[<i>Gerücht</i>]<!----> nochmal Waldelfen

Aktuelles von Portent :

I got these off warhammer.org.uk off a guy who I'm fairly shure isn't lying.

Well, here's what i heard from the GW guy at the "New Release Presentation" such that it was. His presentation wasn't ready so he basically said ask questions and I'll answer if I can, so here's what I got out of him, some of it repeats of what's already known.

-Can be played as a combo list, or separate as Elves or Tree Spirits
-Said something about the army being able to be take "something similar to Doctrines", to change the army's abilities...I'm assuming he is referring to IG Doctrines, but since I don't play 40k I'm not too familiar
-Definitely get their own spell lore, and it is very offensive oriented, mentioned that one spell doubles the unit strength of a friendly unit by making spirits or some such appear w/ the unit
-Glade Guard and Archers come from the same base Elf troop, you just purchase the equipment for them
-Giant Stag is a monstrous mount, not a unit choice
-Dryads as core, Ogre sized Tree Spirits as special, Treeman as rare, and Tree Spirit characters
-2 types of elven cav, one is Glade Riders
-Will have an elite infantry unit like the other 2 elven armies do
-No chariots
-New models will be shown starting at Baltimore Games Day
-Release date for the army range is this Summer!!!

Some is a reread but the doctrine bit is sooooo good if its true but the summer release is a bit iffy but... fingers crossed


Und dann das noch (etwas Älter aber auch interessant):

Dryads

- They will be a core choice, but won't count towards any of the minimum core allowance
- They will be lowed in cost to 13 points.
- They will lose all aspects. The rule completely dropped.
- Their states are staying the same as they are now but with one change. They will only be strength 3.
- For some reason they are going to basically be demons. They will get the 5+ demonic ward save, they will cause fear, and be immune to pyschology. (I didn't here a mention about them going pop out of existance if they lose combat, like demons can. And I didn't think to ask at the time.
 
Hier noch eine relativ komplette Gerüchtezusammenfassung von The Waystone:

Dryads

- They will be a core choice, but won't count towards any of the minimum core allowance
- They will be lowed in cost to 13 points.
- They will lose all aspects. The rule completely dropped.
- Their states are staying the same as they are now but with one change. They will only be strength 3.
- For some reason they are going to basically be demons. They will get the 5+ demonic ward save, they will cause fear, and be immune to pyschology. (I didn't here a mention about them going pop out of existance if they lose combat, like demons can. And I didn't think to ask at the time.

So if this is true they are basically just going to become, a more exspenice and less useful version of ghouls.
They will have slightly better stats (+1M, +1WS, +2I and the most useful +2LD) but on the minus side, they won't have poisoned attacks and won't be able to flee as a charge reaction.
All in all if this is true, the bringing woodies into line with the other elven armies has begun. Ie. The neuttering has started.

This would be something you all already know, but for the rest to read through:

Set Rumors:

-WE will be released in autumn/winter.
-WE will get a completely new background.
-WE will get a new 'hard-hitting' unit, maybe Stag Riders.
-Chariots will not get bsck in the army list.
-Glade Riders and Warhawks will stay.

Fictionary/new rumors ():

-Puma/Tiger Riders.
-WE might be able to heal in forests and are immune to poison.
-Waywatchers will get Killing Blow ability, like a arrow piercing shot.
-The short range str. 4 shot will be gone, and we might get no penalty for moving (in shooting).
-New Special Character, some twin females.
-Orion might appear again as a Special Character. Ariel not.
-Dryads become core.
-Wardancers become core.
-New Treeman Lord choice.
-Ability to have an all Spirit Army or an all Elven Army.

This is from The Battle Glade:

The Games development Crew said in a response letter to God of Wolves (IIRC) that they're in the last stages of the WE project... Which apparently takes up 8 months (the letter was written somewhere before 2005).


Thing found by their Admin:

Warning; Extremely Long!

Some things i found...

WARHAMMER ARMIES:
Wood Elves

WOOD ELF AMRY SPECIAL RULES:
-Wood Elf units do not suffer the long-range penalty for shooting.
-Missile fire from Wood Elf units carry a -1 armor save modifier at close range.
-All Wood Elf units (except fliers) may move through woods without penalty.
-In a pitched battle, Wood Elves may place an additional forest in their deployment zone.
-Opponents gain an additional 100 victory points at the end of the game for owning table quarters with Wood Elf deployment zone.
-Opponents gain an additional 50 victory points for every hero level character slain, and 100 additional victory points for every lord level character slain at the end of the battle, as long as they have the Precise Tactics rule.

WOOD ELF MAGIC:
-Wood Elf l wizards may choose from the Life, and Beast magic lores.
-Wood Elf wizards using Life, or Beast lores get +1 to casting rolls.
-All Wood Elf wizards come with the Treesing spell.

Treesing
Cast on 4+
Wizard may cast on a wood up to 6” away, so long as no enemy units occupy it. Target wood moves D6+1 inches in a pre-nominated direction, though stops if it comes into contact with a unit. Units inside wood move along with it.

WOOD ELF MAGIC ARROWS:
Wood Elf characters armed with bows (non-magical) may use their magic items allowance for one of the following arrow selections. Two characters may both be armed with the same arrow. All these arrows count as magical. All arrows that are one use only may only be taken one per army for every 2,000 points.

Predestination Arrow: 35 points
One Use Only
Choose a character at the start of the game. When target character is hit with this arrow, re-roll any failed ‘to wound’ rolls, and then multiply hit into two wounds.

Hail of Doom Arrow: 30 points
One Use Only
Multiplies into 3D6 S4 arrows. Roll to hit with each separately.

Arrows of Piercing: 25 points
-2 to enemy armor saves. Note that this does stack with the close range bonus as well.

Black Arrow: 25 points
One Use Only
Against large targets, this arrow wounds on a 2+ and causes D3 wounds.

Arrows of Seeking: 20 points
Re-rolls failed rolls to wound.

Arrows of Poisonvine: 10 points
Shooting hits are poisonous.

Arrows of Accuracy: 10 points
+1 to hits with longbows.

MAGIC ITEMS

Magic Weapons

Singing Sword: 60 points
+1 strength to wielder. Enemies suffer –1 to hit in close combat.

Stalker’s Bow: 55 points
Longbow. May choose any individual model to shoot at, ignoring normal restrictions against this.

Ancient Knife: 50 points
May be used with additional hand weapon or shield. Wielder is ethereal unless in close combat.

Hunting Spear: 45 points
Javelin. Hits like a S6 bolt thrower.

Blade of Remembrance: 30 points
Wielder hates all enemies.

Strong Bow: 30 points
Hits at S4.

Magic Armor:

Treebark Armor: 30 points
Light armor. 5+ ward save.

Shield of Ptolos: 20 points
1+ armor save against missile attacks.

Talismans:

Forest Gem: 55 points
Wearer has regeneration.

Crystal Jewel: 45 points
Character may see up to 4” through woods.

Amber Amulet: 35 points
Bearer and unit he is with gain Magic Resistance (2)

Wailing Skull: 35 points
Character causes terror.

Onyx Stone: 25 points
Enemies shooting at character of the unit he is with suffer –1 to hit.

Talismic Paint: 20 points
Wardancer Only.
5+ ward save.

Enchanted Items:

Acorn of Ages: 45 points
One Use Only.
During his own magic phase, the character may activate the Acorn of Ages. Roll a D6, and on a roll of 1, nothing happens. On any higher roll, a wood is placed over the character (the center of the wood over the head of the model).

War Paint: 50 points
Whenever the bearer or his unit is targeted by a spell, roll a D6. On a 5 or higher, the spell ends with no effect.

Leaf Cloak: 30 points
Wearer gain the superior scout special rule.

Wolf Claws: 25 points
Character gets an additional attack when charging out of a wood.

Waywatchers Whistle: 20 points
Bound Spell. Power level 4.
May cast Treesing as a bound spell. After each use, roll a D6. On a 1 the whistle loses power and cannot be used the rest of the game.

Arcane Items:

Wychwethel Wand: 75 points
Bound spell. Power level varies.
After the bearer’s spells are selected, you may choose one to use with the wand. Selected spell may be cast from the Wychwethel Wand as a bound spell at a power level equal to the spell’s casting value –1.

Wand of Jet: 50 points
You may add an additional dice to you magic pool every magic phase.

Bear Claws: 30
Bound Spell. Power level 3.
Casts the spell Bear’s Anger on the wearer.

Potion of Knowledge: 25 points
One use only.
Bound Spell. Power Level Varies.
You may select one of the enemy’s spells and cast it at a power level equal to the spells casting value.

Magic Banners:

Forest Banner: 110 points
All units within 6” of the banner regenerate.

Bear Banner: 70 points
Bearer and the unit he is with are unbreakable.

Guardian’s Banner: 50 points
Unit has hatred.

Lynx banner: 30 points
If the bearer of unit he is with flee from a charge and are not destroyed by the charging enemy, they rally immediately and can act normally next turn.

Wolf Banner: 25 points
Units movement rate is increased by 1.


ARMY LIST:

Mounts:

Forest Dragon: 180 points
M9
Ws5
Bs-
S5
T4
W4
I8
A2
Ld9

*Scaly Skin 5+. Regenerate. +1 when charging, +3 attacks when charging from woods. Poison. Causes Terror.

Unicorn: 95 points
M10
WS5
BS-
S4
T4
W3
I10
A4
Ld10

* +2 strength when charging, Rider and mount have magic resistance (2). Magic attacks. Hatred.

Great Eagle: 50 points
M2
Ws5
Bs-
S4
T4
W3
I4
A2
Ld8

* Fly

Elven Steed: points varies
M9
Ws3
Bs-
S3
T3
W1
I4
A1
Ld5

Lord Characters

Sylvan Lord: 140 points
M5
Ws7
Bs7
S4
T3
W3
I8
A4
Ld10
Equipment: Hand weapon. Longbow.
-May be given an additional hand weapon (+6), or spear (+6)
-May be given a shield (+4) or light armor (+
-May ride an elven steed (+1, Great Eagle (+50) or Forest Dragon (+180)
-May be given scout ability (+25) if on foot.
-May be given up to 100 points in magic items and/or arrows.

*Precise Tactics

Druid Lord: 220 points
M5
Ws4
Bs4
S3
T3
W3
I5
A1
Ld9
Third level wizard. May upgrade to fourth level (+35)
Equipment: Hand weapon. Longbow.
-May ride an elven steed (+1, Great Eagle (+50), Unicorn (+95), or Forest Dragon (+180).
-May be given scout ability (+25) if on foot.
-May take up to 100 points in magic items and/or arrows.
-May use magic from the Life and Beast lores in the Warhammer Rulebook.

*Precise Tactics. Treesing.

Hero Characters:

Sylvan Hero: 80 points
M5
Ws6
Bs6
S4
T3
W2
I7
A3
Ld9
Equipment: Hand Weapon. Longbow.
-May be given an additional hand weapon (+4) or spear (+4).
-May be given a shield (+2).
-May ride an elven steed (+12) or a Great Eagle (+50).
-May be given the scout ability (+15) if on foot.
-May take up to 50 points in magic items and/or arrows.
-One Sylvan Hero may be made the army Battle Standard Bearer (+25), though may not upgrade weapons, use shield or longbow. He may carry a magic banner of any points, but may not take any other magic equipment if he does.

*Precise Tactics

0-1 Bladeweaver: 120 points
M5
Ws7
Bs4
S4
T3
W2
I9
A3
Ld8
Equipment: Two hand weapons.
-May be given poison for hand weapons (+12).
-May take up to 50 points in magic weapons (no missile weapons) and talismans.

*Wardancer. Wardances: Unbreakable, break ranks, killing blow, up to two attacks against any model in contact with unit.

Druid: 80 points
M5
Ws4
Bs4
S3
T3
W2
I5
A1
Ld8
First level wizard. May upgrade to second level (+35).
Equipment: Hand weapon. Longbow.
-May ride an elven steed (+12), or a unicorn (+95).
-May be given scout ability (+15) if on foot.
-May take up to 50 points in magic items and/or arrows.
-May use either the Life or Beast lores of magic in the Warhammer Rulebook.

*Precise Tactics. Treesing.


Core Units:

Glade Guard: 7 points per model
Unit Size: 10+
M5
Ws4
Bs4
S3
T3
W1
I5
A1(2)
Ld8
Equipment: Knives (Hand weapons)
-May be given spears (+1 per model).
-May be equipped with shields (+1 per model).
-May upgrade one Glade Guard to Captain (+10).
-May upgrade one Glade Guard to Standard Bearer (+10).
-May upgrade one Glade Guard to Musician (+5).
-One unit in army may carry a magic standard 25 points or less.

Archers: 13 points per model
Unit Size: 5+
M5
Ws4
Bs4(5)
S3
T3
W1
I5
A1
Ld8
Equipment: Hand weapon. Longbow.
-May upgrade one Archer to Hawkeye (+6).
-May upgrade one Archer to Standard Bearer (+12).
-May upgrade one Archer to Musician (+6).

Glade Riders: 17 points per model
Unit Size: 5+
M5
Ws4
Bs4
S3
T3
W1
I5
A1(2)
Ld8
Equipment: Hand weapon. Ride elven steeds.
-May be given spears (+2 per model) or longbows (+8 per model).
-May be given shields (+1 per model).
-May upgrade one Glade Rider to Captain (+16).
-May upgrade one Glade Rider to Standard Bearer (+16).
-May upgrade one Glade Rider to Musician (+.

0-2 Scouts: 15 points per model
Unit Size: 5-15
M5
Ws4
Bs4(5)
S3
T3
W1
I5
A1
Ld8
*Do no count toward minimum core choice.
Equipment: Hand weapon. Longbow.
-May upgraded one Scout to Pathfinder (+4)

*Skirmish. Scout.

Special Units:

Scouts: 15 points per model
Unit Size: 5-15
M5
Ws4
Bs4(5)
S3
T3
W1
I5
A1
Ld8
Equipment: Hand weapon. Longbow.
-May upgrade one Scout to Pathfinder (+7)

*Skirmish. Scout.

Great Eagle: 50 points per model
Unit Size: 1
M2
Ws5
Bs-
S4
T4
W3
I4
A2
Ld8
*Two may be taken for a single special choice.

*Fly.

Warhawk Riders: 20 points per model
Unit Size: 3-12
M5
Ws4
Bs4(5)
S3
T3
W1
I6
A1
Ld8
Equipment: Hand weapons. Ride Warhawks.
-May be given spears (+2 per model) or longbows (+7 per model).
-May be given shields (+1 per model).
-May upgrade one Warhawk Rider to Wind Rider (+10).
-May upgrade one Warhawk Rider to Musician (+10).
-May upgrade one Warhawk Rider to Standard Bearer (+20).
-Unit can carry a magic standard worth up to 50 points.

*Flying unit.

Wardancers: 16: points per model.
Unit Size: 5+
M5
Ws5
Bs4
S3
T3
W1
I6
A1(2)
Ld8
Equipment: Two hand weapons.
-Unit may poison their hand weapons (+3 per model).
-May upgrade one Wardancer to First Dancer (+14).

*Skirmishers. Immune to Psychology. Wardancers may only be joined by a Wardancer character. Wardances: Unbreakable, Killing blow, break ranks, may make up to 1 attack against any model in base contact with unit.

Dryads: 22 points per model.
Unit Size: 5+
M5
Ws4
Bs-
S3
T3
W1
I5
A1
Ld9

*Skirmish. Regenerate. Hatred. Aspects: +2 attacks, +2 toughness, enemy need 6s to hit, +2 strength. Cause Fear.

Rare Units:

Treeman: 230 points per model
Unit Size: 1
M6
Ws5
Bs-
S5
T6
W5
I2
A4
Ld10
Equipment: Two claws (counts as two hand weapons)

*Causes Terror. Large Target. Immune to Psychology. Hatred. 3+ armor save. Flammable. No break test unless takes a wound.

Waywatchers: 24 points per model.
Unit Size: 5-10
M5
Ws4
Bs5(6)
S3
T3
W1
I6
A1
Ld9
Equipment: Poisoned hand weapon. Poisoned longbow.
-May upgrade one Waywatcher to Ranger (+.

*Skirmish. Superior Scout. Ambush. Know Paths: may see 4” through woods. Poisoned attacks



Wie gesagt alles nur Gerüchte ;-)