Woodelves: aka The Asrai.

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: ???
 
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.

Spoiler :

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
 
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
 
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
 
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.
 
Psychic_Llamas said:
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!)
 
Rocklikeafool said:
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
 
That seems cool. I kinda like it.
 
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.
 
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.
 
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