouble is that you cannot purchase any magic weapons or armour. The Merciw’s Locus is a perfect companion for this kin as it negates the strength bonus from any weapon. Talismans:
Tactics A limited character that can be used to join Eternal Guard units and give them a little more punch. Realistically only of use in smaller games. However, four strength 4 attacks are not to be sneezed at, combined with Amber Pendant you can guarantee a few attacks at the enemy before they strike. Other magic item combinations that can be of use:
Last edited by Cyric the Mad; October 19th, 2007 at 17:45.. |
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| Quis custodiet ipsos custodes? ![]() ![]() | Skaw the Falconer - Love Your Pets, But Don't Love Your Pets Contributor: ArchonFarseerGuy The rules for Skaw are available HERE Strengths Speed: This guy can move around the board very quickly, and can cavort difficult terrain without penalty. With his speed and mobility, he is very easy to charge with. Attacks: Against small units, he really comes into his own. Skaw has no less than 7 attacks, making him a frightful killing machine. Ability to get into combat: With a 4+ Armour Save against shooting, and counting as a character, he will often be able to close the gap when he want to. Shooting: Not game-winning, but not to be sneezed at. Three S4 shooting attacks that always hit on a 2+ could kill enough to swing that Panic test or destroy the last of those pesky Fast Cavalry. Combat: Like most other WE units, Skaw cannot easily fight combat on his own. However, when he is in combat, he always strikes first Weaknesses Vulnerability:Watch out for Artillery of any description here, which will kill Skaw easily. Also, try not to get in front of any missile units unless you're behind hard/soft cover. Likewise be careful about attacking buildings. I once lost him to a unit of 10 Chameleon Skinks in one turn because my opponent got lucky with his return attacks (they were in a building so they could have 10 of their number strike), as he has no armour except the Feather Cloak (which works solely at range). Special Character: Because of his Special Character status, you need your opponent's permission to use him, which I no longer expect to get (my opponents hate him). Tactics Skaw is a Wood Elf character. DON'T expect him to last long to attacks and DON'T use him unsupported (with a few exceptions). He can dish out lots of damage but can't take it in return. Just remember this when using him. Alter:As an Alter Noble, all tactics that apply to them apply to Skaw. See DavidVC04' great article here Warmachine Hunting: At M9 and a lot of attacks, there's almost no-one in the entire game who's better in this job than he. Cat-and-mouse: He can easily avoid charges, allowing him to skp merrily around the board whilst his hawks do the damage (actually a very good tactic if you can take out an enemy unit whilst your at it). Character Killing: The Whip of Skaw says it all. He will almost always beat any lone characters in combat (or shooting for that matter). Even if they charge, he should still come out better off (just don't tell your opponent that he strikes first until he's in combat). Against Tomb Kings or vampire Counts, he can be a game winner. take out the General/Heirophant/both and watch the fun!8Y Support: An obvious Wood Elf tactic, but remember that he could easily do enough wounds to not only swing the combat in your favour, but also to force them to flee. Elimination: I hate facing Detachments (Empire, if you don't know), so what can I do? Enter Skaw. He should be able to take out any combat detachments in one or two turns. Those Spearmen aren't so scary once the Free Company can't flank charge. Same goes for missile detachments, just try not to take on more than 5 shots (even 5 shots may be pushing it). Facing any small units, he does extremely well (as in, 10 models or less, but please use some common sense here- don't charge 10 Knights). |
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| Quis custodiet ipsos custodes? ![]() ![]() | The Lore of Beasts Contributors: Skarsgard General Tips The Lore of the Beasts has a variety of spells that can add much needed flexibility to the Wood Elf magic phase. Unfortunately, this lore can only be used by a Spellweaver. It encompasses direct damage, support and movement spells with 9+ being the highest casting roll required. There is only one remains in play spell so remember to cast it last. Remember that your opponent can dispel your spells. This is an obvious, but crucial point. Don’t pin entire strategies on casting a spell, as a skilled opponent will see what you’re doing and react accordingly. Dispel Scrolls can really put a spanner in the works. Magic is a weapon, a support tool, and often a distraction for your enemy. Don’t expect it to win games. Have a backup plan. Spell Summaries The Bear’s Anger: Augments a characters fighting abilities. The Oxen Stands: Rally fleeing troops. The Crow’s Feast: Magic missile equivalent. The Beast Cowers: Can hamper enemy cavalry and monsters. The Hunter’s Spear: Magical Bolt Thrower. The Wolf Hunts: Moves a unit towards the nearest enemy. The Bear’s Anger This is the only remains in play spell in the Lore. It has relatively short range and the target of the spell must not be mounted and can only be US1. What it does is increases the fighting ability of the character but denies them the use of weapons and shields. It can be cast on a unit in combat so you can lend direct support to the ongoing combat. Best candidate for this spell is the Branchwraith as they do not use weapons and have no shield. This turns the Branchwraith into a veritable monster with Strength 6, Toughness 5 and 6 Attacks. Just remember to cast this spell last as it is a remains in play. The Oxen Stands This brilliant spell allows you to rally troops anywhere on the battlefield. The best part of this spell is that ignores the rule stating that a unit can’t rally if it has fewer than 25% of its original strength. So this can be used to rally the last member of a 30 man Eternal Guard unit and preserve half the victory points for that unit. The Crow’s Feast A magic missile spell that has more attacks at a lower strength. This is great against low toughness units as it can potentially do 12 wounds. It can conceivably force a panic check on its own. Best used against lightly armoured small units like fast cavalry or flyers and ethereal creatures. The Beast Cowers I cannot get over how good this spell is against enemy cavalry, swarms, chariots and monsters. It can be used in two ways. First, it can force the mounts, creatures, and monsters to not attack in combat (riders unaffected). This spell can be cast into close combat and it can stop monsters like Dragons, Griffons etc from attacking. The second use of the spell is even better. If cast on one of the above target units that unit cannot move until the end of their next movement phase. This can force a unit of cavalry to sit put in front of your glade guard for another turn of shooting, or stop a Dragon Lord from charging you in their next turn. The unit is still able to flee but. The Hunter’s Spear A magical bolt thrower. Best used from a highly mobile platform (mounted Spellweaver) so that you can target exposed flanks of cavalry units. This spell ignores armour saves and does D3 wounds, makint it perfect for Ogres or swarms. The Wolf Hunts Similar to The Call of the Hunt but with some differences, this spell can only be cast on cavalry, swarm, monster, or chariot units, and they must have an enemy unit in LOS otherwise they won’t move. If this spell is cast, the target unit can make an extra random move towards the enemy unit. If this movement brings the target unit into contact with an enemy, then the target unit counts as having charged. This spell is a great way of getting Treemen and Wildriders into combat after getting them into an advantageous position. Last edited by Skarsgard; June 5th, 2008 at 11:36.. |
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| Quis custodiet ipsos custodes? ![]() ![]() | The Lore of Life Contributors: Skarsgard General Tips The Lore of the Life has a great synergy with the Lore of Athel Loren; a lot of the Lore of Life spells are somewhat terrain dependent. This lore cannot be taken by anything other than a Spellweaver, so access to it will cost you a fair amount of points. It encompasses direct damage, support and healing spells with 8+ being the highest casting roll required. There is only one remains in play spell so remember to cast it last. One of the big things that have changed is that the spells aren’t wholly terrain dependant. They also work in close proximity to the caster. This Lore is best used against defensive armies that may sit back on hills and try and outshoot you. Remember that your opponent can dispel your spells. This is an obvious, but crucial point. Don’t pin entire strategies on casting a spell, as a skilled opponent will see what you’re doing and react accordingly. Dispel Scrolls can really put a spanner in the works. Magic is a weapon, a support tool, and often a distraction for your enemy. Don’t expect it to win games. Have a backup plan. Spell Summaries Mistress of the Marsh: Can slow down an enemy unit. Master of the Wood: Similar to Fury of the Forest. Gift of Life: Healing spell. The Howler Wind: Can protect from enemy shooting. The Rain Lord: Make enemy shooting less effective. Master of Stone: As Master of Wood but better. Mistress of the Marsh This spell can greatly reduce the movement of an enemy unit. If the enemy is close to a terrain piece that contains water or close to the caster the casting of this spell will reduce their movement by half. There are two good ways to use this spell. First, this spell can be used to stop the enemy unit from charging yours. Second, it will reduce the flee roll by half of a unit you are planning on charging. This spell doesn’t affect flyers or ethereal creatures. Master of the Wood This is a damage-dealing spell that causes attacks to an enemy unit close to the caster, or close to a wood. If the unit is in a wood the damage is greater. Gift of Life If cast, this spell can heal any model within short range (including the caster), no line of sight required. In terms of a ridden monster, you may heal either the monster or the rider. This spell can be devastating to an opponent. For example, if your enemy has reduced a Treeman to one wound, and this spell brings it back up to full wounds, it can be very frustrating for your opponent. This spell can be cast on units in combat. The Howler Wind This is a great spell against a shooty opponent. Friendly units even partly within a short range of the caster cannot be targeted by shooting of strength 4 or lower. Warmachines are not affected. The Rain Lord This is another spell that works against missile units. The Rain Lord is fantastic since, once you have cast it, the effects last the rest of the game. Units that are “soaked” suffer penalties to hit, and armour-piercing weapons suffer a greater penalty. Weapons that don’t fire using a ballistic skill (cannons, etc.) can only fire 50% of the time. Master of Stone This spell has the same effect as the Master of Wood, except that it is tied into a terrain feature identified as high ground, rocky, or ruinous. The strength of the attack is higher as well. As with Master of Wood, units within the applicable terrain feature suffer an even stronger attack. Last edited by Cyric the Mad; October 19th, 2007 at 18:22.. |
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| Quis custodiet ipsos custodes? ![]() ![]() | The Wardancer Kindred Contributors: Cyric the Mad Strengths
The Wardancer Kindred works well on either a Noble or a Highborn. Taking this Kindred can easily turn your character into a killing machine, but it places upon him the same cautions and restrictions as regular Wardancers. It is highly recommended to include this character in a unit of Wardancers. Doing so offers him some ablative shielding, and he can vastly increase the killing power of your Wardancers. If he is included in a unit of Wardancers, I’d recommend including a Bladesinger to accept those troublesome challenges. While your Wardancer Kindred should be able to take on most challengers in single combat, sometimes his attacks are more sorely needed elsewhere. Weapons:
· None Available Talismans:
Tactics Wardancer is a favorite kin for heroes and lords. Adding a Warancer kin to your regular Wardancers creates a truly elite unit that your opponent will be forced to pay attention to. As mentioned, the two favored magic items for this Kin is the Moonstone of the Hidden Ways, and the Blades of Loec. While I do recommend a Bladesinger to soak up some challenges, don’t be afraid to use this Kin to go after enemy characters. With a Whirling Death dance and 4 or 5 attacks on the charge, your Wardancer can easily hold his own in a challenge. Last edited by Cyric the Mad; October 19th, 2007 at 18:21.. |
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| Quis custodiet ipsos custodes? ![]() ![]() | Glade Guard Contributors: Cyric the Mad Strengths
Unit Size: As with most Wood Elf units, the minimum size of 10 is usually ideal for Glade Guard. The goal with this unit is to bring the maximum amount of ranged attacks to bear on your opponent, so avoid multiple ranks unless you have a hill in your deployment zone. Champion: This option really isn’t worth it. One arrow at +1 BS won’t be useful often enough to justify the points. Standard Bearer: Leaving this option out may result in low Comp scores at tournaments, but other than that it is strongly advised that you leave the banner at home. If you Glade Guard see combat, the +1 CR won’t matter enough. In all likelihood, this option translates to 100 free VP’s for your opponent. Musician: This is widely considered to be a must for Glade Guard. More often than not, your Glade Guard will flee at some point during the battle – either from a charge or from combat. Wood Elves have high leadership, but a little insurance is never a bad idea. Characters: One reason to add a character to a unit of Glade Guard are to bolster the ranged strength of the unit – for example:
Tactics/Roles Fireline – S4 Arrows make an advancing line of Glade Guard an immediate priority for your opponent. Two or more lines of Glade Guard marching toward the enemy is more than enough of a threat to get his attention, so use this to your advantage. As soon as your Glade Guard are within short range, it is usually best to stop, or begin moving backward if the enemy is coming toward you. With this tactic, you will almost always flee from charges, so make sure you have flanking and support units ready to jump in. A favorite trick is to advance Glade Guard in front of Dryads or Wardancers, through which the Glade Guard will flee when the time comes. This unit simply cannot stand up to most other units in close combat. As such, you must remember that if you commit them to combat, assume they will be defeated and overrun. However, if you think you can sufficiently damage an enemy unit on a Stand and Shoot reaction, then the sacrifice of your Glade Guard may be worth it. When combat is joined, Glade Guard can, occasionally, bolster combat with a flank charge, but more often than not, your Glade Guard will shift their focus from fireline to VP-denial. That is, do your best to keep them over 50% strength, but don’t be afraid to use them to shoot down fleeing or otherwise isolated units. Deployment Units of 10 or so Glade Guard are typically deployed in a single rank of 10 models, which enables every member of the unit to fire. If the terrain favors you, feel free to create a ranked unit, but always be aware that the cost of Glade Guard models means you almost need them firing from turn 1. It is important to note that lines of 10 Glade Guard can fill your deployment zone quickly, so always take this into account when choosing your force. 50 archers may look good on paper, but when you deploy and find that only 20 of them can fire, things begin to look bleak. Threats Most enemy CC units will tear your Glade Guard to shreds, so keep them protected, or at least keep the enemy away as long as possible. Without any armor this unit can fall to enemy ranged attacks. However, unless you are facing opposing longbows, you can typically stay out of range for at least a couple of turns. Enemy magic will quickly annihilate this unit as well. Last edited by Cyric the Mad; October 19th, 2007 at 18:22.. |
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| Quis custodiet ipsos custodes? ![]() ![]() | Magic Items Written by Skarsgard, with contributions by DavidVC04 and Churchic Common Magic Items
Magic Weapons
Magic Armour
Talismans
Enchanted Items
Arcane Items
Magical Standards
Last edited by DavidVC04; May 4th, 2008 at 08:23.. |
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