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===Rare Units=== * '''[[Phoenix Guard]]:''' Moved to Rare- Phoenix Guard is not only the best unit in the High Elf army, but they had been probably in the top 3 best units of the game. 18 points for WS5, S3 (S4 because of halberds), A2, I6, LD9, Fear causing, Heavy Armored. Wait, that doesn't sound good? Oh, they also have a 4+ Ward Save standard. Yeah, there you go. These guys can get hit in the face by a cannonball and just shrug it off, and they've got enough killing power to actually give back. Be sure to give them a solid bit of static CR because LD9 does not make them immune to failing their break test (BSB works well and will be difficult to kill inside that unit). Make them very deep to take away steadfast. No High Elf army doesn't have room for these lads (other than the full cavalry list). **Moved to Rare has hurt them as you can only take one in any game with less than 3000pts. They are still effective as a big deathstar anvil. * '''[[Handmaidens of the Everqueen]]:''' Now remade into the elites of elite Sisters. They now possess spears (And fight in an extra rank) and have Quick to Fire to improve their shooting. You can take a Horn of Isha, which you should take any time you aren't taking the Reaver Bow. If you take the Banner of Avelorn, you can make a Life or Light Mage's day as you seriously buff their casting while the Alarielle still lives. * '''[[Great Eagle]]:''' 45pts. Used to be the only chaff the High Elf army had, but now you've got Reavers and Silver Helms as options in this respect as well. At a mere 50 points, it's easy to field a couple of eagles in any game higher than 1500. These guys are still the champions of war machine hunting, redirecting, and mage hunting, but they die easier than Silver Helms. It's hard to argue with the Reavers having a ranged attack on top of that role. Hence, the primary use of the Great Eagle is now to do the same role but save points (a group of 5 Reavers without bows would cost 70 points and with bows would cost 85 points, a group of 5 Silver Helms would cost 110, and all 3 choices fulfill the same role to different capacities). With T4 and W3, they're kinda survivable but don't expect them to survive through the end of the game. They are the ultimate sacrificial units in the chaff slot and can usually slow down other units and kill at least their points worth, with their two S4 attacks coupled with optional Armor Piercing(1). A unit of Shadow Warriors can fulfill its role to an extent as well, but Eagle is still preferred. *'''[[Lothern Skycutter]]:''' 100/125pts. It's a flying Tiranoc chariot with an extra crewman, but each one has a bow compared to the longbow of the Tiranoc. The Roc (not an Eagle, a Roc) hits harder and has an extra attack, and all this comes at only 25 more points than the Chariot. But that's not why you take a Lothern Skycutter. Three words: Flying Bolt Throwers! It's a 25 point upgrade to have one of the crewmen it, and it's what you're looking for in this choice. However, unlike the regular Bolt Thrower, this one is a bit different. For one, there's only one type of fire, a single bolt which has half the range of an ordinary Bolt Thrower with 1 Strength less, same D3 wounds and ignoring armor saves, BUT can be fired whether it moves or not. It's beautiful, isn't it? While your Eagles and/or Shadow Warriors have things stuck on the enemy's side of the map, just park out of range of a charge and make them bleed. Unfortunately, with moving and only a range of 24 (and therefore at long range when over 12 inches), odds are you're gonna need a 5+ to hit, so you might not get as much mileage out of that Bolt Thrower as you want. Consider carefully. If you're going to take a single Tiranoc Chariot, you might consider a Bolt Thrower-less Skycutter if you can find 25 points. For those points, you get 1 more crewman (and thus 1 more spear attack/bow shot), 1 higher armor, plus 2WS and 1S on your mount. Probably worth those points. * '''[[Flamespyre Phoenix]]:''' 225pts. If you're taking the Flamespyre Phoenix, you should really scroll up and read the section for it as a mount for an Anointed of Asuryan. That's really how you want to play it; otherwise, the Frostheart is what you are looking for. ** '''Alternate Opinion:''' Taking an Anointed on a Flamespyre Phoenix is actually a massive waste of the Anointed. You are paying an extra 210 points for a completely useless rider when the Phoenix is doing flyby burning, which is how you should usually be using it. An Anointed isn't gonna help the Phoenix fight anything except stuff the Phoenix is already qualified to fight, so you're basically paying those 210 points (plus any magic items you want to give him) to get +1 to his resurrection rolls. Never mind that A: when the Phoenix bites it, so does the Anointed, B: you're wasting the Anointed ability to grand a 6++ and ItP to a unit, and C: it means that the 225 points for the Phoenix come from Lord choices instead of Rare, which is bad because you need your Lord points. Take the Flamespyre alone and concentrate on the flyby and charge smaller units. * '''[[Frostheart Phoenix]]:''' 260pts. When you get old, you get cold more often, it seems. This is especially true if you were a fricking blazing Phoenix since you become a freezing Phoenix. It is tougher and stronger than its younger version but can't drop napalm and loses its "I'll be back" ability. So it costs a fraction more, and if you want to have your monster stay alive instead of maybe coming back to life, this is your choice. It has 5+ natural armor, which is decent. It Causes Terror, which is great. Ice Attack and Blizzard Aura lets it bestow ASL, and it lowers enemy Strength by 1. Although it can pull chaff duty, that's really not where you want it unless you're just looking for more time to fill the enemy with arrows and bolts. Frosthearts should be with your main force, hitting whatever needs to be weakened the most after it's already in a fight with your anvil force. *'''[[Merwyrm]]:''' 205pts. You now have a sea dragon that's about as strong as a sun dragon. Though it lacks flight or fire breath, it does have a 4+ regen and throws an extra S7 attack at I1. The Merwyrm is very durable and does not compete with the often tight character allowance. Will smash-up loads of simple Rank and file dudes while taking a lot back. It also helps you have the lore of Life and High.
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