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==Tactics== These are the second edition tactics This army had been considered OverPowered, then got nerfed several times to the point of being the worst/the second worst army in the game. The recent points adjustment mitigated this somewhat, but this army still resides in the lower tier. This army, like other elves, is elite and as such can't afford redundancy, but at the same time have low staying power (if you get shot at, your army will crumble ridiculously quickly) and is usually numerically inferior even to WotDG, but the biggest problem of this army is that it has effectivly 2-3 viable builds (With slight variations) because of reasons such as overlapping battlefield roles (Sea Guards/Queen's Guards), Codex lacking Certain thing (Best example - Your only unit with strength 6 is Lion Guards, so you are forced to bring them, or your army will lack an important component), or the alternative being severely overpriced (Knights of Ryma are the best example, they are present in most of the lists because, despite being overpriced, they are effectively your only unit capable of zoning the opponent, because noone will ever consider bringing Highborn Lancers, because they in turn are hillariously overpriced for what they offer. This in turn forces players to fill their Core with Sea Guards/Spearmen and sometimes Archers, which in turn prevents them from picking Queen's Guard because that would mean you have no zoning capability and 2 big units of shooters with overlapping prefered targets and HBE can't really afford redundancy). ===Army Rules=== '''Martial Discipline''' Discipline tests (not break or panic tests though) are subject to a minimized roll (roll one extra dice and remove the highest). Even though you can't use it for break tests, it does apply for rally tests, so it is very likely your elves will return to the fight after they flee for any reason. This rule makes it easy to set up favorable charges by being able to consistently rally after a flee reaction. '''Master of Spellcrafting''' Spells cast by models with this rule have their Casting Value reduced by 1. This is great for you, functionally a +1 to cast that doesn't bump into the +2 modifier cap on spellcasting. This does have a slight downside though, spells being easier to cast for you means easier to dispell for your opponent as well. '''Valiant''' Model is immune to fear (woo hoo), if more than half the unit has Valiant the unit is immune to panic tests caused by terror. Again, high leadership elves, but can save your ass against a monster in a pinch. '''Fae Miasma''' When a unit is hit (not wounded) by attacks with fae miasma, they take a resilience test for each hit. If any of those tests fail, the unit suffers -1 to hit with close combat and shooting for 1 turn. Available on your Grey Watchers, they have great range and accurate so pick an enemy shooting unit and pew at them to make them less effective. '''Lightning Reflexes''' Not a rule specific to this army but worth a mention as every single one of your elf buddies has this. First off, all of your elves get +1 to hit in combat. With your above average offensive skill and high agility your elves will usually be hitting first and usually hitting on 2s or 3s. Statistically this equates to all of your elves having +1 attack, not as swingy as massed goblins, but less prone to bad lack. Don't underestimate any of your elves ability to force saves in CC, even your derpy archers or reavers. An elf with a great weapon loses that +1 to hit but strikes at their normal agility making your heavy hitters scary. So your main elf strategy is hitting first and hitting hard, you don't have the armor to reliably take hits. Watch out for enemy models or spells that reduce your agility or boost opponent's agility and if you have the spells buff your offense not defense. You want to double down on slamming, the enemy can't hurt you if they're dead. ===Armory=== '''Dragonforged Armour''' If you hear any complaints about how OP HbE characters are, it's going to be about this item, and with good reason. Dragonforged armour is heavy armor with a built in Aegis 6+ (everything) and an Aegis 2+ (vs flaming), but autofails any fortitude saves. It doesn't sound like much, until you compare its price to its analogues. Your characters get this armor for 10 points over normal heavy armor and get the effects of ~40 points of magic items. '''Lion's Fur''' The effects only matter on foot. The bearer gains +1 armor (+2 vs shooting attacks). This is what we get instead of plate armor, but hot damn is it good. The bonus save against shooting speaks for itself and because this is a separate armor piece HbE is one of the few armies that can get 3 armor enchantments onto a character. '''Moonlight Arrows''' Longbow only, the attack is str 4, AP 1, flaming and magical. Your medium shooting on an amazing vehicle with Queen's Companions. ===Hereditary Spell=== '''Favor of Meladys''' Lasts one turn. When successfully cast, add a veil token to your pool. When a friendly unit within 18" loses a wound, discard a veil token to ignore the wound (this is done before special saves). Multiple wounds instead reduce the amount by 1. Rank and File models ignore 2 wounds per veil token. Maximum of 2 veil tokens may be discarded per phase in this manner. Characters and Gigantic models may only ignore 1 wound per phase in this manner. This spell is what makes your elves survivable. Always have this spell in your arsenal somewhere. ===Honours=== More upgrades for your characters. ====High Prince and Commander Honours==== '''Master of Canreig Tower''' (180pts) Can't take a mount. Makes your boi a spell boi. They get a large spell selection from 5 different paths (alchemy, cosmology, druidism, shamanism, and witchcraft) but can only take spell 1 from each. Commander knows 3 spells, Prince knows 5. They also get Sword Sworn so they can throw down with a great weapon. A flexible choice and is a must-have for many tournament lists. '''High Warden of the Flame''' (90pts) Can't take a mount. You're taking this honour for the 4++. Fearless, flaming attacks and magic resistance (1) are nice but not why you take this. Got a price drop to 90, still expensive, but if your planning on footslogging your general this honour is pretty good. '''Fleet Officer''' (40pts) nope. Only has two benefits, Cover Volley (can stand and shoot when a nearby ally is charged) and +1 to the roll for choosing deployment zones. He also gives your guys minimized panic tests if he's the general or BSB and they are within range (what an EoS marshal can do with an order for half the points). The only way you might field this honour is if you put him on a sky sloop. He gets +2 to hit with the sky reaper, but it's a large investment just to have an annoying dakka chariot. '''Queen's Cavalier''' (50pts) The bearer gains devastating charge (+1 attack and fear) but that's not why you take this honour. You take this honour to shove 2 big dragons into your army instead of 1. '''Queen's Companion''' (50pts) Can't take a mount. Gives your boi 3 shots, Quick to Fire, and the choice for moonlight arrows (str4 ap1 flaming) or scout+fae Miasma. Best choice for a dakka prince/commander. '''Royal Huntsman''' (40pts) The model gains lions fur (+1 armor, +2 vs shooting weapons) and gives the unit he's in Valiant. Gets multiple wounds (2) against big models. A great choice for a footslogging general and easily one of the better honours mainly because of its low price. It can be put on a lion chariot for some shock value. ====Mage Honours==== '''Asfad Scholar''' (95pts) Wizard Master only. Increases the range of all spells by 6" (3" for aura spells) and gains Drain Magic as a bound spell. Let's your mage do his job without having to get up close and personal. '''Order of the Fiery Heart''' (20pts) Changes your path selection to Pyromancy or Alchemy. Also, give your mage options for heavy armor and dragon mounts. When you want your mage up close and personal.
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