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====Named Characters==== '''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you need to have them, go ahead. Just make sure you're really getting your points worth. * '''[[Tyrion]], the Defender of Ulthuan:''' 400pts. Tyrion is a very expensive close combat beast, and that's what you want him to be. Between WS9, I10, 5 attacks, S7 (4 base +3 from Sunfang, and magical Flaming Attacks at that) that reroll to hit, the ability to counter when rolling a 6 on Parry saves, and a single-use breath weapon, he can pretty much wreck an entire unit on his own and with his 1+ armor, 4+ ward, and Magic Resistance (2) he will just not die (and even if he does, the engagement necklace from the Everqueen means the wound that would kill him is negated on a 2+, essentially giving him +1 wound or a one-time immunity to killing blow. After use, he loses his magic resistance, meaning that the last wound is slightly more vulnerable). However, he's kinda stuck in the role of the hammer, and for his cost, you could take someone on a Dragon, and he can't do TOO much that a tricked out Prince couldn't do just as well for less (that dragon can't join a unit though, which makes Tyrion worth considering far more than he was in 7th edition). The addition of the Lord of Aenarion's curse also means that you need to take great care when he's attached to a unit. He's fun, but competitive lists tend to prefer generic options or the Everqueen. Something of note is that he can join a unit of Silver Helms or Dragon Princes, which really ruins someone's day in larger games (remember that now with Silver Helms being core, your anvil can suddenly drop onto the heads of the enemy rather than just hold them in place in an all cavalry list). His super-horse also has +1 M,WS,S,I, and A. Weighing in at 485 points, and he'll eat up a big chunk of your Lord's allotment. One last change to him in this edition: he no longer HAS to be General of the army he's in, but if he is, his inspiring presence has a range of 18". If your strategy is to wedge Tyrion in your enemy's ass while a mage hides in a bunker and faps to the scene, you might wanna keep him as a minion, but if your whole strategy is to run your enemy down with a wall of equine death he should be the one in charge. * '''[[Teclis]], the Loremaster of Hoeth:''' 460pts. All those lifeline steroid pills must be getting to him, he got nerfed again. He is still a powerful mage because he can either know all spells in High Magic or have one spell (of your choice) from each normal Lore. The Moon Staff now gives an extra die to cast and dispel with but has a one-use power that either lets you add an extra die to each cast attempt from him for a turn OR negate a miscast from him, but this robs all the benefits of the staff. The scroll he carries is still nice, letting him dispel an enemy spell as well as having a D6 roll-off against the mage who cast the spell, with a win resulting in them losing that spell for the rest of the game. Despite his ''awesome'' sword, he is still a cripple of an elf with no save to speak of, so at least cram him into something that won't see cc and can protect him at the same time (this is even harder now that Teclis inherited the Lord of Aenarion's curse like his brother). The War Crown of Saphery, which used to grant him an additional wizard level making him one of the four Level 5 wizard options in the game, now lets him reroll all randomized die on spells (i.e. 2d6 hits in 2d6"). All together Teclis has gone from being mandatory in a "best possible" High Elf list to being an expensive character who's returns on his points is questionable. Still, he's not terrible and is great for picking spells now that the magic item that used to let you do that is gone from the game. If you are using Storm of Magic rules, Teclis is still the powerhouse he once was and is just as facerollingly unfair as before. * '''[[Alarielle]] the Radiant:''' 385pts. The Everqueen is here, and she is a Lord-level wizard who can choose how many of her four spells are rolled from High Magic, Life Magic, and Light Magic. Primarily a defensive character, she uses her status as god-queen of the elves to make her unit protective of her to the point that they are immune to Fear and Terror (which is fair play if you ask me) and all her units' attacks count as magical while her Handmaidens become unbreakable. Also, she heals one friendly character within 12" for 1 wound each round during the movement phase but needs to target anyone else if available before herself since she's nice and all. She and her unit also get a 5+ ward save against non-magical attacks, which is jolly decent of her. She also has a nifty little passive called Chaos Bane since her very existence makes Daemons take SAN checks (so the Everqueen is more or less the God-Emperor of Fantasy in all the ways Sigmar isn't) which means that during the beginning of her Magic Phase before you roll for winds, every unit with the Daemonic rule within 12" of her takes D6 hits at strength 4 calculated as per shooting. It seems nice, but it comes with the drawback that she casts at a -D3 to any spells since Daemons give her a sad. She's got a one-use item called the Stave of Avelorn, which lets her cast a spell a second time regardless of whether she bummed it up or not. Finally, taking her gives Nobles, Lothern Sea Helms, and Handmaidens of the Everqueen special options. The Noble or Lothern Sea Helm you would use as your Battle Standard Bearer (which you are always going to have) can take the Banner of Avelorn for 40 points, which gives you +4 on every cast of Life and Light magic that targets the unit the Banner is in (that last part if very important, remember it when deciding where the BSB will march) which is very nice if you're looking to get off two of the best defensive/counter lores without losing many power dice each casting. The Handmaiden can take the Horn of Isha, which is a one-use item used at the start of the Movement Phase that gives all the models in the unit that used it a +1 To Hit bonus on shooting or melee (so one turn of those arrows from the amazons get a little bit pointier) for 50 points. With all the rules the Queen is toting, she is High Elves' new Teclis but on defense rather than offense. She's also right alongside Teclis in Storm of Magic overpowering. Keep in mind she's not a /win overpowered goddess. Lists that use the Everqueen should have one giant horde to stick her in with multiple wound characters in it. Even a unit of Spearmen with the Everqueen can be buffed to Phoenix Guard levels on the cheap. Everqueen lists are vulnerable to flank charges, however, so keep that in mind if you decide your Special choice should be the Alarielle horde. However, a Sea Helm in the unit will solve that issue pretty quickly. * '''[[Elatharion the Grim]], Warden of Tor Yvresse:''' 475pts. He's nice but perhaps too expensive for his own good, especially now that he's no longer available on foot. Hatred (Orcs & Goblins) isn't very useful unless you will actually be playing against them. He's also a Level 2 caster who can grab any lore from the Rulebook (Beasts and Death work well), but that's a job you generally want to split between combat Lords and Wizards (never mind that, for his cost, you can grab a Prince AND a level 2 Mage, with 35 points left for equipment before Eltharion becomes the cheaper pick). He can also ride his enhanced personal Griffon Stormwing and get a free lance. Stormwing has stats exceeding a Sun Dragon and has a 5++ Ward Save Eltharion's helmet grants him (How the fuck does that work? Magic. Elf magic.) but has no Scaly Skin, which is a big deal when a Sun Dragon is only 40 points more. He's really a good enough Lord who's mostly overshadowed by how much you're paying for him and how other choices crunch better. On the plus side, his badass sword (+2 strength, no armor saves allowed), badass helmet (6+/5++ save with rerolls on Ld checks), and finally, the badass medallion (gives Magic Resistance (1) and his spells) make him an easier pill to swallow if you're going for a themed list. * '''[[Alith Anar]], the Shadow King:''' 250pts. Alith used to be overshadowed by the other Lord-level choices available, but this edition has him in his own role, and if it's what you need, he's perfect. He's got a glorious bow granted to him by a goddess (functions as a Bolt Thrower that he can shoot even if he moves and practically ignores Armor saves) and has a nice statline. Hatred isn't as useful, but against Dark Elves it's always nice to put just a little more pain on them; speaking of, if you know you will be fighting Dark Elves he's Khaine's gift (one without drawbacks!) to elfkind due to his ranged attack causing -1LD to Dark Elf units he hits until the end of the phase. Since Bow of the Seafarer was removed in 8th edition, you can no longer kit out a Prince to be a better shooty lord, so Alith has taken on that role entirely by himself and, as a result, a more viable option in competitive lists. Alith causes a -1 To Hit for whatever tries to shoot a unit he's joined, and the unit also has Swiftstride, so think about where you're putting him (advancing wave of White Lions that you just CANNOT shoot is nice, as is Shadow Warriors you can't catch). Keep in mind that if you deploy him outside of your deployment zone, you may want someone else to be your general otherwise, his inspiring presence is wasted for half the game. *'''[[Prince Imrik|Imrik]], Dragon Prince of Caledor:''' 575pts. So here's a big fucker with a lot to give. Right off the bat, you see an elf on top of a star dragon, then you find that this dragon will hate anyone who wounds its owner, and Imrik himself will stop all dragons from fighting him. Then the guy himself has a magical armor-negating lance that adds S+3 on the charge, a suit of 2+/6++ armour with immunity to fire, and a single-use item that lets the entire army reroll rally and psychology checks for a turn. *'''[[Belannaer]] the wise:''' 405pts. The second-best wizard who's not a cripple. While he's only a level 3 loremaster, he has a more respectable statline with proper combat options. Charging him requires a reroll on distance, all attacks are at -1 strength, and his sword negates mundane armour with a single-use boost to his attacks. As a wizard, he's adding a die to one spell he casts each turn, and he has the Book of the Phoenix, which gives him one of three big boosts (Explode upon dying and then be reborn, auto-cast one spell, or turn him into a hulking S8). *'''[[Aislinn]] the Sea Lord:''' 240/345pts. He's your special Sea Helm with some extra tricks. On top of all the Sea Helm's tricks, he also lets his bolt throwers and sea guard make one shot at the beginning of the game. Like Alith Anar, he also has his own bolt thrower, though he only gets River Strider and armour. Do not stick him on a Skycutter, as he doesn't allow any upgrades, which makes the thing bad. * '''[[Korhil]], Captain of the White Lions:''' 150/250pts. Korhil's main advantages are as follows: He's cheap (but 10 points costlier in 8th), and he's Stubborn and thus grants this to any unit he joins. Those two reasons are reason enough to take him, especially if you want to dump him in a large Spearmen unit. He lacks the White Lions' axe tricks, but with his weapon being a pair with S+2 and KB, he's not hurting much. He's reasonably killy on his own merits with S4, with +2 strength from his magic weapon, with Killing Blow, with ASF, with an extra hand weapon. Pelt got a slight buff, granting +1 close combat and +2 shooting to his armor, but now immune to poison. He will not turn the game around, but he certainly helps if your strategy is an elfhorde and you didn't bring Alarielle. See his bio in the fluff section for themed lists. Basically, he can show up anywhere High Elves are as long as the Phoenix King approves of whatever your army is doing. NEVER FORGET his axe DOESN'T have ASL, unlike white lions, so you still get your rerolls. Korhil may also be mounted on a Lion Chariot, upping his Armour Save by +1 and making the chariot stubborn and a very deadly force on the charge. Plus, the chariot does not have to take a dangerous terrain test when moving through a forest, which is quite huge for a chariot. * '''[[Caradryan]], Captain of the Phoenix Guard:''' 170/425pts. Caradryan is a good fighting hero that got 5 points cheaper in 8th. Mark of Asuryan was changed from dealing D6 no armour save wounds to the single model that killed him to instead dealing D3 no armour save wounds to the unit or the same to a single enemy in a challenge (so his aftermath special ability has been halved in exchange for it being able to affect the unit when he carks it outside of a challenge). His magic weapon is FANTASTIC against trolls and other regenerating monsters due to having Flaming Attacks, and it also causes Multiple Wounds (D3) against anything. He is not too expensive, especially since he discourages tricked-out Lords/Heroes from coming after him due to his dying ability. Not the greatest Hero in the world, but really fun and a god-tier bodyguard. Also, it has the option to now ride a named Frostheart Phoenix, Ashtari. It costs 15 points more than a generic but with an additional attack and is thus a GREAT option. Combine that with his dying ability, and you've essentially got a flying tank that weakens things around it carrying a nuke (one that doesn't hurt your own men), and it's on a dead man's trigger. *'''[[Selafyn]], Hawk of the Annulii:''' 150pts. A legendary beast tamer. He's none too special, with a 4+/5++ save and a weapon that wounds monsters, MB, and mc units on a 2+ that makes him ideal on taking down big boys. *'''[[Eltharion]], Swordmaster of Hoeth:''' 220pts. Eltharion, before he was recorded to be the Grim, has a hate boner for Dark Elves in addition to Greenskins. He is a swordmaster in light armour, able to take a unit of Swordmasters as a Core and makes the ones he is with stubborn. Still, he and the unit suffer Berserk Rage. in battle he can do some sick Jedi backflips to reposition himself to get into away from base contact with a model in an enemy unit, even jumping into another engaged friendly or flanking solo from the back (Useful way to attack characters that are avoiding him or run from better melee heroes). He changes stances to fit the situation, either can only get hit on 6s pared with his 5+ dodge, or be offensive with +1 hit and ignore parry, +2S, or +2 A. *'''[[Finubar the Seafarer]], Phoenix King of Ulthuan:''' 350pts. the current Phoenix King. A line holder supports character, immune to fire, and a ward of 5+. His unit is -1 to hit by missiles, Unbreadakble, and all within 6" are stubborn. He is someone you would use if you don't want your front line to run away, even has a bound spell that inflicts S5 Flaming MW(D3) hits to models in base content. *'''[[Althran Stormrider]]:''' 210/365pts. is from the [[Island of Blood]]. He is a straightforward prince. In addition to standard magic weapons and ward, he can once per game, he can give himself Devastating Charge during the start of the phase and a 6" aura of +1 to hit at the start of any close combat phase to units with Martial Prowess. Has the Option for personal Griffon for additional mobility. Overall he is a support hero that gives High elfs units around him a burst in melee. *'''[[Thaindal]], King of Tiranoc:''' 255pts. Prince on T5 Scythe chariot pulled by 4 horses. He is armed with a polearm that Ignores armour, inflicting fear that becomes Terror to Warbeasts and any mounted unit type. *'''[[Hallar the Swordmaster]]:''' 155pts. straight forward fighty hero that dual wields. He attacks a little more, hits first, wounds on 2+, and has 1 ap. *'''[[Gilead & Fithvael]], Last of Tor Anrok:''' 240pts. (170 for Gilead, 70 for Fithvael). Archer lord and friend. lightly geared with a longbow. He can become a melee monster for only one turn, so time it right. The main weakness is having a chance of stalling or running away if you fail his routine Leadership test. *'''[[Phytrion]], Chosen of Tor Yvresse:''' 120pts. Noble that Gets D3 reroll for himself, and defensive with shield, heavy armour, Ward(5+), and -1 to hit by Forces of Destruction in melee. *'''[[Salendor]], Lord of Tor Achare:''' 270pts. Melee blender Prince that's also a Lv2 High Magic caster. *'''[[Liandra Athinol]]:''' 425pts. She could be seen as a discount Imrik. She is noble on Moondragon being very defenses -1 to hit, and -1 strength from enemy attacks
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