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===Special Units=== '''While your Core units are used to create the core (ha) of your army, this is where you get the guys who do most of the damage. Don't be afraid to shamelessly spend absurd amounts of points (in fact, the full limit you can usually) in your special choices. If you need something dead, and you're not in a big enough game to bring a Star Dragon, this is where you look. * '''[[Swordmasters of Hoeth]]:''' 16pts for Heavily armored, great weapon-wielding, missile swatting, 2 attacks each, WS on par with most other faction's Lords, all while not suffering ANY I penalties from great weapons, but they only hit harder then halberds for only one combat round. These changes, on top of Phoenix Guard's "upgrade" to Rare make this unit have a real spot in the High Elf 9th edition roster. Compared to 8th they have a marginally better save, but lost fight in extra rank for 3pts. That is all. Hold Best damage-dealing infantry you have right now. * '''[[White Lions of Chrace]]:''' Uncharacteristically and Unnaturally strong, S4, ax-wielding elves. Costing 2 more points than 8th for 15ppm, became Ld9 but lost ASF and Fight in Extra Rank. Still stubborn to the man, in an edition where steadfast is not as strong and easier to break. Although not as Quick with a Great weapon, they are now better monster Hunters with their additional abilities: gain 6++ parry when they Hold; inflict ASL on an enemy they charge; gain HKB on their first turn fighting a monstrous unit type. Makes them good at their job at running at dragons and Mornfangs to decapitate them, while Surviving until help arrives if they get charged first. * '''[[White Lion Chariot]]:''' 110pts. This is what Tiranoc Chariots suffer when compared to. With 2 S4 crew that hit at S6, 4 S5 Lion attacks, and an extra armor save, White Lion Chariots are pretty brutal when they hit right. As with all Chariots, they won't help much if you're playing defensively, but they really work fantastically on the charge. Each one costs 110 points, down 10 points from 8th edition. * '''[[Tiranoc Chariot]]:''' These aren't bad on their own terms but when compared to the other major option for Chariots, which is better in nearly every applicable way other than not having a ranged attack, Tiranoc Chariots get a thumbs down. Still, Tiranoc Chariots aren't bad and if you're in the mood for a cheap chariot (70 points), this is for you. They are very adaptable with longbows, spears, and very good movement. Apparently, nobody has noticed that you can take these in units of 1+. Well, you can take these in units of three, so they're not that bad compared to the other chariots in the army. Note that a character on a chariot still joins a unit of Tiranoc chariots. * '''[[Dragon Princes of Caledor]]:''' Dragon Princes hit harder than any unit has a right to with two attacks, and while heavy cavalry has generally fallen out of favor, these guys remain popular due to the ubiquity of flaming attacks and breath weapons (and they're back to being immune to the former). Therefore, if your Daemons of Chaos opponent likes Tzeentch and its flaming attacks (Warpflame, Anon, not Flaming anymore), take these guys and see him cry. They're probably not worth your time if you're playing a defensive list, but offensive lists can generally find a place for them. There's not much that can hit harder on the charge, and while they're no Blood Knights, they can certainly keep going in melee. Still, stick with prodding the enemy flank as your goal with them. * '''[[Shadow Warriors]]:''' Previously, Shadow Warriors were the Elven equivalent of Beastmen. As of recent times, however, they are better shots than archers while only being 3 points more and getting Scouting and Skirmish, so they have become helpful at War Machine hunting. Many give them AHW or Sheild for more CC or defense. Put a Noble with Shadow Armour and The Reaver Bow in the unit to cheaply provide them with that little extra firepower. Throw Alith Anar in with them, and you've got Elven Vietcong. Generally speaking, Shadow Warriors still don't have much of a place in your army. Reavers are better at putting the hurt on enemies and getting away, and Special is not the category you really want to put ranged options into. Still, a HUGE horde of Spearmen taking up your Core and Phoenix's eating up your Rare slots leave Shadow Warriors as your Special of choice to still get a ranged attack. * '''[[Sisters of Avelorn]]:''' The Amazon are closing in. This is the strongest shooting unit in-game, the Phoenix Guard of PEWPEW. They have WS5, S4, AP(1) Flamming magical arrows. For 18 Points, this is a deal, and they can shoot out of 3+ rows and reduce everything in 24 inches to a pincushion of whatever. Still, they are only as tough as normal archers, so don't expect them to take much punishment. Protect them with Spearmen, Phoenix Guard, White Lions, or keep them out of harm's way and fire ahead of the Silver Helms. **got nerfed to be non-physical attacks, though this is only a problem against things you don't want to shoot at, like elite Chaos Dwarfs and that solo character that know you were using Sisters of Avelorn that day. * '''[[Eagle Claw Bolt Thrower]]:''' 60pts. If you haven't brought along White Lions, an alternative answer for high toughness and 2+ armour saves. Specializes in impaling monsters and rows of armor troops or firing multiple shots to thin the less armored variety. When everyone got that memo of bolt thrower price reductions, the Eagle Claw's ''Uniqueness'' gave it only a 10 point reduction. She still has two wounds. T7(!) can offset a lot of that, though, and combined with Archers, they can cause a lot of damage, or with Lothern Seaguard to pump out some hits and be ready for when the enemy reaches you. They're more resistant to shooting than Eagles and can probably cause more damage long-term. Not a great unit, but if you're in the mood, they don't generally hurt. Concentrate fire to bring down big things like monsters and characters, volley fire to eliminate enemy chaff, and infantry blocks.
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