2013-07-07

‎Generic Characters:

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Revision as of 00:51, 8 July 2013

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* '''Korhil, Captain of the White Lions:''' Korhil's main advantages are as follows: He's cheap (but 10 points costlier in 8th) and he's Stubborn and thus grants this to any unit he joins. Those two reasons are reason enough to take him, especially if you want to dump him in a large Spearmen unit. He lost Woodsman, gained Forest Strider which is the same thing by another name. It lets his unit (''hehehe, he said "unit"'' '''*FWIP*''' Who let that mon'keigh in here?) waltz through deadly Forests like they're a peaceful park. He's reasonably killy on his own merits (S4 (+2 from his magic weapon), with Killing Blow, with ASF, UPDATE in 8th counts as a Magic Weapon and he dual wields with his hand weapon, so he got even better) and survivable enough. Pelt got a slight nerf, grants +1 close combat and +2 shooting to his armor, and instead of being immune to poison in all forms they have to roll To Wound to hit him. Not someone who will turn the game around, but he certainly helps if your strategy is an elfhorde and you didn't bring along Alarielle. See his bio in the fluff section for themed lists, basically he can show up anywhere High Elves are as long as the Phoenix King approves of whatever your army is doing.

 

* '''Korhil, Captain of the White Lions:''' Korhil's main advantages are as follows: He's cheap (but 10 points costlier in 8th) and he's Stubborn and thus grants this to any unit he joins. Those two reasons are reason enough to take him, especially if you want to dump him in a large Spearmen unit. He lost Woodsman, gained Forest Strider which is the same thing by another name. It lets his unit (''hehehe, he said "unit"'' '''*FWIP*''' Who let that mon'keigh in here?) waltz through deadly Forests like they're a peaceful park. He's reasonably killy on his own merits (S4 (+2 from his magic weapon), with Killing Blow, with ASF, UPDATE in 8th counts as a Magic Weapon and he dual wields with his hand weapon, so he got even better) and survivable enough. Pelt got a slight nerf, grants +1 close combat and +2 shooting to his armor, and instead of being immune to poison in all forms they have to roll To Wound to hit him. Not someone who will turn the game around, but he certainly helps if your strategy is an elfhorde and you didn't bring along Alarielle. See his bio in the fluff section for themed lists, basically he can show up anywhere High Elves are as long as the Phoenix King approves of whatever your army is doing.

 

 



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==Generic Characters
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==Generic Characters==

 

'''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

 

'''Note:''' While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.

 

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===Lords===

 

 

 

* '''Prince:''' Princes personify everything about the High Elves: Fast as hell, kickass in close combat, can take a variety of special stuff, about as hard as wet tissue. Be sure to give this guy an armor or ward save, or else he will get his ass killed. Aside from that, he's a brutal close combat Lord (WS7, I8, ASF) and properly kitted out there's very little this guy can't kill. Dragon Armor lol's at flaming attacks and breath weapons but is now 20 points (minus the 6 you'd be spending on Heavy Armor though, since you ARE taking one or the other); you do get a 6+ ward with it though. As an alternative to Dragon Armor you can take a Lion Cloak alongside the Heavy Armor for just 6 points, giving your Prince a +2 armor save against shooting which is usually the better option. Look for the variety of killy options down in the magic weapons.

 

* '''Prince:''' Princes personify everything about the High Elves: Fast as hell, kickass in close combat, can take a variety of special stuff, about as hard as wet tissue. Be sure to give this guy an armor or ward save, or else he will get his ass killed. Aside from that, he's a brutal close combat Lord (WS7, I8, ASF) and properly kitted out there's very little this guy can't kill. Dragon Armor lol's at flaming attacks and breath weapons but is now 20 points (minus the 6 you'd be spending on Heavy Armor though, since you ARE taking one or the other); you do get a 6+ ward with it though. As an alternative to Dragon Armor you can take a Lion Cloak alongside the Heavy Armor for just 6 points, giving your Prince a +2 armor save against shooting which is usually the better option. Look for the variety of killy options down in the magic weapons.

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* '''Loremaster of Hoeth:''' A new Lord choice and mostly the same as a Swordmaster. But is also a level 2 Mage with ALL 8 normal magic Signature Spells. This gives him great diversity, and he is also not bad in combat (but frail, as he only has a 5+ armour save). Think about it: the Signature Spells are nowhere near bad (ok, most of them are not) and you're getting all of them!  Three magic missiles, a direct damage spell, a 5+ regen spell AND a useful hex and augment spell.  Oh did I mention he can also hold is own in close combat? Also gets all the lore attributes which are pretty handy, like casting spirit leech to trying to get more power dice from killing someone. He gets to take as much magic gear as the Archmage and Princes does, with his role meaning you pick how you want to use him and kit him out like one or the other. Also, Deflect Shots for a small chance to not get hit by ranged attacks. Do note unlike the other casters, he doesn't give a +1 to High Magic which only really matters if you plan on taking High Magic in the first place. He's a pretty solid choice, but he costs a metric ton to bring to the table and he's not as good on defense as a level 4 Archmage, so he'll probably only see field in big games. Also, put this guy near a wizards tower whenever you can. It's painfully hilarious.

 

* '''Loremaster of Hoeth:''' A new Lord choice and mostly the same as a Swordmaster. But is also a level 2 Mage with ALL 8 normal magic Signature Spells. This gives him great diversity, and he is also not bad in combat (but frail, as he only has a 5+ armour save). Think about it: the Signature Spells are nowhere near bad (ok, most of them are not) and you're getting all of them!  Three magic missiles, a direct damage spell, a 5+ regen spell AND a useful hex and augment spell.  Oh did I mention he can also hold is own in close combat? Also gets all the lore attributes which are pretty handy, like casting spirit leech to trying to get more power dice from killing someone. He gets to take as much magic gear as the Archmage and Princes does, with his role meaning you pick how you want to use him and kit him out like one or the other. Also, Deflect Shots for a small chance to not get hit by ranged attacks. Do note unlike the other casters, he doesn't give a +1 to High Magic which only really matters if you plan on taking High Magic in the first place. He's a pretty solid choice, but he costs a metric ton to bring to the table and he's not as good on defense as a level 4 Archmage, so he'll probably only see field in big games. Also, put this guy near a wizards tower whenever you can. It's painfully hilarious.

 

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* '''Anointed of Asuryan:''' Lord choice Phoenix Guard member with magic resistance and option to ride a Phoenix (no one else can, other than Caradryan who is his named counterpart). Since he already has a 4+ Ward save a heavy armor and a halberd he needs nearly no equipment at all. When he rides a Flamespyre Phoenix he will return from the dead more often and will even ease the burden on the Phoenix in case of shooting (since he will absorb a few hits). Much, much, MUCH more importantly, he gives everyone in any unit he joins a 6+ Ward Save and Immune to Psychology, which makes him really good in big units of Spearmen, White Lions and the like. On foot, he's a better option than the Prince. In terms of mounts, you take the Anointed if you want one of the Phoenixes and the Prince if you want the Dragons.

 

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===Heroes===

 

 

 

* '''Noble:''' A great fighter for his points, but if you have the points you really should be taking a Prince (who's only 70 points more). The main reason you take a Noble is because he can be a BSB or if you're low on points (either overall or in the Lord Choices) in which case, he'll serve. He's best as a BSB and you DEFINITELY want a BSB.  In 8th with Lothern Sea Helms also being an option as a Battle Standard Bearer there's now conceivably lists where you might not take a Noble. As a nice little bonus for those who are low on points, the armor types (Heavy or Dragon, and Lion Cloak) are cheaper on a Noble than a Prince.

 

* '''Noble:''' A great fighter for his points, but if you have the points you really should be taking a Prince (who's only 70 points more). The main reason you take a Noble is because he can be a BSB or if you're low on points (either overall or in the Lord Choices) in which case, he'll serve. He's best as a BSB and you DEFINITELY want a BSB.  In 8th with Lothern Sea Helms also being an option as a Battle Standard Bearer there's now conceivably lists where you might not take a Noble. As a nice little bonus for those who are low on points, the armor types (Heavy or Dragon, and Lion Cloak) are cheaper on a Noble than a Prince.

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* '''Handmaiden of the Everqueen:''' The main Valkyrie in a horde of Amazons. You will only play this character with a group of maidens as she gives them (and only them) Quick to Fire. Put the Reaver Bow on her for 3 BS7 S5 quick-to-fire shots. She's kind of expensive for her stats, so she should only be brought if you've got a big unit of Sisters with her name on it.  Can take a Horn of Isha if you take the Everqueen, which you should take anytime you aren't taking the Reaver Bow.   

 

* '''Handmaiden of the Everqueen:''' The main Valkyrie in a horde of Amazons. You will only play this character with a group of maidens as she gives them (and only them) Quick to Fire. Put the Reaver Bow on her for 3 BS7 S5 quick-to-fire shots. She's kind of expensive for her stats, so she should only be brought if you've got a big unit of Sisters with her name on it.  Can take a Horn of Isha if you take the Everqueen, which you should take anytime you aren't taking the Reaver Bow.   



 



* '''Anointed of Asuryan:''' Lord choice Phoenix Guard member with magic resistance and option to ride a Phoenix (no one else can, other than Caradryan who is his named counterpart). Since he already has a 4+ Ward save a heavy armor and a halberd he needs nearly no equipment at all. When he rides a Flamespyre Phoenix he will return from the dead more often and will even ease the burden on the Phoenix in case of shooting (since he will absorb a few hits). Much, much, MUCH more importantly, he gives everyone in any unit he joins a 6+ Ward Save and Immune to Psychology, which makes him really good in big units of Spearmen, White Lions and the like. On foot, he's a better option than the Prince. In terms of mounts, you take the Anointed if you want one of the Phoenixes and the Prince if you want the Dragons.

 

 

 

 

* '''Sea Helm:''' A new hero for the High elves giving them new abilities, as he allows his unit to reform directly after they were charged, as long as they didn't Stand and Shoot or Flee (duh). This means no more easily flanking your Units, and taking into account that every High Elf Unit can strike out of 3 rows to the front, this - for measly 100 Points - becomes really important.  He can also be a Battle Standard Bearer if you're taking him anyway and don't want to bother with the Noble.

 

* '''Sea Helm:''' A new hero for the High elves giving them new abilities, as he allows his unit to reform directly after they were charged, as long as they didn't Stand and Shoot or Flee (duh). This means no more easily flanking your Units, and taking into account that every High Elf Unit can strike out of 3 rows to the front, this - for measly 100 Points - becomes really important.  He can also be a Battle Standard Bearer if you're taking him anyway and don't want to bother with the Noble.

 

 



* '''
Mounts
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===
Mounts
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** ''Elven Steed:'' Since Ithilmar Barding stopped subtracting from movement, you should probably always upgrade to Ithilmar Barding. It adds armor save and DOES NOT make the M9 steed any slower. There's no reason not to pay a few measly points for that.

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** ''Elven Steed:''
It's a horse, it goes fast and makes them the tiniest bit less killable. Available for Princes, Archmages, Nobles, and Mages.
Since Ithilmar Barding stopped subtracting from movement, you should probably always upgrade to Ithilmar Barding. It adds armor save and DOES NOT make the M9 steed any slower. There's no reason not to pay a few measly points for that.

 

 



** ''Eagle:'' Eagles are the halfway point between Horses and Monsters and are generally not worth their time. T4 and 3 wounds means they crumble when a shooting unit so much as looks at them funny. Still, if you're in a weird mood, they're cheap (50 points). Still probably not worth it. In the 8th edition they have mainly found their niche in war machine harassment, targeting crew members who thought they were safely behind the battlelines, though they are still uncommon and not often used. You can however, but a Noble with the Reaver Bow on one of these for a fast, shooty unit that has an extra wound. For a better Eagle, you have to spend 15 points more, which if you're taking one you probably should.

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** ''Eagle:''
Useable by Princes, Archmages, and Nobles.
Eagles are the halfway point between Horses and Monsters and are generally not worth their time. T4 and 3 wounds means they crumble when a shooting unit so much as looks at them funny. Still, if you're in a weird mood, they're cheap (50 points). Still probably not worth it. In the 8th edition they have mainly found their niche in war machine harassment, targeting crew members who thought they were safely behind the battlelines, though they are still uncommon and not often used. You can however, but a Noble with the Reaver Bow on one of these for a fast, shooty unit that has an extra wound. For a better Eagle, you have to spend 15 points more, which if you're taking one you probably should.

 

 



** ''Griffon:'' Good News they're cheaper than Sun Dragons (150 points vs 235), but with upgrades to make the Griffon viable it comes to a grand total of 195 points. The only difference being the Sun Dragon one more one wound...and a flame attack...and the minimal difference of a 3+ AS which still makes Dragons durable and Griffons die horrible by ranged attacks. Still, Dragons don't have ASF or Devestating Charge, plus Griffons have a +1 Strength on the turn they charge. It's iffy, but offensive lists requiring a nice hard flank to something that isn't a horde have a need for a well geared Prince on a Griffon. Not to mention that neat Island of Blood mini has just been gathering dust on your shelf...

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** ''Griffon:''
Useable by Princes and Nobles.
Good News they're cheaper than Sun Dragons (150 points vs 235), but with upgrades to make the Griffon viable it comes to a grand total of 195 points. The only difference being the Sun Dragon one more one wound...and a flame attack...and the minimal difference of a 3+ AS which still makes Dragons durable and Griffons die horrible by ranged attacks. Still, Dragons don't have ASF or Devestating Charge, plus Griffons have a +1 Strength on the turn they charge. It's iffy, but offensive lists requiring a nice hard flank to something that isn't a horde have a need for a well geared Prince on a Griffon. Not to mention that neat Island of Blood mini has just been gathering dust on your shelf...

 

 

 

** ''Tiranoc Chariot:'' Option for Princes, Archmages, Nobles, or Mages. Not a good option really, there's potential in that it crunches better than an Eagle for a Reaver Bow war machine hunter, but still iffy. With a unit of 3 though you can replace any Reavers, Shadow Warriors, and Eagle-riding Lords or Heroes. Still, there's complex strategies that can make great use of them, like 2v2 and scenario games.  

 

** ''Tiranoc Chariot:'' Option for Princes, Archmages, Nobles, or Mages. Not a good option really, there's potential in that it crunches better than an Eagle for a Reaver Bow war machine hunter, but still iffy. With a unit of 3 though you can replace any Reavers, Shadow Warriors, and Eagle-riding Lords or Heroes. Still, there's complex strategies that can make great use of them, like 2v2 and scenario games.  

 

 



** ''Sun Dragon:'' The mini-Dragon. Still a Dragon, still kick-ass. Good for if you're short on points, since the 70 point upgrade from Sun to Moon Dragons matters.

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** ''Sun Dragon:''
Option for Princes and Archmages.
The mini-Dragon. Still a Dragon, still kick-ass. Good for if you're short on points, since the 70 point upgrade from Sun to Moon Dragons matters.

 

 

 

** ''Moon Dragon:'' The medium Dragon, same power level as most Dragons in the game. This is the highest tier of Dragon an Archmage can take, if you care, and still capable of killing almost anything that gets in it's way. A good all around choice.

 

** ''Moon Dragon:'' The medium Dragon, same power level as most Dragons in the game. This is the highest tier of Dragon an Archmage can take, if you care, and still capable of killing almost anything that gets in it's way. A good all around choice.

 

 



** ''Star Dragon:'' The highest tier of Dragon and probably the most brutal Monstrous Mount in the game. With WS7, S7, T7 7 wounds, 6 attacks, a Strength 4 breath weapon and a 3+ armor save, this guy, with a properly tricked out mount, can probably rip the head off of anything stupid enough to get in it's way without tipping the odds. It can tear apart almost anything. Giants, K'daii Destroyers, and other dragons will all be killed if faced by a Star Dragon. Beware the I2 though and be aware that everyone and their dog will be gunning for it. Don't let it get bogged down in a head on collision with a large unit; Yes it probably can't do any real damage to the Star Dragon, but it'll be stuck there all game and probably get flanked. Have him charge down small units, flank big units in conjunction with a frontal assault, hunt down enemy monsters. Unless it gets hit by a cannonball, something is going to die when a Star Dragon gets involved. WORD OF WARNING: Some combat Lords from melee-heavy armies (Warriors of Chaos, Ogres, Daemons etc) have weapons and gifts and things that are designed to bring down dragons, and a Chaos Lord with a magic weapon and a nice mount can cut the head off a Star Dragon before it can lift a claw.

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** ''Star Dragon:''
Prince only.
The highest tier of Dragon and probably the most brutal Monstrous Mount in the game. With WS7, S7, T7 7 wounds, 6 attacks, a Strength 4 breath weapon and a 3+ armor save, this guy, with a properly tricked out mount, can probably rip the head off of anything stupid enough to get in it's way without tipping the odds. It can tear apart almost anything. Giants, K'daii Destroyers, and other dragons will all be killed if faced by a Star Dragon. Beware the I2 though and be aware that everyone and their dog will be gunning for it. Don't let it get bogged down in a head on collision with a large unit; Yes it probably can't do any real damage to the Star Dragon, but it'll be stuck there all game and probably get flanked. Have him charge down small units, flank big units in conjunction with a frontal assault, hunt down enemy monsters. Unless it gets hit by a cannonball, something is going to die when a Star Dragon gets involved. WORD OF WARNING: Some combat Lords from melee-heavy armies (Warriors of Chaos, Ogres, Daemons etc) have weapons and gifts and things that are designed to bring down dragons, and a Chaos Lord with a magic weapon and a nice mount can cut the head off a Star Dragon before it can lift a claw.

 

 

 

** ''Skycutter of Lothern:'' Your mount option for the Sea Helm and the Sea Helm alone, but don't take it, because his main power is buffing your troops and he's good at it.  Not a terrible choice though if you really want to buzz enemies without worrying too much about terrain checks or being shot at. Putting him on one gives it a 4+ Ward Save against shooting, and with a Dangerous Terrain test fail you can reroll. Taking a second Sea Helm and putting him on one replaces two crew members, meaning you're only getting the shooting attack of one crewman, and the Sea Helm if you spend the 4 points to give him a bow, or outfit him with a Reaver Bow (the only way to really make this a remotely viable option). If you want a Skycutter, take it as a Rare choice, not a mount.

 

** ''Skycutter of Lothern:'' Your mount option for the Sea Helm and the Sea Helm alone, but don't take it, because his main power is buffing your troops and he's good at it.  Not a terrible choice though if you really want to buzz enemies without worrying too much about terrain checks or being shot at. Putting him on one gives it a 4+ Ward Save against shooting, and with a Dangerous Terrain test fail you can reroll. Taking a second Sea Helm and putting him on one replaces two crew members, meaning you're only getting the shooting attack of one crewman, and the Sea Helm if you spend the 4 points to give him a bow, or outfit him with a Reaver Bow (the only way to really make this a remotely viable option). If you want a Skycutter, take it as a Rare choice, not a mount.

 

 



** ''Flamespyre Phoenix:'' So finally the High Elves get their coverbeast to play. It's flaming hot and doesn't fear Fire and comes with average stats for a Monster. It only has a 5+ ward save, but this is more than a Giant has or a Dragon has against cannons. Has magic attacks. It gets stronger with magic (albeit on a chance of 1/9 it get's weaker) and can make flying attacks like the chaosmantas. Since it's a Phoenix it can be reborn on a 6 or explode on a 3+ if it has died, with the chance getting better by one when its ridden by a Anointed. It lacks the power to really take out a big unit on it's own but can possibly be good at war machine hunting and killing of survivors. With a Anointed it gets powerful enough to flank units and at least have a chance, so this is how you want to take it.

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** ''Flamespyre Phoenix:'' So finally the High Elves get their coverbeast to play. It's flaming hot and doesn't fear Fire and comes with average stats for a Monster. It only has a 5+ ward save, but this is more than a Giant has or a Dragon has against cannons. Has magic attacks. It gets stronger with magic (albeit on a chance of 1/9 it get's weaker) and can make flying attacks like the chaosmantas. Since it's a Phoenix it can be reborn on a 6 or explode on a 3+ if it has died, with the chance getting better by one when its ridden by a Anointed
(the only mount he can ride, and the only one that can ride it)
. It lacks the power to really take out a big unit on it's own but can possibly be good at war machine hunting and killing of survivors. With a Anointed it gets powerful enough to flank units and at least have a chance, so this is how you want to take it.

 

 



** ''Frostheart Phoenix:'' Frostheart Phoenixes are great to have, but putting an Anointed on one doesn't really do anything for it besides get him into combat and waste his unit buffing so if you're taking one, take one as a Rare option.  

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** ''Frostheart Phoenix:'' Frostheart Phoenixes are great to have, but putting an Anointed on one doesn't really do anything for it besides get him into combat and waste his unit buffing so if you're taking one, take one as a Rare option.

 

 

 

===Core Units===

 

===Core Units===

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