The Woeweald was the first type of ship created by the wood elves to exact bloody vengeance.  It consists of a small mass of land completely overgrown with a bower of intertwined branches and vines.  Below the water masses of sea plants support the weight of the ship with air bladders.

Great trees tower above the thicket that obscures the bulk of the ship.  From some of these trees hang strangely carved totems.  These stick figures cause terrible anxiety and fear in opponents such as that they refuse to pass.  Even magical creatures like undead and demons refuse to pass the warded area until the totems are destroyed.

The other trees are not trees at all but treemen whose feet have grown into permanent roots within the mass of the Woeweald.  These treemen are capable of hurling great boulders at enemy ships, plucking enemy crew members off the deck of nearby ships, and even using their great fists to pound their enemy's vessels into scrap.

Within the bower lurk the Wood Elves.  Some are the mages of their kind.  These see to it that the island moves as needed, and that the glamours of the Woeweald remain intact.  These glamours make it difficult for the enemy to discern the Woeweald from a natural island.  Only in the immediate aftermath of the Wood Elves devastating attacks will the enemy be sure of the truth.  The remaining Wood Elves are archers to a man.  In short range their arrows rain down unabated.  They can even puncture the armored hulls of opposing vessels. 

Woeweald
Wood elf Man O' War
200 pts

move- magic 6", use normal turn template

crew 3

High locations
2: totem, save 6+, one hit, no crits, enemies may board from fore
3: treeman, save 4+, one hit, no crits, lose  fore treeman attack 
4: totem, save 6+, one hit, no crits, enemies may board from sides
5: treeman, save 4+, one hit, no crits, lose rear treeman attack 
6: totem, save 6+, one hit, no crits, enemies may board from rear

low locations
2: Copse, save 5+, one hit
3: Thicket, save 5+, one hit
4: Bower, save 5+, one hit
5: Grove, save 5+, one hit, while damaged Woeweald can be targeted normally (see Ambush below)
6: Bramble, save 5+, one hit

Below the waterline: 4 hits, 5+ save, -2” movement per BTW hit   

Weapons:

Woodland rage- Fore Treeman has 180 degree fire arc in front of ship.  Rear treeman has 180 degree fire arc in rear of ship.  During Woeweald's turn each treeman may choose to make ONE of the following types of attack:
Boulders- treat as catapult attack, or
Smash- if Woeweald is in direct contact with enemy ship, treeman with correct fire arc may attack enemy ship with two dice attack that has no save modifier.  Occurs before boarding actions, or
Rampage- if Woeweald is in direct contact with enemy ship, treeman with correct fire arc may attack enemy crew, treat like boarding action.  Treeman counts as 4 crew counters. If the enemy crew win the combat the Treeman is driven off.  On roll of 5+ the tree man is also slain (place damage counter on appropriate treeman location).  Crew of the Woeweald may not assist the Treeman during its rampage.  
  
Blackened skies- 2 dice of arrow attacks per crew, short range only, target gets +1 save, 360 degree fire arc.

Special rules
Regenerating- damaged *low* areas of the ship only may heal.  During end phase roll a die.  On a 4+ remove one damage counter of your choice.  No healing is possible if any low part of the ship is ablaze.

Ambush- unless the Woeweald has attacked another ship this round any enemy wanting to attack it must roll a 4+ first.  This roll is made at the beginning of the ship or squadron's movement.  If failed the ship or squadron may still attack other targets (although Woeweald blocks line of sight as normal).

Totems- while the totems are intact enemies may not board the Woeweald.