[<i>Gerücht</i>]<!----> waldelfen regeln

Dark Eldar

Hassassin Fiday
Moderator
13. April 2001
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Laniakea
I'll try and put as much info down as I can. But also try and keep Mach out of trouble. If he or any of the mods think I've got to far, please delete or edit this thread as you see fit.

Lets start simple army rules

Still get free wood, and all shooters (All) have no -1 for moving and shooting.

Next core

Glade guard (ie archers)
Pretty much whats been said. 1 point less, strength 4 at short range. Minimum unit size 10.
Notes. Overall a slight improvement I think, but losing units size of 5 is a blow.

Glade guard can up grabe to scouts at +5 points model, making them the most expensive scouts in the game.
They lose strenght 4 at short range. Unit size is 5-10 models. And you may not have more units of scouts than glade guard. One unit can have magical standard up to 25 points.
Notes - being core is nice. But that really is only the good part. There points cost is stupidly high and you still have to the archer units, making an all scout army impossible, guess only lizzies get that.

Glade riders.
They cost a point less than they do now when armed with longbows. Command choices have got up in cost +1/+2 for musician and standard bearer. Champion has come down but, gets the less useful +1bs, rather than +1 attack. No magical standard.
Worst of the lot, they have gone from being the best armoured fast cav in the game to one of the worst. As they have no armour at all, nor can they buy any. So they just have a ST of 6. Unit size is 5-10.
Notes - overall a unit that wasn't over powered to start with, has had some serious nuturing. Nice is the fact they get spears and longbows, but they no have no armour, worse command choices and no magical banner.

Eternal guard.
Core unit if the army is lead by a highborn (fighty lord), special otherwise. +1ws and +1LD on standard elf.
same cost as new glade guard. Sword staffs work pretty much as reported, working as spears and 2 hand weapons. Always have 5+ st. (modified by s as normal) Command as high elf spearmen. One unit can have a magical banner up to 50 points. Stuborn if lead by fighty wood elf character.
Notes - nice little infantry unit. Proberly slightly over pointed for what it can do, but no where near as bad as the dark elf and high elf elite infantry.

Dryads
Down 8 points from current cost. Stats same apart from +1I. Can only have a champion. Aspects gone. Unit size, 8-20. Skirmish, wood elf demon rules (immune to pyschology, 5+ demon save) cause fear.
Notes - Not as bad as I was expecting. Infact I can see several ways of using them. The old killers have gone, but still can be useful at a decent point cost.

Special choices.

The old meat of the list, what do we have now?

Wardancers
Up 3 poinst, all old rules apart from dances the same. Join swordmasters as highest WS for a rank and file unit. Other stats unchanged. Command choices unchanged.
New dances - killing blow, +1A, 4+ ward save and strikes first in combat (loses an attack)
wardancer weapons - +1a always, +1s when charging.
Notes = Interesting, not as versatile as before, but can be very killy on the charge. Also to note is that now any wood elven character can join the unit.

warhawk riders
Anyonce expecting a unit as useful as terradons or pegasus knights is going to be disappointed. Cost double the cost of current dryads. They do get hit and run, but only a st of 6. No armour at all again. They only get 2 attacks, one from elf, one from the hawk. Crew armed with spear and longbow. Warhawk is S=4. Only command choice is a very expensive champion, but at least he gets +1a
Notes = 2 fragile, less hiting power than either terradons (which they are more expensive than) or pegasus knights.

Wild riders of Kurnous.
Very interesting unit. Cost +2 points on new glade riders.
Only unit in entire of wood elf army with light armour (or any armour for that matter) They are the heavy cav hitting unit white dwarf hinted at. They get +1WS, S and LD on normal elfs. Command upgrades are expensive just one of the max any unit pays. Apart from musician which is free. They are armed with spears. They have a bucket load of special rules, proberly the most I've ever seen for a single unit. First they are wardancers with out the dances, (magic resistance and ward save), they are demons (demon ward save and immune to pysch). If they have a musician they cause fear when they charge, if they havn't charged they get +1A. Oh and yes they are fast cav. Any unit can have a magical standard up to 50 points.
Notes-as I said a very interesting unit. The ward saves give them decent survivabililty for woodies, the +1A and S=4 make them decent at attrition(again for woodies). Fast cav, is a bit of a double edged sword. They are immune to psych, so they can't flee as a reaction. And causing fear on charge means you need numbers to autobreak, but you can't have a rank bonus. But they are hard hitting and fast. All in all, I'm not sure what to make of them, yet.

Treekin.
Wood elf ogres. They get the wood elf demon rules and a decent 4+ normal save. Making them proberly the toughest of the ogre sized models. Statwise and cost wise they are around the same as Unshabati. But less S and I. But they are tougher. So basically they are tougher and more expensive, then ogres, minotaurs and the like. But also slower and less hard hitting (only S=5). Also they burn.
Notes - simply note worth the points, they can soak arrows a little, but they ain't breaking nothing.

Rare choices.

Waywatchers.
There special deployment rules are gone. Instead they get the same as camelone skinks, but cost over double them, the also get the -1 to hit with missile weapons. Stats are unchanged as are command choices. But they are 4 points more expensive. Yes they have got killing blow at short range, but have lost all of their special in wood rules.
Notes - totally nutured. Killing blow no where near makes up for all the goodness they have lost, never mind making them more expensive. No armour + elven toughness + noway of hiding = very dead expensive waywatchers.

Treeman
This guy has changed quiet a bit. Most of his special rules are still there, large target, scaly skin, terror and tree singing (but only bound level 3 now). Hes also a wood elf demon now. Routed to spot has been replaced with stubborn. Treewhack with strangling roots. (ranged attack 6 inch range, doesn't need line of sight, but characters etc can't be picked out, can be used even if marched. Art dice worth of auto S-4 hits, +1S if target in woods. Misfire no shots). He's also buffed up some, with +1S, W and A. But his working out has left him a little slower (-1M) and less able (-2LD). All in all this monster has been uped 35 points.
Notes - Again a little interesting, but personally I never thought the treeman was worth his points before, nothing has changed on that, I just don't rate big monsters, exspecially slow none flying ones.

Great eagles
Unchanged apart from they are rare and can now only have 1 eagle per rare choice.
Notes - The best rare choice, good job as well, as a very useful unit can hardly be taken now.

I'll get onto the fun characters in the next post.
 
ich finde auch das der typ da etwas übertreibt, die WE müssen nun mehr in kombination miteinander spielen dazu gibt es allerdings auch einige möglichkeiten mehr als früher. also denke ich mal der trauert nur den alten regeln hinterher.

trotzdem hat er weitere infos raus gerückt

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 Reaper, 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.
 
Sprites
Like magic items only one per army can be choosen. A wood elf character can only have a single one. Tree demons any number (but still can only have each one once in the whole army).

A blight of terrors. Cost max allowance for hero characters. You cause terror.
Notes - Terror can be a game winner, but then again it can do nothing.

All the rest of the spirits cost half the cost of the above one.

A befuddlement of mischiefs. Bound spell level 3. 18 range, target is subject to stupidity in their next turn. Doesn't work on those immune to pyschology.
Notes - pretty pointless really.

A murder of spites. You get +d6 attacks at your own weapon skill, with I=4 and s=2. These attacks count as magical and posioned.
Notes - Not to bat at all.

A muster of malevolents. Ranged attack, with a range of 6 inches. Targeting works the same as a treemans new attack. You get d6 s=2 attacks that always hit on a 4+. The attacks count as magical and posined. You can stand and shoot with them, and still shoot your other missile weapon as normal. Even choosing 2 different targets.
Notes - I prefer the close combat version.

An annoyance of netlings.
In a challenge, you only get hit on 6s.
Notes - could be all that saves your character. But its no van horsemanns.

A resplendence of luminescents (these names get worse)
All attacks by the character and the unit he joins are magical.
Notes - great against some armies, useless against most.

A lamentation of despairs. One use, bound spell, level 3
Choose any model on the board, they make a LD test. If they fail they take D3 wounds. Which can't be saved by anything, armour, wards, regeneration, none work.
Notes - Ok despite the fact, this may never do anything. Every once in a while it will win the game for you. Worth its small points cost.

A cluster of radiants.
Tree spirits only. +1 dispel dice.
Notes - if you have one of the tree spirits it will be taken.

A pageant of shrikes
Another missile attack that can be used as well as other shooting attacks. It has 18" range, hits always on 3+ with a S=4. And can pick out any target. You can't stand and shoot with it.
Notes - rattling gun killer.

The kindreds.
Ok some of these are cool.

Wardancer kindred.
Cost for lord - max allowance for heros.
for hero - bow of loren (new version, as where the others before).
You lose your longbow (duh!), gain wardancer weapons and all the wardancer rules. You must be on foot and can only join wardancer units. If in a unit of dancers, you must use the same dance as the unit. You can't wear any armour and can only use magic weapons which are wardancer weapons (theirs only one).
Notes - Well you can have a wardancer general now. Not to bad really, but there are better and a wardancer hero is going to have the same WS as the basic dancers.

Eternal kindred.
Lets you get the special eternal kindred weapons. Ie you get an additional hand weapon and a 5+ st. Can't use any magical armour or weapons.
Dirt cheap for both lords and heros (cost of biting blade for lord, half for hero).
Proberly not going to be used much. Maybe ok for an archer character.

The Alter kindred.
Oh you are going to see a hell of a lot of these guys about. The air saurus being bothering you? Feed up with movement 9 von carsteins? Well heres your chance to fight fire with fire.
The lords version is again bow of loren cost, the heros dispel scroll cost. What do you get? The character becomes M=9, I=9 and gets +1A. The bad side is he can't be mounted and can never join a unit.
But expect a lot of these guys with the helm of the hunt (+1ws and a when charging), a great weapon and one of the 30 point warsaves (shadow field comes to mind first). For a character who is M=9 and Ws-7, s-6 and a=5 when he charges.

Scout kindred
Lords = dispel scroll, heros = old wardancers. You get to scout. But have to be on foot and can't use a great weapon.
Notes - usually for a shooter lord.

Wild Rider Kindred
More expensive again. Minimum hero magic item allonance for a lord and the cost of the bow for a hero.
Well you get a free spear and light armour to start with. You can't choose any other weapons or armour, but may choose a magic version of what you have. You must be mounted on an elven steed or great stag (basically a demonic mount, so ie don't bother). You also get all the same funky rules that the wild riders get.
Notes - Expensive, but again could be useful.

Waywatcher kindred
Highborn costs 5 points less than the wild rider kindred, noble the same.
You get the same rules as the waywatcher, basically you become a camelilone skink and get killing blow with your arrows. But you can't combine it with any magical bows or arrows. Also you can't wear any armour, carry a shield, or use double handed weapons. Including any magical versions of them.
Notes - really don't bother.

Glamourweave kindreds.
As I mentioned eariler this is for the mages. You get to get the tree spirit rules (demonic save and immune to pyschology).
For the cost of an old dryad. Also you must be mounted on an elven steed of unicorn.
Notes - don't bother again, the save and immune may look good. But you basically make your mage a target. On a unicorn anyone can pick them, the only unit they can hide are wild kindred. Who already have magic resistance one (as they are tree spirits, they can only join units of tree spirits).
Also immune to pyschology means you can't run away. Ever.

Lore of Athel Loren.

Ok we can teach brettonian damsels to learn life and beasts magic, but we can't teach or own level 1 and 2 mages to use it. Another great piece of sense from games workshop. So what have we been left with?

Tree singing 4+
Basically all the same rules as before. Except it only moves D3+1 inches now. It can also be used to cause D6 S5 hits on a unit in a wood which can be 'sung'

Fury of the Forest 6+
Sort of a version of father of thorns. Its only got 18 inch range and only causes D6 hits. But it is S=4, if the target is witin 6 inch of a wood, the strength is upped to 5.
Whilst its not as good as the life spells. It is easy to cast and is a rattling gun killer (its not a magic missile)

The hidden path 7+
Now this is a very, very interesting spell. Its cast on a friendly unit within 18 inchs. If sucessful unit the start of the their next turn they get 2 pretty nifty abilities. They can't be hurt at all, by none magical abilities. And they treat all terrain as open field. So yes you can cast it on archers, who will then be able to shoot at that mage hiding behind that hill. You can use on that unit of glade riders who are about to move into range of that volley gun.
Nice little spell, just a shame there will be many games its no use at all and that it does nothing to help you against any skaven shooting.

The twilight host. 8+
Again this spell is cast on a friendly unit within 18" of the caster. And again its effects last to the start of the units next turn. It makes the unit its cast on cause fear. If they already cause fear, they now cause terror.
A spell that will be of limited use against every army but slayers. Obviously it will be more useful against some than others.

Ariels Blessing 9+
This is another booster spell for a wood elf unit. With the same range and duration as the other spells. The unit this time gains regeneration.

The call of the hunt 11+
This is like a supped up version of the wolf hunts. It again as 18 inch range and is cast on a friendly unit. If the unit is already in combat, for the next combat round they all gain +1A. (not mounts) Otherwise they have to move towards an enemy (or forwards if none of in sight) 2D6 inches. If they hit the enemy they can only hold as reaction and the wood elf unit get the +1 attack.

All in all, an interesting and tactical list. Its got very little direct damage and most of its spells can be pretty useless some of the time. But I guess others can be game winners.
The main thing I can say about the athel loren list is. I want my life magic back.

All in all. As I've said most the time, woodies have been down powered. Whilst I'm sure new tactics will amerge, and we ain't quiet as bad as the other elven armies (you should here the local high elf players complain), they really ain't going to be up there with brets, skaven and lizzies.

I ain't giving up my woodies, not by any means, the new models are in the main lovely, and some parts of the new list seem interesting and playable. But those 60 clan eshin slaves I've been putting off painting, are now looking like they are going to have to be done. As I don't think with my woodies, I will be anywhere near where I was in tourneys as I have been.

On that not at conflict midlands today. I managed to get best general. My 5th one I've picked up in the last 2 years of them.

Anyway any questions, ask away. As long as I don't think it will get mach in trouble. I'll answer.

Laters.
Lestat.
 
und noch etwas hintergrund

How they came to be.. (Dates given in Sigmarite Calendar)


-4120 Elves colonise Elthin-Arvan, later known by man as the Old World
Across the lands later to be known as the Empire, Kislev & Brettonia, they built towers of marble and gold as their new homes.
First Elven contact with the Dwarfs is made, and trade and alliances between the two races prospered, culminating in the pledge of eternal friendship between the two races in -2840.
Subsequent generations of Elves born within the borders of Elthin-Arvan begin to view it as their true home, rather than Ulthuan.


-2723 The Sundering

Elves begin to travel back to Ulthuan to aid in the war, but many decide to stay in Elthin-Arvan, believing the troubles of the Phoenix King are not their own.

Elves native to Elthin-Arvan begin to move further inland.

First expeditions into the forest covering the foothills of the Grey Mountains, finding it to be a magical place teeming with life. After 3 particularly disastrous incursions, the Elves come to the realisation that the forest & it's inhabitants are a gestalt, magical and sentient entity that will defend itself against any outsiders it perceives as a threat.

The Elves name the forest Athel Loren and retreat to it's borders, planting magical waystones at it's boundaries. Some Elves go missing, supposedly lured to their doom by ethereal nymphs, but Athel Loren appears to tolerate the presence of the Elves provided they do not stray to far into it's depths.


-1997 The War of the Beard.

For 2 centuries, Elthin-Arvan bears the brunt of the hostilities as High Elf armies arrive to fight. The Phoenix King, Caledor II, demands that the colonists join the fight.

Many colonists, particularly those dwelling around Athel Loren refuse, fuelling the divide between them and Ulthuan as they see their homes ravaged in a conflict they did not start and want no part in.

The colonists fight vigorously to defend their forest homes from Dwarfen armies, raiding parties and logging teams.


-1589 to -1501 Birth of the Asrai.

Under the shadow of an impending Druchii invasion, the Phoenix King Caradryel decides to withdraw his armies and his protection from Elthin-Arvan, abandoning it to the Dwarfs and the emergent race of Man. The Elves begin to leave their towers & cities and return to Ulthuan.
Those living in Athel Loren saw this as the ultimate betrayal. They declared their independence from the rule of the Phoenix King & Ulthuan, and took the name of the Asrai, and become known to others as the Wood Elves.

That winter, unopposed by Ulthan's armies, the Dwarfs marched into Athel Loren, quickly overwhelming the dryads & tree spirits in their weakened state. Helpless, Athel Loren shifted, opening paths that led straight the settlements of the Asrai who slaughtered the Dwarfs until they retreated.

Athel Loren opens itself up to the Asrai seeing them now as a beneficial force, and they move into it's depths.


-1125. During a meeting of the various kindreds (see below) Ariel and Orion elope into the forest, as inter-kindred relationships are forbidden. When they are next seen, during a battle against Orc invaders, they have become aspects of Isha and Kurnous respectively.


Culture

The Asrai live by the maxim of giving back to Athel Loren as much as they take. When they need to make fires, they only take fallen branches and trees, and in spring they tend saplings, encouraging them to grow together to form great halls to live in. They hunt the beasts of the forest for food and clothing, but they use all of the animal in some way, and they give thanks to the forest in ceremonies of blood. And as Athel Loren protects them in the summer months, they in turn protect it during winter.

The Asrai live their lives as part of a group known as a kindred/kinband/kithband, following an ideology and way of life apart from the other kindreds. Minor conflict between kindreds is not unheard of. Some of the better known kindreds are (the book details others);


Kel-Isha. Mages, known as spellsingers or spellweavers. They literally talk to the trees. Taken from Quyl-Isha, meaning tears of Isha, sorry, mercy, endurance, and mourning for lost children..

Lakoys. Warriors. Most Asrai are part of a Lakoys kindred, and form the bulk of the Asrai's might. Taken from Lacoi, meaning might, glory & fear of death.

Caidath. Wardancers. Followers of the Elven god Loec, the god of laughter, trickery, dance and music. Taken from Cadaith, meaning grace, power and music of the stars.

Selathoi. Guardians of Athel Loren's most sacred places. Recruited from Lakoys kindreds. Taken from Sarathai, meaning unyielding defence.

Laith-Kourn. Loners, able to take on aspects of the beasts of the forest. Known as Shifters, Wild Kin and Alters. Taken from Lathain, meaning storm, wrath and gently falling rain that brings eternal sleep, and Kurnous.

Arahain. Scouts. Taken from Arhain, meaning shadows, night, stealth and secrets.


Ariel & Orion dwell in the Oak of Ages, deep within Athel Loren. In respect to Athel Loren's cycles, each winter Orion steps into a ritually prepared fire in the Glade of Kings. Ariel takes his ashes back into the Oak of Ages and remains there through winter. Each spring, the Wild Riders of Kurnous (Orion's personal guard) come to take an Elf selected to be Orion's vessel. He is ritually prepared and left with the Oak of Ages, and at the Spring Equinox, Ariel awakens and Orion lives once more, and begins the great hunt anew.

The Wood Elves' most hated enemy is Cyanathair, known to others as Morghul the Master of Skulls. He is the ultimate antithesis to all they stand for and brings the beastmen to Athel Loren, and they have slain him many times, only to see him rise again years later.

Brettonia
In the year 976, the Asrai prophetess Naieth scried into the future, and saw that the fates of the Asrai and the fledgeling Brettoni people were entwined. Handily, the Lady of the Lake appeared to Gilles le Breton very shortly after this...

The Fey Enchantress is appointed to oversee Brettonnia. She is responsible for weeding out those who display magical ability, but not the power to control it.

The shaky truce between the Brettonians and the Asrai continues for many years, until formalised in 1005 by Gilles' son, Louis the Rash. Brettonnia recognises Athel Loren as the sovereign realm of the Asrai, and Ariel and Orion agree to a lasting friendship with Bretonnia.

In 1336, Duke Melmon of Quenelles disappeared on the night of the Spring Equinox. Since that time, the Great Hunt of Orion has rampaged across the lands of Quenelles. In 1673 the hunt slays the resident Duke and his entire family save for his young daughter, who is taken into the woods. In 2285 peasants are driven mad by the hunt's passing and several villages are destroyed. In 2336, a delirious man claiming to be Duke Melmon emerges from Athel Loren, only to age, wither and die before the day is out. Quenelles has not seen the hunt since.


South-east Athel Loren is a place even the Asrai fear to go. They have imprisoned many 'evil' forest spirits there, and agents of these entities still roam free in the forest, doing what they can to sabotage relations between the Asrai and the Brettoni, but most worringly between the Asrai and Athel Loren itself.

Athel Loren tolerates the Elves as they are a help. For now.
As such, the Wood Elves protect the forest above all other interests - if Athel Loren decides it doesn't want/need them anymore, they're in trouble...

Many of the Older Tree spirits, including Drycha, barely manage to stay civil to the Asrai, and would prefer it if they weren't there at all. One particularly malevolent treeman ancient, Coeddil, tried to prevent Orion's rebirth on one occasion by slaughtering his bodyguard so they couldn't collect his sacrifice. Ariel only just managed to fend him and his dryads off, and he was imprisoned in the Southeast forest. Drycha appears to be in league with him at the moment, and for some reason she really doesn't like Parravon - keeps attacking villages there.. Certainly Brettonnian peasants who live near Athel Loren live in near constant fear of the Asrai, and see them more as boogeymen rather than protectors. Too much aggression from the Asrai or the Brettonnians would result in a war.

For the Brettonnians and the Asrai, it's more a fluffed-up truce. The Brets agree not to interfere with the forest, the Asrai agree not to slaughter them, although they have allied from time to time. As for the Fay Enchantress, it suggests that after Gilles' son formalised the truce, an Asrai stayed behind in Brettonia, so this could be her, but it doesn't specifically say.

Prior to SoC, the prophetess Naieth foresaw the doom of Loren, and the Asrai mobilised against the beastmen with the intent of total eradication from the Old World, and this is what they spent the SoC doing...

Kindreds are groups/tribes.
Wardancer Kindreds are purely Wardancers (also known as Feastmasters, due to a number of ceremonial duties they perform).
The 'Mage' kindreds are essentially the uber-hippies, and the only Asrai who practice magic to any extent, and they learn their craft from the forest itself...There are loads of other kindreds, like windriders, the riders of kurnous, and so on.
Best way to look at it would be tribes, I think, best known for a certain ability or talent rather than everyone being exactly the same. I'm still reading...

There is no mention of any Asrai outside of Athel Loren at all.
The maps only show Athel Loren, and Laurelorn isn't even mentioned in the copyright index of the book.

From the sound of it, it's probably because the general tone of the Asrai has become servants of Athel Loren; there may yet be Asrai in Laurelorn, but they are probably hunting beastmen, which appears to be the one driving force for the Asrai leaving Athel Loren.

Oh, and as for Drycha, bit more info; she's never liked the Asrai; if it's not native to Athel Loren, she doesn't like it.
It's suspected that she later became tainted by Morghur when he was killed in the glade of Woe (the part of Athel Loren that Drycha is bound to), but this only made her worse.
(One of her rules is that she can only be used as part of an army that consists entirely of dryads, treemen and treekin).
Oh, and the 'nasty place' that the Asrai use to imprison the more radical of Athel Loren's inhabitants is known as "The Wild Wood".

Bit more on the Kindreds; they're morre like nomadic tribes that travel around in the forest, only meeting when a great council is called. Kindreds are formed around a core belief and ideology, and from this they take their name, but even amongst these kindreds there may be differences, but in general they will share the combat methodologies, skills etc. of other like-minded kindreds.
Representatives of the various kindreds meet every so often as a 'council' at the foot of the Oak of Ages.
The only kindred that is very strict in it's doctrine is the Wardancer kindred.
Apparently Wardancers find 'normal' Wood Elves disturbing, because they move so slowly and clumsily...
 
Ich habe mir jetzt mal die Regeln durchgelesen und ich muss sagen, das wird wahrlich keine Armee für Anfänger (sofern die Regeln so stimmen).

Teure Einheiten, die extrem anfällig sind müssen taktisch sehr klug eingesetzt werden, in dem sie die Angriffsreaktioen und das Gelände komplett ausnutzen.
Auch gibt es Einheiten, die zwar zuschlagen können, das war es aber auch 😉

Ich freue mich richtig auf die Armee, da ich früher Waldelfen aufgehört habe, da die Modelle mir überhaupt nicht zugesagt haben. Da meine Freundin die Dunkelelfen spielen wird kann man da ein paar kleinere Elfenschlachten machen ^^
Und wie die Tyraniden bei 40k werde ich meine Waldelfen auch bemalen (auch wenn sie sich hinten anstellen müssen)... 😀
 
<div class='quotetop'>ZITAT</div>
Ich habe mir jetzt mal die Regeln durchgelesen und ich muss sagen, das wird wahrlich keine Armee für Anfänger (sofern die Regeln so stimmen).[/b]
Das ist aber auch ganz gut so. Hätte man die spielbarkeit vereinfacht, dann wäre wohl einfach nur die grüne Version der Hoch- bzw. Dunkelelfen entstanden. So ist es eine Armee, die mal stark anders zu spielen ist und auftreten wird!
 
<div class='quotetop'>ZITAT</div>
Again a little interesting, but personally I never thought the treeman was worth his points before, nothing has changed on that[/b]
Allerdings bin ich mir bei dem Typen auch nicht so sicher ob er wirklich Ahnung hat von dem was er sagt. Der Baummensch bisher nicht seine Punkte wert, daß ich nicht lache! Mit 3+ RW und seinen Profilwerten ist er im Moment das widerstandfähigste Monster wenn ich mich nicht irre. Dazu noch dieses verwurzeln, auch sehr hart gegen alle mit niedriger Stärke. Und der Schmetterschlag, kein anderes Monster kann mal eben nen Char mit 1 Attacke (und etwas Glück) ausschalten und auch Monster gehen da leicht mal drauf.
Also im Vergleich zum Riesen für 205 pts ist der Baummensch bisher mit seinen 235 pts (waren es doch oder?) echt sehr geil. Besonders da er ja noch den Baumsänger hat und sich somit samt Wald bewegen konnte.

Alles in allem wurde es den Waldelfen wohl schwieriger gemacht Killerkombos zu erschaffen, was aber auch gut so ist. Die Einheiten können alle immer noch recht viel aber kosten nunmal auch ihre Punkte weshalb Waldelfen wohl weiterhin eine der kleinsten Armeen bleiben.