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===Lords and Heroes=== ====Named Characters==== *'''[[Malekith]], the Eternity King:''' Okay, first of all, Malekith in this format is basically supposed to be [[Nagash]]'s counterpart for the Lore of Shadow, so you're paying 1000 points for him right off the bat. Malekith used to be aimed at being straight-up killy, and he's still pretty good at it (WS8, S6 and 10 Attacks at Initiative 8, plus Seraphon's Noxious Breath, plus his attacks doing D3+1 Wounds per hit and don't forget thanks to Eternal Hatred and Eternity King Malekith re-rolls EVERYTHING ALL THE TIME). However, he's also aimed at being something of a support guy, what with his level 5 Lore of Shadow casting, ability to re-roll miscasts, boosting up anyone with Murderous or Martial Prowess in 12", and giving a free "turn one unit Ethereal and give 'em Movement 20 for the Remaining Moves subphase" type boost. He can fuck shit like nobody's business, and gives most of your crunchy guys a nice ol' buff, but he will attract cannonballs, spells and worse like a goddamned magnet. Virtually immune to being killed unless he gets focused or he's up against Daemons (or Organ Guns) because he still has the 2+ ward against all non magical attacks as well as ignoring multiple wounds and heroic killing blow. Run around and murder stuff like the obnoxious spoiled brat of a special snowflake you are. He does comparably well against nearly every other monstrous special character (watch out for Glottkin that have buffed themselves up as he'll be lucky to scratch them). In a straight up 1 v 1 fight with Tyrion Avatar of Khaine, <s>both will probably end up killing each other</s> Malekith should easily win, since he's immune to Widowmaker's multi-wound deathyness, and Malekith just needs two or three of his ten attacks (which will be rerolling to hit and to wound) to get past Tyrion's 1+/4+ and Heart of Avellorn (note that Asuryath Reforged loses the Flaming rule, so Tyrion's Fireborn is useless). Use magic correctly to ensure it is not a straight fight though. Remember the Smoke & Mirrors lore attribute, allowing Malekith to trade places with friendly characters of the same troop type (i.e. Monsters) in 18" each time he successfully casts a spell. And the Host of the Eternity King can include quite a lot of Character-Monsters! This, together with Steed of Shadow and Malekith's Incarnate of Shadow ability, allows for all kinds of tricks and shenanigans where lots of hard hitting units can shift places in just one turn to hit the opponents where he didn't see it coming. *'''[[Tyrion]], Incarnate of Light:''' NOW YOU CAN PAL UP WITH YOUR ARCHENEMY! (Okay, kinda-sorta. He's no longer bound to Khaine) He's now a slightly more reasonable 550, and only loses Defender of Ulthuan and the Heart of Avelorn compared to his old statline. In exchange, all Undead/Daemons within 6" take a S4 magical hit and allies within 12" gain a 5+ ward agains spells and shots (upped to 4+ if the attacker is Undead/Daemonic). He's now pretty much the guy you want to throw down with Daemon and Undead Legion armies. *'''[[Imrik]], Crown Prince of Caledor:''' Cheaper than Malekith at only 810, but just as badass - more so, in fact, since he's got +1 Strength AND Toughness on Malekith! A flying monster who specialises in killing other monsters, has a nifty rule that means all enemy monsters suffer -1 to hit him in combat (For Example, most of the big dangerous end times characters). You want to charge him into battle every chance you get, since he carries the Star Lance and it only works on the turn you charge. Definitely worth considering if you're going to take a bunch of other monsters, since he can give any Monster within 12" (and himself) Stubborn for a single turn per game. Problem with Imrik is he is an expensive beatstick who loses out against the other big monstrous characters. He destroys everything else, but lets face it, so does the rest of your army. Having to buy a level 4 wizard to go with him makes him not worth it compared to big daddy Malekith, since he isn't THAT much better of a fighter than the Eternity King. While both of them will easily get stuck in to basically every army's core choices, Malekith is better against big multi-wound units like Ogres, while Imrik is better at dealing with monsters and units with decent armour saves. However Imrik lacks both the magic as well as the survivability of Malekith. (3+ armour 5+ ward is very mediocre, even with T7 W10 he will go down to cannons) Against other End Times Characters he can hold his own against all but the most powerful combat ones (Tyrion, Malekith, Karl Franz Ascendant etc) *'''[[Everqueen|Alarielle]], Incarnate of Life:''' 540 points for pretty much the best damn healer the Elfs have. Auto-healing 1 wound to herself and every friendly model within 12", able to restore a single wound to a friendly character on top of that, granting a 6+ Ward Save and Regeneration to any allies within that 12" bubble, a level 5 Lore of Life caster who gets to reroll miscast results, you certainly can't do too bad by taking her. She's actually not a bad fighter, especially against Forces of Disorder (wounds on a 2+, rerolls due to Murderous Prowess, and multi-wound D6) but you probably want to rely on her casting spells first and foremost; use other characters for chopping things up. The fundamentally PERFECT Lord-level caster. Seriously perfect. Note that she loses the "Anathema to Chaos" and "Blessings of Isha" special rules in her Incarnate of Life version, which means she no longer auto-wounds daemons and she doesn't nullify Fear & Terror. *'''Crone [[Hellebron]]:''' There are certainly worse characters to get choppy with, especially if you're taking a bunch of Witch Elves anyway. With all the Witch Elf upgrades, doing S10 hits, able to dish out automatic S4 hits on attackers who roll a 1 to hit, and boosting dispel attempts when enemy casters try to target her or the unit she's with, Hellebron can make mincemeat out of just about anything you throw her at. Put her and Alarielle in a unit of black guard, any you will wreck everything that looks at you funny- +9 to dispel is just cruel. *'''[[Alith Anar]]:''' Oh so squishy, and he's a scout, but the Moonbow makes him a monster-slaying ''fiend''. Able to launch a D3 Wound-inflicting, Armor-ignoring S7 shot 36" across the battlefield, Alith Anar could be a lifesaver if going up against especially nasty characters and monsters in your enemy's army. With Deepwood Scouts and Waywatchers he now has some non-awful buddies to hang out with. *'''[[Durthu]]:''' Definitely consider who you're fighting carefully before including this guy. With Large Target and Flammable, those 6s for Toughness and Wounds and his 3+ Scaly Skin save won't stop him from going down. On the other hand, he's fairly decent at killing things, between his 6 S6 attacks and his 2D6 S2 Killing Blow shooting attacks, to say nothing of the fact he's a level 1 Beasts caster. Still, not the best use of your points. *'''[[Araloth]]:''' A glorified Glade Lord made for fighting on his own, in an edition where that's practically suicide. Skaryn's potential to drop an enemy character or monster's Initiative and Weapon Skill by -5 could be a lifesaver, but it's far from something you want to rely upon. <s>Probably</s> not worth it. For a guy with so much success in the lore, he really is quite terrible. *'''[[Shadowblade]]:''' The nastiest assassin that the Dark Elves have to offer. What more needs to be said? It's hard to hold up anyone better suited to hunting down and killing off opposing characters. *'''Caradryan:''' A suped-up Phoenix Guard who can potentially ride a Frostheart Phoenix. Definitely worth considering. **'''Caradryan, Incarnate of Fire:''' Now undergoing the ET combined monster profile and being upped to Lords, which is now upgraded to a Flamespyre Phoenix thanks to becoming the Incarnate of the Wind of Fire, Caradryan is now a Level 3 Loremaster of Fire. On top of all his basic rules (though he loses Witness to Destiny), his suicide attack got upped. Now if he dies in combat, the enemy takes 3d6 S4 flaming hits, which makes him a nightmare against Regen saves and anything else flammable. Aside from that however, he's basically the same. *'''[[Drycha]]:''' A rippy little infantry character who can "sneak" D3 Forest Spirit units onto the battlefield if it includes trees, as well as getting +2 Attacks for each Wound she loses and being a level 2 Shadow caster. Not a bad character, but kind of niche. *'''[[Sisters of Twilight|Naestra & Arahan]]:''' ====Generic Characters==== *'''Dreadlord:''' The generic Lord choice, him and the prince are essentially the same. The choice comes down to what kind of mount you want and which armory you want to use, as far as being killy all the time these guys are machines. The dreadlord has access to the Sea Dragon Cloak, meaning it's very easy to get a 1+ or 2+ armor save (for example, a Cold One mount, Heavy armor and SDC = 1+ save). *'''Supreme Sorceress:''' Pretty much exactly the same as the Archmage, except with access to slightly different magic items and the Lore of Dark Magic. *'''High Beastmaster:''' Wasn't really worth fielding in the Dark Elf still, and HOTEK doesn't really change that. He's ok if you really, really want to field a Manticore with a few free extra attacks. *'''Black Ark Fleetmaster:''' Like the Beastmaster, wasn't that great before, and that hasn't changed. Only really worth fielding if you are fielding a fluffy army. *'''Prince:''' The Harbinger of blood soaked justice, this guy is basically the poster child of 8th edition High Elves. Throw his ass on a mount or quit the game, and take Dragon armor. If you put him on a horse make sure you take Ithilmar Barding. He's quite a bit cheaper than Imrik, and can be decked out to be almost as killy. Having access to the High Elf Amory you can make him either shooty or a tank. Don't take Armor of Caledor, take Dragon Armor and the Shield of Merwyrm. Its 15 points cheaper and gives you a better ward save; also saves room for more magic items. *'''Archmage:''' Still pretty amazing, make sure you upgrade him to level 4. Take his hero counterpart (mage) if you're running Alarielle to save on points. *'''Anoited of Asuryan:''' C'MON!!! I'm surprised how little attention this guy get. He is probably the tankiest elf character in the game thanks to his built in 4++. He's also a respectable support character thanks to the 6++ and Immune to Psychology he gives to the unit he joins. Oh! And magic resistance 2! So... his unit will have 4++ built in WS against magic missiles and that kind of stuff. Use him to toughen up a key infantry block or fit an extra phoenix in your list, either way make certain to max out his defense and use any remaining points to augment his offense. I think he also has potential if you run him in a unit of spears with the armor of silvered steel and the wayshard to support a Gladelord with a unit of elites and the moonstone. *'''Loremaster of Hoeth: ''' Got a huge boost out of the new Khaine magic rules, since he now knows 56 spells (''all'' spells from all 8 standard Lores- he's actually the example the new rules use). That alone makes him pretty tempting to field. *'''Glade Lord:''' Has access to the Wood Elf archery stuff, so if you desperately want to field a pretty good shooty Lord who isn't named Alith Anar, then definitely go for it. Arrow of Kurnous is okay (although you can get that with a Glade Captain and it only works once) but the Glade Lord not as good at duels as his High and Dark Elf counterparts and the Star Dragon reigns supreme (although Forest Dragons are basically awesome lazy stoners so that makes sense). He can still compete, so if you insist then take Helm of the Hunt for +1 WS and +1 Attack on the charge and hope for the best. *'''Spellweaver:''' BEST level 4 wizard option due to +1 to cast in forest option. Not as good at High/Dark magic as her equivalents, but High Magic lore attribute is still quite nice and you won't feel like you're wasting your potential by picking one of the standard 8 lores. *'''Treeman Ancient:''' He's so old that he's worse than a Treeman. Seriously - he's worse in melee than a Treeman. Take this if you want an expensive, less hideable, flammable wizard monster. *'''Sorceress:''' This sexy lady is 5 points cheaper than her High Elf counterpart and she has access to all eight Lores and Dark Magic, so take her unless you want to use High Magic. *'''Death Hag:''' The only way to get access to the Cauldron of Blood. She can be built a number of different ways--all however are expensive and Fragile. Consider Witchbrew to boost her Frenzy for 5 attacks base (as well as her units frenzy) and give her the Ogre or Obsidian Blade depending on who she accompanies. If she's on foot give her Fencer's Blades so she at least has WS10 to protect her. *'''Khanite Assassin:''' He's got poisoned attacks, hidden, and weapon skill 9. You can deck him out to be a dualist or a champ slayer. His use in the Army is really dependent on your need for him. Look closely at his potential when you are making your army list. *'''Master:''' Pretty much just a Hero version of the Dreadlord. Can be the BSB, and not a bad choice for it- give him a 1+ (see Dreadlord for how) and the Talisman of Preservation to keep him alive, and you can still have both hands free for a weapon that requires two hands, such as a halberd. Since you can take Banner of World Dragon in an elite unit like White Lions, Swordmasters, and Phoenix Guard, it's not necessary to have it carried by the BSB- and, in fact, you can have him join that unit and still get the 2+ ward, saving yourself the 45 points for the talisman (not to mention making it incredibly hard for that a bad roll for Dwellers to kill your BOTWD). *'''Noble:''' The BSB coice for High Elves. He's the same price as the Master, but he can take Dragon armor for 10. The choice between the two would be easy but the Noble cannot take The Banner of Avelorn if your playing as HOTEK. Take him and a Banner of the world Dragon if you're playing against Daemons of Chaos. *'''Mage:''' Really the only reason left to take this guy is for the High Elf Lore (and even then, that lore is better on an Archmage), after the first one you should really be taking Sorceresses. *'''Dragon Mage of Caledor:''' Good for killing or for casting but in this edition it is a job you usually want to split. But he could be worth getting to be teleported with the end times shadow spell of fuck you. Also having all the lore of fire spells in End Times Magic makes him a lot more dangerous of a caster. *'''Lothern Sea Helm:''' Stick him with protective gear in a big elite combat unit for free reforms against charges, or mount him on a Skycutter with Reaver Bow and Ring of Fury as a mobile firebase similar to the utility noble. He also gets a 4++ against shooting when flying his boat, so that's pretty cool (Ring of Fury... 3++ WS? Yes! Please!). Biggest drawback is that he loses 2 crew from the Cutter, and unlike with Beastmasters on the Scroungerunner, he can't get the Bolt-Thrower on his chariot. Were that the case he would make an incredible fire platform. *'''Handmaiden of the Everqueen:''' Not as good as the model will suggest. 'Quicksilver Shot' grants Quick to Fire to all Sisters of Avelorn in her unit. Bring her to support them if you've got a unit in the 14-20+ range. Best to run her naked as unfortunately she cannot use the Reaver Bow's multiple shots rule with the Sisters, and she's weak enough in CC that investing in Magic Weapons/Armors won't save her if any competent combat unit manages to catch them. I can maybe see a case to arm her with Sword of Anti-Heroes and a Dragon Helm for a last ditch stand. *'''Glade Captain:''' A good choice for a Hail of Doom Arrow or Great Eagle support hero, but inferior as a BSB to other options due to less armour. Arrow of Kurnous is a nice rule, though, especially combined with the Ninja Waystalker. Possibly worth it if you want a ranged hero. *'''Spellsinger:''' The BEST low level caster option if not using high/dark magic, but doesn't have access to those two lores. Can take a snazzy bow and is basically level 3 while staying in a forest. Also, five points cheaper than the Mage (until you take the NIJA ASRAI BOW option for +5pts). *'''Shadowdancer:''' Stick this guy in one of the elite High/Dark Elf infantry units and watch his Forest Freestylin' take away enemy ranks. Like the Waystalker, worth taking. People will often forget about him. Can also be a level 1 Shadow Mage if you're building a Shadow Council. *'''Waystalker:''' Give this guy a Bow of Loren and +3 attacks from Lore of Beasts and watch him turn enemy characters into a pin cushion with 5 armour ignoring sniper shots. Especially hillarious in mostly High Elf/Dark Elf armies, where opponents don't expect this combination. The real assassins. *'''Branchwraith:''' Not a bad choice for what she is, but doesn't really do anything in this army. Base size is a nuisance, too.
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