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==Building Your Army== ===Buying Your Army=== The key to getting a nice cheap army is the Island of Blood. For one hundred dollars, (OR 55β¬) you get a decent number of elves, and some Skaven as well that can either be painted and glued to the base underneath your elves's feet or simply re-auctioned to a Skaven player. Did I mention the rulebook, templates, and artillery dice? Buy two of these treasure troves, then sell the Skaven packaged with the rulebook. With that alone, you can probably recover the costs of the boxes. After that, you get 20 Lothern Sea Guard, 20 Swordmasters, 10 Reavers, 2 Mages, and 2 Princes on Griffons (but those can also be run as Princes or Nobles on Eagles or even as just a regular Great Eagle if that's how you're going to go about it). That's the perfect start to any high elf army. After that, start browsing ebay. Search Warhammer High Elves by ending soonest, crunch the numbers so you know Games Workshop's price per model, then factor in shipping. Figure out what you can proxy (High Elf Island of Blood Mage+Spearman/Lothern Seaguard Arm holding the spear with a computer printout of a flag glued to it=Noble bearing a Battle Standard for example). Remember if there's something decent you need with a shipping price you're not thrilled over ($3 for a Korhil mini, but with $4 shipping making it not too great a deal) to check in the seller's other auctions, so you can net a combined shipping discount (that $4 shipping feels much better when you're getting a dragon for $20 and some Eldar you can greenstuff to look medieval for $2 along with said Korhil). With patience, you can assemble a High Elf army at a fraction of the price buying new would have cost, and you can even get some of the nifty old metal minis to be proud of! With GW Shelving all but most of the elite units, you should start covert Dark elf kits for your linemen or find 3d party elfs. If you don't share the same high elf inflexibility, [[Lumineth Realm-Lords]] can also scratch your itch for High elves if you like that Higher Fantasy aesthetics. ===Army Composition=== A High Elf army must either be defensive or offensive, having a mix between the two means that your opponent is only ever facing half of your army at any one time. The good news is, however, that once the focus of your army has been chosen there is still a lot to choose from and a lot to tinker with. Whichever approach you take you need to think about what you are going to do if the enemy has the same plan, or at least refuses to do what you want. While your awesome defensive army with lethal flank charges and such might be awesome when your opponent foolishly charges his whole army towards your block of spearmen, if you're playing against a dwarf gunline who's plan is to just never move then you're going to have problems. All lists need to have a plan for handling war machines (which are to be expected from every opponent) and some number of units to help you control the enemy movement. A few great eagles and a unit of reavers can find a place in almost any army for exactly this reason. Yes, your army needs to be focused but it also needs to be realistic. You need to be able to get some units out on the flanks to clog up charge lanes or divert shooting while your combat dudes jog across the board. If you don't do this then even the best defensive list will get outmaneuvered and the best offensive list will get pulled out of position by enemy chaff. You don't want to spend a lot of points on these units, but they need to be there unless you have an extremely good reason not to have them. ===Magic Items tactics=== High elves are a very good faction with high Ld, WS, and Initiative. Just focuses only on attack, strength, armour, wards, and Get back ASF(for better hit rerolls) then your good. Other than that give your wizards some magic boosters. ===Magic tactics=== The new High Magic is probably one of the most aggressive lores in the entire game now, Soul Quench makes Fireball lovers cry. Fiery Convocation is, in a game version promoting the use of hordes, extremely powerful; except against ogres and full knight Brets (giving Bretonnians at least one advantage in the modern game) and once it's been cast, your opponent will probably need to abort his next magic phase to dispel it if he cares about his burning minions. High Magic also has Apotheosis, which heals a wound and grants Fear to the target making your badasses into glorious bastards. Walk Between Worlds makes a unit Ethereal and get 10 more inches of movement to deliver a unit directly wherever it needs to be. Hand of Glory is a nice augment, Arcane Unforging is anti-character in the best way, and finally Drain Magic lets you undo whatever spells your opponent is using to manipulate the field of battle (goodbye undead augments). For the rest of the lores, usual stuff applies. Lore of Life is a consistent favorite (nothing like watching those 5 Phoenix Guard he worked so hard to kill get back up) as is Lore of Shadow. High Elves aren't really set up for offensive Magic outside Dragon Mages so you should generally go with support spells to protect your expensive units, rather than offensive spells. An important thing to remember is that you should not be building your list around using magic to support this or that unit, you should be putting magic into your list in order to augment the units that are already good. T7 Swordmasters might be awesome, but imagine how awesome that would be on a unit that doesn't need the support to be that good. Plus there are always factors that might get in the way of you casting a spell when you need to, so don't take a unit assuming you can make it better by augmenting it with magic; Take a unit that's already awesome without the magic. ====Magic Lores==== In this section, I'll list the multiple ways to use specific Lores in conjunction with our units. Some Lores of Magic are flexible and unique, while some are more focused on specific strategies and units to make them work. Either way, you'll find use of them here. In the modern game buffs and hexes are generally the order of the day, offering a lot of value for the dice invested. Especially for high elves who have incredibly powerful units, buffs can send your dudes into the stratosphere. Direct damage spells are still worthwhile but the really powerful ones have either short range, are only effective against specific units or have high casting cost so you need to pick lores that your mages can realistically get good mileage out of depending where you put them and what you expect them to achieve and don't just think in terms of getting the mage a high body count. While getting fifteen kills with dwellers is really cool, something much more boring like +1T for a big block of spearmen can have a much more lasting impact in the game by blunting the enemy charge and allowing you to set up your flank charges and you opponent is much less likely to go all in dispelling a minor augment. There are two styles of magic that exist for High Elves in my opinion: Balanced and Specific. Balanced Lores provide buffs and hexes that cover a large area of High Elf weaknesses. These lores include High Magic, Lore of Metal, Shadow, and Light. Specific Lores depend on certain army builds to bring out their true potential. These Lores include Life, Death and Beasts. I'll explain more below. '''High Magic - Balanced''' This is a very balanced lore that's designed to assist the High Elves take on any foe. With TWO signature spells this is very versatile. The biggest spell: Fiery Convocation, burns down entire hordes if left unchecked and Arcane Unforging is a direct damage that wounds like a Metal Lore spell but also randomly destroys a magic item on 2+; use this on Banner of Barrows, Flag of Blood Keep, Ghal Maraz ect cetera. Walk Between World makes a unit move 10/20 inches as if Ethereal in the Remaining Move Phase, good for putting a Phoenix behind enemy lines. Oh, and did we mention the Lore Attribute of High Magic? +1 to your Ward save for the Mage and unit every time a spell is successfully cast. YOUR FREAKIN WARD SAVE! This means that a Level 4 Wizard running High Magic can grant most units at least a 5+ during each magic phase and you only need one spell to give Phoenix Guard the magical 3+. March them across the field and watch your opponent cry as everything and their dog tries to kill it with only 3-4 casualties a turn. '''Lore of Shadow - Balanced''' Our most powerful lore in my opinion. It's almost as if this Lore was designed with High Elves in mind because it complements our army perfectly: 1. Elite troops with high WS and I can be dealt with Miasma. 2. High strength can be robbed of their power with Enfeeble. 3. High toughness units can be dispatched easier with Withering on them. 4. Expensive, multi-wound models with low initiative can be destroyed with Pit of Shades. I highly recommend this Lore as your go to lore for balanced play. '''Lore of Light - Balanced''' This is another very balanced Lore and very powerful against the Undead and also Daemons now that their stinking Standard of Sundering is finally out of the game. So yeah, TK, VC and DoC hate this lore. Army-wide Pha's Illumination and Speed of Light makes your entire army back to ASF and -1 to hit. This gives you fantastic combat potential and great protection vs. melee and shooting alike. Timewarp also allows your entire to surge forward and get into combat insanely early. Once they're in combat, the army-wide buffs allow you to win combat and take less casualties. All your units will hit things on 3s with re-rolls and you'll most likely be hit on 6s. If you decide to go Light, having a Lv.1 Wizard with Light is also suggested. This gives you the ability to inflict fantastic damage with Burning Gaze and Banishment for very low casting values. As for most balanced Lores, feel free to take whatever. '''Lore of Metal - Balanced''' This Lore gives you the power to break through armored units as they were butter. If you knew you were going against an army with multiple, heavily-armored targets such as <S>Brettonian</S> Bretonnian Knights, this Lore is fantastic. Another great thing about Lore of Metal is the army-wide 5+ Scaly Skin. This makes your Spearmen pack on a 2+ armor save. Sword Masters and Phoenix Guard also share that lovely 2+. With this in mind, I want to talk about a very specific spell and army-build: A large unit of Sword Masters with Enchanted Blades of Aiban absolutely annihilate things in combat. WS6 with +1 to hit means you'll most of the game on 2s. With, re-rolls from Martial Prowess and Armor Piercing S5, you'll walk through troops and elites alike. Even Spearmen with Enchanted Blades plow through units like they were butter. Give it a try, I promise good results. '''Lore of Death - Specific''' For this Lore, you mainly want to focus on the destructive capabilities of character sniping. These spells allow you to pick out BSBs, Generals and other important targets that could ruin the opposing army. VC Generals, TK Hierophants, Bretonnian BSBs, the list goes on. It goes without saying that the army-wide -1S and T allow your troops to inflict more damage and take less in return. Lastly, we have Purple Sun. That thing just embarrasses Lizardmen, certain undead armies and Dwarfs. And Ogre Kingdoms. '''Lore of Life - Specific''' I really like this Lore and I almost placed it in the balanced section, but I want to highlight some key builds that I like a lot. For one, Dwellers is a no brainer for most players: It picks off characters, completely wrecks enemies with Elf-stats and destroys entire units of Skaven. Throw dice at a large target with low S and watch it disappear from the game: Cheesy archer spam builds beware! This, is a very defensive Lore for the most part. You have Regen, protection from Miscast, and awesome +4 Toughness to any unit of choice. Which unit in particular? A giant unit of Sword Masters with T7 and Regen can mow through most units in the game. They are already incredibly powerful in close combat because of WS6, S5 and 2A, but now give them the T7 and Regen and things just get ridiculous. Use a small Phoenix Guard bunker with a Life Mage and Book, and spam these spells on a giant horde of SM w/ Standard of Balance and Amulet of Light. People will most certainly hate you. '''Lore of Beasts - Specific''' If the base unit spell for +1S +1T, the +3T to all characters in 12" is also pretty awesome. Unlike the Lore of Life though, this Lore focuses a lot on damage from characters than defense. Don't get me wrong, Curse of Anraheir can still hex someone down to -1 to hit. Combine this with tough Elven warriors and things look a lot brighter. Take what you would normally take and spam Wyssan's Wildform on everything. Then walk up a bunch of Princes and Nobles with +S magic weapons and hit Savage Beast of Horrors. Can you imagine the amount of carnage you can inflict with multiple characters wielding +3S and +3 attacks? I'm not sure how effective it'll be, but it'll sure make my Prince a little scarier. Or take Korhil, put him on a Lion Chariot, cast the Beast on him, chuck him at whatever and RAPETRAIN IT! Believe me, I've done this before. '''Mist Magic - Specific:''' New and reserved to one Hero wizard. They do a lot for your army in terms of protection. Illusory Assault turns those low Ld hoard on them themselves, and Writhing Mist and Mistress of the Deep will protect you fragile units.
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