View Full Version : Woodelves: aka The Asrai.


Psychic_Llamas
Jul 01, 2006, 07:51 PM
This thread will be where i post info on the wood elves specifically. and will start with unit info (as Ploe asked me to;))

"Most pressing need this now. I need detailed info on all empire and woodelf/Highelf units. Can you guys post that somewhere in a new thread?
I mean all special rules and basic stats in the wh-game. I'd like to have one unit per post. Can you help with this?"

ok, first of all, in WH, each unit has 9 stats. these are:
M--movement
this is the distance they can move times 2. (in inches)
WS--weapon skill
this is how good they are at using hand weapons in close combat
BS--balistic skill
this is how good they are at using ranged weapons
S--strength
this is how strong they are, and how phisically powerfull they are
T--toughness
this is how resilient they are, and how much they can withstand damage
W--wounds
how many times they need to be hit and damaged to die.
I--initiative
how intelegent and fast reflexted they are
A--attacks
how many times they can attack
Ld--leadership
how charismatic they are.

EDIT: SPECIAL RULES FOR WODELVES ONLY:


Bodyguard
when the owner civ has Hero (ie Ariel, Orion etc) Eternal Guard is Stubborn and will not flee.

Eternal guard Fighting Style
Different Eternal guard kindreds employ different armament - some rely on Saearath (spear-staves) using the whirling blades to fend off enemy blows, others prefoer more traditional spears and sheilds. regardless of how Eternal guard are armed and armoured they have a permanent defencive bonus against meele and ranged units. they have a bonus against meele (fight like they have 2 hand weapons), and have a bonus against mounted units (spears)

Flying Cavalry
can pass impassable terrain
ignore movement costs
can fly over coast squares
flee twice as far if they fail a leadership test

forest spirit:
non-forest spirits cannot join forest spirit stacks, and viseversa.
forest spirits have an extra defensive bonus in forests.
a foret spirit's attacks count as being magical
immune to psychology.

Asrai Archery.
The elves of Athel Loren are the most accomplished and deadly archers in the whole of the warhammer world, surpassing even the skill of their High Elven brethren.
Wood elf archer type units therefore always start with the ‘expert bowman’ promotion.

Forest Walkers
A lifetime spent in the confines of Athel Loren inevitably teaches you how to move through woodlands without hindrance. Therefore all Woodelven units start with the ‘Forest Walker’ promotion the same as the ‘elven’ promotion in FfH.

Woodland Ambush
Woodelved in variably fight battles on the boarders of woodlands, where their Spellweavers can encorage the trees themselves to intervene. Because of this, the Woodelven Capital always starts surrounded by forsts, and Wood elf workers can build improvements without removing the forests.

Glade Guard Longbows:
The longbows carried by the Glade Guard are more powerful than those carried by other warriors in the wood elf army such as scouts or waywatchers. Glade guard attack therefore ignore defencive bonuses as the arrows pierce even dwarvern armour.

Hit-and-run
if they fail a leadershp test, they doo not flee from panic and rally automatically (twice as far as a normal flee because of Flying cavalry rule) fleeing does not cause nearby units to panic. the enemy cannot pursue them. if Warhawk riders the enemy fails a leadership test and flees, the warhawk can choose to fall back instead of pursue. only works if they attacked, not if they defend.

Impale
A Unicorn uses its horn much in the same manner as a knight uses a lance. When a unicorn attacks, it gains an extra +15% strength.

Leathal Shot
Waywatchers have the eyes o hawks, and can shoot a goblin in the eye at night a hundred yards away. the Way watches have the 'Killing Blow' promotion giving them a 10% chance of instantly killing their foe (unless the foe is a hero or have first strike)

Poison Breath
Armour is of little use aginst the soporific fumes exhaled by Dragons ofAthel Loren. Their Breath weapon ignores all defensive bonuses, and causes collateral damage.

Shadow Dances of Loec
Each turn the wrdancers can choose one of the following shadow dances to perform for their next attack. they cannot perform the same ance two turns in a row
Whirling death
each strike of a wardancers blade is made with uncanny precision, capable of severing a head or piercing a heart with one deceptively elegant stroke. the wardancers have the 'Killing Blow' promotion giving them a 10% chance of instantly killing their foe (unless the foe is a hero or have first strike)
Storm of blades
the wardancers rain blow after blow upon their opponent, moving with such speed, that the eye cannot follow each distinct cut and thrust. The wardancers gain the blitz promotion for their next battle.
The shadows coil
With agile grace the wardancers evade theclumsy attacks of their enemies, becoming almost impossible to strke. the Wardances gain the 'evasive' promotion for their next battle, which makes enemies hit 60% of the time.
Woven mist
The sinuous movements of this dance distrac and confuse the enemy, allowing the wrdancers to strike befor their foe can react. The Wardancers gain one extra first strike for their next battle.

Strangle-roots:
can 'cast' 'the father of the thorn' spell.

Talismanic tattoos
some wood elf warriors are adorned with all manner of tattoos and warpaint that grant them the blessings of their gods. the unit is Magic resistant

The fury of Kurnous
there is a 20% chance that the Wild Riders gain the blitz promotion every turn, to last a turn.

The Wild Hunt
can pas impassable terrain
ignore movement costs
can fly over coast squares
flee twice as far if they fail a leadership test

tree singing:
can cast the tree singing spell

Wardancer Weapons
Wardancers use a mix of weapons in their units, including pairs of swords, glaives, and double handed swords. to represent this, Wardancers always get on extra first strike

The Glamorweave kindred
the Glamorweave kindred, or Kindreds of Yenayla, is a small kindred, smaller than the Spellsinging kindreds that are dedicated to maintaining the correct balace within Athel Loren. Glamourweaves, sometimes known as Shapers, Tree-singers, Skein-Weavers, Shadow-walkers, Changelings, Wood-seers, Grove-kin, and wood-shapers, are very closely linked to Athel Loren, and often act as emissaries and ambassadors between the Woodelves and the older spirits of Athel Loren itself.
The name Yenaylahas evolved from the elven root word Yenlui, meaning balance, harmoy and chaos.
(this could be implemented in a promotion form, that gives spell singers/weavers the 'forest spirit' special rule, and alow them to ride unicorns and great stags.)

Sprites
Spellsingers/wevers can attract Swarms of Sprites to defend them. Sprites are rare woodland creatures that are about the size of small birds. They have an almost Elf-like appearance and can fly. They carry tiny dart like spears with which they jab or sting their victims inflicting numerous nasty wounds.

Psychic_Llamas
Jul 01, 2006, 08:12 PM
Wood Elven Spell casters: Spellweaver


Spellweaver stats
M-- 5
WS--4
BS-- 4
S-- 3
T-- 3
W-- 3
I-- 5
A-- 1
Ld-- 9

weapons:
--longbow
Magic:
--can select 5 spells from the Lore of Athel Loren and 3 spells from the Lore of beasts or Lore of life.
Options:
--may be part of the glamourweave kindred and thus be clasified as a forest spirit.
--may ride a unicorn.
--may ride an elven steed.
--may ride a great eagle.
--may ride a great stag.
--may be accompanied by sprites.

The Glamorweave kindred
the Glamorweave kindred, or Kindreds of Yenayla, is a small kindred, smaller than the Spellsinging kindreds that are dedicated to maintaining the correct balace within Athel Loren. Glamourweaves, sometimes knowen as Shapers, Tree-singers, Skein-Weavers, Shadow-walkers, Changelings, Wood-seers, Grove-kin, and wood-shapers, are very closely linked to Athel Loren, and often act as emiserries and ambassadors between the Woodelves and the older spirits of Athel Loren itself.
The name Yenaylahas evolved from the elven root word Yenlui, meaning balance, harmoy and chaos.
(this could be implemented in a promotion form, that gives spell singers/weavers the 'forest spirit' special rule, and alow them to ride unicorns and great stags.)

Sprites
Spellsingers/wevers can attract Swarms of Sprites to defend them. Sprites are rare woodland creatures that are about the size of small birds. They have an almost Elf-like appearance and can fly. They carry tiny dart like spears with which they jab or sting their victims inflicting numerous nasty wounds.



Wood Elven Spell casters: SpellSinger

Spellsinger stats
M-- 5
WS--4
BS-- 4
S-- 3
T-- 3
W-- 2
I-- 5
A-- 1
Ld-- 8

weapons:
--longbow
Magic:
--can select 4 spells from the Lore of Athel Loren and 2 spells from the Lore of beasts or Lore of life.
Options:
--may be part of the glamourweave kindred and thus be clasified as a forest spirit.
--may ride a unicorn.
--may ride an elven steed
--may be accompanied by sprites.

The Glamorweave kindred
the Glamorweave kindred, or Kindreds of Yenayla, is a small kindred, smaller than the Spellsinging kindreds that are dedicated to maintaining the correct balace within Athel Loren. Glamourweaves, sometimes knowen as Shapers, Tree-singers, Skein-Weavers, Shadow-walkers, Changelings, Wood-seers, Grove-kin, and wood-shapers, are very closely linked to Athel Loren, and often act as emiserries and ambassadors between the Woodelves and the older spirits of Athel Loren itself.
The name Yenaylahas evolved from the elven root word Yenlui, meaning balance, harmoy and chaos.
(this could be implemented in a promotion form, that gives spell singers/weavers the 'forest spirit' special rule, and alow them to ride unicorns and great stags.)

Sprites
Spellsingers/wevers can attract Swarms of Sprites to defend them. Sprites are rare woodland creatures that are about the size of small birds. They have an almost Elf-like appearance and can fly. They carry tiny dart like spears with which they jab or sting their victims inflicting numerous nasty wounds.



Treemen

Treeman stats
M-- 5
WS--5
BS-- 0
S-- 6
T-- 6
W-- 6
I-- 2
A-- 5
Ld-- 8

Special Rules:
forest spirit:
non-forest spirits cannot join forest spirit stacks, and viseversa.
forest spirits have an extra defensive bonus in forests.
a foret spirit's attacks count as being magical
immune to psychology.
scaly skin:
gets apermanent defencive bonus against non magical attacks
stubborn:
will not retreat.
strangle roots:
can 'cast' 'the father of the thorn' spell.
flamable: \
is delt double damage from fire based attacks
tree singing:
can cast the tree singing spell
terror:
causes terror
large target:
archer enemies can hit him easyer.


Tree Kin

Tree Kin stats
M-- 5
WS--4
BS-- 0
S-- 5
T-- 5
W-- 3
I-- 3
A-- 3
Ld-- 8

Special Rules:
forest spirit:
non-forest spirits cannot join forest spirit stacks, and viseversa.
forest spirits have an extra defensive bonus in forests.
a foret spirit's attacks count as being magical
immune to psychology.
scaly skin:
gets apermanent defencive bonus against non magical attacks
flamable: \
is delt double damage from fire based attacks
fear:
causes fear


Dryad

Dryad stats
M-- 5
WS--4
BS-- 0
S-- 4
T-- 4
W-- 1
I-- 6
A-- 2
Ld-- 8

Special Rules:
forest spirit:
non-forest spirits cannot join forest spirit stacks, and viseversa.
forest spirits have an extra defensive bonus in forests.
a foret spirit's attacks count as being magical
immune to psychology.
skirmish:
does not get movement penalties in forests, jungles or hills.
fear:
causes fear.


Glade Guard

Glade Guard stats
M-- 5
WS--4
BS-- 5
S-- 3
T-- 3
W-- 1
I-- 5
A-- 1
Ld-- 8

weapons:
--longbow
Options:
--may have a musician
--may have a standard bearer
--may have a Lord's Bowman (champion)

Special Rules:
Glade Guard Longbows:
The longbows carried by the Glade Guard are more powerful than those carried by other warriors in the wood elf army such as scouts or waywatchers. Glade guard attack therefore ignore defencive bonuses as the arrows pierce even dwarvern armour.


Woodelf scout

Woodelf scout stats
M-- 5
WS--4
BS-- 4
S-- 3
T-- 3
W-- 1
I-- 5
A-- 1
Ld-- 8

weapons:
--longbow
Options:
--may have a musician
--may have a standard bearer
--may have a Lord's Bowman (champion)

Special Rules:
skirmish:
does not get movement penalties in forests, jungles or hills.
Scouts:
The woodelvs start with 2 scout instead of 1.
they can start up to 10 squares away from the settler (if that is possible)


Glade Riders

Glade Riders stats
M-- 9
WS--4
BS-- 4
S-- 3
T-- 3
W-- 1
I-- 5
A-- 1
Ld-- 8

weapons:
--spear and longbow
Options:
--may have a musician
--may have a standard bearer
--may have a Horsemaster(champion)

Special Rules:
Fast Cavalry
when they flee as a charge reaction, they rally automatically.


Eternal Guard

Glade Riders stats
M-- 5
WS--5
BS-- 4
S-- 3
T-- 3
W-- 1
I-- 5
A-- 1
Ld-- 9

weapons:
--Eternal guard weapons and armour
Options:
--may have a musician
--may have a standard bearer
--may have an Eternal(champion)

Special Rules:
Eternal guard Fighting Style
Different Eternal guard kindreds employ different armament - some rely on Saearath (spear-staves) using the whirling blades to fend off enemy blows, others prefoer more traditional spears and sheilds. regardless of how Eternal guard are armed and armoured they have a permanent defencive bonus against meele and ranged units. they have a bonus against meele (fight like they have 2 hand weapons), and have a bonus against mounted units (spears)
Bodyguard
when the owner civ has Hero (ie Ariel, Orion etc) Eternal Guard is Stubborn and will not flee.


Wardancer Troupe

Wardancer stats
M-- 5
WS--6
BS-- 4
S-- 3
T-- 3
W-- 1
I-- 6
A-- 1
Ld-- 8

weapons:
--wardancer weapons
Options:
--may have a musician
--may have a Bladesinger(champion)

Special Rules:
skirmish:
does not get movement penalties in forests, jungles or hills.
Shadow Dances of Loec
Each turn the wrdancers can choose one of the following shadow dances to perform for their next attack. they cannot perform the same ance two turns in a row
Whirling death
each strike of a wardancers blade is made with uncanny precision, capable of severing a head or piercing a heart with one deceptively elegant stroke. the wardancers have the 'Killing Blow' promotion giving them a 10% chance of instantly killing their foe (unless the foe is a hero or have first strike)
Storm of blades
the wardancers rain blow after blow upon their opponent, moving with such speed, that the eye cannot follow each distinct cut and thrust. The wardancers gain the blitz promotion for their next battle.
The shadows coil
With agile grace the wardancers evade theclumsy attacks of their enemies, becoming almost impossible to strke. the Wardances gain the 'evasive' promotion for their next battle, which makes enemies hit 60% of the time.
Woven mist
The sinuous movements of this dance distrac and confuse the enemy, allowing the wrdancers to strike befor their foe can react. The Wardancers gain one extra first strike for their next battle.
Immune to Psychology
unaffected by Phsychology
Talismanic tattoos
some wood elf warriors are adorned with all manner of tattoos and warpaint that grant them the blessings of their gods. the unit is Magic resistant
Wardancer Weapons
Wardancers use a mix of weapons in their units, including pairs of swords, glaives, and double handed swords. to represent this, Wardancers always get on extra first strike



Warhawk Riders

Warhawk Rider stats
M-- 12
WS--4
BS-- 4
S-- 3
T-- 3
W-- 2
I-- 5
A-- 1
Ld-- 8

weapons:
--Spear and longbow
Options:
--may have a Wind Rider(champion)

Special Rules:
Flying Cavalry
can pass impassable terrain
ignore movement costs
can fly over coast squares
flee twice as far if they fail a leadership test
Hit-and-run
if they fail a leadershp test, they doo not flee from panic and rally automatically (twice as far as a normal flee because of Flying cavalry rule) fleeing does not cause nearby units to panic. the enemy cannot pursue them. if Warhawk riders the enemy fails a leadership test and flees, the warhawk can choose to fall back instead of pursue. only works if they attacked, not if they defend.



Wild Riders of Kurnous

Wild Rider stats
M-- 9
WS--5
BS-- 4
S-- 4
T-- 3
W-- 1
I-- 5
A-- 1
Ld-- 9

weapons:
--Spear and light armour
Options:
--starts with a musician
--may have a standard bearer
--may have a Wild Hunter(champion)

Special Rules:
The Wild Hunt
can pas impassable terrain
ignore movement costs
can fly over coast squares
flee twice as far if they fail a leadership test
The fury of Kurnous
there is a 20% chance that the Wild Riders gain the blitz promotion every turn, to last a turn.
Fast Cavalry
when they flee as a charge reaction, they rally automatically.
forest spirit:
non-forest spirits cannot join forest spirit stacks, and viseversa.
forest spirits have an extra defensive bonus in forests.
a foret spirit's attacks count as being magical
Talismanic tattoos
some wood elf warriors are adorned with all manner of tattoos and warpaint that grant them the blessings of their gods. the unit is Magic resistant


Way Watchers

Wild Rider stats
M-- 5
WS--4
BS-- 5
S-- 3
T-- 3
W-- 1
I-- 5
A-- 1
Ld-- 8

weapons:
--Longbow and 2 hand weapons
Options:
--may have a Shadow Sentinel(champion)

Special Rules:
skirmish:
does not get movement penalties in forests, jungles or hills.
Leathal Shot
Waywatchers have the eyes o hawks, and can shoot a goblin in the eye at night a hundred yards away. the Way watches have the 'Killing Blow' promotion giving them a 10% chance of instantly killing their foe (unless the foe is a hero or have first strike)
Forest Stalker
clad in carfully woven raiments designed to help tham vanish into the background, Waywatchers are almost impossible to spot. this means that the way watchers act as spys do, and are invisible to all enemy units if they are in a forest, jungle or hill.


Great Eagles

Great Eagle stats
M-- 12
WS--5
BS-- 0
S-- 4
T-- 4
W-- 3
I-- 4
A-- 2
Ld-- 8


Special Rules:
Fly:
can pass impassable terrain
ignore movement costs of all terrain
can fly over coast squares
flee twice as far if they fail a leadership test


Unicorn

Unicorn stats
M-- 10
WS--5
BS-- 0
S-- 4
T-- 4
W-- 3
I-- 5
A-- 2
Ld-- 8


Special Rules:
Impale
A Unicorn uses its horn much in the same manner as a knight uses a lance. When a unicorn attacks, it gains an extra +15% strength.
forest spirit:
non-forest spirits cannot join forest spirit stacks, and viseversa.
forest spirits have an extra defensive bonus in forests.
a foret spirit's attacks count as being magical
immune to psychology.
Magic resistant
Unicorns are naturaly resistant to magic.


Great Stag

Great Stag stats
M-- 9
WS--5
BS-- 0
S-- 5
T-- 4
W-- 3
I-- 4
A-- 2
Ld-- 7


Special Rules:
forest spirit:
non-forest spirits cannot join forest spirit stacks, and viseversa.
forest spirits have an extra defensive bonus in forests.
a foret spirit's attacks count as being magical
immune to psychology.


Forest Dragon

Forest Dragon stats
M-- 12
WS--6
BS-- 0
S-- 6
T-- 6
W-- 6
I-- 3
A-- 5
Ld-- 8


Special Rules:
Fly:
can pass impassable terrain
ignore movement costs of all terrain
can fly over coast squares
flee twice as far if they fail a leadership test
Poison Breath
Armour is of little use aginst the soporific fumes exhaled by Dragons ofAthel Loren. Their Breath weapon ignores all defensive bonuses, and causes collateral damage.
Terror
Dragons cause terror
scaly skin:
gets a permanent defencive bonus against non magical attacks
large target:
archer enemies can hit him easyer.

Ploeperpengel
Jul 01, 2006, 08:47 PM
Stats conversion:

Treeman: Str 25, 1 FSC, M 2

Treekin: Str 16, 1 FSC, 1 FS, M 2

Dryads: Str 10, 1 FSC, 2 FS, M 2

Gladeguard: Str 6, 1 FSC, 1 FS, M 2

Gladeriders: Str 6, 1 FSC, 1 FS, M 3

Eternal Guard: Str 7(+1 due to fighting style), 1 FSC, 1 FS, M 2

Psychic_Llamas
Jul 01, 2006, 09:08 PM
updated post 2 giving details of the Glamourweave kindred and sprites.

woodelf
Jul 01, 2006, 09:18 PM
Obviously these guys need to rule the WH universe.

Keep up the good stuff P_L.

Psychic_Llamas
Jul 01, 2006, 09:20 PM
yeh, well obviously they need to rule:D, (thats why im going to give them heaps of awsome abilities, and give them the upper hand...
Just kidding, i wont really, that would be unfair. im basically coppying stuff out of the army book and rephrasing it into Civ language a bit.

Lord Olleus
Jul 02, 2006, 03:28 AM
The problem is that in Civ W,S,T,I are all 'strenght' and there is no way of differentiating them.

Psychic_Llamas
Jul 02, 2006, 03:59 AM
yes, i know that, i was just posting exactly what each unit is like stats wise in the tabletop game. im sure we can come up with some formula or something which combines them to find a final strength.

perhaps you could take an average of those 4 stats and say that is the unit's strength?
Eg Spellweaver has 3W 3S 3T 5I, add them together, and divide by 4, givs us 3.5 strength, then rounding up, the spell weaver has 4 strength.

Lord Olleus
Jul 02, 2006, 04:05 AM
you could transfer initiative as first strikes, and weaponskill/movement as retreat chance. If you have good WS you can make a safe retreat more easily by keeping your opponents at bay.

Psychic_Llamas
Jul 02, 2006, 04:19 AM
that sounds good, we just need to decide were the cut off should be for first strikes and retreats. Perhaps 5 for both.

Psychic_Llamas
Jul 02, 2006, 08:11 AM
:D
finished The Woodelf Unitstats In Post 2
:D

Lord Olleus
Jul 02, 2006, 08:15 AM
impressive.
I am not sure that this is very legal though, we are coppying and posting on a public forum information which you would normaly have to pay to get.

Ploeperpengel
Jul 02, 2006, 08:17 AM
impressive.
I am not sure that this is very legal though, we are coppying and posting on a public forum information which you would normaly have to pay to get.
It's a private forum.;) I need this kind of info to get an idea how I could put up the unitstats we won't have to share this info with the rest of the community and there's no way any guys from GW can enter.

Psychic_Llamas
Jul 02, 2006, 08:22 AM
but I did pay for it ;) should i put a "thanks Games workshop" thing up also?
before we make it public i can deleat it if you like, or i can change it to the Civ language before we go public.

@ Ploe. Is that all ok? i hope so. any other for woodelves i missed? i might start Highelves next...

Ploeperpengel
Jul 02, 2006, 08:29 AM
I'm not really sure to make this forum public at all. FFH has another private forum also and I don't want poeple like Darkdone spamming our developement threads.

Lord Olleus
Jul 02, 2006, 08:42 AM
I say leave it private.

Ploeperpengel
Jul 02, 2006, 08:49 AM
Yep, will do! So now let's use this thread to collect suggestions for civstats for the woodelves.

Psychic_Llamas
Jul 02, 2006, 09:13 AM
Ok, first of all we need a method for deciding what strength a unit will be.

I think it would be good if there was a base strength for all units in one tier. ie ancient units have a bae strength of 2, the next tier has base strength 5, next tier hasbase strength 10, next tier has base strength 15 (or something) and then each indevidual unit gets some extar strength added on or subtracted from that depending on thier abilities.
eg spell casters should get strength subtracted, because they are not strong but can cast spells.
movement should be easy: foot units have 1 move, skermish and horsy units have 2 move, flying and winged mosters have 3 and dragons and other uber things have 4.

Lord Olleus
Jul 02, 2006, 10:35 AM
Don't have any unit with movement greater than 3. It is simply to easy to blitz with those units and the AI will get very confused (just look at naval units).

I like your idea of base strength, maybe it should go something like this:
5, 8, 12, 18
So that you have an incentive for researching new techs. If you are afraid that this will cause big 'jump points' I have made a python mod where certain techs can make certain units a little stronger, making the rise in unit strengh progressive.

To make units stronger/weaker you could do:WS + S + T + 2A + 2W and compare that to a benchmark (about 13?). For every point above/below this the unit gets it strength changed by 10% (rounding up/down).

Also:
(I + BW) 7 = 0 - 1 first strike
(I + BW) 8 = 1 first strike
(I + BW) 9 = 1 - 2 first strikes
(I + BW) 10 = 2 first strikes
ect...
+1 first strike if it has a weapon of range 12-24
+1-2 first strikes if it has a weapon of range 24-36
+2 first strikes if it has a weapon of range 30+

And for retreat chance:
(I + M) 9 = 10% chance
(I + M) 10 = 20% chance
(I + M) 11 = 30% chance
(I + M) 12 = 40% chance
ect...

That should be a good starting point.

Ploeperpengel
Jul 02, 2006, 10:55 AM
:eek: I think this is to large steps. I don't think the normal tier concept really fits to Warhammer. I know you invented that for your mod to have tanks not beaten up by spearman i.e. but why shouldn't a crowd (a lreally arge one) of goblinspearmen beat up the phoenix guard? Anyway lets switch this debate to the generic unitstats (http://forums.civfanatics.com/showthread.php?t=174829).

Psychic_Llamas
Jul 03, 2006, 02:31 AM
would you like me to make up profiles for the other units that are made up? and also post generic Woodelf rules?

Ploeperpengel
Jul 03, 2006, 05:39 AM
Woodelf rules would be good. After that you can start with another civ.
Or learn some XML and start the pedia:p

Edit: Just looked there's also some Diplotext needed yet.

Psychic_Llamas
Jul 03, 2006, 06:20 AM
ok, i will write up a to-do-list. what is highest priority for now?

I know some basic (very basic) XML, what is needed for the pedia?

Ploeperpengel
Jul 03, 2006, 06:45 AM
ok, i will write up a to-do-list. what is highest priority for now?

I know some basic (very basic) XML, what is needed for the pedia?
It's really just basic knowledge you'll need so no worries. All you need to do is mostly copy-pasting text into it. It's timeconsuming but really easy. I learned it in an hour with this tutorial:
http://forums.civfanatics.com/showthread.php?t=148507

You have links to notepad++ there which is useful and it is explained very well there how to set everything related to civs and Leaderheads and even Units into the textfiles.;)

Psychic_Llamas
Jul 03, 2006, 07:03 AM
OK, but what file do i need to do pedia?

Ploeperpengel
Jul 03, 2006, 07:28 AM
Is everything in the tutorial believe me;) It's written for people who never did anything with xml. Check if the needed file is already in the mod and if not just copy the vanilla to work on it.

Psychic_Llamas
Jul 03, 2006, 07:39 AM
Ok, will do. i will have a play tomorrow.:)

Psychic_Llamas
Jul 03, 2006, 08:12 AM
Finished the Wood Elves Special rules in post 1

added Forest dragon, unicorn and great stag in post 2.

Duke van Frost
Jul 21, 2006, 12:26 PM
My suggestions for the Wood Elves Unit Stats, based on the ones for High Elves:

Ancient

Woodelf Settler: S0, M3, can found a new city - cost 110
Woodelf Worker: S0, 0FS, M3, can improve tiles - cost 70
Work Boat: S0, M2, cannot enter ocean, can create fishing boats and whaling boats - cost 30
Ancient Woodelf Warrior: S2, 1FS, 1FSC, M2, +25% City Defense - cost 25
Ancient Woodelf Spearman: S4, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 40
Ancient Woodelf Archer: S3, 1FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 35
Ancient Woodelf Swordsman: S4, 1FS, 1FSC, M2, +20% City-Attack - cost 40
Ancient Woodelf Shamaness: S3, 0FS, 1FSC, M2, can cast spells - cost 45
Beastmaster: ???
Great Eagle: ???
Woodelf Scout: S1, 1FS, 1FSC, M3, +100% vs Animals, only Defense, better results from Villages - cost 25
Living Raft (?): S2, M2, Cargo Space 2, cannot enter ocean - cost 50


Age of Magic

Citizen: ???
Glade Guard Spearman: S6, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 75
Glade Guard Archer: S5, 2FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 65
Woodelf Swordsman: S6, 1FS, 1FSC, M2, +20% City-Attack - cost 65
Glade Riders: S7, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 80
Woodelf Prophetess: S5, 0FS, 1FSC, M2, can cast Spells - cost 75
Dryads: ???
Great Stag: ???
Unicorn: ???
Ranger: S3, 1FS, 1FSC, M3, better Results from Villages - cost 50
Caravel (?): S3, M3, Cargo Space 1 (can carry scout, explorer, missionary, spy, or great people), can explore rival territory w/o triggering war - cost 60


Age of Discovery

Eternal Guard: S8, 1FS, 1FSC, M2, +25% vs Melee, +25% vs Cavalry - cost 120
Wardancer: S8, 1FS, 1FSC, M2, +20% City-Attack, +25% vs Monsters, +25% vs Melee - cost 120
Wood Elf Longbowman: S6, 3FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 90
Waywatcher: S7, 2FS, 1FSC, M2, +50% City-Defense, +25% Hills Defense - cost 90
Wild Riders: S9, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 130
Spellsinger: S6, 0FS, 1FSC, M2, can cast spells - cost 110
Treekin: ???
Galleon (?): S5, M4, Cargo Space 3 - cost 80
Caravel (?): S8, M4, Can bombard city defenses -10% - cost 90


Mechanical Age

Warhawkrider: S9, 1FS, 1FSC, M4, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 150
Forest Dragon Rider: ???
Treeman: ???
Seamonster: ???
Spellweaver: ???

Psychic_Llamas
Jul 22, 2006, 01:31 AM
that list is nice, but here are my changes, though im not sure how you work out the strength etc, my changes are just guesses of what would be apropriate, like a ball-park-figure.


Ancient

Woodelf Settler: S0, M3, can found a new city - cost 110
Woodelf Worker: S0, 0FS, M3, can improve tiles - cost 70
Work Boat: S0, M2, cannot enter ocean, can create fishing boats and whaling boats - cost 30
Ancient Woodelf Warrior: S2, 1FS, 1FSC, M2, +25% City Defense +25% Forest-Defense- cost 25
Ancient Woodelf Spearman: S4, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) +25% Forest-Defense- cost 40
Ancient Woodelf Archer: S3, 1FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense +25% Forest-Defense - cost 35
Ancient Woodelf Swordsman: S4, 1FS, 1FSC, M2, +20% City-Attack +25% Forest-Defense- cost 40
Ancient Woodelf Shamaness: S3, 0FS, 1FSC, M2, can cast spells +25% Forest-Defense- cost 45
Beastmaster: S4, 1FS, 1FSC, M2, +100% vs Animals +30% Hills-Defense, +30% Forest-Defense - cost 50
Great Eagle: S5, 2FS, 1FSC, M3, -cost 65
Woodelf Scout: S1, 1FS, 1FSC, M3, +100% vs Animals, only Defense, better results from Villages +25% Forest-Defense- cost 25
Living Raft (?): S2, M2, Cargo Space 2, cannot enter ocean - cost 50


Age of Magic

Citizen: ???
Glade Guard Spearman: S6, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) +25% Forest-Defense- cost 75
Glade Guard Archer: S5, 2FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense +25% Forest-Defense- cost 65
Woodelf Swordsman: S6, 1FS, 1FSC, M2, +20% City-Attack +25% Forest-Defense- cost 65
Glade Riders: S7, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% +25% Forest-Defense-cost 80
Woodelf Prophetess: S5, 0FS, 1FSC, M2, can cast Spells +25% Forest-Defense- cost 75
Dryads: S7, 2FS, 1FSC, M2, Fear, Ignores terrain movement penalties, +25% Forest-Defense - cost 75
Great Stag: S7, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% +25% Forest-Defense - cost 70
Unicorn: S9, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% Magic immunity, +25% Forest-Defense - cost 80
Ranger: S3, 1FS, 1FSC, M3, better Results from Villages +25% Forest-Defense- cost 50
Caravel (?): S3, M3, Cargo Space 1 (can carry scout, explorer, missionary, spy, or great people), can explore rival territory w/o triggering war - cost 60


Age of Discovery

Eternal Guard: S8, 1FS, 1FSC, M2, +25% vs Melee, +25% vs Cavalry +25% Forest-Defense- cost 120
Wardancer: S8, 1FS, 1FSC, M2, +20% City-Attack, +25% vs Monsters, +25% vs Melee +25% Forest-Defense- cost 120
Wood Elf Longbowman: S6, 3FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense +25% Forest-Defense- cost 90
Waywatcher: S7, 2FS, 1FSC, M2, +50% City-Defense, +25% Hills Defense +25% Forest-Defense- cost 90
Wild Riders: S9, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% +25% Forest-Defense- cost 130
Spellsinger: S6, 0FS, 1FSC, M2, can cast spells +25% Forest-Defense- cost 110
Treekin: S9, 1FS, 1FSC, M1, Fear, flammable, +50% Forest-Defense +25% Forest-Attack - cost 120
Galleon (?): S5, M4, Cargo Space 3 - cost 80
Caravel (?): S8, M4, Can bombard city defenses -10% - cost 90


Mechanical Age

Warhawkrider: S9, 1FS, 1FSC, M4, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 150
Forest Dragon Rider: S15, 2FS, 1FSC, M3, terror, poison breath attack (collateral Damage), +50% Forest-Defense - cost 260
Treeman: S11, 0FS, 1FSC, M1, can cast tree singing spell, does not react to psychology, terror, flammable, +50% Forest-Defense +25% Forest-Attack - cost 210
Seamonster: ???
Spellweaver: S7, 2FS, 1FSC, M2, can cast spells, mild magic resistance, +50% Forest-Defense- cost 190

Arexack_heretic
Oct 13, 2006, 07:42 AM
The stag etc have abilities 'no defencebonus' and 'forestdefencebonus' that seems odd.
All should have 'no forest move modifier'.


*I feel that ancient elves should all be equal in stats (just like generic human troops)
When the separate elf-factions go their seperate directions in the age of magic, I'd give them their specific flavour units.
For example Woodelves would be able to produce ancient elven swordsmen, but later have only their powerfull archer-specialists.
I think this because melee is very un-woodelf.


Other ideas on tree spirits and the enchanted forest:

*In the age of magic, ambermagic makes the tech or wonder 'communion with the forest possible'.
Once build enables the befriending/summoning of tree-spirits.

*Treespirits could be a resource from 'ancient-tree' or 'enchanted forest tiles'
(maybe these could also spawn autonomous/monster treefolk?)
Unallied Treespirits should never attack woodelves once communion is invented/built.

*Tree spirits may be semi-autonomous: can be given direct orders, but if left alone will patroll the forest and attack any foreign units inside. (Similar mechanism as used for animosity?)

*Maybe treefolk can grow with experience?
(Don't know whether unit upgrades can become available as a function of experience.) (not promotions mind you)
level1-2: saproling/creepingvine
level3+: dryad? or treekin
level5+: Treeman
Level7+: Ancient Treebeard

Psychic_Llamas
Oct 13, 2006, 08:21 AM
well, first off, some of those are interesting concepts, second, Woodelves dont have access to any wind of magic other than the Lore of Athel Loren (see the Magic thread for details) so that wonder idea wont work well.

I think ploe had a similar idea for the ancient elves before. i think he wanted a generic elven civ at the start of the game, but then as the game progressed you could research certain techs etc to become high dark or wood elven. i personally dont like that idea though. although, i do see what your saying here.

the idea of ancient forests and the like are good. i think having an ancient forest, or enchanted forest, or the like as a unique terrain type for woodelves would be cool. ( It would also be cool if we could have a unique kind of hill or mountain for Dwarves, Orcs and Skaven, and a unique coast square for high elves?)

Im not too sure i like the idea of semi barbarous treemen running around, i will have to play with the idea a bit.

I was actually thinking about a possible new units just now, a Saproling Swarm. i only though of the name, thats as far as i got :D

Psychic_Llamas
Oct 13, 2006, 09:04 AM
ploe asked for some fluff on Durthu. so here is what ive found from the Army book. im going to look on the net tomorrow:

This is just scraps of information i could find in my Army book, ill look for a whole article on him tomorrow.

Durthu is a creature driven to the brink of madness by his hate of all who would harm the forest, and the elves are wary when in his presence

of the Birth of the Woodelves: The South-East corner of Athel Loren, a shadowy and foreboding place, still remains sealed to the elves and all who attempt to enter it are lost forever. The Great Lord Durthu, scarred forever by the axes of the Dwarfs, treated the Elves, at best, with distrustful neutrality that bordered upon hostility.

Of the War of the Beard: As autumn faded, the woodelves marched into the mountains above the Pine Crags and brought the Dwarfs to battle. As Adanhu, greatest and eldest of the tree lords, had promised them, the Asrai did not fight alone. To the Dwarfs it must have seemed as if all of Athel Loren had emptied, for mighty Tree kin strode amongst the elven lines, and great hosts of Dryads swarmed about their flanks - all of them precede by the enraged form f Durthu, who strode ahead like an unstopable force of nature as he sought to revenge himself in full upon the Dwarven race that had scarred him. Against his attacks, even the stubborness of Dwarfs could not endure and they retreated to thier Holds.

The year 1137 the Woodelves fight a great battle against beastmen lead by Morghur, the master of skulls, withing the forest of Shadows in the Empire. Spellsingers of great power manage to bind him with thier magics and draw him into Athel Loren itself. here he is slain by Durthu.

The Year 2202 Orcs chased out of Bretonnia during the Errantry Wars attempted to escape by hiding in Athe Loren. Such are thier numbers, that they reach as far a Durthu's heartlands, where they are finally crushed by Durthu, his handmaidens, and Railarian, the Guardian of the Blessed Grove.

DURTHU THE ANCIENT

SPECIAL RULES
Durthu has the following common special rules: Forest Spirit; stubborn (Durthu will not flee); terror.

Strangle roots
Durthu, like all treemen, can plunge their roots into the ground, only tho have them erupt elsewhere, clutching and tearing at its for. However, unlike normal Treemen, Durthu can target any unit within 2 squares of him and that he can see instead of 1.
This ability uses up Durthu’s movement points. The targeted unit is said to have had the entangle spell cast on them.

Swarm of Sprites
Durthu is so old and huge that he has become infested by a swarm of Sprites, rare woodland creatures that are about the size of small birds. They have an almost Elf-like appearance and can fly. They carry tiny dart like spears with which they jab or sting their victims inflicting numerous nasty wounds. Durthu regards them as helpful friends
The swarm can fly out from Durthu’s beard of ivy and cracks in his bark-like skin to attack the nearest enemy within 1 square. The swarm acts like collateral damage from a catapult attack but only deals 2 damage. The swarm itself cannot be slain or destroyed, but will disappear if Durthu himself is slain.

Woody Skin
Durthu’s skin is even thicker than that of ordinary treemen. This means Durthu is resistant to arrows, and has magic resistance (but not against fire spells)

Fire
Like all Treemen, if Durthu is hit by a flaming weapon or a fiery spell he will take double wounds.

Hates Orcs, Goblins and Dwarfs
Like all Treemen, Durthu hates Orcs and Goblins because they are destructive to the forest. Durthu also has an intense personal hatred of Dwarfs because they carry axes and chop down trees for their furnaces and pit props in their mines! He is ancient that he can remember the damage caused by the Dwarfs many centuries ago

Move
Durthu may move in woods without penalty

Felled Treeman
When a Treeman is slain he may topple over unto any enemy or friends next to him. When Durthu Dies, he instantly deals collateral damage to the unit that slayed him.

Tree Singing.
Few creatures can match Durthu's control of the forest. He is therefore able to cast the ‘Tree Singing’ spell twice per turn in exactly the same way as a Treeman Ancient.

neener
Oct 13, 2006, 10:05 AM
I could only ever find a couple of pics of Durthu, as I think he's an old model that Games Workshop didn't update, but I think a combination of both of them looks pretty similar to my model. I hope!

http://oz.games-workshop.com/games/warhammer/woodelves/painting/mcvey_diorama/images/large/treeman.jpg

http://www.games-workshop.de/warhammerworld/warhammer/waldelfen/artikel/durthu/bilder/durthu-sm.jpg

Ploeperpengel
Oct 13, 2006, 11:16 AM
Close enough I'd say. Thx PL for the info.

Arexack_heretic
Oct 13, 2006, 11:19 AM
Durthu is a creature driven to the brink of madness by his hate of all who would harm the forest, and the elves are wary when in his presence

That was why I suggested having them semiautonomous.
He could attack any foreigner that dares to enter the forest.
At the least workers of the non-treeloving persuasion.

I love the feary infestation! :lol:

However enemy workers would have little reason to enter elven territory. Perhaps the Enchanted forest needs to be a large (scripted) area of un-interrupted forest.

Terrain scripting: some terrain types need to be more closely scripted, I think, for many of my ideas to be effective.
-A few large forrests.
-A couple large mountain ranges.
I'm not sure how land generation works here, but I'm sure there are some tweaks possible. (besides creating a custom map!)

Psychic_Llamas
Apr 26, 2008, 09:24 PM
:bump:
just bumping this thread up the top again, so i can answer Rocklikeafools Question about woodelves.

Psychic_Llamas
Apr 26, 2008, 09:33 PM
That sounds cool. How would that play out for the WEs? DO they have to conquer everything?

i have put a fair ammount of thought into woodelves, purely because theyre my favourite civ by miles. i would say 'no' woodelves should not need to conquor a large area, their cities actually only need a relatively small space to grow large due to the ancient forests. for their unique historic victories, if we ever implement them, id say they should have to destroy the Beastmen civ, Kill Cyanathar (morghur one eye, who id like to be immortal and only killable by Ariel), and to not lose any city by turn 'x', or alternately, not have any enemy within the historic borders of Athel Loren for more than 5 turns

rocklikeafool
Apr 26, 2008, 10:08 PM
That seems cool. I kinda like it.

deadliver
Apr 28, 2008, 11:54 PM
It's a private forum.;) I need this kind of info to get an idea how I could put up the unitstats we won't have to share this info with the rest of the community and there's no way any guys from GW can enter.

Well its not like they put up the point values or background fluff directly from the books. I'd say you should mentioned GW and how it is an unofficial project at the most...I think the real issue is that Ploep and PL are not getting advertising money for the forum. On their own webpage they'd prolly need to provide copyright info credit etc.

Nice work on that formula for stat conversion btw. I think the average woodelf should be at least +1 str above a comparable human.

deadliver
Apr 28, 2008, 11:55 PM
i have put a fair ammount of thought into woodelves, purely because theyre my favourite civ by miles. i would say 'no' woodelves should not need to conquor a large area, their cities actually only need a relatively small space to grow large due to the ancient forests. for their unique historic victories, if we ever implement them, id say they should have to destroy the Beastmen civ, Kill Cyanathar (morghur one eye, who id like to be immortal and only killable by Ariel), and to not lose any city by turn 'x', or alternately, not have any enemy within the historic borders of Athel Loren for more than 5 turns

Yeah the hit list idea is cool.