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Author Topic: [AL]Wood Elves  (Read 42900 times)

Offline Leonida

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Re: [AL]Wood Elves
« Reply #90 on: March 15, 2018, 11:21:32 PM »
GEEP, you convinced me sincerely.
 
We were asking for two things, OR AT LEAST ONE OF THE TWO IF IT IS POSSIBLE. We are continuing to test WE 0.2.3 also tonight played 2000pts against DE. Outcome draw .. We noticed that a small addition to Waywatchers would not hurt and would not be so unbalancing:

First:
WAYWATCHERS, BRING THEIR ARMORING TO +6, since they are elite troops and to add a touch of uncertainty and also how on the forum it was stated that the armor is also a combat capability, and I do not think they are inferior to the infantry of the skeletons? try to think about it and little I know but at least think about it.

Second: As we thought of our club, allowing the WE cavalry to pass through the wood clearly no defend bonus! as the first version of the WE army. It would be their peculiarity to make them more specific.

Meanwhile, thank you very much

Leonidas
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Offline Ole

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Re: [AL]Wood Elves
« Reply #91 on: March 16, 2018, 01:29:43 PM »
GEEP, you convinced me sincerely.
 
We were asking for two things, OR AT LEAST ONE OF THE TWO IF IT IS POSSIBLE. We are continuing to test WE 0.2.3 also tonight played 2000pts against DE. Outcome draw .. We noticed that a small addition to Waywatchers would not hurt and would not be so unbalancing:

First:
WAYWATCHERS, BRING THEIR ARMORING TO +6, since they are elite troops and to add a touch of uncertainty and also how on the forum it was stated that the armor is also a combat capability, and I do not think they are inferior to the infantry of the skeletons? try to think about it and little I know but at least think about it.

Second: As we thought of our club, allowing the WE cavalry to pass through the wood clearly no defend bonus! as the first version of the WE army. It would be their peculiarity to make them more specific.

Meanwhile, thank you very much

Leonidas

Leonidas, thank you for your input, but could you please stop writing some stuff in CAPS? It is not only hard to read but is broadly considered shouting. And nobody wants to get shout at, do they?

Giving Wardancers a 6+ save only costs points. There is, or should be very little benefits from it. Remember they could be placed nearly anywhere on the board. Most probably in a defended position (dense terrain) and stand an shoot. They are hard to shift and pretty annoying!

But if you keep them in the backfield of your enemy troops they are one of the biggest harassments there is in Warmaster.

Giving them a 6+ save will only increase points in a very points expensive list.

If you want them more elite, why not glue only three miniatures per base. And say they are not hundreds os soldiers but anything less.

 You asked me to think about it, and I did. ;)

Keep it coming.

Ole

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Offline Leonida

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Re: [AL]Wood Elves
« Reply #92 on: March 16, 2018, 03:32:23 PM »
Ok thanks a lot I will not do this mistake again I did not think to cause so much noise ..

For the rest it does not seem so incredible the change proposed by me, I do not think it is unbalancing. It makes the game of Waywatchers and consequently of the WE more interesting.

Leonidas 
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Offline Aldhick

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Re: [AL]Wood Elves
« Reply #93 on: March 16, 2018, 06:18:58 PM »
About the waywatchers - if the point cost would be adequate, then it won't be unbalancing. But it doensn't make sense in the first place. The list already suffers from having lot of pricy options and no cheap ones. Every time I was building a list I felt I'm in extreme point shortage to build a list I'd like to. So I really don't understand why make the option even more expensive for almost no real effect  - in our game against Bretonnia a unit of Men - at - arms supported by another one charged WW unit in the wood. The Men-at-arms were harmlessly beaten off while taking one stand of damage.  So why should make WW even thougher?

About the cavalry in the woods - this would be serious messing with some core game principles. 
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Offline Leonida

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Re: [AL]Wood Elves
« Reply #94 on: March 17, 2018, 07:49:27 AM »
On the official website of Ricks Warmaster - rules updates, there is the list of the armies of Fantasy Mongol: Gareth Hobson, in which the ligth cavalry (WE Glade Riders) has this rule:

Light cavalry; "Light cavalry is based on the long side rather than on the short and can be turned 360 degrees to the full range.The light cavalry can enter difficult terrain in the same way as the infantry, but can never count as defense or fortified". It can be an idea. Thank you

Leonidas














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Offline Aldhick

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Re: [AL]Wood Elves
« Reply #95 on: March 17, 2018, 08:11:52 AM »
Yes, this is Light cavalry concept from the Warmaster Ancienst.

So you would like to apply this concept (including different basing) on WE cavalry? Are you sure of the consequences?
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Offline Leonida

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Re: [AL]Wood Elves
« Reply #96 on: March 17, 2018, 08:27:14 AM »
forget it
"Remember, is a game"

Offline Aldhick

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Re: [AL]Wood Elves
« Reply #97 on: March 17, 2018, 11:52:28 AM »
Look, the list is still under testing and I still await some feedback from other players around the world. If they are gonna support what you say, it will be definitely taken into account. At the moment you are the only one seeing the situation so grim. Will check the spell clarifications. Cheers.
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Offline empireaddict

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Re: [AL]Wood Elves
« Reply #98 on: March 27, 2018, 04:45:46 PM »
Have been doing some WE (v0.2.3) playtesting with Paul Winter and Janners recently.  Here is a brief summary of what we have fed into the WMRC.  The issues we think are most significant are marked with an asterisk (*).

* 1.  Buying extra woods for 25 points each.  Creates pill-boxes for the WE player.  No other WMR army has them.  So get rid of it completely.  Or (see my previous comments above), give Dwarves the option to buy hills, Empire the option to buy villages, and so on.

2. Glade Guard.  In the 2009 list you had to take 6 per 2,000 points.  Recommend a return to that, otherwise it's another enhancement.

3. Eternal Guard.  Surely less well-armoured than their mail-coated HE and DE brethren?  Should be 3|3|6+ and priced accordingly.  Factoring in no command penalty in woods, of course.

* 4. Wardancers.  OK as a Skirmish stand rather than a unit, but underpriced given that Empire skirmishers can only get 6+ armour at best for same price.  But would be resolved if Eternal Guard became 6+ armour.

* 5. Waywatchers.  Current configuration is OK, but underpriced.  Compare to Empire handgunners at 65 points and no (Command 10) infiltration option.  Should either be same price but 2 hits per stand, or price pushed up considerably.

6. Dryads/Treekin.  Very happy with army having some heavier hitting/armoured infantry, but why are there two lines? List has way too many entries compared to other lists.  So merge into one type only.

7. Glade Riders.  No concerns.

* 8. Wild Riders. Current configuration is OK, but underpriced significantly.  If you're a Chaos player, how might this offer sound to you ... For only 10 points, upgrade your Marauder cavalry to an extra attack per stand to front at start of each fight AND be immune to terror.  Yes, there's a command penalty to be factored in, but with a Command 10 general that 'penalty' only takes them to the level that everyone else is playing at.

9. Warhawk Riders.  OK, but Terradon stats are generally seen as the best flyers in the game.  If you get these in your overall package, perhaps turn down the volume on other things (see suggestions above).

10. Treeman.  No concerns.

* 11. Characters.  Dwarf-priced Command 10 General.  Really?  With all that cavalry and some great flyers?  Needs to be Elf-priced.

12. Spells.  Pretty good, but every tournament player worth his salt will take two unicorns and suddenly those difficult to cast (but potentially game-breaking) spells become a lot easier.  Especially when you chuck in the standard magic items on top of that.

13. Mounts.  Too many options.  Suggest dropping at least the unicorn for reasons above.

In summary, the list is definitely fixable but we're worried that it's just got too many low price goodies at the moment.
« Last Edit: March 27, 2018, 04:48:52 PM by empireaddict »
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Offline Leonida

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Re: [AL]Wood Elves
« Reply #99 on: March 27, 2018, 07:23:47 PM »
If you are hoping for a return to the old army list then I'm sorry you never played with that of Compendium 2009. (minimum absurd, 345 pts, etc.)
 It puts a very good job performed so far very well. I, as an old player with wood Elf, have to say that changing it as you indicate is a destroyer. According to me at the moment the 0.2.3 works, and I consider it the best ever published in 15 years, although I still have problems to familiarize with it, but it's my game problem.
I must say that I like it in my club (ten regular warmaster players).
Indeed, in my opinion, some units like Waywatchers are a bit weak .. but if I have to choose it is OK to save the 0.2.3. I have become a fan of this Army list at this point !! Thank you


Leonidas...
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Offline Geep

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Re: [AL]Wood Elves
« Reply #100 on: March 28, 2018, 01:23:30 PM »
Quote
* 1.  Buying extra woods for 25 points each.  Creates pill-boxes for the WE player.  No other WMR army has them.  So get rid of it completely.  Or (see my previous comments above), give Dwarves the option to buy hills, Empire the option to buy villages, and so on.
The ability to take woods has been crucial to Wood Elves since early 6th ed Fantasy, and before that they had ways to create woods mid-game. It's more iconic to them than terrain is to any other race. It may be a rule that needs some tweaking, but throwing it out completely seems like the lazy option.

Quote
2. Glade Guard.  In the 2009 list you had to take 6 per 2,000 points.  Recommend a return to that, otherwise it's another enhancement.
A mandatory 6 of an expensive shooting unit is very dull- it forces monotony in lists beyond the intention of the unit minimum requirements, and because they are only shooting infantry it also encourages a monotony in play style. It's better to have minimums spread across different unit types- No Warmaster scale army should be without Eternal Guard, for example, and their different unit role is a good shake-up.

Quote
3. Eternal Guard.  Surely less well-armoured than their mail-coated HE and DE brethren?  Should be 3|3|6+ and priced accordingly.  Factoring in no command penalty in woods, of course.
Eternal Guard (and the Wood Elf Spearmen before them) have always been the equal of their elven brethren. In fact, Eternal Guard (ever since they gained that name) are actually an elite unit closer to White Lions, etc.
Higher WS, better Ld, often Stubborn in some form, and armour and equipment better than that used by High Elf or Dark Elf regular spearmen.
A drop to a 6+ save makes them equal in combat to High Elf Archers, which is rather pitiful and doesn't reflect any version of them.
If this creates an issue with the Wardancer save then address the issue there.

Quote
6. Dryads/Treekin.  Very happy with army having some heavier hitting/armoured infantry, but why are there two lines? List has way too many entries compared to other lists.  So merge into one type only.
I dislike this idea because Dryads and Treekin are very different- it's like combining Saurus and Kroxigor. Still, I agree there are probably too many options, and this would probably be the least bad loss.

Quote
* 11. Characters.  Dwarf-priced Command 10 General.  Really?  With all that cavalry and some great flyers?  Needs to be Elf-priced.
That's also Dark Elf General price. The clincher for the price change with High Elves was the combination with Silver Helms, as aptly demonstrated in a published game where 2000pts of High Elves took out two allied 2000pt armies without breaking a sweat by swinging a large Silver Helm block from one flank to the other.
Wild Riders are almost Cold One Riders- just 1 less save and with a command penalty. I agree 100pts may be too cheap, and 110pts may be a better starting point, but keep the fix to them rather than taxing the general- at least until the rest of the list is set in stone and there's been more games recorded.

Offline Leonida

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Re: [AL]Wood Elves
« Reply #101 on: March 28, 2018, 08:09:57 PM »
The cavalry of WE for 1000 pts Wild Riders only  - / 2, DE Cold One - / 3 and Dark Riders - / 3 which cost only 95 pts (two shoot at 15 cm look like a little below cost compared to light cavalry of Glade Riders WE), HE Silvers Helm - / - without limit With general LD 10, both for DE and HE. I do not understand this one-way fury against the WE army list. So let's look at all the Army lists, I honestly do not see this danger hanging over Warmaster of an unbalanced WE on the contrary ...








« Last Edit: March 28, 2018, 08:18:48 PM by Leonida »
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Offline empireaddict

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Re: [AL]Wood Elves
« Reply #102 on: March 29, 2018, 06:31:56 PM »
@Geep, Thanks for your thoughts.  You picked up on two points that I had asterisked.  The other ones I don't feel so strongly about. 

On the woods, I just don't see them as necessary.  If you're playing friendly, scenario-based games in a non-competitive context, then lay down plenty of woods when you put the terrain; just as you would if you were theming the table to match other armies/situations.  But whether people like it or not, the army lists are used a lot for competitive play.  As a tournament organiser, I don't want to ban things that have been 'agreed' by the community, because that can create unnecessary discontent and undermine the credibility of the rules/lists revision system.

On the price of the general, with DEs there is the small matter of them executing subordinates, usually after 36 orders or less.  If the WEs had some sort of command problem, I'd very happily support 155 points.  For example, it's a guerrilla army, so why not limit the characters to 20cm command range?  That helps rein in the Lizardmen, who are otherwise very powerful and also live somewhere with lots of trees.

@Leonida, my experience has been this:  In 2014 and 2015 we allowed the 2009 WE list at tournaments we ran.  They over-performed noticeably and feedback from experienced and sensible players (including the WE players) was that they had too many good things for too few points.  It used to be the same for HEs, but they got reined in a bit.

Since the new version of the list came out recently, three of us have playtested it in several games, against different armies, with scenarios rather than just line-of-battle, and with players on each side with similar levels of experience.  A little-bit-of-everything WE list was narrowly defeated once and lost badly once (to a list containing six Chaos Warriors in a hold-the-tower scenario).  All their other games they won by a significant margin.  And a maxed WE list with 4 Wild Riders managed to take down an army with a break of 10 for the loss of only 1 Treeman and 4 stands from 4 units.

So, from the evidence of our experiences, we have suggested some changes to the WMRC.  I don't have any 'fury' or any other sort of passion for the list, so I am not going to spend any more time on it.  Other people will also feed in their experiences and suggestions on this forum and the committee will make a decision and we will respect it.  But if we then see a repeat of the 2014/2015 tournament experience, we might have to ban them again partially or fully from our events.  It would be a real shame if we had to do that.  So let's see what happens.  Personally, I am not going to say anything more on WEs until after a new list gets finalised.

In the meantime, I shall playtest some other lists to help move things forward for the community.  We have Cathay next on the to-do list.  But I'm going to predict that, in the future, Nippon will become just as controversial as WEs before a final list is agreed.  But such debate is a good thing, not a bad thing, especially if people use playtest evidence-based arguments.
« Last Edit: March 29, 2018, 06:40:19 PM by empireaddict »
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Offline Leonida

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Re: [AL]Wood Elves
« Reply #103 on: March 30, 2018, 07:39:34 AM »
In our club we tested WE army list 0.2.3 in 12 games (2000 pts) against various armies; DE, HE, Empire, Dwarf and Tomb King. With contrasting results, four draws, five losses and three wins. We'll play WE vs Dwarf tonight. In our club we play more for pleasure, the tournaments are on the sidelines, even if we have organized one in February 2018 (Tomb King victory). Perhaps this is the difference in ours evaluation.








« Last Edit: March 30, 2018, 09:48:13 AM by Leonida »
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Offline Aldhick

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Re: [AL]Wood Elves
« Reply #104 on: March 30, 2018, 07:48:30 AM »
I can see a problem in testing WE only in scenarios... they are ment to spice the game, but are not ment to be core of the game. The same problem I see in the perspective of Warmaster being primarily tournament game - it is obvious from the principle of the game, that it cannot be ment to be competetive game, but rather narrative. I have nothing against WM tournaments but I refuse to take tournament play as a prism form adjusting rules.
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