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===Special Units=== *'''Cold One Knights:''' a pretty good heavy cavalry unit, they're angry elves riding fear-causing [[awesome|DINOSAURS]]. They can dish out pretty good damage, especially on the charge. Also, the DINOSAUR has Stupidity, so they are immune to psychology but might also ruin your finely wrought plans at the worst possible time. With a basic Ld9 (easily upgradable with the Banner of Discipline), that shouldn't be too much of a problem. They are kind of pricey though, and the current rules make life hard for the average heavy knight. *'''Black Guard of Naggarond:''' If Phoenix Guard didn't exist, these guys would be one of the top infantry units in the army. They can put out slightly more damage than Phoenix Guard (due to having an extra attack and eternal hatred, although the latter won't matter often due to Always Strike First), and they have staying power due to Stubborn and Immune to Psych. The problem is they, like most elf infantry, have almost no defence (T3 and heavy armor) and they're a little expensive to field. *'''Shades:''' if you're looking for scouts, these guys can get the job done with aplomb. Probably not as awesome as Waywatchers, but if you don't have the points to spare for all the other rare choices, Shades are a solid stand-in. *'''Cold One chariot:''' *'''Har Ganeth Executioners:''' one of the two S4, great weapon wielding infantry units. They have S6 and Killing Blow, making them somewhat useful against heavily armored and high Toughness stuff as well as characters. Having a great weapon means they swing at their Initiative, so they should still be swinging before most enemies. Their big weakness is they die easily. *'''Reaper Bolt Thrower:''' Range 48", causes d3 wounds at strength 6 that ignores armor saves, and has an option to fire 6 shots at strength 4 and armor piercing, you can use up to 4 in a small army and 8 in a grand(3000pts) but now you can actually bring 8 bolth throwers in a small army using them with 4 of the high elves version since they are rare and this are special. *'''Harpies:''' flying skirmisher infantry with two attacks each, but otherwise not much more than a naked cowardly human stat-wise. A little pricey (you're mostly paying for the flying), but a small unit could be useful for chasing down chaff or war machines. *'''Scourgerunner Chariot:''' wasn't really worth fielding before, still not really worth fielding. It's a horribly expensive light chariot with a short range bolt thrower than can possibly do extra damage when it shoots monsters. Meh. If your opponent doesn't field any monsters, you've got yourself a very expensive, short ranged bolt thrower (more than double the cost of a standard Reaper/Repeater- and its ballistic skill is the same). *'''War Hydra:''' used to be one of the most powerful monsters in the game, it still is pretty powerful. It starts off with eight S5 attacks, plus thunderstomps, and loses an attack each time it loses a head (wound). However, it is a hydra- "cut off one head, <s>two</s> one more shall take its place" so it has the ability to regenerate lost heads (wounds), thereby regaining those attacks. Even though it's modeled with handlers, it doesn't actually have any. It can also be upgraded to have fire breath, either one big regular breath weapon or a flurry of small ones (with strength and number of shots equal to the number of heads/wounds remaining, and it's not limited to once per game like the regular breath, but it also can't be used in melee). Due to its (deserved) reputation, this beast will be a bit of a [[DISTRACTION_CARNIFEX|cannon ball magnet]]; if it survives, it's more than capable of doing some hurt to the foe- especially if it still has most of its heads. *'''Lion Chariot of Chrace:''' a somewhat expensive chariot, but it hits hard (two S6 hits, plus four S5 hits, in addition to impacts) and is surprisingly tough for an Elf unit. *'''White Lions of Chrace:''' the other S4, great weapon wielding infantry unit. A little more expensive to field than Executioners, they lack Killing Blow but instead have Stubborn, Forest Strider and special cloaks that help protect against shooting attacks. Gaining Murderous Prowess also gives these guys a small boost, as they will almost always wound when fighting something with T4 or less. Can be fielded bearing the infamous Banner of the World Dragon, and a large brick of them is a great choice for it (that plus their good Strength and Initiative mean they're very survivable against most spells and other magical effects in the game). *'''Swordmasters of Hoeth:''' like Black Guard, these guys would be amazing if Phoenix Guard didn't exist. They have a ridiculously high WS, as well as two S5 attacks each (swinging at I5 due to having great weapons). They also have the ability to block arrows like a Jedi. The downside- as usual, they're elves and die easily (T3, heavy armor). *'''Shadow Warriors:''' scouting skirmishers, just like Shades. However, even though they also share identical stat-lines, they're inferior to Shades- Shadows only have longbows, light armor and a hand weapon, whereas Shades carry the excellent repeater crossbow, and can be upgraded to also have light armor and/or dual hand weapons. The only real advantage that Shadows have is that they're a bit cheaper. Both are inferior to Waywatchers, though don't quite cost as much. *'''Phoenix Guard:''' Widely considered one of the better infantry units in the game. They only have halberds (for S4) and heavy armor, as well as Always Strike First like all elves, but what makes them great is a built in 4+ ward and causing Fear. A High Elf High Mage can join the unit and cast one spell to bring that ward save down to a 3+, making them horrendously difficult to kill. If they have a downside, it's that they're pricey, being among the most expensive of these Special choice infantry. *'''Dragon Princes of Caledor:''' a solid heavy cavalry unit with lots of attacks and near immunity to any attack that happens to be fiery. They're still only S3 though, so if they don't break/destroy their enemy on the charge, they're in trouble. Make your dwarf opponent cry as his flaming cannonballs bounce off their armor... *'''Lothern Skycutter:''' *'''Tiranoc Chariot:''' basically a decent light chariot, however, they can be fielded in a squad of up to 3. Not bad if you're playing against something else with an abundance of Always Strike First infantry (like Elves or Slaanesh Daemons) becuase those Impact Hits will happen before everything else. *'''Wildwood Rangers:''' an interesting take on the great weapon infantry. They are one of the cheapest Special units, and just do a single WS5 S5 I5 attack each. What makes them interesting is that they're Immune to Psychology and each gets +1A if they happen to be fighting against something that causes Fear or Terror. They're even easier to kill than the other elite combat infantry however- yes, that's actually possible. If you're facing Undead or Daemons, you might want to field a bunch of these guys. *'''Wardancers:''' nearly naked elite infantry, they are skirmishers that have magic tattoos that give a 6+ ward, and they can do dances while they fight (hence their name) that give them special bonuses, such as +1A, a 3+ ward, or negating enemy rank bonuses. They're decent in a fight, with their high WS, Always Strikes First and Murderous Prowess, plus two attacks each due to dual weapons (you can pay to upgrade to a single armor piercing attack, but why?) The spear upgrade is per model, without having to take spears on the entire unit. This means you can take 20 buy 5 spears and attack in four ranks. Martial prowess gives the third rank attacks, and spears give the fourth rank attacks, amounting to the possibility of 25 ASF, WS6, I6 attacks with killing blow rerolling 1's. A mere S3 is a drawback, but if your doing the killing blow dance, your shooting for 6's anyway. Otherwise since they're skirmishers, you can reform after setting up for a flank charge and shred light infantry with the +1 attack dance. A little pricey, but can make for a nasty flanking unit (especially if you can boost their Strength somehow, like with Wildform or Mindrazor). Their disrupting dance is plain incredible against large blocks of infantry- getting an effective +3 combat res for "free" is pretty nice, but bear in mind that it doesn't negate Steadfast. *'''Tree Kin:''' the only Monstrous Infantry in the entire army. With good Toughness, Wounds and saves, they make for a decent anvil to hold enemies in place while you flank. They can't dish out a lot of damage though, and aren't invincible (especially if your opponent is using fire). *'''Deepwood Scouts:''' exactly the same as Glade Guard except with Scouts, Skirmish and a slightly higher points cost. *'''Warhawk Riders:''' expensive, squishy flying monstrous cavalry. Not particularly hard hitting (although the birds have Killing Blow when they charge), nor can they do too much damage with their limited shooting. They also have virtually no protection (T4, W3 and 6+ armor each). They're not particularly good at anything except moving really fast, and they're a little pricey to serve as chaff clearers/warmachine hunters. With the abundance of excellent Special choices available, these are probably a "pass" unless you really like their look or have a fluff reason. *'''Sisters of the Thorn:''' a unit of Fast Cavalry that collectively counts as a level 2 wizard- and if you're using the ''End Times: Khaine'' magic rules (which you're supposed to be, if using this army list), they know all spells from Lore of Life and Beasts. They also have poisoned, armor piercing javelins and a built in 4+ ward save. They're OK in combat, but if you're sending them into combat, you're using them wrong. Cast spells and harrass, that's what you should be fielding them for. They make an incredible mobile bunker for mounted wizard lord or even shooty combat lord. *'''Wild Riders:''' the elite Wood Elf cavalry, and one of the game's premier flanking units. Fast cav with Murderous Prowess, Frenzy and Devastating Charge, plus the Wood Elf armor piercing stuff. So when they charge, a unit of 5 with no champion is inflicting FIFTEEN S5 armor piercing hits plus their mounts are contributing 10 more S4 hits! Their downside is they're pricey (they cost around the same as most heavy cavalry) and relatively fragile (T3, and at best a 4+/6++). Take advantage of their Fast Cav rule to skirt the edges and then crash into a flank.
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