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Wanderers of the Realms: A TGA Community Living Wishlist


Yeled

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On 9/5/2017 at 9:57 PM, Yeled said:

Support

Eternal Guard. Eternal Guard are our blockers, keeping the archers free of enemy units and probably the only non-hero Wanderer unit where the points seem like a really good value. Just "guys" when on the move, they turn into elite soldiers when they don't move for an entire turn. In the old gunline style of play these were a no brainer, and I find it hard to offer constructive criticism because they were such a good value. The problem is that, again, we don't want to stand still. So while the +1 to hit, +1 to wound, and +1 to save Fortress of Boughs is great, it's still encouraging a play style that seems pre-GH2017.

  • The only suggestion here is to somehow come up with a different trigger for the buffing that doesn't involve standing still. As our blockers they need to come with the archers when we use the Realm Wanderer teleport, but when they do they die in droves. To encourage this role as protectors, perhaps we could trigger the buffs when Wanderer archer units are within a certain range of them. It could be quite close, like 3".

I have been thinking about what to o with the EG to have them trigger better: I was thinking at  something simple like splitting the bonuses. It would be: "in your hero phase this unit can form a fortress of boughs. If it does so it cannot move but until next hero phase they gain +1 hit +1 to wound +1 to saves. If they decide to move though chose one of the two +1 hit +1 wound or +1 saves. If they decide to run no bonuses are applicable".

could it be acceptable?

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11 minutes ago, Frozenbeast said:

I have been thinking about what to o with the EG to have them trigger better: I was thinking at  something simple like splitting the bonuses. It would be: "in your hero phase this unit can form a fortress of boughs. If it does so it cannot move but until next hero phase they gain +1 hit +1 to wound +1 to saves. If they decide to move though chose one of the two +1 hit +1 wound or +1 saves. If they decide to run no bonuses are applicable".

could it be acceptable?

I think it's to complicated an ability should be active or not.. not half active.. just my opinion though.

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  • 4 months later...

Ever since the Daughter's of Khaine battletome and update was announced, I've been thinking about our Wanderers and what a similar update might look like for them. Honestly before the DoK update I had come to the conclusion that the legacy factions like Wanderers, different high aelves, dispossessed, some of the skaven, and others in a similar boat would never again get a true update. They would be supported but not updated, and that was that.

The DoK update has completely changed my thinking. What they did was take an old faction and alter it to make it fit with the new AoS aesthetic. Now I believe the same can happen for other legacy factions, including the Wanderers. While our time may be years off, it is not the case that it will never happen. At least that's how I feel.

With that in mind, I'd like to revive this thread, and spend some time discussing what the TGA community feels a DoK style Wanderer update might look like. We'll leave our previous work regarding how we'd like to see our current models updated in place. But from a narrative and stylistic perspective, how might you think GW could move the Wanderers forward into the AoS aesthetic? What models should be added? How could they build on what they have to make the Wanderers new and fresh, just like the DoK?

One rule: Let's not talk about bringing back Compendium units. I know there are many who would like to see them return. But if you want to talk about them, talk about what updated versions might look like (like DoK harpies instead of their old incarnation) in the grand scheme of a full update  rather than straight up returns.

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The two things I'd really like to see from a gaming perspective are (i) a character on a big flying monster, so we can stop relying on the allied phoenix, and (ii) some heavy damage-dealing cavalry to supplement the light/support cavalry we already have. 

For the former, I'd rather see something relatively natural rather than a random high fantasy monster. Maybe an enormous  owl, or Roc. For the latter, I'd like to see big beefy stag-centaurs (half elf half stag), like the DoK got the snake-elves. 

Also, maybe some  cheap fast chaff, like a flock of owls (I like owls). 

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Now we have Wyldwoods, Nurgle trees and Graveyards, why not let Wanderers have a Waystone or two to use as an alternative ( both departure and destination ) to a board edge when using the Realm Wanderers trait.  I've always assumed that using the hidden paths meant travelling along the ley lines they are connecting and strengthening through the stones, so it would fit in pretty well.  It would also be nice if some of the little lore we have had some impact on gameplay.

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I WANT THE MERGE!!! Wanderers and Swifthawk agents!!! After fungoid goblins those will be my army of choice (sry I had to mention the goblins, that concept get me wet!!!!), FLYING ELVES!!!! we have flying dwarves already and chickens are already allies to SCE I can believe they can make up some other Order allies in the form of flying chicken. Plus the concept of shadow warrior would reeeaaally fit the Wanderer theme I think.

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6 minutes ago, Frozenbeast said:

I WANT THE MERGE!!! Wanderers and Swifthawk agents!!! After fungoid goblins those will be my army of choice (sry I had to mention the goblins, that concept get me wet!!!!), FLYING ELVES!!!! we have flying dwarves already and chickens are already allies to SCE I can believe they can make up some other Order allies in the form of flying chicken. Plus the concept of shadow warrior would reeeaaally fit the Wanderer theme I think.

Interesting, for me its the other way around. I would like to see some of the former Wood Elves units integrated into the Swifthawk Agents. Mainly Hawk Raiders (its in the name) and the Glade Lord on Great Eagle.

I even made a small conversion to integrate one into my Swifthawk Army:
 

Spoiler

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But besides these units? I don't think Wanderers and Swifthawk Agents should be merged. Sure, both factions are quick and have a lot of bows and arrows but they are different enough to justify both. Swifthawk Agents are at home in the clouds above the realms or on great open plains where they can use horses and chariots, while the Wanderers live in the forests. Even though both use animals I'd like to see the SHA focus more on birds and horses while the Wanderers focus on forest animals like the deer from the Wild Rider set. Maybe add bears, hunting dogs (Orion anyone?) or bring back the forest dragon!
I also think SHA are a bit more melee orientated than the Wanderers.
 

 

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What I want more than anything is some plastic wardancers! Drop 'em out of nowhere, use Warhammer Underworlds as an excuse to sell me some, put a wardancer style hero in the next Warhammer quest, I don't care! Just sell me some awesome wild Celtic hippie-aelf nature-lovin' berserkers already and take my money. Would definitely not mind seeing some other woodland creatures like squirrels and bears making it into the model design either! Bear cavalry is undeniably cool and the flying squirrel idea is amazing! Owls are another cool option for a motif.

On 2/15/2018 at 5:05 PM, Aelfric said:

Now we have Wyldwoods, Nurgle trees and Graveyards, why not let Wanderers have a Waystone

You forgot the Brayherd's Herdstones, the corrupted polar opposite of the Waystone that they got in their GHB allegiance. The fact that they got the herdstone then and we didn't get Waystones at the same time makes me think it won't happen :(

1 hour ago, Gecktron said:

I also think SHA are a bit more melee orientated than the Wanderers.

I agree with most of your points but do disagree here just a bit. They're both factions of bow-obsessed elves, except of the Wanderers' 6 units, 3 are melee specialists with no ranged attack at all (wild riders, eternal guard, wildwood rangers).  However, all of the Swifthawks' non-hero units (chariot, skycutter, shadow warriors, spireguard, and reavers) each have a bow attack.

Really cool conversion there btw, everything from the basing to the painting to the posing and modeling is spot on! Awesome stuff.

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  • 2 weeks later...

Daughters of Khaine got several old warscrolls from multipart kits updated with new weapon choices (Witch Aelves and Sisters of Slaughter can now use either offhand options). If that's a new thing, then here's a few ideas for our own troops:

Eternal Guard/Wildwood Rangers: no possbile weapon swaps here. EG Champion could get WWR champion offhand axe maybe for an extra attack.

Wild Riders/Sisters of the Thorn: WR could get javelins, combined with the old WHFB 8. Ed rule that allows them to run and throw javelins. SotT could get WR spear tips, maybe for a penalty to their wizard abilties. Doesn't make much sense, though.

GG dont have multipart kit. But couldn't you give them the glade rider cloak with the attached spear, for a slightly improved melee attack stat?

Sisters of the Watch: Swap their Watch Bows for the Shadow Warrior bows and swords.  The bows could get improved range but with a penalty to wound maybe and lose the eldritch arrow rule?

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An updated Wild rider warscroll to have more hitting power on the charge.

I would like a large monster in the theme of a giant Kurnous style monster, a giant Orion style model with warscroll buffs to compete with other larger armies.

You  could have a bubble effect extra attack or something like the devastating charge. The big kit is the biggest gap in the range in my opinion.

...ooh, and a magic lore like the new battle tomes.

 

I would say warhawks, but I think the new DOK flying units would have the warscroll and playstyle, so it would just be a duplication.

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For me, I would play up the Wild Rider aesthetic while moving towards the theme that the Wanderers are dangerous and fae. There are a couple things I would do in that regard:

Waystones (Scenery Piece). I would make Waystones (mentioned above by @Aelfric) the center of a Wanderer tactic. Perhaps they could be placeable on the table through an awakening process. For rules, they might grant both a powerful magic bonus to Wanderer wizards (it could be a simple bonus, allow access to additional spell lore, or even let a Wanderer cast into them and extend the range of a spell by measuring from another Waystone or the edge of the table) as well as allow travel between them and the table edges via the allegiance ability.

Orion the Hunter (Behemoth/Leader). I love the idea that @Cambot1231 brought up above of returning Orion to the army as a major force. It could be a great horned centaur type or just an awesome satyr. If you saw the new Aelven Pantheon chart, you will note that no god supports the Wanderers since Allarielle hangs with the Sylvaneth. So why not have them follow Orion? I think that's great.

Fae. I think a great idea would be to start playing on the little fae creatures that pepper some of our models and turn them into full on Aelves or Aelven allies. How about winged fairy sylph types? Or little skirmishing creatures that act a little like skinks and can teleport (like @Tidings Wanderer themed chameleon skinks). Or dangerous fae beasts like magical, scary wolves that our wizards can summon and stuff? The stags the Wild Riders and Sisters of the Thorn ride are supposed to be fae steeds, right? Keep going. Add a ton more of that.

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It would be nice if our musicians did more than re-roll a dice when running.  Since Realm Wanderer, I hardly ever run anywhere.  All other Aelves at least get a re-roll when charging ( some get both ), which would be  more useful.

Some sort of faerie creature would be great, but many have already been used elsewhere.  Trolls and Goblins in destruction, Basilisk and Cockatrice in Chaos are just some examples.  Trees are out now, as are winged Aelves.  I'm struggling to think of other traditional creatures that would fit in AOS . Redcaps might be an idea.

What we do have, which is Wanderer lore ( scant as it is ), is the use of ley lines, which are formed from the light of the high star Sigendil that stands above Azyr, never moving from it's position ( rather like the pole star ), and bathes Sigmaron in it's protective light.

Some sort of creature of light therefore would be interesting, though Tyrion et al will probably get there first.

Shape-shifting has become a thing now, so perhaps we could have something akin to Norse werewolves.  I'd be happy to have two sets of models to represent both aspects of one unit.  It would also give us a hard-hitting, resilient unit, which we lack at present.  I know that forge world already have Skin wolves, which are Chaos ( of course ), so maybe bears instead?

Sorry  to ramble on, just letting some frustration out - hopefully in a productive way if this helps stir some ideas.

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I recently had a look at all the characters who died in End Times and there are a few who we don't really know if they are dead or not. For example Alith Anar has been seen for the list time fighting in Athel Loren but nothing is written about him dying. Seen the swap they have done with the sisters of the watch (once sisters of the Avelorn so HE) it would be awesomely good having Alith Anar as special character for a new Wanderers faction. Even though I understand he is the "Shadow warrior" ( but this would be even better for a MERGExD:P with SHA!!!!!!!! boooom, mindblow!!!!!!!!!!!!!!!)

I anyway like a lot the idea of a monster (maybe in the form of giant deer or great stag, being in fact a Monster like Korgowraths more than a behemoth). I really like the idea of certain faction not having accessibility to behemoth  , it feels like you have more variety of factions (everyone lately is getting a behemoth, rules for movement shainanigans, rules for mortal wounds, etc... and I really like faction to have either this or that not always).

I also agree on the option for WR to have a weapon option so that they can be more impactful. 

On the same line of DoK we could then expect a new unit (IF a battletome is coming out) maybe new GG with a second assembly option like the old Deepwood scouts. Something that looks like the waywatchers so skirmishes units with maybe less range but veeeery precise and with options of MW (something that could combo with a wayfinder like haing battleline IF wayfinder is the general along the line of waywatcher and SotW).

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On 3/2/2018 at 8:24 PM, Aelfric said:

Some sort of faerie creature would be great, but many have already been used elsewhere.  Trolls and Goblins in destruction, Basilisk and Cockatrice in Chaos are just some examples.  Trees are out now, as are winged Aelves.  I'm struggling to think of other traditional creatures that would fit in AOS . Redcaps might be an idea.

There are so many possibilities here that I don't think we'd really have a problem. I wouldn't suggest using goblins or redcaps (which are kinda like goblins) or trolls or basilisks. But if we're just looking for fae that fit, there are an endless number of options:

  • Flower Fairies/Pixies/Sprites. Small winged creatures that flitter about; not sure what they would do. Maybe they could use magic or have abilities to confuse/affect enemy movement or put enemy to sleep (cannot act for a turn unless attacked).
  • Piksies or Brownies. Not to be confused with above, these would be little mischievous skirmisher snipers. Maybe they use poison.
  • Slyphs. Could be winged aelves with enough to differentiate them from the DoK version. Aesthetically they might have insect wings and be especially airy/ethereal. Rules-wise they could behave differently enough that they wouldn't be the same. Perhaps they are a support unit rather than something that generally attacks directly.
  • Boggarts. Not goblins but tricksters. Could cause confusion or lead the enemy astray.
  • Fae Animals. Summonable fae wolves or hunting hounds (Barguest or Grim?), majestic stags, cat sidhe, or any number of other creatures could fit here.
  • Fae Beasts. These would be your more magical creatures, but not chaos.  Unicorns, maybe? Or more ferocious beasts.
  • Shapeshifters/Changelings. Something that takes different forms, especially to frighten (reduce bravery).
  • Skinwalkers. Aelves who wear magical pelts to take the forms of animals. For example, perhaps they could become wolves or deer to move faster, then take their aelven forms to attack.
  • Cursed Mortals. Perhaps there are mortals (humans) that have been taken away/beguiled by the Wanderers and made a part of the troop.
  • Green Men. Would need to differentiate them from sylvaneth so maybe not a great choice.
  • Fawns/Satyrs. Fast moving hunters that can run and shoot.
  • Sidhe. I realize they are similar to the current depiction of aelves in general, but perhaps there are aelven heroes or units that are more fae and magical than the rest of their brethren. These could be more ethereal and more magical. Perhaps it is -1 to attack them, like with Morathi.
  • Nymphs. Breathtakingly beautiful, could entrap certain enemies with lower bravery.

 

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3 hours ago, Yeled said:

There are so many possibilities here that I don't think we'd really have a problem. I wouldn't suggest using goblins or redcaps (which are kinda like goblins) or trolls or basilisks. But if we're just looking for fae that fit, there are an endless number of options:

  • Flower Fairies/Pixies/Sprites. Small winged creatures that flitter about; not sure what they would do. Maybe they could use magic or have abilities to confuse/affect enemy movement or put enemy to sleep (cannot act for a turn unless attacked).
  • Piksies or Brownies. Not to be confused with above, these would be little mischievous skirmisher snipers. Maybe they use poison.
  • Slyphs. Could be winged aelves with enough to differentiate them from the DoK version. Aesthetically they might have insect wings and be especially airy/ethereal. Rules-wise they could behave differently enough that they wouldn't be the same. Perhaps they are a support unit rather than something that generally attacks directly.
  • Boggarts. Not goblins but tricksters. Could cause confusion or lead the enemy astray.
  • Fae Animals. Summonable fae wolves or hunting hounds (Barguest or Grim?), majestic stags, cat sidhe, or any number of other creatures could fit here.
  • Fae Beasts. These would be your more magical creatures, but not chaos.  Unicorns, maybe? Or more ferocious beasts.
  • Shapeshifters/Changelings. Something that takes different forms, especially to frighten (reduce bravery).
  • Skinwalkers. Aelves who wear magical pelts to take the forms of animals. For example, perhaps they could become wolves or deer to move faster, then take their aelven forms to attack.
  • Cursed Mortals. Perhaps there are mortals (humans) that have been taken away/beguiled by the Wanderers and made a part of the troop.
  • Green Men. Would need to differentiate them from sylvaneth so maybe not a great choice.
  • Fawns/Satyrs. Fast moving hunters that can run and shoot.
  • Sidhe. I realize they are similar to the current depiction of aelves in general, but perhaps there are aelven heroes or units that are more fae and magical than the rest of their brethren. These could be more ethereal and more magical. Perhaps it is -1 to attack them, like with Morathi.
  • Nymphs. Breathtakingly beautiful, could entrap certain enemies with lower bravery.

 

These are all great suggestions and I would accept any of them - except maybe Satyrs and nymphs as they're bit greek rather than celtic for me.  What I was struggling with was not so much thinking of creatures, but more their application and inclusion into the Wanderers faction.  However, your list has got me thinking a bit more, so here goes:-

Fairies and Pixies felt too close to the Spites ( aka Drycha ) that have been purloined by Sylvaneth.  

One of the best Sidhe, especially ethereal, would have been the Bean Sidhe, or Banshee, which is unfortunately a death hero.  

Boggarts would be great, but do they fit with AOS Wanderers?

Green men could be like the Fir Bolg maybe, some ancient humanoid race akin to Neanderthals.

I'll take a  fey version of most beasts you care to mention, though the Unicorn has too much association with Brettonia to work well really. 

The Barghest is a great idea - a portent of death coming at you would tend to reduce bravery! I like it.

On cursed mortals, I could see a Thomas the Rhymer figure fitting pretty well.  A hero slot rather than a base unit, I think.

The DoK have been given their own temples and this has made me think that we could have our own tribal mounds with their own particular abilities.  It is slightly ironic that "People of the mounds" is the translation of Aos Si. 

Hope this is helpful and I shall carry on scouring the old grey matter

 

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I'd favor the simple solutions that fit with current written rules best.

For the waystone I'd prefer it to be:

- summonable on a low roll.  Not sure at what range from enemy models I'd want it.

- Have an ability that allows our current teleport tricks to work from them in a way. This should include a" wholly within" line though so no stringing a teleported unit out from the stone.But only 6"might not leave enough room.  I think there should be a more than 9"from enemy models in there though (I think the rules as currently written do not allow placing within 9"even with the artefact.... OR... and I think this could be a good "new" idea.. IF placed withing 9"of enemies no charges that turn.... which would allow shooting (but getting charged next turn by enemies) and placing EG in front of shooters for defence.. but not a 4" charge from 2 x 30 rangers.

 

For the last post on new units I agree with Aelfric a lot:

13 hours ago, Aelfric said:
  • Flower Fairies/Pixies/Sprites. Small winged creatures that flitter about; not sure what they would do. Maybe they could use magic or have abilities to confuse/affect enemy movement or put enemy to sleep (cannot act for a turn unless attacked).
  • Piksies or Brownies. Not to be confused with above, these would be little mischievous skirmisher snipers. Maybe they use poison.

In current lore these would really fall under spites.. and should be in a sylvaneth army (where I want them to come - In WFB I've created a few ugly looking versions of them and used them as proxies for several swarm units that where present then). I think the boundries and differences between sylvaneth and wanderers should be as they are.. no unclear mixing of stuff that could be in both armies.

13 hours ago, Aelfric said:
  • Cursed Mortals. Perhaps there are mortals (humans) that have been taken away/beguiled by the Wanderers and made a part of the troop.
  • Green Men. Would need to differentiate them from sylvaneth so maybe not a great choice.
  • Fawns/Satyrs. Fast moving hunters that can run and shoot.
  • Sidhe. I realize they are similar to the current depiction of aelves in general, but perhaps there are aelven heroes or units that are more fae and magical than the rest of their brethren. These could be more ethereal and more magical. Perhaps it is -1 to attack them, like with Morathi.
  • Nymphs. Breathtakingly beautiful, could entrap certain enemies with lower bravery.
13 hours ago, Aelfric said:
  • Slyphs. Could be winged aelves with enough to differentiate them from the DoK version. Aesthetically they might have insect wings and be especially airy/ethereal. Rules-wise they could behave differently enough that they wouldn't be the same. Perhaps they are a support unit rather than something that generally attacks directly.
  • Boggarts. Not goblins but tricksters. Could cause confusion or lead the enemy astray.

I think most of these have the same problem, either better fitting with sylvaneth or some what similar to goblins. The cursed mortals would fit better with sylvaneth..( except they just kill unwanted interlopers) but don't fit with wanderers for me.

 

13 hours ago, Aelfric said:
  • Fae Animals. Summonable fae wolves or hunting hounds (Barguest or Grim?), majestic stags, cat sidhe, or any number of other creatures could fit here.
  • Fae Beasts. These would be your more magical creatures, but not chaos.  Unicorns, maybe? Or more ferocious beasts.

I think these would fit great with wanderers... If they don't want to redo eagles (more for swifthawk now) or stag (not high fantasy enough for AoS?) Then unicorns would be great. And if sylvaneth don't get beetle cavalry maybe wanderers could (I know violates my own rule about keeping stuff separate.. and I'm not in favor.. just wanted to mention beetle cavalry again even if it's for sylvaneth). 

My own suggestion and... not very origninal would just be a (forest) dragon. How it should look would be  depending on the lore.. if wanderers are not that much into the forest anymore it could be a generic type of dragon... if they keep a strong connection to the forest it could probably best be a wyrm type beast without wings... (I never understood how a large beast in the forest could have wings.. things like that would just migrate to a mountain or a plains region where not every move would tear their wings.) Maybe completely without legs.. or just 2 massive frontal paws on an otherwise very long serpentlike beast... or maybe lots of claws.. (I myself favor the 2 legged version).

And... as said before.. new heroes.. all these old heroes are just plain aelves and kinda similar... a shapechanger hero would be nice.., druids, priests, waystone portal engineers etc etc  whatever the army would need for gameplay reasons really.

Orion would be great too btw: ;he's never been about nature at all really.. never read about him caring anything about trees.. he's about hunting, defending what is his (which seems to me was his only reason to care about Loren as a place) and frenzy. I do think that wanderers are not that much about frenzied "wild hunt"  killing that much but it could be worked in their lore... or maybe for the new Orion they could tone down that aspect of him a bit... going more tactical snipery hunter (equally ranged and melee and preferably also traps and ambushes) than mostly frenzied melee hunter (however... that would leave us just with a behemoth sized nomad prince or waystrider/wayfinder).

I'd not mind it if in a new book Alarielle just embraces the wanderers again and becomes a wanderer pick too I mean damn she aelven looking, not even half aelvish like the revenants. 

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We could have summonable waystones anywhere on the table (i am tired of trying and be fair, I want OP abilities too!!!!!) and if summoned within 6" of a table edge that waystone allows our units to trigger realm wanderers "anywhere on the same board edge they came out by and anywhere on the board edge where a waystone is (picking one edge only if put in a corner)" without having to have SotHP.

Also providing some bonuses to magic maybe like small balewind vortex ( add 6" to the casting range if within 6" from a waystone). Or add 1-2" to movement/run/charge (or the unit that start its movement within 3" can run and charge). Maybe limiting the charge if the unit just came out feom the edge.

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5 hours ago, Aezeal said:

I think most of these have the same problem, either better fitting with sylvaneth or some what similar to goblins. The cursed mortals would fit better with sylvaneth..( except they just kill unwanted interlopers) but don't fit with wanderers for me.

I'm not sure I'm willing to cede all fae other than animals and monsters to the Sylvaneth. The Sylvaneth are tree people. Yes, they have sprites. But none of those other things are related to trees. The key here is to think of Wanderers not as wood elves as D&D and later Warhammer has made them, but rather as a type of fae creature as they were originally back in Tolkien and the legends he drew on. If the Aelves are a fae race, like the sidhe on which they are based, then other fae races would naturally fit with them. Especially in light of waystones and hidden paths and the like.

5 hours ago, Aezeal said:

I think these would fit great with wanderers... If they don't want to redo eagles (more for swifthawk now) or stag (not high fantasy enough for AoS?) Then unicorns would be great. And if sylvaneth don't get beetle cavalry maybe wanderers could (I know violates my own rule about keeping stuff separate.. and I'm not in favor.. just wanted to mention beetle cavalry again even if it's for sylvaneth). 

My own suggestion and... not very origninal would just be a (forest) dragon. How it should look would be  depending on the lore.. if wanderers are not that much into the forest anymore it could be a generic type of dragon... if they keep a strong connection to the forest it could probably best be a wyrm type beast without wings... (I never understood how a large beast in the forest could have wings.. things like that would just migrate to a mountain or a plains region where not every move would tear their wings.) Maybe completely without legs.. or just 2 massive frontal paws on an otherwise very long serpentlike beast... or maybe lots of claws.. (I myself favor the 2 legged version).

I'd be ok with a forest dragon but part of me wants to move away from that. It's basically going back to the old WFB wood elves, which I think is the wrong way to go. I think there are so many more interesting choices to make in the fae beast/monster realm that dragons are unnecessary in this case and somewhat anti-thematic in a way. Maybe unicorns, too. Either would be ok, but I think there are better options. At least to my mind.

5 hours ago, Aezeal said:

And... as said before.. new heroes.. all these old heroes are just plain aelves and kinda similar... a shapechanger hero would be nice.., druids, priests, waystone portal engineers etc etc  whatever the army would need for gameplay reasons really.

Orion would be great too btw: ;he's never been about nature at all really.. never read about him caring anything about trees.. he's about hunting, defending what is his (which seems to me was his only reason to care about Loren as a place) and frenzy. I do think that wanderers are not that much about frenzied "wild hunt"  killing that much but it could be worked in their lore... or maybe for the new Orion they could tone down that aspect of him a bit... going more tactical snipery hunter (equally ranged and melee and preferably also traps and ambushes) than mostly frenzied melee hunter (however... that would leave us just with a behemoth sized nomad prince or waystrider/wayfinder).

Yeah, I agree Orion and druid/shapechanger heroes would be great. Maybe the theme here is that the Wanderers move toward the themes of fae beasts, hidden paths, and waystones. With those in mind, different types of heroes that play up a magical fae beast aspect and manipulate waystones and paths are all very fitting.

5 hours ago, Aezeal said:

I'd not mind it if in a new book Alarielle just embraces the wanderers again and becomes a wanderer pick too I mean damn she aelven looking, not even half aelvish like the revenants. 

This would be quite interesting. I wouldn't combine Wanderers and Sylvaneth, but if they gave Alarielle both Wanderer and Sylvaneth key words and gave her abilities that affected both differently, you'd have a pretty cool model that worked with two separate factions. That would be innovative and could result in a lot of variety in terms of the armies you see. You could even go a step further and make a sort of super faction like Nurgle, Tzeentch, and Khorne. Alarielle at the head of a larger group that has both Wanderer and Sylvaneth would be pretty interesting.

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8 hours ago, Aezeal said:

 

 

I'd favor the simple solutions that fit with current written rules best.

For the waystone I'd prefer it to be:

- summonable on a low roll.  Not sure at what range from enemy models I'd want it.

- Have an ability that allows our current teleport tricks to work from them in a way. This should include a" wholly within" line though so no stringing a teleported unit out from the stone.But only 6"might not leave enough room.  I think there should be a more than 9"from enemy models in there though (I think the rules as currently written do not allow placing within 9"even with the artefact.... OR... and I think this could be a good "new" idea.. IF placed withing 9"of enemies no charges that turn.... which would allow shooting (but getting charged next turn by enemies) and placing EG in front of shooters for defence.. but not a 4" charge from 2 x 30 rangers.

 

For the last post on new units I agree with Aelfric a lot:

In current lore these would really fall under spites.. and should be in a sylvaneth army (where I want them to come - In WFB I've created a few ugly looking versions of them and used them as proxies for several swarm units that where present then). I think the boundries and differences between sylvaneth and wanderers should be as they are.. no unclear mixing of stuff that could be in both armies.

I think most of these have the same problem, either better fitting with sylvaneth or some what similar to goblins. The cursed mortals would fit better with sylvaneth..( except they just kill unwanted interlopers) but don't fit with wanderers for me.

 

I think these would fit great with wanderers... If they don't want to redo eagles (more for swifthawk now) or stag (not high fantasy enough for AoS?) Then unicorns would be great. And if sylvaneth don't get beetle cavalry maybe wanderers could (I know violates my own rule about keeping stuff separate.. and I'm not in favor.. just wanted to mention beetle cavalry again even if it's for sylvaneth). 

My own suggestion and... not very origninal would just be a (forest) dragon. How it should look would be  depending on the lore.. if wanderers are not that much into the forest anymore it could be a generic type of dragon... if they keep a strong connection to the forest it could probably best be a wyrm type beast without wings... (I never understood how a large beast in the forest could have wings.. things like that would just migrate to a mountain or a plains region where not every move would tear their wings.) Maybe completely without legs.. or just 2 massive frontal paws on an otherwise very long serpentlike beast... or maybe lots of claws.. (I myself favor the 2 legged version).

And... as said before.. new heroes.. all these old heroes are just plain aelves and kinda similar... a shapechanger hero would be nice.., druids, priests, waystone portal engineers etc etc  whatever the army would need for gameplay reasons really.

Orion would be great too btw: ;he's never been about nature at all really.. never read about him caring anything about trees.. he's about hunting, defending what is his (which seems to me was his only reason to care about Loren as a place) and frenzy. I do think that wanderers are not that much about frenzied "wild hunt"  killing that much but it could be worked in their lore... or maybe for the new Orion they could tone down that aspect of him a bit... going more tactical snipery hunter (equally ranged and melee and preferably also traps and ambushes) than mostly frenzied melee hunter (however... that would leave us just with a behemoth sized nomad prince or waystrider/wayfinder).

I'd not mind it if in a new book Alarielle just embraces the wanderers again and becomes a wanderer pick too I mean damn she aelven looking, not even half aelvish like the revenants. 

I too think there are some good ideas there, but I cannot take credit for those you listed as they were originally from @Yeled.  My post was in response to Yeled's list.  It's good to see discussion continue, though, and so many good ideas coming to the fore.  Let's hope somebody out there is listening.

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