Hi there
A first intent of an elven army. Situatet near of wood-elves of WHF. Elves and supporting natural and magic creatures that Need to use theyr synergies for victory. I tried to create some new mechanics (like a Caster Legend or a mixed ranged an melee unit) and also to use some existing abilities.
I hope you understand what i meant regarding my very Basic english-skills Thougts? Overpowered, underpowered or just missed the Topic?
There lacks a lot to really test it, overall lore cards... but may be enough for a general first impression
Battlelore 2: Elves – Tribal Wars
Core Set
A1: Infanterie Melee Tribal (4 points)
Tribal Braves
M: 2 A: 3 LP: 3
- Wooden Native:
This unit hasn’t to end it’s movement on Forrest or Ford-hexes. Forrests don’t limit the number of attack dices of this unit
- Fury of the brave:
crown: cause 1 damage if a Creature Unit is adjacent to the target unit
A2: Infanterie Range Tribal (4 points)Rangers of the Southern Woods
M:2 A:2 (4) LP: 3
- Hunting Instinct:
add one dice to the attack for every lifepoint lost of the target unit
A3: Elite Melee Creature (6 points)Dryades
M: 2 A: 3 LP:3
- Menace:
This unit gains +1 Attack for every adjacent enemy Caster-, Elite- or Legend-unit
- Magic Armor
crown: Put an Armor token on this unit. If this unit takes damage, remove the token and ignore 1 damage
A4: Cavalry Melee Creature (6 points)Giant Spiders
M: 4 A: 2 LP: 3
- Terrify:
crown: cause 2 retreats
- Hunting Instinct:
- This unit ignores the reduction of dices caused of flying units. Enemy flying units can not move through this unit
Arbaron, Sovereign Sorcerer
M: 3 A: 5 (3) LP: 3
Visionary:
This unit ignores any restrictions of sight. It may attack all units within its range
Magic Armor:
crown: Put an Armor token on this unit. If this unit takes damage, remove the token and ignore 1 damage
Second Set
B1: = A1 ( Tribal Braves )
B2: Infanterie Melee Creature (4 points)
Wood Gnomes
M: 2 A: 2: LP: 4
- Wooden Native:
This unit hasn’t to end it’s movement on Forrest or Ford-hexes. Forrests don’t limit the number of attack dices of this unit
(may be usefull with special lorecards? Was the Intention...)
- Healing:
crown: Recover 1 LP of a wounded Tribal Unit within 2 hexes of this unit
B3: Caster, Tribal (5 points)
Tribal Shaman
M: 2 A: 3 (3) LP:3
- Conjurer:
crown: place a direwolf (M: 3, A:2, LP: 1) on a empty hex adjacent to this unit. This unit gets automatically activatet additionally everytime you play a command card. It counts as Creature Unit. This ability has no effect if there is a direwolf under your control yet
- Elder Wisdom
lore: gain 1 lore. You may play up to two lore your lore cards per step until the beginning of your next turn. Lore cards cost 1 lore less for every acitvated Elder Wisdom (never less then 1 lore).
B4: Elite Melee Tribal (6 points)Guard of the Council
M: 1 A: 4 LP: 3
- Add 1 movement if this unit is adjacent to an friendly unit at the beginning its movement
- Immovable 1: Igore 1 retreat each combat
Horseback Rangers
M:3 A: 2 (4) range or 3 melee LP: 3
- Skilled Horsemen:
This unit may choose every time it gets activated between a ranged attack with Hunting Instinct or a melee attack with Fury of the brave
B6: Legend, Melee (8 points)Tree Giant
M: 2 A: 4 LP: 5
- Wooden Native:
This unit hasn’t to end it’s movement on Forrest or Ford-hexes. Forrests don’t limit the number of attack dices of this unit.
- Armor: 1
This unit may ignore one (single sword) die results produced each combat
- Massive:
This unit cannot move into or occupy building hexes
Edited by phalgast