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What allegiance ability?


Gwill_of_the_Woods

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1. I'd like the free forest back (and not a sylvaneth wildwood that damages wanderers).

2. Just an overall buff to shooting like RR 1's on shooting (maybe within 16" of general) for the (old) world (s) best archers.

3. Something that resembles ambushing (letting us deploy units after deployment outside deployment zone).

4. Combination of shooting and ambusing: +1 to wound and +6" range on the first turn

5. WAYWATCHER TRAPS in terrain (except the waywatchers are somewhat squatted)

6. Something to add some survivability to our glass cannons (not sure what and not sure if it would be fluffy either)

PS some or most of these things would also fit (and probably better) as batallion abilities (but those costs points and wanderers literally only have reasonably priced or overpriced units so they NEED some freebees.

 

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The Waystone Pathfinders battalion from Grand Alliance: Order is pretty spot on for rules that properly evoke the fluff - set up your units in your first turn anywhere within 6 inches of the edge of the battlefield as your aelves take hidden paths to outmaneuver and ambush their enemies, and if an enemy unit is within 12 inches of your Nomad Prince in your hero phase he can coordinate the entire battalion to light them up with an extra round of shooting. Both battalions abilities are useful and fluffy, but the battalion is basically impossible to fit in any game under 2000 points. It would be cool to see some additional battalions with similar abilities to give you options in smaller games. 

As far as Wanderer allegiance battle traits, they could simply roll Wanderers into the Sylvaneth rules to where they could use Wyldwoods in the same way (teleporting to, setting up reserve units within, not being killed by, etc). Alternatively they could show the fleetness of foot of the lightly armored Wanderers by giving them some extra movement similar to the Rampaging Destroyers battle trait for Destruction. Could be that neither Sylvaneth nor Destruction players like that kind of talk.

To be more imaginative and not copy other Allegiance battle traits that would fit them, you could look at expanding upon some of the ideas in the Wanderer warscrolls. We don't really know much about them in the lore but that just gives us lots of room to fill in the blanks. To me, the Wanderers are a tight-nit group of vagabond exiles seeking redemption. They've fought side by side for hundreds of years in their struggle to sow the seeds of life across the Mortal realms. They are an intensely disciplined and well coordinated fighting force in a way only Aelves could be, and masters of guerrilla warfare. We see some of this in the Nomad Prince's ability to coordinate rapid defensive volleys in the Waystone Pathfinders battalion. Why not take it a step further and let all Wanderer heroes use their unique command abilities if they are within X inches of the army's general to show the skill their leaders have in organizing their troops in both a silent ambush and the heat of battle. Just make it Rules of One so that only one instance of the same command ability can be used to prevent stacking -1 shooting to hit from Waywatcher. This would encourage players to take a larger variety of heroes, and would give some flavorful abilities to units near Wanderer heroes without being OP. As it is, it's hard to justify taking a Wayfinder or Waystrider as general over a Nomad Prince or Waywatcher. 

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On 4/30/2017 at 7:52 AM, Aezeal said:

2. Just an overall buff to shooting like RR 1's on shooting (maybe within 16" of general) for the (old) world (s) best archers.

 

This sums up what I feel about Wanderers.  The lack of synergy to make them a good archery army.  Playing my Beastmen, Gors and even Ungors become blenders with a couple buffs.  Glade Guard,.. can get up to +2 to hit and Way Watchers are really what you want cause of the special ability.

Feels like a cop out but I would like to see some warscrolls re-written with better buffs.  

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