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====Generic Characters==== '''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. * '''Prince:''' 125pts. Princes personify everything about the High Elves: Fast as hell, kickass in close combat, can take a variety of special stuff, about as hard as a wet tissue. Be sure to give this guy an armor or ward save, or else he will get his ass killed. Aside from that, he's a brutal close combat Lord (WS7, I8) and properly kitted out; there's very little this guy can't kill. Dragon Armor lol's at flaming attacks and breath weapons but is now 5 points. As an alternative to Dragon Armor, you can take a Lion Cloak alongside the Heavy Armor for just 6 points, giving your Prince a 3+ armor save against shooting. Look for the variety of killy options down in the magic weapons. * '''[[Archmage]]:''' 185/220pts. A fantastic caster. Access to all 8 Lores, plus High Magic, means he can literally be designed to do whatever you want, though the preferred option in an unclear situation is Lore of Life. Like with the Prince, he has access to some of the best magic equipment in the game. High Elves are good at magic, and this guy proves it. * '''[[Loremaster of Hoeth]]:''' 230pts. A new Lord choice and mostly the same as a Swordmaster. But is also a level 2 Mage with ALL 8 Signature Spells from the Core Lores. This gives him great diversity, and he is also not bad in combat (but frail, as he only has a 4+ armour save). Think about it: the Signature Spells are nowhere near bad (ok, most of them are not), and you're getting all of them! Three magic missiles, a direct damage spell, two augments, and two hexes. Having all the lore attributes at your fingertips is useful, like casting Spirit Leech to get more power dice from killing someone. He gets to take as much magic gear as the Archmage, and Prince does, meaning you pick how you want to use him and kit him out like one or the other. Also, Deflect Shots for a 6+ ward against non-magical non-template ranged attacks. He's a pretty solid choice, but he costs a metric ton to bring to the table, and he's not as good on defensive dispelling and mounts options (having non) as an Archmage, so he'll probably only see the field in big games. *'''[[Lord of Aenarion]]:''' 185pts. They Can't be the General. These are your ultimate weapon masters even when compared to princes, each with an insane WS8 I9 and get Frenzy and Hatred (Destruction). However, this comes at some costs: For starters, they have to test Ld every turn they're with a friendly unit or start whacking anyone in b2b with them, and he only gets a 3++ ward when he's at his last wound. At best, send him in like a kamikaze unit to wipe off elites and monsters. * '''[[Anointed of Asuryan]]:''' 160pts. The Anointed is a Hero choice Phoenix Guard member with magic resistance and the option to ride a Phoenix (no one else can, other than Caradryan, who is his named counterpart). Still, it is never general while Caradryan isn't bound to this law. Since he already has a 4++ Ward save with heavy armour and a halberd, he needs nearly no equipment at all. When he rides a Flamespyre Phoenix, it will return from the dead more often and even ease the Phoenix's burden in case of shooting (since he will absorb a few hits). Much, much, MUCH more importantly, he gives everyone in any unit he joins Immune to Psychology and a re-roll of 1s on ward saves, which makes him really good in big units of Spearmen, White Lions, and the like. On foot, he's a better option than the Prince. In terms of mounts, you take the Anointed if you want one of the Phoenixes (I would say go with the Flamespyre) and the Prince if you want the Dragons. * '''Noble:''' 60pts. A great fighter for his points, but if you have the points you really should be taking a Prince (who's only 65 points more). The main reason you take a Noble is that he can be a BSB or, if you're low on points (either overall or in the Lord choices) in which case, he'll serve. He's best as a BSB, and you DEFINITELY want a BSB. In 8th with Lothern Sea Helms also being an option as a Battle Standard Bearer, there are now conceivable lists where you might not take a Noble. As a nice little bonus for those who are low on points, the armor types (Heavy, Dragon, and Lion Cloak) are cheaper on a Noble than a Prince. * '''Mage:''' 85pts. Unlike the Noble vs. Prince, the difference in points between the Mage and Archmage is big that you might want a Mage instead; he can do everything the Archmage can but at level two. If you're in the mood, it's always nice to have a backup Mage with different lore to deal with situations your Archmage can't. Never a bad idea. * '''[[Dragon Mage]]:''' 325pts. That's right. We even have HEROES riding Dragons. The Dragon is fairly squishy (for a Dragon), and the model as a whole runs on the pricy side, but the Hero Level Dragon and the sheer power of the Mage on top make up for a lot of that. Flaming Sword of Rhuin is actually worthwhile in this edition, and the Mage himself can put out an incredible amount of firepower. Note that you should never ever use the actual amount of dice you need; Figure out how much you need and then take one less, it'll give you more mileage. It can be a game-breaker at lower points but tends to get irrelevant once it becomes possible to grab a Prince on Star Dragon. Also, beware, as they can only take the Lore of Fire. As Dragon Mages now have access to Dragon Armour, they have access to Magic Armour. Dragon Mage Dragon Armour + Enchanted shield makes for a 2+ Wizard, and if you've got a squishy wave of elven melee doom and a Dragon Mage advancing on a position, your opponent is just picking size or numbers for what dick will end up in his ass. * '''[[Sea Helm]]:''' 55pts. A hero for the High elves who allows his Sea Guard unit to reform directly after they were charged as long as they elected to hold after passing a leadership test. This means no more easily flanking your units, this - for measly 55 Points - becomes really important. He can also be a Battle Standard Bearer if you're taking him anyway and don't want to bother with the Noble. Be careful using the Sea Helm as your BSB as he does not have the defensive options that the Noble has. A BSB Noble can get heavy armor and a shield, not to mention dragon armor and the lion cloak, a noble can get 4+/6++ easily without using any magic items. However, the Sea Helm has Medium armor and a shield, that is all. If you're taking a BSB Sea Helm, give him a mundane standard and pump his defenses with his magic item allowance. But seeing as any special ranked unit (aka any unit you want to put him in barring a 50-block of spearmen) has a magic standard allowance of at least 50 points (banner of the world dragon costs 50 points), this isn't much of a problem. *'''[[Mistweaver]]:''' 85pts. You get a new wizard that's got +1 I over the mage but also includes brand new lore that's exclusive to this model. All of it involves illusions and ways to derail an opponent's attack. **'''Signature: Illusory Assault:''' CV 7+, Forces a unit to test Ld or slap itself in the face. :#'''The Writhing Mists:''' CV 7+, Gives a unit a constant -1 to hit them. :#'''Mistress of the Deep:''' CV 9+, Summons an odd monstrosity that can force enemies to shoot them rather than an intended unit. However, this is all subject to psychology.
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