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====Mounts==== *'''[[Elven Steed]]:''' It's a horse, it goes fast and makes them the tiniest bit less killable. Available for Princes, Archmages, Nobles, Mages, and Lords of Aenarion. Since Ithilmar Barding stops subtracting from movement, you should probably always upgrade to Ithilmar Barding. It adds armor save and DOES NOT make the M9 steed any slower, so there's no reason not to pay a few measly points for that. Indeed, the Princes and Lords can only buy barded steeds. *'''[[Pegasus]]:''' Exclusive to Princes and Nobles. Your horse is slightly slower, but it does get to fly. Shame there isn't anyone to accompany them. *'''[[Unicorn]]:''' Exclusive to Mages. A super-fast horse with magical attacks and magic resist 2. To add to their usefulness, they also have +1 S on their impact hit. However, they're about as fragile as eagles and perhaps even more providing not extra wounds to even the mage. However, you have M10 and you can put yourself in the tanks of silver helms or dragon knights. *'''[[Great Eagle]]:''' Usable by Princes, Archmages, and Nobles. Eagles are the halfway point between Horses and Monsters and are generally not worth their time. T4 and 3 wounds mean they crumble when a shooting unit so much as looks at them funny. Still, if you're in a weird mood, they're cheap at 65 points. They have mainly found their niche in war machine harassment, targeting crew members who thought they were safely behind the battlelines, though they are still uncommon and not often used. You can, however, put a Noble with the Reaver Bow on one of these for a fast, shooty unit that has an extra wound, or an Archmage to get on your opponent's flank and vortex him back to the stone age. Also, a Great Eagle is your only chance of getting a T4 character. For a better Eagle, you have to spend 10 points more, which if you're taking one you probably should. *'''[[Griffon]]:''' Useable by only Princes, they are the discount dragon. The good news they're cheaper than Sun Dragons (150 points vs 235), but with upgrades to make the Griffon viable it comes to a grand total of 155 points. The only difference being the Sun Dragon has one more wound... and a flame Breath... and Natural armour (3+). which makes Dragons durable where Griffons provide no additional protection above a Great Eagle's besides having 4 wounds. Still, Dragons don't have high initiative or Devastating Charge. It's iffy, but offensive lists requiring a nice hard flank to something that isn't a horde have a need for a well geared Prince on a Griffon. Not to mention that neat [[Island of Blood]] mini has just been gathering dust on your shelf... *'''[[Tiranoc Chariot]]:''' Option for Princes and Nobles. Not a good option really, there's potential in that it crunches better than an Eagle for a Reaver Bow war machine hunter, but still iffy. Still, there are complex strategies that can make great use of them, like 2v2 and scenario games. *'''Lion Chariot:''' available on Princes and Nobles wearing a Lion Cloak. turn Tiranoc into a proper melee chariot, pulled by S5 Lions and gives you Stubbornand fear. Crash and Brake!!. Also, being acomied by a guy with a Woodsman's Axe, enemies you charge are ASL. Also because combined models work despite the strange wording, he get an additional Parry (6+) if you get charged. *'''[[Sun Dragon]]:''' Option for Princes and Archmages. The mini-Dragon. Still a Dragon, still kick-ass. Good for if you're short on points since the 65 point upgrade from Sun to a Moon Dragon matters. *'''[[Moon Dragon]]:''' The medium Dragon, same power level as most Dragons in the game. A good all-around choice, Granting rider Hitghened Durability Along with the usual Troop killing Breath attack. *'''[[Star Dragon]]:''' The highest tier of Dragon and probably the most brutal Monstrous Mount in the game. With WS7, S7, T7 7 wounds, 6 attacks, a Strength 4 breath weapon and a 3+ armour save, this guy, with a properly tricked out rider, can probably rip the head off of anything stupid enough to get in its way without tipping the odds. It can tear apart almost anything. Giants, K'daii Destroyers, and other dragons will all be killed if faced by a Star Dragon. Beware the I2 though and be aware that everyone and their dog will be gunning for it. Don't let it get bogged down in a head on collision with a large unit; yes it probably can't do any real damage to the Star Dragon, but it'll be stuck there all game and probably get flanked. Have him charge down small units, flank big units in conjunction with a frontal assault, hunt down enemy monsters. Unless it gets hit by a cannonball, something is going to die when a Star Dragon gets involved. WORD OF WARNING: Some combat Lords from melee-heavy armies (Warriors of Chaos, Ogres, Daemons, Bretonnia etc) have weapons and gifts and things that are designed to bring down dragons, and a Bretonnian Lord with a Sword of Swiftstride and Heroic Killing Blow can cut the head off a Star Dragon before it can lift a claw. *'''[[Lothern Skycutter]]:''' Your mount option for the Sea Helm and the Sea Helm alone. what if the Tiranoc Chariot had another crew member, S4 on steeds, and could fly(8). Putting him on one also gives it a 4++ Ward Save against shooting, and allows you to reroll dangerous terrain tests. Taking a second Sea Helm and putting him on one replaces one of the crew members, meaning you're getting the shooting attack of two crewmen, and the Sea Helm if you spend the 4 points to give him a bow, or outfit him with a Reaver Bow. It's better protected than a Noble on Great eagle before factoring in Magic items, being Just as durable as that Heavy armor noble, having a +1 more wound than an eagle. Now a cost-effective single back row harasser. *'''[[Flamespyre Phoenix]]:''' So finally the High Elves get their coverbeast to play. It's flaming hot, doesn't fear fire, and comes with average stats for a Monster. It only has a 5+ ward save, but this is more than a Giant or a Dragon has against cannons. It gets stronger with better winds of magic (albeit on a chance of 1/9 it get's weaker) and can make flying attacks like the chaosmantas, even more so with all of its attacks being magical. Since it's a Phoenix it can be reborn by rolling a dice at the end of the turn it was killed, on a 6 it comes back with D3+2 wounds, on 3 to 5 it blows up and you can try again at the end of the next turn (can be your opponents turn), with a roll of 1 or 2 the Pheonix is dead. When it's ridden by an Anointed, (the only mount he can ride, and the only one that can ride it) the roll has a +1 modifier which is beautiful. It lacks the power to really take out a big unit on its own but can take out war machines and kill off survivors. With an Anointed it gets powerful enough to flank units and at least have a chance, so this is how you want to take it. *'''[[Frostheart Phoenix]]:''' Frostheart Phoenixes are great to have, but putting an Anointed on one doesn't really do anything for it besides get him into combat and waste his unit buffing so if you're taking one, take one as a Rare option.
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