The Lost Kindreds: Full Army List

Post ideas and develop rules or stats for whatever you want in here. Asrai units as well as other races

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ArchMagosAlchemys
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The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The following is a revised and edited version of information found in
Games Workshop Warhammer Armies: Wood Elves.
Used without permission.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The Lost Kindreds
Wood Elves of the Great Forest

Laurelornim
1.5.0 :- 1 August, 2009


Introductory fluff:
Anyone who wants to help with the introductory fluff is very welcome to help. I would like at least some recognition that the 'Wood Elves', written about so frequently, are not the secretive and almost legendary elves of Athel Loren, but the Wood Elves of the Great Forest, of which the Laurelornim are the largest group, and best known to Empire scribes. The Wood Elves of the Great Forest have many similarities to those in Athel Loren, but the much more precarious nature of their existance, and the variance in the pools of magic available to them results in significant differences.

The King and Queen of these elves are Oberon and Titania.

The cautionary tales told at the campfires and bedsides of the people of the Empire and recorded by their authors about the deadly and secretive elves living in the forests of the Old World do not refer to the Wood Elves of Athel Loren; they are almost unknown and legendary. Instead, these tales refer to the dangerous Wood Elves of the Great Forest, of which the Laurelornim, the elven inhabitants of the Laurelorn forest, are the largest group and most well-known.
Airmeith: Healer of the Twisted Glade

Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx

Burn the Heretic!
Treachery Aforth: Witches purged = 0

War of Blood: 3 Daemonettes, last wound Keeper of Secrets
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ArchMagosAlchemys
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

SPECIAL RULES:

ARMY SPECIAL RULES

Asrai Archery
Wood Elves are the most accomplished and deadly archers in the whole of the Warhammer world. Wood Elf longbows (including magical longbows) do not suffer the -1 penalty to hit for moving and shooting.

Forest Walkers
A lifetime spent in the confines of the forests of the Old World inevitably teaches how to move through woodlands without hindrance. All models in the Wood Elf army (except flyers using flying movement) may ignore movement penalties for moving through woods, forests, or similar features.

Into the Shadows
Wood Elves are experts as guerilla tactics, making surprise strikes then melting back into the forests. Any Wood Elf unit armed with a bow has the 'Feigned Flight' rule available to Fast Cavalry. See page 70 of the Warhammer rulebook.

Rain of Death
While Wood Elf archery is renowned for its precision, they can instead fire more rapidly than even the most skilled human bowman. Any Wood Elf unit that does not move, can choose to shoot with Multiple Shots x2, if using mundane longbows. Such shooting suffers normal multiple shot penalties and the unit cannot use any other special rule, magic item, or ability to ignore other shooting penalties or enhance the attack. (No Glade Guard Longbows, no Killing Blow, etc)

Watchers from the Forests
The lands around the Wood Elf realms are kept under constant surveilance by parties of Scouts and individual Waywatchers. Any army with two or more units of Glade Guard Scouts, excluding characters, automatically wins a tie for the dice roll when choosing the table side. Any army with three or more units, combined, of Glade Guard Scouts or Waywatchers, excluding characters, automatically wins a tie for the dice roll when determining who goes first.

Woodland Ambush
Wood Elves invariably fight battles on the borders of woodland, where the Spellweavers can encourage the trees themselves to intervene. In Pitched Battles, just after the roll for tablesides, but before any units have been deployed, the Wood Elf player can place an extra wood (no larger than 6" diameter) anywhere in his half of the table. In other scenarios, the wood must be placed in the player's deployment area. If this is not possible without the wood overlapping other terrain, then the wood cannot be placed.

UNIT SPECIAL RULES

Ambush
Wood Elf Spellweavers know the extra 'free' spell Ambush

Ambush:
Casting value 6+
The Spellweaver extends her mind, using the Witch Sight to guide her brethren through the densest terrain.

Can be cast on any one terrain piece on the board. Any Wood Elf unit can see a total of four inches into and out of the designated terrain, instead of the usual two inches. Note that all other rules for such terrain apply as normal, including movement. This spell lasts until the beginning of the caster's next magic phase.

Beasts of the Forest
Beasts of the Forest fight alongside the Wood Elves as natural allies in the defense of the Great Forest. They fight for their own reasons and in their own way. Beasts of the Forest can take no advantage what-so-ever of the leadership benefit or re-roll of a Battle Standard Bearer or Army General. Instead, if the Army General is a member of the Beastfriend kindred, Beasts of the Forest count them as both the Army General and the Battle Standard Bearer.

Ferocious Charge
The initial charge of the beasts of the Forest is surprising and powerful. On the turn that they charge, the unit causes fear and adds +1 to their Strength. In addition, if they charge from woods, forests or similar terrain, they will strike before any other troops, no matter those troops' special rules. Only models under the influence of 'Strikes First' Magic Items will strike before them, unless the beasts are under the influence of some 'Strikes Last' magic item.

Forest Flyers
The smaller birds of the Great Forest are completely at home there and can move though the forest with no difficulty. Units with this rule are flyers, but move only 10", not the normal 20". Unlike other flyers, they may land, take off, flee or charge into or out of, woods or similar terrain features with no penalty or damage.

Forest Stalkers
Clad in carefully woven raiments designed to help them vanish into the background, Waywatchers are almost impossible to spot. This means that the enemy suffers an additional -1 to hit modifier when shooting at them. In addition, Waywatchers are able to sneak up extremely close to their foes. Waywatchers are deployed in at the same time as Scouts, and can be placed in one of two ways. Either place them exactly like Scouts, but with no minimum distance between them and the enemy, or place them in sight of the enemy (even in the open), but more than 12" away from any enemy unit.

Glade Guard Longbows
The longbows carried by the Glade Guard Archers, and any kindred-less character, are more powerful than those carried by other warriors in this army, such as Glade Guard Scouts, Waywatchers, Glade Riders, and Warhawk Riders. Glade Guard Longbows are Strength 4 at short range. Any character, fighting on foot and using mundane arrows and a mundane longbow, joined to a unit with the Glade Guard Longbow special rule, may use the special rule.

Hit-and-Run
Wood Elves are experts as guerilla tactics, making surprise strikes then melting back into the forests. In the turn that any unit with this ability charges, work out the combat as normal. If the unit loses the combat or the combat is a draw, the unit does not take a Break test but automatically falls back (this is treated like fleeing, except that it does not cause panic in nearby units, and the unit will automatically rally at the end of the fall back move). The enemy cannot pursue them.

If the unit wins the combat, before the enemy would take a Break test, even if the enemy is Unbreakable or would otherwise not need to take a Break test, the victorious unit may elect to make a fall back move. Regardless of whether the unit chooses to remain in combat or to fall back, the losing unit must take a Break test as normal and if they fail will flee as if the enemy had not fallen back.

Lethal Shot
All mundane arrows shot by models with the Lethal Shot special rule have the Killing Blow ability at short range.

Plashed Hedges
When fighting in the defense of their glades, Wood Elf mages can encourage and form the very undergrowth and plants of the glades and open spaces to their defense. At the start of the game, when a unit with this rule is deployed, a hedge is placed in front of the unit so that it is in contact with with the front edge of every model in the front rank. This hedge must also be placed entirely within the Wood Elf deployment zone.

If the unit makes any movement at any point in the game, including reforms, wheels, turns, or fleeing, then the hedge is removed for the remainder of the game.

The hedge counts as a defended obstacle as per page 35 of the 7th edition large Rule Book and also provides soft cover as per page 28 of rule book.

Poison Breath
Armour is of little use against the soporific fumes exhaled by the Forest Dragon. Their Breath Attack has a Strength of 2 and an Armour Save modifier of -3.

Talismanic Tattoos
Some Wood Elf warriors are adorned with all manner of tattoos and warpaint that grant them the blessing of their gods. A model with Talismanic Tattoos gains a 6+ Ward Save, and has Magic Resistance (1).

They Come From the Sky
Even the birds of the Great Forest will coalesce into swarms to defend against interlopers. This special rule works exactly the same as the It Came From Below special rule found on page 29 of the Tomb Kings Army Book. Use the full rules detailed there. The fluff is not relevant.

In summary:
After both armies have been set up, even Scouts, place a marker anywhere on the battle field to represent where the Flock of Birds will swarm to.
At the beginning of each Wood Elf turn, starting with the second, roll a D6 to see if the flock forms.
The flock will form on a roll of 4+
For each roll after the first, add +1 to the result. This means that the flock will form automatically on the fifth turn, if it has not formed already.
When the flock forms, roll a Scatter dice and an Artillery dice. Scatter the marker as if it is a Stone Thrower shot.
Place one base of the flock within 2" of the scattered marker and then place the other bases to form a unit.
The formation of the flock is the very first thing in the turn and it can then act normally. They can declare a charge.
If the flock coalesces on top of an enemy unit, the flock automatically engages that unit in close combat on the side that is closest to the marker, counting as charging.
If the marker coalseces over friendly units or terrain impassible to them (they are flyers), place the flock on the edge of the unit/obstacle closest to the marker.
If the marker moves off the table, the flock is lost, but the enemy does not gain Victory Points for them.

If the Artillery dice rolls a Misfire, roll another D6.

1-2. The unit is destroyed and the enemy gets Victory Points for them.
3-4. The unit is dispersed and the enemy does not get Victory Points for them.
5-6. Your opponent can move the marker anywhere on the battlefield and may deploy the flock. The flock cannot move in the Movement phase. You opponent cannot place the marker or the unit, in such a way that the flock is damaged or destroyed or forced off the table. They must place it so that the flock coalesces on the the battlefield.

Wardancer Weapons
Wardancers use a mix of weapons in their units, including pairs of swords, glaives, and double handed swords. To represent this, no matter what weapons they actually carry, instead, all models with the Wardancer Weapons special rule gain +1 Attack. In addition, they add +1 Strength to all attacks they make in the first round of combat when they charge.
Airmeith: Healer of the Twisted Glade

Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx

Burn the Heretic!
Treachery Aforth: Witches purged = 0

War of Blood: 3 Daemonettes, last wound Keeper of Secrets
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ArchMagosAlchemys
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

Relics of the Kindreds

In this section, the common magic items are listed first (see the Magic section of the Warhammer rulebook) They are folllowed by a list of Wood Elf only magic items. These items can be used only by models chosen from this list and must be selected within the points limitations and other restrictions set by the army list. Note that all the rules for magic items presented in the Warhammer Rulebook also apply to Wood Elf only magic items.

COMMON MAGIC ITEMS
Sword of Striking 30 points
Weapon: +1 to hit

Sword of Battle 25 points
Weapon: +1 Attack

Sword of Might 20 points
Weapon: +1 Strength

Biting Blade 10 points
Weapon: -1 Armour Save

Enchanted Shield 10 points
Armour: 5+ Armour Save

Talisman of Protection 15 points
Talisman: 6+ Ward Save

Staff of Sorcery 50 points
Arcane +1 to dispel

Dispel Scroll (one use only) 25 points
Arcane: Automatically dipel an enemy spell

Power Stone (one use only) 25points
Arcane: +2 dice to cast a spell

War Banner 25 points
Banner: +1 Combat Resolution

Magic Weapons
Hunting Spear 50 points
This giant spear is an heirloom of the Kindred of the Wythel trees. Delicately carved from the wood of the last Wythel tree of Athel Loren, it was carried by the Elder of the Kindred during the exodus across the Grey Mountains to the Great Forest Now the spear is passed down through the descendants of the Wythel Kindred, a permanent reminder of their long lost home across the mountains. The spear replaces the character’s longbow, if they have one. Counts as a magical hand weapon with no particular power in close combat. It can also be thrown like a javelin with a range of 18". If it hits, it counts as a bolt thrower with Strength 6. After resolving the damage, the spear will fly back into the hands of the bearer. Note that you may Stand & Shoot with this spear.

Sword of the Dawn 50 points
As the sun rises each day, this sword absorbs its light. As the sword glows with golden splendour with the shining rays playing across its edge, it takes in a fragment of the suns power, infusing it with the strength to cut through armour effortlessly. No armour saves are allowed against wounds suffered from the Sword of the Dawn

Glaive of Oberon 50 points
This magical glaive is traditionally carried by the Heir of Oberon, the King-to-be, although it may also be wielded by others of his clan. It is infused with the spirit of the Great Forest and the Jade and Amber Winds, granting the wielder the strength to defeat the enemies of the forest.The weapon requires two hands to wield and bearer adds +2 to Strength. Gives Killing Blow against any model up to US2 with Ward Save from their profile or special rules in their Army Book, such as Daemon or Forest Spirit, but not from a Magic Item, such as the Talisman of Protection. The Killing Blow ignores any Ward Save. Can be used on foot or mounted.

Shadow Bow 30 points
This bow is made from the black heartwood of a legendary Wythel tree. To an observer, the bow appears to emit pure darkness. The bow will not fire any physical arrows but, when the string is pulled back, an ethereal shadow arrow appears. This mystical arrow seems to disappear in flight, hunting down its target before appearing suddenly to pierce the hearts of its enemies. The Bow is a longbow, which replaces any longbow the character may ordinarily carry, that ignores armour and always wounds on a 3+. The attack counts as a magic missile. You may not use magical or mundane arrows with this longbow.

Claws of the Beast 20 points
Beastkith and Beastkin character only.

By strapping the talons of Great Eagles, claws of the Great Bears, and even on occasion the tooth of a young Forest Dragon to the bark of the Elwych Tree, these weapons become enchanted into a single entity. The bearer of such weapons find them grafted to their arm as the power of the Glades fuses them into one, never to be removed, and a portion of the spirit of the original beast remains within them, adding its strength to that of the wielder. The Claws do not rely on the Winds of Magic can never be destroyed short of killing the wielder of them. They are treated as an extra hand weapon, giving +1 Attack. In addition, the Claws count as a Shield, giving a 6+ Armour Save. In Close Combat, the wielder may sacrifice the +1 Attack and count as if fighting with hand weapon and shield, gaining the +1 Armour Save. The Claws are Armour Piercing.

Elwych Bow 15 points
Crafted from the wood of the Elwych tree, this bow is exceptionally light and supple. For all its apparent fragility, in the hands of an elf this bow is a deadly weapon, enabling it’s wielder to fire arrow after arrow in swift succession without loss of accuracy or strength. This is a Longbow in all respects with the exception it provides the wielder 2x Multiple Shots at Strength 4, without the penalty for taking multiple shots. This bow cannot be used to fire magical arrows and attacks from this bow do not count as magical attacks.

Magic Armour
Mask of Fallen Leaves 60 points
One use only

Woven from the fallen leaves of the enchanted trees of the deepest glades in the Great Forest, this mask conceals the wearer from unfriendly eyes, allowing him and his companions to melt away into the forest, only to reappear moments later in a different location. The wearer and any unit he has joined may decide to use this item at the beginning of their movement phase before charges have been declared. The wearer and the unit he has joined are removed from the table and a marker is placed where the wearer of the mask was standing; this can be used to leave combat. At the beginning of the player's next movement phase, again before charges have been declared, place another marker within 6" of the first or within 6" of the waystone at the center of the player's Sacred Glade. The unit is placed back on the board in the same formation as before but facing in any direction, with the wearer of the mask on top of the second marker. The unit is then free to declare a charge or move as normal. If there is an enemy unit on top of the marker or within 1" of the marker, then place the arriving unit in close combat with the nearest face, front, flank, or rear, of the enemy unit. In this case, the arriving unit does not count as charging. Use of this item does count as movement for the purposes of subsequent shooting.

The mask confers a 6+ Armour Save on the wearer that can be combined with other equipment as normal (including normal armour and shield). It also gives the wearer and any unit they join a 6+ ward save for the duration of the game.

Forest Cape 30 points
This cape is imbued with a magical ability to hide its wearer from all eyes, blending him perfectly into the background of the forest. This cape counts as Light Armour (6+ Armour Save) that can be combined with other equipment as normal, and a 4+ Ward Save against all missiles; this includes Magic Missiles and War Machines. Additionally, whoever wears this cloak, has the Hit-and-Run special rule if they are not joined with a unit.

Bark of the Sacred Oak 25 points
This armour is made from the bark of the sacred Oak trees which grow in the Great Forest. Layers of the hard wood are held together by the sticky sap of the tree itself, leaving the wearer completely protected with no gaps in his armour for enemies to exploit. Counts a light armour ( 6+ Armour Save) that can be combined with other equipment as normal, and provides a 5+ Ward Save, but the bearer also becomes Flammable.

Talismans
Necklace of the Summer Solstice 40 points
Crafted during the Summer Solstice, when the winds of magic blow strongest, the amulet hung from the necklace constantly hums with a faded turquoise light. Any who dare attempt to strike the bearer find themselves dazzled with searing light emanating from the gem. The bearer has a 4+ Ward Save against mundane attacks, and a 5+ Ward Save against Magical Attacks.

Amber Amulet 25 points
This gem, crafted at the height of Spring, pulses with the magic of the forest and bestows the vitality of the growing forest upon its bearer. At the start of the Wood Elf turn the bearer may roll d6. On a 1 the Amber Amulet has no effect for the remainder of the battle. On 2-6 the bearer, if alive, regains 1 lost wound.

Enchanted Items
Staff of the Elwych 50 points
One use only.

Planting this staff into the ground, it immediately takes root, spreading throughout the battlefield and increasing growth to all it touches, able to change an entire area into a woodland landscape. These staves are rare since they contain the heartwood of an Elwych tree, which means the Elwych dies to spread this life. The elven Spellweavers wait until an Elwych tree is near death to extract the heartwood in order to preserve the life of the tree for as long as possible. At the beginning of any of his Magic phases, the bearer can plant the staff into the ground. When placed the bearer can choose one of the following three effects:

a. A wood up to 6" diameter can be placed centered on the bearer.
b. Any nominated piece of terrain, excluding buildings or terrain containing buildings, becomes very difficult terrain. This magical very difficult terrain prevents the enemy from using any special rule, ability, spell, or magical item from overcoming its effects.
c. Any wood or similar vegetation terrain feature wholely within the Wood Elf deployment area is converted to the equivalent of a two level building.

The Staff of the Elwych cannot affect the Sacred Glade in any way.

Minaeth Arrow 50 points
When Minaeth arrow strike a foe, it draws in spiritual energy from around them, sapping the life force from the enemy before releasing it in an explosion of light, searing the flesh of those nearby and tearing them asunder. Waywatcher or scout kindred only. The arrow strikes with S5 and allows no armour save. If the arrow inflicts an unsaved wound, an additional d6 S4 attacks are resolved against the unit, distributed as normal shooting. This magical arrow cannot be combined with any other magic bow, special rule, or ability.

Cast of Falcons 35 points
These falcons are trained their whole lives for the task of hunting, whether it’s for game or enemies. Their talons are razor sharp and can tear through flesh, bringing down their target in a matter of seconds. These companions act as three non-magical shooting attacks, with a range of 18", hit on 4+, attack with Strength 4, and do not require line-of-sight. All attacks must be against the same target. The Character may shoot at a different target. The Character can Stand and Shoot with the Cast of Falcons no matter what range the enemy charges from.

Eyes of the Forest 30 points
This necklace is created from the crystalised sap of sacred trees. The bearer can claim a view of the realm even beyond that of mortal eyes. His view turns to a bright blue, and he can see the spirit realm through objects and obstacles. Bound Spell. Power Level 4. This item give the bearer and any unit he joins the ability to see through all woods or similar vegetation features as if they were not there. Thus they can charge or shoot any ranged weapons through any amount of woods between them and the foe. Note, shooting units still take a -1 as if the unit was in the woods as well as a further -1 to hit penalty. The efffect of this item lasts until the start of the Elf's next shooting phase.

Shadow Stone 20 points
This obsidian stone harnesses the magical potential lurking in the shadows of the forest, allowing the bearer to utilise the power of the Shadow Realm to move swiftly and silently without detection.Bound spell (power level 5) Allows the bearer to cast the spell Unseen Lurker. If the spell is cast successfully and not dispelled, the Stone is exhausted for the remainder of the battle. No power dice are required. All the power necessary comes from the Stone itself.

Arcane Items
Aldorath's Prisms 40 points
Found at the bottom of a pool in a Glade of the Pines, these perfect prism crystals reflect and refract the Winds of Magic . They are as deadly as they are powerful and beautiful. The Winds of Magic that permeate them can be manipulated, though one must be careful for, at times, the power is refracted in unpredictable ways. Any spell the bearer casts in a magic phase may be cast for a second time, immediately afterwards, irrespective of the result of the first casting, provided that the magic phase continues. The second casting must be rolled with one dice fewer than the original casting and must be aimed at a different target The additional casting dice come from the Prisms themselves. However, if the spell fails to cast, or there is a mis-cast from the second casting, then the mage has lost control of the magic. If casting a magic missile or a spell that does Strength-based damage to its target, the spell is refracted back at the caster at full power, provided they are an eligible target. Treat all dice that would be used to determine damage as being 6's. So, a 2D6 S4 damage spell will do 12 S4 damage to the caster and any unit he's in, distributed as if shooting hits. If the spell is being cast on a friendly unit, then the opposing player may choose any of his elegible units in range to benefit from the spell. If none of those conditions are met, the spell simply has no effect. Beyond what is mentioned above, there is no additional effect if there is a mis-cast on the second casting.

Magic Banners
Banner of the Hawk 25 points
Woven from the moulted feathers of the greatest of Warhawks, freely given, this banner passes on the essence of the raptor to the arrows fired by the bearer and any unit they are with. The bearer of the banner and any unit they are joined to may ignore all negative to-hit modifiers when shooting.
Airmeith: Healer of the Twisted Glade

Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx

Burn the Heretic!
Treachery Aforth: Witches purged = 0

War of Blood: 3 Daemonettes, last wound Keeper of Secrets
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ArchMagosAlchemys
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

ARMIES OF THE WOOD ELVES OF THE
GREAT FOREST
ARMY LIST ORGANIZATION
The army list is divided into four sections.

CHARACTERS
These represent the most able, skilled, and successful individuals in your army; extraordinary leaders such as Wood Elf Highborns and Spellweavers. These form a vital and potent part of your force.

CORE UNITS
These unis are the most common warriors, such as the Glade Guard. They usually form the bulk of the army and will often bear the brunt of the fighting. Every army includes Core choices.

SPECIAL UNITS
Special units are the best of your warriors and include the more unusual troop types, such as Wardancers of Loec and the Hounds of the Forest. They are available to your army in limited numbers.

RARE UNITS
So called because they are scarce compared to your ordinary troops. Rare units represent unique units and unusual monsters, such as the Warhawk Riders and Spitebeasts.

Lords


Wood Elf Highborn
Points/model: 145

Standard statistics 5 7 6 4 3 3 8 4 10

Weapons & Armour: Longbow

Options:
. May choose an additional hand weapon (+6 pts), a spear (+3 pts), or a great weapon (+6 pts)

. May wear light armour (+3 pts), and may carry a shield (+3 pts)

. May be a member of one of the following Kindreds:
- Beastfriend (+35 pts)
- Beastkin (+50 pts)
- Scout (+25 pts)
- Waywatcher (+45 pts)

. May ride an Elven Steed (+18 pts), a Great Eagle (+50 pts), or a Forest Dragon (+320 pts)

. May choose items from the Relics of the Kindreds Magic Item lists and with a maximum total value of 100 pts.

Spellweaver
Points/model: 215

Standard statistics 5 4 4 3 3 3 5 1 9

Weapons & Armour: Longbow

Magic: A Spellweaver is a level 3 Wizard. May choose spells from the Lore of Life, Beasts, or Shadows as described in the Warhammer rulebook. Spellweavers are particularly atuned to the winds of Amber and Jade magic so may add +1 to any casting attempt for a spell from the Lore of Life or Beasts. Spellweavers always know the extra spell Ambush, which is described in the Special Rules section.

Options:
. May be upgraded to a level 4 Wizard (+35 pts)

. May be a member of the Eldritch Kindred (+25 pts)

. May ride an Elven Steed (+18 pts) or a Great Eagle (+50 pts)

. May choose items from the Relics of the Kindreds Magic Item lists and with a maximum total value of 100 pts.

Heroes


Wood Elf Noble
Points/model: 75

Standard statistics 5 6 6 4 3 2 7 3 9

Weapons & Armour: Longbow

Options:
. May choose an additional hand weapon (+4 pts), a spear (+2 pts), or a great weapon (+4 pts)

. May wear light armour (+2 pts), and may carry a shield (+2 pts)

. May be a member of one of the following Kindreds:
- Beastfriend (+25 pts)
- Beastkin (+45 pts)
- Scout (+15 pts)
- Waywatcher (+35 pts)

. May ride an Elven Steed (+12 pts)

. May choose items from the Relics of the Kindreds Magic Item lists and with a maximum total value of 50 pts.

ARMY BATTLE STANDARD
One Wood Elf Noble may carry the army Battle Standard for + 15 points.

A Wood Elf Noble with the Battle Standard cannot be the army's General.

The Battle Standard Bearer does not lose his longbow, but may not choose any extra non-magical weapons, and may not use a shield of any sort. He may not be the member of any Kindred.

The Battle Standard Bearer can have any magic banner, but if he carries a magic banner, he cannot carry any other magic items.

Spellsinger
Points/model: 90

Standard statistics 5 4 4 3 3 2 5 1 8

Weapons & Armour: Longbow

Magic: A Spellsinger is a level 1 Wizard. May choose spells from the Lore of Life, Beasts, or Shadows as described in the Warhammer rulebook. Spellsingers are particularly atuned to the winds of Amber and Jade magic so may add +1 to any casting attempt for a spell from the Lore of Life or Beasts.

Options:
. May be upgraded to a level 2 Wizard (+35 pts)

. May ride an Elven Steed (+12 pts)

. May choose items from the Relics of the Kindreds Magic Item lists and with a maximum total value of 50 pts.
Airmeith: Healer of the Twisted Glade

Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx

Burn the Heretic!
Treachery Aforth: Witches purged = 0

War of Blood: 3 Daemonettes, last wound Keeper of Secrets
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ArchMagosAlchemys
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

Wood Elf Kindreds


The Wood Elves of the Great Forest live in small, tight, semi-nomadic communities of like-minded individuals, known as kinbands or kindreds, with its allegiance given to a particular Elven Highborn. In times of trouble, these communities band together under strong war-leaders to deal with the threat. The pressing threats in the Great Forest have made the elves there somewhat less suspicious of other kinbands and will even fight alongside other races, fighting the common enemy.

Beastfriend Kindreds
Kindreds of the Caraidh

Members of this kindred are very isolationist. They spend their time wandering the Great Forest maintaining the correct balance between the wild animals there, the forest, and the Elves. In times of need, the beasts of the forest will answer their call, and fight willingly at their side. This Kindred is commonly known as Beastmasters or Beastkith, but, as their name suggests, the beasts are their friends, not their slaves.

Wood Elf characters can be upgraded to become a member of the Beastfriend KIndred.

Wood Elf Highborn +35 pts
Wood Elf Noble +25 pts

The character must fight on foot, however, they move at the same speed as any unit they are with. They cannot join any unit including elves, even elven characters, but any unit they do join becomes Stubborn. They gain +1 attack and cannot use any form of mundane armour or carry a shield of any sort. They suffer a penalty of -1 to their Leadership characteristic, so Highborns will be Ld 9 and Nobles Ld8. If the Army General belongs to this Kindred, Hounds of the Forest become Core, and Great Bears become Special and units with the Beasts of the Forest special rule can use their Leadership, if in range, for Leadership tests and also count the model as the Battle Standard Bearer. An additional Flock of Birds unit can be fielded for each Beastfriend Kindred character in the army.


Beastkin Kindred
Kindred of Laith-Kourn

In Athel Loren, this Kindred is known as Alter. In the Great Forest, these elves have gone as far as any elf can go along the path to becoming one with the beasts of the forest. They are most solitary and isolationist of all Wood Elves. Any who harm beasts of the forest, even other elves, live only long enough to feel their wrath. They are also known as Shapeshifters, or Wild kin.

Wood Elf characters can be upgraded to become a member of the Beastkin Kindred.

Wood Elf Highborn + 50 pts
Wood Elf Noble + 45 pts

The character must fight on foot and cannot join any unit or be the army General. They cannot use any weapons or armour of any sort unless specifically allowed for Beastkin, which are allowed in spite of any limitations stated in the wording for the Bear's Anger spell, but count as if having the spell Bear's Anger cast permanently on them. (This means that they cannot have Bear's Anger cast on them during the game because they are already under a similar effect.) Thus they gain +3 Attacks, +2 Strength, and +1 Toughness and their attacks count as magical. This effect cannot be dispelled or cancelled in any way. Their Movement is also increased to 8 and their Initiative is increased to 9.


Eldritch Kindreds
Kindreds of Dreinarthia Corlinalith

A Kindred, smaller than the Spellsinger Kindreds, that is dedicated to the melding of the winds of magic in the ancient Asur traditions. They are known as Eldritch Watchers or Shadow Weavers.

Wood Elf characters can be upgraded to become a member of the Eldritch Kindred.

Spellweaver +20 pts
Spellsinger +15 pts

This character does not know the Ambush Spell and does not gain the +1 bonus for casting spells from the Lores of Beasts or Life. However, they may mix their spells from the Lores of Life, Beasts, and Shadow. When rolling for spells, they choose a lore, then randomly roll the spell as normal, selecting the first spell if they wish. They may then choose the same lore, or one of the other two lores for second and subsequent spells.

Scout Kindreds
Kindreds of Arahain

Sometimes those of this Kindred are known as Sentinels, Wayfarers, and Hawkeyes.

Wood Elf characters can be upgraded to become a member of a Scout Kindred.

Wood Elf Highborn +25 pts
Wood Elf Noble + 15 pts

The character gets the Scout special rule, however the character must fight on foot, and may not carry a great weapon.

Waywatcher Kindreds
Kindreds of Nymraif

Sometimes those of this Kindred are known as Wood Haunters, Pathwatchers, Shadow Striders, and Mist Walkers

Wood Elf characters can be upgraded to become a member of a Waywatcher Kindred.

Wood Elf Highborn +45 pts
Wood Elf Noble +35 pts

The character gains the special rules Lethal Shot, and Forest Stalker. Note that the Lethal Shot rule applies only if the character is not using magical arrows or a magical bow. The character cannot wear any armour, carry a shield, or carry any close combat weapon that requires two hands to use (such as a great weapon). Waywatcher characters must fght on foot.
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

Core Units


Glade Guard
Points/model: 12
Glade Guard 5 4 4 3 3 1 5 1 8
Lord's Bowman 5 4 5 3 3 1 5 1 8

Unit Size: 10 - 30

Weapons & Armour: Longbow

Options:
. Upgrade one Glade Guard to a Musician for +6 pts.

. Upgrade one Glade Guard to a Standard Bearer for +12 pts.

. Upgrade one Glade Guard to a Lord's Bowman for +6 pts.

. One unit of Glade Guard may carry a Magic Standard worth up to 25 pts.

. Any unit may be equipped with spears (+1 pt per model)

. Any unit may gain Plashed Hedges special rule for +15 pts.

Special Rules: Glade Guard Longbow

Glade Guard Scouts
Points/model: 18
Glade Guard Scout 5 4 4 3 3 1 5 1 8
Lord's Bowman 5 4 5 3 3 1 5 1 8

Unit Size: 5 - 10

Weapons & Armour: Two hand weapons and longbow.

Options:
. Upgrade one Glade Guard Scout to a Musician for +6 pts.

. Upgrade one Glade Guard Scout to a Standard Bearer for + 12 pts.

. Upgrade one Glade Guard Scout to a Lord's Bowman for + 6pts.

. One unit of Glade Guard Scout may carry a Magic Standard worth up to 25 pts.

Special Rules: Scout, Skirmish

Glade Riders
Points/model: 24


Glade Rider 5 4 4 3 3 1 5 1 8
Horsemaster 5 4 5 3 3 1 5 1 8
Elven Steed 9 3 0 3 3 1 4 1 5

Unit Size: 5 - 10

Weapons & Armour: Spear and longbow.

Options:
. Upgrade one Glade Rider to a Musician for +9 pts.
. Upgrade one Glade Rider to a Standard Bearer for +18 pts.
. Upgrade one Glade Rider to a Horsemaster for +9 pts.

Special Rules: Fast Cavalry

0 -1 Flock of Birds
Points/base: 50


Flock of Birds 1 3 0 2 2 5 4 5 10

Unit Size: 1 - 5 bases.

Weapons & Armour: none

Special Rules: fear, Forest Flyer,Skirmishers, swarm, They Come From the Sky

One extra Flock of Birds can be purchased for each Beastkith Kindred character in the army. Unless a Beastkith character is the general of your army, the Flock of Birds does not count toward the minimum number of Core choices.
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

Special Units
Wardancer Troupe
Points/model: 18


Wardancer 5 6 4 3 3 1 6 1 8
Bladesinger 5 6 4 3 3 1 6 2 8

Unit Size: 5 - 15

Weapons & Armour: Wardancer Weapons

Options:
. Upgrade one Wardancer to a Musician for +7 pts

. Upgrade one Wardancer to a Bladesinger for +14 pts

Special Rules:Immune to Psychology, Shadow Dances of Loec, Skirmish, Talismanic Tattoos


Waywatchers
Points/model: 24


Waywatcher 5 4 5 3 3 1 5 1 8
Shadow Sentinel 5 4 6 1 3 3 1 5 1 8

Unit size: 5 - 10

Weapons & Armour: Two hand weapons and long bow

Options:
. Upgrade one Waywatcher to a Shadow Sentinel for +8 pts

Special Rules: Forest Stalkers, Lethal Shot, Skirmish

Far Riders
Points/model: 26


Far Rider 5 5 4 3 3 1 5 1 9
Trail Rider 5 5 4 3 3 1 5 2 9
Elven Steed 9 3 0 3 3 1 4 1 5

Unit Size: 5 - 20

Weapons & Armour: Light armour and lance

Options:
. Upgrade one Far Rider to a musician for +8 pts.

. Upgrade one Far Rider to a Standard Bearer for +16 pts.

. Upgrade one Far Rider to a Trail Rider for + 16 pts.

. A Standard Bearer may carry a Magic Standard worth up to 25 points.

. Any unit may be equipped with longbows (+3 pts per model).

Special Rules: Fast Cavalry, Hit and Run, Talismanic Tattoos


Hounds of the Forest
Points/model: 10


Hound of the Forest 9 4 0 3 3 1 3 1 7
Pack Leader 9 4 0 3 3 1 3 2 7

Unit Size: 5 - 20

Weapons & Armour: Fangs and claws

Options:
. Upgrade one Hound to Pack Leader for +10 pts.

Special Rules: Beasts of the Forest, Fast Cavalry, Ferocious Charge

If the Army General is a member of the Beastkith kindred, Hounds of the Forest become a Core choice, but do not count toward the minimum number of Core units required.
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

Rare Units
Warhawk Riders
Points/model: 40


Warhawk Rider 5 4 4 3 3 2 5 1 8
Wind Rider 5 4 4 3 3 2 5 2 8
Warhawk 1 4 0 4 3 - 5 1 5

Unit Size: 3 - 12

Weapons & Armour: Spear and Longbow

Options:
. Upgrade one Warhawk Rider to a Wind Rider for +20 pts

Special Rules:Flying Cavalry, Hit-and-Run


Great Bear
Points/model: 55


Great Bear 5 4 0 5 5 3 4 3 8
Claw Leader 5 4 0 5 5 3 4 4 8

Unit Size: 3 - 10

Weapons & Armour: Fangs, claws, and a bad attitude

Options:
. Upgrade one Great Bear to a Claw Leader for +20 pts

Special Rules: Beasts of the Forest, fear, Stubborn

If the Army General is a member of the Beastkith kindred, Great Bears become a Special unit.


Spitebeast
Points/model: 85
Spitebeast 6 3 0 5 5 4 2 3 5

Unit Size: 1

Weapons & Armour: Talons, branches, jagged stones...

Special Rules: fear, unbreakable

Controlled: The Spitebeast can only be controlled by the Spellweaver that summoned it. At the start of the game, designate the Spellweaver that controls each Spitebeast. If that Spellweaver becomes a casualty or leaves the table, all Spitebeasts that they control collapse and are removed as casualties. Your army cannot include any Spitebeasts unless it also contains a Spellweaver.

Restore: Any Spellweaver that controls Spitebeasts knows the additional free spell Restore:

Restore Cast on 6+

If cast successfully, any single Spitebeast within 18" regains D3 wounds. This cannot increase the number of Wounds beyond 4.

Regenerate: A Spitebeast even partly within a wood, forest, or similar terrain gains the Regeneration special rule against mundane attacks.

Single model: Spitebeasts are single model units and cannot join other units or be joined by any character.

Up to three Spitebeasts can be selected as one Rare choice.

Sacred Glade 0 - 1
Points/Glade: 200
A Laurelornim Wood Elf army may include one Sacred Glade. This Sacred Glade is the inspiration for the army and as such replaces the option for the Battle Standard Bearer and the free wood provided by the Woodland Ambush Special. The Sacred Glade can be deployed in any scenario, not just Pitched Battle. If the scenario is not Pitched Battle, then the Sacred Glade must be deployed entirely within the owning player's deployment area, otherwise, it can be placed using the Woodland Ambush rules.

The Sacred Glade is represented by a piece of woodland terrain no more then 6" in diameter with a Waystone at the very center of the Sacred Glade. The Waystone counts in all respects as an elven Battle Standard Bearer and an army with a Sacred Glade cannot also have a Battle Standard Bearer. Beasts of the Forest retain their special rule counting a Beastkith Army General as a BSB. The Sacred Glade counts as very difficult terrain to all enemy troops, no matter their special rules, spells, or magic items.

For a 12" radius around the center of the player's Sacred Glade:

Enemy suffers from Earthbind; all movement counts as if through difficult terrain.
Enemy attempting to attack any unit even partly within this area suffers -1 to its 'to hit' roll, both shooting and close combat.

As long as the Waystone has not been violated, a single wizard may join the Waystone at the center of the player's Sacred Glade, just like a character would join a warmachine. Once joined, they cannot leave voluntarily and become Unbreakable.

A wizard who joins the Waystone gains the following additional abilities:

The Waystone provides them two extra Power and Dispel dice that only they can use.
The wizard gains the Drain Magic spell, as described in the High Elf army book.
The wizard cannot control any Spitebeasts, and any Spitebeast within 12" of the center of the Sacred Glade at the beginning of either player's Magic Phase is automatically destroyed.
The wizard ignores the part of any effect from the Miscast table that results in physical or mental damage to themselves. Dice may still be drained, the enemy may be able to cast free spells.
Wizard can trace LoS though the Sacred Glade with no penalty. For LoS purposes, they ignore the trees of the Sacred Glade

The Waystone at the center of the Sacred Glade may be violated in the same way that a Warmachine can be destroyed (No mage alive and enemy in contact). This results in the Sacred Glade losing all of its effects for the remainder of the battle. If the Waystone is violated, the enemy gains 200 VP.

In addition, if there is an enemy touching the Waystone with no Laurelornim model or unit within 6 inches, the Glade is destroyed as the Waystone is toppled. All units, friendly and enemy, within 12" of the toppled Waystone take d6 S4 hits, and every wizard on the table takes one S6 hit. These effects are cumulative, so a wizard within 12" of the Waystone when it is destroyed will suffer from both effects. If the Waystone is destroyed, the enemy gains 400 VP.
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Re: Lost Kindred/Laurelornim: Full Army List

Post by ArchMagosAlchemys »

Special Named Characters


The Special Character Ariel, is tied strongly to Athel Loren, and cannot be used in association with this army.

Skaw the Falconer

http://us.games-workshop.com/games/warh ... efault.htm

Although a member of the Alter Kindreds from Athel Loren, Skaw frequently hunts his enemies in the Great Forest.

Gruarth the Beastmaster

It is said that his name was originally Gruarth, but to most Elves he is known only as ‘The Beastmaster’. He has forgotten his name and even the words of Elven tongue if he ever knew it. Now he speaks only to the beasts of the forest with their own calls and gestures. He dwells on the margins of society, but in the depths of the forest. He shares the lairs of wild beasts by night. By day he hunts with his feral brethren and feasts on the same prey. The Beastmaster has two companions. Fang and Claw, two ferocious sabre-toothed tigers. Fang and Claw are the last of their kind in the forest. When enemies threaten the forest, the Beastmaster is summoned and comes forth with his tigers to do battle beside his Elven Kindred. He fights alone, controlling his pack as they stalk the battlefield for prey with their long, dagger-like fangs. After the battle, glutted with flesh, Elf and beasts disappear back into the trees. Gruarth is a member of the legendary Caraidh Palurim (Beastkith of the Forest Tiger).

Gruarth 6 6 6 4 3 2 8 3 9
Fang & Claw: 6 4 0 5 4 2 6 3 5

Costs: 150 pts, Gruarth will take up 2 Hero slots
Weapons: Cloak of Hides and the Binding Bolas.
Fang and Claw: Fight with teeth and claws.
Skirmish: Gruarth and his Tigers are a unit of Skirmishers, they may never join any unit and cannot be joined by other characters.

The Binding Bolas: The Bolas is a special ranged hunting weapon. It is thrown 12” (rules for a javelin apply for moving and shooting). The Bolas is strength 4. If the victim is hit but either not wounded or succeeds his save he can only move at half speed until the end of his next turn (for flee or pursue, roll the distance and halve it). After being used the Bolas returns magically to the hands of Gruarth. Can be used to stand and shoot. In combat it counts as a magical hand weapon.

Cloak of Hides: Gruarth wears a cloak of Animal hides that gives him a 5+ armour save.
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Re: The Lost Kindreds: Full Army List

Post by salsa-topic »

the magic items are a bit overpowered in my opinion... but a lot of cool things like the sacred glade wish you could take that in the normal list.
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Re: The Lost Kindreds: Full Army List

Post by Beithir Seun »

Could you perhaps respond in the Comments thread and tell us why you think they're overpowered? Have you tested the list and actually found the items to be overpowered in practice?

A lot of people worked hard for a long time to get the magic items balanced. The reasoning behind your thoughts would help us a lot when it comes to revising the list.
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Re: The Lost Kindreds: Full Army List

Post by parka »

Ah here it is :)
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Re: The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

It certainly is. Try it some time and let us know how it works (or doesn't work) We need as much playtesting as we can get.
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Re: The Lost Kindreds: Full Army List

Post by Mist Walker »

The pdf file.
Lost_Kindreds-1.1.pdf
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Re: The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

I see what's wrong with it. I may be able to edit it. This will do for the moment, but I'll do more work.
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Re: The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

Latest version of Army List as .pdf.
Lost_Kindreds-1.4-June-2009.pdf
Lost Kindreds .pdf file
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Re: The Lost Kindreds: Full Army List

Post by Unendil »

Has anyone had the chance to modify Armybuilder to include this list, or is it to early. I was thinking about trying it, even though it seems like it might be slightly challenging.
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Re: The Lost Kindreds: Full Army List

Post by shiodome »

dunno if you're taking feedback here, but 'Staff of the Elwych' is ridiculously under priced for a non dispellable game winner. i strongly believe it should be a lord level item only (>50points) and i'd personally pay up to 80 points for this item. also, as it's used in the magic phase, i'm not sure extending the concept of 'deployment' zone into the game turns (as opposed to it being a concept restricted to 'pre game' atm) is a good idea. In other words, the deployment zone doesn't exist in the magic phase, and afaik i know there's no precedent for it (it opening up grey areas of measuring areas of the board mid game), and also not sure if this element of the spell is necessaryy... given the items LOS blocking/charge blocking potential this function will be almost entirely redundant.
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Re: The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

Much of the wording and cost duplicates the original Acorn of the Ages.

It is a powerful item, against some armies, but not nearly as powerful as it would be if used by Wood Elves.
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Re: The Lost Kindreds: Full Army List

Post by shiodome »

really not sure about the cost of the hounds...

comparing them to wolf riders (O&G) as they're the only other 9" move disposable equivalent:

for 13 points (+spear, which is always taken) you get:
Wolf rider:
9/3/0/4(3)/1/2/1(1)/6 - 5+ save, fear elves, animosity, fast cavalry
the numbers in brackets are the wolves attack
for 10 points you get :
Hounds of the forest:
9/4/0/4/3/1/3/1/7 - no save, causes fear, potential ASF, fast cavalry, move through woods
for 3 points less:
bonuses - +2 ws,+1ld, +fear, +potential ASF, move through woods, -animosity
negatives - -2as, -1 str3 attack

I've included 'fear' as with 18" charge they'll always have a fear causing charge tbh. i realise they don't get terror immunity etc with this 'semi fear'. Also i know comparing units between 2 lists can be misleading, but O&G are meant to be the guys with cheap throw away stuff, yet this elite army has cheap throw away stuff that's better, for less, backed up by elites. When you start adding cheap disposable stuff to elite armies it messes them up, look at what chaos hounds did to WoC... every army has 4 units minimum now, and WoC are nearly exlcusively played as MSU cavalry in competitive environment, with a lot of their 'staple' units never getting taken (unless for comp purposes). Hounds just became no brainer choices, which is normally a sign of some imbalance.
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Re: The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

They are a Special unit! I don't think that makes them a no-brainer.
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Re: The Lost Kindreds: Full Army List

Post by The Golden Arrow »

Yeah, the list is certainy crowded with special units. I also think that they are very good though. Also the strike first rule is poorly worded and there is no extinction between "magic weapon" asf and unit asf. Either give the unit asf when charging from a wood or scrap the rule altougether I say. The lists special rules really need some slimming anyway, there is a lot of them after all.
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Re: The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

IIRC there are exactly the same number of special rules as the WE armybook. Four specials is hardly a lot!

The initial charge of the beasts of the Forest is surprising and powerful. On the turn that they charge, the unit causes fear and adds +1 to their Strength. In addition, if they charge from woods, forests or similar terrain, they will strike before any other troops, no matter those troops' special rules. Only models under the influence of 'Strikes First' Magic Items will strike before them, unless the beasts are under the influence of some 'Strikes Last' magic item.

I think the last sentence resolves problems. In what way do you find this poorly worded? The rule explicitly distinguishs between special rules ASF and magic item ASF.
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Re: The Lost Kindreds: Full Army List

Post by shiodome »

my issue though is their points cost, i don't see why them being a special makes them cheaper... certainly doesn't seem to be the case in any other armies selections that i can think of? basically, i feel for what what they bring to the table (extremely fast, manouverable, fear causers with decent str/ws) they're too cheap. their fragility isn't enough to justify them being cheap, hell all elves are cheap... the'yre still expensive because of what they can do.

personally i'd have gone for 14 points as a starting point and adjust it from there (70 points for a unit... still looks attractive to me), but hopefully a few games will throw up a few more opinions from other people.
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ArchMagosAlchemys
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Re: The Lost Kindreds: Full Army List

Post by ArchMagosAlchemys »

Making them special means that to take a lot of them, you have to leave out other useful things. If you make them core, you can have a lot, but then your army is limited in other ways.

The purpose of the testing is to find out whether your fears are justified. We shall see.
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Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
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Burn the Heretic!
Treachery Aforth: Witches purged = 0

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