There
are no two ways about it; the Wood Elf book is old and in serious
need of an update. Rumours currently suggest that this might happen
around May 2014, but that's still 6 months away. So in the interest
of completing my reviews of the Lores of Magic (there's only a few
left now), I figured I might as well give the Wood Elves the
treatment.
Interestingly,
the extreme ancientness of the Wood Elf book has both its perks and
its downsides in terms of the spells here. An echo of a bygone era...
What
does it do?
Being
from a previous edition (actually, it's from the edition before
the previous edition), the Lore of Athel Loren has no Lore Attribute.
So with each spell, what you see is what you get.
In
the absence of an actual Signature Spell, all mages can swap one
spell for the first spell in the Lore, which is Tree Singing.
Cast on a 4+, the spell targets a forest within 18” of the caster,
and it immediately moves D3+1” in a chosen direction. It stops when
it hits anything that was not within the forest to begin with
(another terrain piece or a unit). If you have models within the
forest, provided that the unit is entirely contained within it, you
can move the models along with the forest (if the unit hangs out, the
forest can't move). You can't use the spell to charge, however –
the forest will stop when your unit is 1” away from the enemy.
If
there are enemies within the forest, you can't move it. However, you
can instead target the unit itself and inflict D6 Strength 5 hits.
This alternate effect of the spell has no range limit – you can
target any unengaged enemy unit at least partially within a wood,
anywhere on the table.
This
spell is a classic case of something that was once quite useful, and
is now far less so. The crux of the problem here is the change to the
rules for terrain in 8th edition. Previously, a forest
halved the movement of most things that passed through it, and
prevented marching (it was classed as Difficult Terrain – a concept
that no longer exists). Furthermore, you could only see through up to
2” of a forest, and if you were entirely on one side of a forest
whilst your opponent was entirely on the other, you couldn't see each
other at all. Nowadays if the models themselves can draw a line
through the forest, they can see. And it won't slow them down,
although it can be Dangerous Terrain.
All
of this means that the spell is nowhere near as potent as it used to
be. In the past, if you could shove a forest between your unit and an
opponent's, he would probably lose line of sight and wouldn't be able
to charge you. Failing that, dragging a forest in front of most units
would result in them grinding to a halt as they halved movement and
ceased marching (a slightly ridiculous combination really – just
ask any Dwarf player how great moving 1.5” per turn feels).
In
8th edition, these things are all a moot point, Pulling a
forest into the path of an imminent charge may force some Dangerous
Terrain tests (might scare off a chariot), but it will not affect the
enemy's speed, nor is it likely to impact line of sight.
Admittedly,
there are other uses for the spell. Pulling a forest into a location
where enemies fighting your units will lose their Steadfast could be
useful. Planting it somewhere that the enemy will end up standing in
it has other benefits for things like Strangleroot attacks, or
further castings of Tree Singing.
The
ability to move units around can still be useful, although this will
generally be to steal a few inches in order to block a charge with
another unit, or step out of the front arc of the enemy. If you're
seriously attached to the idea of your Dryads or Wardancers being
Stubborn because they're in a forest, you could move them into one
and then try to complete getting them into position with Tree
Singing (“try” may be the operative word here). Getting a
unit into its ideal starting position for an attempt at Call of
the Hunt may be on the cards, too. In the past you would
typically place your free Wood Elf forest toward the centre of the
table in order to rush things into it and then try to surf toward the
enemy lines, however 8th edition has also changed the
placement of this bonus forest, so that particular plan is out the
window.
The
secondary mode of the spell (the one inflicting hits) remains
unchanged in 8th edition, and it's still pretty useful
given its complete lack of range restrictions. Strength 5 is
reasonable, although only a single D6 hits means many targets (larger
units) simply won't care. Nevertheless, there are plenty of things
that might have wandered into forests looking for cover and the like,
but hesitate to do so when they're fighting Wood Elves. Tree
Singing is a part of this.
Wood Elf mages do not walk. They float on a cushion of haughtiness |
The
next spell is Fury of the Forest. It is cast on a 6+, and
inflicts D6 Strength 4 hits on an unengaged target within 18”. If
the target is within 6” of a forest, the hits become Strength 5
instead of 4. This is a simple damage spell, and like most spells
found in older books, the casting cost is nice and low. D6 Strength 4
is nothing terribly exciting, however it could start getting painful
if there are forests near the enemy lines.
Next
we have The Hidden Path. Cast on a 7+, it targets a friendly
unit within 18” and effectively makes it Ethereal for a full turn.
However, the effects end as soon as the unit is engaged in close
combat.
As
an aside, you will notice that the Lore of Athel Loren was basically
the pioneer of the “until the start of the next magic phase”
style of spell. This has helped it stand up a little over time,
compared to something terrible like the old Gut Magic (which was
laden with low-cost “remains in play” spells), which were just
dispel targets waiting to happen.
Anyway,
what about this spell? You can make a unit ignore terrain, which is
less significant in 8th edition than it was in 6th
and 7th, and it's on an army which is pretty quick anyway.
It could still allow you to charge clean through a building, provided
you can see. This side of the spell is OK, but not great.
The
other effect of The Hidden Path is that the unit can ignore
non-magical shooting. There will be times when this is quite
significant, like when your Highborn on Forest Dragon is staring down
a battery of Empire Great Cannons, or you are charging something like
Wild Riders straight into the teeth of the enemy gun line. It is not
entirely clear whether the effect would carry over for something like
Fanatic or Mangler Squig hits, however they're not technically
missile attacks, so probably not.
Next
comes The Twilight Host. Cast on an 8+, it makes a friendly
unit within 18” cause Fear for one full turn. If it already caused
Fear, the unit causes Terror instead.
Fear
is not the weapon it once was, and consequently protecting yourself
from it is less important than it used to be. However like Aspect
of the Dreadknight (from the Lore of Death), there might still be
times when you can find a use for the spell. Upgrading a unit of
Dryads, Treekin or Wild Riders to cause Terror on the charge in the
following turn could help scare off some targets, or it could see
something that causes Fear (like Ogres) suddenly having to test for
it themselves. Most Wood Elf combat units are not too fussed about
psychology however (many are immune), so the defensive benefits of
the spell are less handy.
Ariel's
Blessing is yet another augment-style spell. It is cast on a 9+,
and gives a target within 18” Regeneration for a full turn.
It's
a simple spell, and it's a pretty good one. In most cases (Flaming
Attacks and Killing Blow
notwithstanding), this is giving a unit a 4+
ward save out of nowhere. The benefits are obvious, however there are
admittedly times when it will feel less significant because the
Forest Spirits may already have a 5+ ward save (there was a time when
the two could be used in tandem, but no more). Any bonus to a saving
throw is a good thing however, and there are plenty of things with
Magical Attacks that will see the Forest Spirits lose those ward
saves altogether. At those times, this spell could well be what holds
them in the fight.
My Glamourweave Mage |
The
final spell in the Lore of Athel Loren is The Call of the Hunt.
It's cast on a unit within 18”, and has one of two effects. If the
unit is already in combat, each model gains +1 Attack in the
following round of combat. This is simple enough, and not
devastatingly dangerous. If the unit is not already in combat
however, we moonwalk back in time to an era where magical charges
were a thing, and the unit moves 2D6” toward the nearest enemy it
can see, which could result in a charge. Break out your retro dance
moves, and party like it's 1999 (or in this case, 2005). Any unit
that gets charged in this manner gets no charge reaction, but won't
have to take a Panic test if the charger causes Terror.
Charging
magically used to be pretty common, and was fundamental to the game
plans of Undead players the world over. Nowadays 8th
edition has nearly stamped it out, and the only ways you can charge
out of sequence are the Anvil of Doom (which will doubtless be
changed in the new book), the Screaming Bell (and let's face it –
Skaven are meant to cheat), and The Call of the Hunt.
It may be that some newer players don't even really grasp how
game-changing such a thing can be. For those newcomers, suffice it to
say that moving around someone's flank and then charging them in the
side before they get to react is slightly damaging to one's game
plan. As is spinning on the spot and charging something that was
hidden safely behind you...
The
Call of the Hunt is not entirely reliable – you must charge the
nearest thing you can see, and you could fail to make the distance
with the dice. However, it's still a potentially game-breaking spell,
and it's fair to say that anyone actually electing to choose
the Lore of Athel Loren is probably doing it for access to this
spell.
How
will it be used?
So,
in a world where Wood Elf armies are a relatively rare sight anyway
(most of their army books have crumbled to dust due to age, and as
such they can't really use the army any more), how many of them will
actually rock up with the Lore of Athel Loren? Well, it kind of
depends on the army construction, because they may not have a choice.
Lord-level
Wood Elf mages (Spellweavers) have a choice between the Lore of Athel
Loren, the Lore of Beasts and the Lore of Life. Any power-gamer can
tell you that the Life is a powerful Lore on a high level caster, and
the ability to heal Treemen (which are hard to shift anyway) is more
than handy. So the default choice for most Spellweavers will be the
Lore of Life. Some players who consider themselves more cunning (or
foolish, in my case), or are trying to dodge a massive composition
penalty, might opt for the Lore of Beasts. They would be hoping to
get good mileage from their combat units and characters with spells
like Wyssan's Wildform and Savage Beast of Horros. As I
mentioned above however, a player would only really consider the Lore
of Athel Loren if they were hell-bent on getting Call of the Hunt.
Otherwise the Lore doesn't really stack up.
Having
said all this, Spellweavers are not the only casters in the Wood Elf
army. Lower-level Spellsingers and Branchwraiths have no choice, and
can only choose spells from the Lore of Athel Loren. So as I said, it
comes down to army construction – people fielding lesser mages will
be using the Lore whether they want to or not. And finally there are
the Treemen, who come with Tree Singing as a bound spell. This
used to be great, but nowadays it's almost a footnote. You might
squeeze the odd round of hits out of it, but by and large it's an
ability that is rarely used.
In
all likelihood, when the Wood Elf book gets re-released, their mages
will have a far greater range of choice in terms of their Lores of
Magic. But almost as surely, the Lore of Athel Loren will be
significantly more impressive when it arrives in its new form.
How will the lore be used?
ReplyDeleteWith blind indifference by their opponents.
It continues to amaze me that WE players often buy a lvl 1/2 mage to hold their scroll. that's 100+pts for a scroll and no other use/benefit, too much by far in my eyes.
I often use a level 2 to hold items like Ranu's Hearthstone, and to roll call of the hunt. As the lore is used so little when declare that i am going to cast call most people dont try and dispel it as they dont fully understand the threat it can pose
DeleteThat's the thing - it's got one really powerful spell in Call of the Hunt, and then a decent one in Ariel's Blessing. And then the rest is just stuffing...
DeleteI have found that tree singing can be useful in certain situations, Moving a forest into the line of sight of a repeater bolt thrower battery to reduce their to hit roll is kinda fun
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