WARMASTER WOOD ELF LIST, by Rick Wynn Wood Elves Special Rules: (a) All Wood Elf infantry units, plus Dryads and Treemen, suffer no command penalty for being in woods (they do suffer command penalty for towns). (b) Wood Elf infantry units, and also Dryads and Treemen, get the +1 charge bonus per stand if charging in woods as well as charging in clear terrain. TYPE ATKS HITS SAVE STNDS COST M/M NOTES Glade Guard 3 3 5+ 3 60 1/- Archers 3/1 3 - 3 65 2/- (1) Dryad 4 4 5+ 3 110 -/1 Wardancer 4 3 6+ 3 70 -/2 (2) Glade Rider 3/1 3 6+ 3 100 -/2 (1) Treemen 6 6 4+ 1 150 -/1 (3) Eagle 2 3 6+ 3 70 -/1 (4) General +2 - - - 125 1 (5) Hero +1 - - - 80 -/1 (6) Mage +0 - - - 90 -/1 (7) Green Dragon +3 - - - 100 -/1 (8) Unicorn +1 - - - 15 -/1 (9) Eagle +1 - - - 20 -/1 (5) (1) Wood Elf Archers and Glade Riders are +1 to hit with shooting. (2) Wardancers which are in woods, or are made to retreat into woods, cannot be pursued. (3) Treemen cause Terror. (4) Fly. (5) Command 9. (6) Command 8. (7) Command 8. Spellcaster. Wood Elf mages can re-roll failed spell attempts. (8) Fly, cause Terror. 20cm shooting range if joined a unit. (9) Can only be ridden by mages. Once per game, allows a +1 to spellcasting. Spell List The Wolf Hunts: 5+, 30cm: Target unit may make move as if it had just received an order. The Beast Cowers: 5+, 30cm, LOS: Can only be cast on cavalry, chariots, or monsters. Target unit treats all enemy as causing Terror through the enemy's next combat phase. Father of the Thorn: 5+, 30cm, LOS: Target unit immediately receives d6 attacks (armor saves allowed). Master of the Wood: 5+, 30cm: Target unit must be within 10cm of a woods. Unit receives d6 attacks, no armor save allowed. Summary: General has lower CMD than HE because the Wood Elves are less militarized and depend more on the initiative of local commanders and units. Glade Guard are as HE spears; Archers are as HE archers except less well armored. Dryads and Wardancers give WE two different "assault infantry", which they need because of their lack of heavy cavalry. Glade Riders are as HE Reavers, and Eagles and Green Dragons are as their HE counterparts. The special rules regarding woods, the Wardancers' ability to evade pursuit among the trees, and the spell list are intended to give the WE a different feel than the HE or DE, while not being too powerful.