They don't seem remarkable when savage orc bigguns do the same thing and forsaken do it even better for cheaper. For 50pts you can reroll to hit and to wound and force your opponent to reroll successful armour saves. This page was last edited on 11 August 2020, at 01:52.

All Wood Elf wizards now have access to ALL rulebook lores, which is amazing for them, and the Spell Weavers are the only models who now have access to the new Wood Elf specific lores, the Lore of High and Dark Magic. They combine the best of both High Elves & Dark Elves when defending areas of wood. The ghetto treekin don't look as tough or macho as the GW treekin, so it is easier to picture them as just strength 4 instead of the strength 5 they used to have.

This Lore is really quite neat. The name of their game is speed and maneuverability. Keep in mind they have an active skill that allows them to raise their melee defence in exchange for melee attack. With a subtle twist of the mind, these warrior mystics can erase the memory of the Harlequins from their enemies' thoughts, clouding their perceptions with confusion or horror. Worth consideration. The only restriction on what can be teleported is whether it can fit wholly inside the forest. https://warhammer40k.fandom.com/wiki/Shadowseer?oldid=342224. Helm of the Hunt: For 20pts you get a dragon helm which instead of giving you a 2++ vs flaming attacks, gives you the devastating charge special rule and +1 ws on the charge. The Banner of the Hunter King: Another banner which gives to it's unit vanguard and, that allows you to reroll the first failed charge of the game for 75pts. This page was last edited on 15 December 2019, at 11:59.

You can use it on the Waystalker to get 2, armour ignoring, sniping shots or on the Glade Lord to fire 5 bs7 shots. Tree Singing is cast on a 8+ now and can move an empty forest d6+1 inches, which is not much more than the forest moves by being accidentally bumped. Though not affiliated to a Troupe, they perform alongside them as part of a masque, using their psychic powers to subtly enhance a performance. To augment his prodigious psychic skills, the Shadowseer wears a fluted Creidann Grenade Launcher that fires hallucinogenic cartridges, while his Harlequin mask is disturbingly blank and impassive. Floating and weaving through the battle line; an expressive demonstration of violence. The Glade Riders you can build as Wild Riders with the spears. Almost every other Army has access to Warmachines to pick off your Treemen/Treeman Ancients, but you won't have the same luxury. Login See Army Composition & Tactics for ideas and recommendations on how to use this rule. The Lore of Shadow allows you to switch and save the most important characters while debuffing your foes. rune, while occasionally displaying the device of whichever Troupe they most often fight alongside. From Warhammer 40k - Lexicanum. For these, the favoured rituals of the Trickster God, no rhythm is called nor are orders issued. Correction: the profile of the bow is replaced, not the bow itself. Some see what the wearer wants them to see, others what they themselves want to see. The enemy will need to kill everyone, so they are not going anywhere for some turns.

A weaker save, but no longer mundane like in the previous army book. This army should always get to choose when and how it fights. The High Shadowseer, sometimes referred to in older texts as the "High Warlock" and called in the Aeldari Lexicon the athesdan, is the overall commander of a Harlequin masque's Shadowseers, and may overrule commands issued to Warlocks by their Troupe Masters -- though this rarely happens in practice. They are the following: Blessings of The Ancients: Any model with this special rule (IE your wizards) gets a +1 to all casting attempts if they are inside a forest. Wood elves have gone from being, magically, the least diverse race with the least choice of all when it came to spells, to the most. Known powers of the Phantasmancy Discipline include: A Shadowseer's garb incorporates a version of their masque's colours and If the elves get bogged down, they will quickly end up on the losing side. As a general rule, avoid putting any more points into core than necessary, always take a Level 4 wizard, 2 Great Eagles, some Waywatchers, and try to avoid any foot based combat unit.

Great against monsters and repeater bolt throwers. Loec, the dancer of the shadows, is the Elven god of laughter, tricks, and dance in the Warhammer World, who does many of the same things as Liadriel. For 40pts you can teleport your unit at the end of a movement phase, from one forest to another. They are the middle ground for elves. Shadow Dancer achievement in Warhammer Quest: Level the Shadow Warrior to level 8. For three more points waywatchers can spite that guy with a 1+ re-rollable armour save while the arcane bodkins have a 50/50 chance of being saved. Remember that units fighting in forests lose their steadfast rule (this goes for your units as well). Especially since nearly all the elves have armor piercing and (one of) their best units can outright ignore armor. 2) You don't really want to use your guaranteed forest as barrier. I prefer to do more wounds than reduce armour saves but these arrows kill cavalry like nobody's business. Loec is often depicted as a lithely-built Elf, his face hidden in perpetual shade. Unfortunately, you cannot guarantee getting either of these spells. Arcane Bodkins: 5 pts per model, confers ap -3 instead of normal armour piercing. The problem is only a couple lords even have the points to carry the thing, and it then leaves them with no points for anything else. For 100pts you get a ws8 s4 I8 a4 (two hand weapons) Always Strike Firsts combat character, with the amazing new wardancer dances. It is not unknown for a High Warlock to take the Warlocks from the troupes and form them into a separate unit under his (or her) own command. Still, in addition to putting a hurt on those war machines, this arrow can also screw with any lore of life wizards (which many Forces of Order armies hace access to) that thought they'd be using that signature spell. A Shadowseer, known in the Aeldari Lexicon as an esdainn, is a powerful Aeldari Harlequin psyker whose abilities are centred around spreading confusion and fear during both a Harlequin performance or Masque and on the battlefield. Because inch-thick armor is of little use when there's an arrow sticking out of your eye and a spear in your throat. If you want Dryads and Treemen (though they've been nerf-sawed) - you should hurry to grab the Guardians of the Deepwood box, which contains three Treemen and 36 Dryads - and is actually cheaper than cost of those models combined. Rely on the rulebook's magic items instead. Buy another gimmick. Combine with poison arrows to really specialize in WM hunting. Be advised, D&D resin is crappy and bendy, but they come pre-painted. Wardancers are sublime warriors, made even more deadly through their war dances. You can make a mounted Glade Lord or Captain (even a BSB), as well as a Waystalker and, with a bit of imagination, a Spellweaver. All of these are available to Glade Guard, Deepwood Scouts, Glade Riders, Glade Lords and Glade Captains. If you want, bring a small number of archers with flaming arrows and a larger poison arrow unit if you want to use that poison without the pesky regeneration saves.

It really shines on wild riders and warhawks, though, since it takes them from squishy, to survivable, and from dangerous to just death. The Bow of Loren: For 20 points you get a bow that fires your character's attacks +1 shots. As for the item - if nothing else, it's fluffy. It must be wholly within your half of the table. The Miststave is the Shadowseer's sign of office. The Lore of Heavens is a mixed bag.You get 2 of the spells with the largest areas of affect and potentially the biggest damage output in the game, 1 high strength magic missile, 2 debuffs which synergise well, preventing your foe from ever getting poisoned or killling blow attacks or -1 to hit and a 50/50 chance to put warmachines out of commision for one turn, a buff which makes you reroll all ones (which Wood Elves do in woods anyway) and a very situational knock back spell. If it can't fit, move the other terrain pieces to make room. And they can also fuck up light infantry like nobody's business, if no heavy cavalry presents itself. Tailor your tactics and choose wisely. Calaingor's Stave: Such a depressing item.

Some calculations can be seen in the Talk page. Instead, the dancers instinctively enact a pattern of lethal movements, complementing the dances performed by the rest of the troupe. Wood Elves have been redone and almost completely rewritten.

Otherwise, unless you wish to move the destination forest of the moonstone of hidden way's unit or Drycha's helpers, it is the worst magic item in the game. It helps your shooting by reducing your opponent's toughness and weakens them in combat by reducing their strength, weapon skill and intiative. From the Glade Guard sprues, you can build Waywatchers. Put her with Eternal Guard or, better, with Dryads - her attacks and dances will help them overcome their downsides. The Lore of Death is good for situations when the enemy has some tough (literally) Lord or Hero, who laughs off your S3 sniping shots and has a chance to wreck your game - like a T4 Grey Seer with the Dreaded 13th ratifying your MSUs. Shadowdancers are the closest thing that the Trickster God has to a priesthood, and they are both respected and feared as a result. In the Harlequins' performances, the Shadowseers play the role of Fate. It can debuff your foe's armour, pick off standards, has a 5+ pit of shades which causes stupidity and can give your troops a 5+ scaly skin save and +1 to hit (almost everything has armour piercing already). This can actually be increased further through augment magic that increases attacks (lore of beasts). The enchanted arrows are Enchanted Items which do not prevent you from holding a second Enchanted item.


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