Hey guys,
I really like the WE, there werde my first campaign in WH1, but in WH2 there are unplayable in ME. In MP they are okay, most of the time i win with a melee build.
I think there 4 Things that CA must change to make the WE more interessting.
1. Amber System.
The Ambersystem Was interessting in WH1 but today it 'a simple to old. They schould remove the Amber cost from the units. Or they should make Amber like a Ressource from the Vortex campaign.
2. Technology
The WE have one if not the smallest Techtree in the game. They should at least double the tree. For example give the WE speciell tech for the other elve factions.
3. Settlements.
If you want to build a big empire with the WE you will face the Problem of defending your minor Settlements. You cannot build Walls. You cannot build a garrision. You cannot build recruitment buildings.
I think they need to have the option to build at least 2 buildings or they should be able to have Walls. (maybe through the New Techtree)
With recrutment buildings you dont need to recruit your army in Athel Loren and then march through your empire to get to the Front.
4. More LL
They have only two Lords at the Moment, who Start right next to eachother. Your game will most likely be alwaslys the same. Go to War with Bretonnia or the GS. Maybe then the empire or the southern kingdoms. Its always the same.
I hope for the twilight sisters and drycha or ariel. With the Startposition in the north of the empire and in the southlands.
I can think that the sister could work like Malus. You choose which sister you favor and get buffs for your campaign (public order) or for battle.
These are my thoughts one an WE rework.
What do you guys think?
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0 · Disagree Agree- Report
1 · Disagree AgreeThis means WEs will be able to defend their holdings as well as project power effectively which they cannot at this time as they haven't got many settlements outside of Athel Loren where they can build.
Perhaps to balance this there could be a limit on the number of these gateways (maybe upped by upgrading the Oak, which makes sence as it could be reacivating the withered world roots), and maybe they are unusable for a short period (5-10 turns?) after each use, so you have to be strategic with them.
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1 · Disagree Agree- Report
0 · Disagree AgreeZoats- Report
1 · Disagree Agree5. some more ROR and more ammo variants for archers and melee variants for glade riders/hawkriders
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0 · Disagree AgreeWood Elf beast packs, lions and bears, from 3e.
Falconer (actually a special character model, but would be cool as a hero).
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0 · Disagree AgreeSpell weaver
More LL’s.
Reworked Amber. Not scrapped just reworked.
Proper World Roots. Ability to move between Actual WE settlements. They mustn’t become another faction that conquests but rather does hit and fade attacks.
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0 · Disagree Agree-You should be able to play them without owning the Oak Of Ages
they´re really bound to just one area
-Amber mechanic should get another look
( although I was swimming in Amber once I allied with Empire )
Spellweaver Generals (High & Dark Magic) should get added.
-The Office mechanic could be completely scratched imo
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0 · Disagree AgreeTheir biggest issue is point three; they need to expand and take settlements or ally with empires in order to get amber, but they're explicitly designed to be bad at storming walled settlements and unable to defend territory.
Their entire expansion system needs to be reworked. I'd prefer to see a system that doesn't depend on them taking and holding territory, but rather taking certain strategic locations as a method of expanding the World Roots. The World Roots could be reworked as a global fast transportation system, letting Wood Elves quickly move armies from Athel Loren to distant locations.
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0 · Disagree AgreeI ‘ve seen modders achieve something similar in custom maps. If it is too much work, their settlements could be distributed like the inside of empire forts, with different levels and layers but with a forest aesthetic.
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0 · Disagree Agree- Spellweaver
- Glade Captain
- Great Stag Mount
- Shadowdancers
- Zoats
- Maybe a new tree spirit unit/variant- Forest Chariot
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0 · Disagree Agree#givemoreunitsforbrettonia, my bret dlc
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0 · Disagree Agree- Spites - Magical Items/Followers
- Dryads "Aspects" of different tree types: Birch,Willow and Oak. Was in 4th edition.
- Healing the World Roots (campaign mechanic)
- Lore of Athel Loren (how could you miss that one guys xD) 4th edition too.
- More Lores of magic
- Kindreds - Lord Customization/Special Traits
- Spellweaver as Lord
- Shadowdancers be the elite unit and Bladesinger the hero choice
- Additionnal dances for Wardancers
- Glade Captain as hero
- Glade Knights (melee version of Glade Riders)
- Great Stag Mount
- Forest Chariot and Zoats: not really needed but more is always good ^^ but in my opinion, i don't want the chariot just to keep their identity don't want them to compete with HE and DE on this. Zoats fit more likely in a hero spot since lorewise their low in number and they are casters to.
For LL's:
- Ariel/Naestra & Arahan
- Drycha/Naieth/Araloth (those are easily FLC material) just Araloth being by far the least interesting for me.
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0 · Disagree Agree