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===Core Units=== * '''Archers:''' A good unit overall. Longbows and high BS give them a good range and a solid ability to damage small lightly armored units (don't count on them to do too much to heavy armor). They work really well in 2 or so groups of 10, especially when combined with Repeater Bolt Throwers (you should generally concentrate fire). High WS, I, and LD along with Always Strikes First allows them to resist attempts by small units of light cavalry (it'll take more than a unit of Mounted Yeomen to deal with these) but you shouldn't be counting on them to do combat duties. Players are split on whether to take Light Armor: On a 10 man unit, taking Light Armor could deny you an 11th model, but if you want to keep your model count low, Light Armor does make them marginally more survivable. Don't bother with Command beyond Musician. Just a side note, Archers having Longbows is superior in range to Lothern Sea Guard having simple Bows, and this can make a world of difference when trying to outrange certain weapons such as Dark Elf Repeater Crossbows * '''Spearmen:''' Spearmen got a definite boost in 8th, with the new rules for Always Strikes First and the rank rules (allowing them to strike in 4 Ranks, 3 on the charge). A common formation for them is 5 ranks of 6 for a total of 30 models, giving you a total of 24 attacks (25 with Champion) and 7 wounds required before they start losing attacks for a total of 295 points with Command. Although if you're feeling saucy, you could take a 565 points, 60 man Horde which gets a total of 50 attacks on the front. Ultimately, there's always room for these fantastic infantry units in your army. The anvil of most "hammer and anvil" strikes for High Elf armies. With 8th, First Among Equals was dropped so now only Spearmen can take a 25 point max magic standard. * '''Lothern Sea Guard:''' Lothern Sea Guard used to get a bad reputation, which is no longer deserved. They cost the same as an Archer upgraded to have Light Armor so 11 points per mini, but get free Spears to go with it, and can take a shield for an extra point. The only reason that isn't the best thing ever is because they have regular Bows instead of Longbows, and thus have diminished range. As such they are often derided as overpriced, but they're a solid defensive unit that can pump out a shooting round on par with the archers and do as well as the Spearmen in melee. With 8th edition, they can no longer take a magic banner as that is now reserved for Spearmen alone. The addition of the Sea Helm to the game has taken away their main weakness however. Before, you had to play it smart to get as many shots as you could in, then reform to take a charge. With the Sea Helm, one easy Leadership check and you're ready to stab the heck out of the enemy (in 4 ranks!) the very moment they begin their charge so as a result a list where your entire Core is one GIANT horde of Lothern Sea Guard escorted by a Sea Helm is the basis for any defensive list. Just remember that the Sea Helm's reforming rule only works if you elect to hold, losing you a stand and shoot. In any case, the high price of each Lothern Sea Guardsman makes every single loss taken slightly more costly than if an equivalent Spearmen had bought the farm (3 point difference, so every third LSG you take is one less Spearman). Take and use with discretion. * '''Silver Helms:''' LET THE JOYOUS NEWS BE SPREAD! THEY ARE BACK AS CORE! In the previous edition, they were not worth taking due to them soaking up Special options. Now however, you can have a highly mobile force. Here's what you need to know; their stats are the same as Spearmen, but the have a Movement score of 9 compared to the 5 of Spearmen. Silver Helms have Heavy Armor compared to the Spearmen's Light Armor. Finally, Spearmen are only 9 points and come with a Shield, whereas Silver Helms are a whopping 21 points and spend an extra two for that Shield, bringing them to 23 points total each. Is that worth it? When you want a chaff unit that can take a hit or two, sure. In a pure offensive, speed based list - HELL yes! A Noble (on horseback obviously) bearing the Banner of the World Dragon, with your Archmage (also on horseback, duh) spamming any spell he can think of into the enemy, both these fine elves in a very large unit of Silver Helms that is acting as a fast moving steamroller. Flank the enemy with some Reavers, or skip the foreplay and go right to the reaming with Dragon Princes on a charge. Throw Tyrion into the mix for an army worthy of the High Elf race. Do note however, that a list that isn't purely offensive probably shouldn't have Silver Helms in it. An Avelorn themed list where the Sisters of Avelorn mop up the enemy isn't half bad (could be much better) but for the most part keep them as your core in cavalry lists only. Oh, and Bretonnian players won't stop bitching about Silver Helms until they get an update, so we should be cool with the mon'keigh right around the time of the Horus Heresy (sorry, that was mean. Funny, but mean). * '''Ellyrian Reavers:''' Also back as Core for 16 points a pop. The primary role for Ellyrian Reavers in a High Elf army is as chaff to end an opponent's march, then harass casters and warmachines. The fact they (in a unit of 5 with no upgrades) can do that more durably than a Great Eagle makes them really worth it when you aren't using a horde of Core, and you need your Rare slots for Sisters of Avelorn or Bolt Throwers. Not really worth it in most lists outside that role, their strength is the Wood Elf tactic of shooting and running. They can flank too, so if your list uses a massive horde of one Special option as a wall of doom with a Sea Helm shouting orders to them then some Reavers on the sides aren't half bad. Still, the vanilla Reaver only carries Light Armor and a Spear, with all stats but their Movement (9) equal to Spearmen. They're paying a full 7 points more for that horse, and they don't get a shield for it. If they drop the spears and take bows instead, you spend one extra point per mini (so they lose out on the charge). For a full 3 points, they can still shoot and take spears (so figure out what you want to use them for, then stick with it). Their champion, the Harbinger, has a higher BS so if you aren't taking bows there's literally no reason to spend the extra points on him. They do have a nice purpose, they're really fast moving, have those bows and/or spears, and a few units of 5 will make an artillery happy enemy have to pick between using those cannons to defend themselves, or hit your main force. Perhaps the best use of Reavers however is against enemies with NO ranged options. Nothing sadder than a game where your opponent realizes there's not a damn thing he can do to win because he can't reach your Reavers.
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