• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

8th Ed. Tackling the new-and-improved High Elves

Salamander

T`hinker`er

Active Member
Messages
825
Likes Received
249
Trophy Points
28
I'm sure most of you have see the changes now imminent for the High Elves, posted on the Hero's Gaming Blog a couple days ago. For those who haven't, or would like a recap, here's a breakdown of the changes:

Everyone has ASF, Martial Prowess and Valour of Ages
Mages get +1 to cast High Magic now instead of +1 dispel, called Lileath's Blessing
Dragon stats are..
Sun Dragon - 5s, WS5, T5 S5, W5
Moon Dragon - 6s, 5 attacks Ld.8
Star Dragon, WS7, S7, T7, 7 wounds, I2, 6A, Ld.9
Everyone has 3+ AS, Terror

Flamespyre Phoenix = 225
WS5 S5 T5 W5 I4 A3 Ld.8
Monster
Special Rules:
Attuned to Magic - 5+ ward and close combat attacks are magical. in add, when rolling to determine the strength of the winds of magic, compare the highest d6 rolled with the table below and determine the effect.
1 = ward is 6+ instead
2 = phoenix has -1 s
3 = phoenix has +1I
4 = has +1A
5= +1S
6=ward 4+
Fireborn - 2+ ward vs. wounds caused by flaming attacks
Flaming Attacks
Fly
Large Target
Phoenix Reborn - as soon as he loves his last wound, remove the model and place a phoenix reborn counter to mark the centre of the death spot. at the end of the turn roll a d6 for each phoenix reborn counter and consult the table. 1-2 dead forever, 3-5 centre a large round template over the center, all models friendly and foe suffers s4 flaming, the counter remains in play, roll at the end of next turn, yours or oppos. Rise from the ashes on 6+, place him anywhere within 6" of the center, at least 1" away and remove marker. He is back with d3+2 wounds. If you have a rider, he dies with the phoenix, or he returns with the phoenix. If the phoenix died with a rider on him, add +1 to you roll.
Terror
Wake of Fire - if he moves over one or more uneganged enemy units, choose one of those units - that unit suffers d6 s4 hits plus d3 per rank after the first. flaming,

Frostheart Phoenix = 240
WS6 S6 T6 5W I3 4A Ld. 9
Attuned to magic
blizzard aura - any enemy UNIT in base contact with him has ASL and -1S
natural armor 5+

Eagle Claw Bolt Thrower = 70 points
2 Sea Guard crew
Rare, can take up to 4

Great Eagles 1+ = 50ppm
Entire unit can get Swiftsense = ASF for 10ppm
Shredding Talons for 5ppm = AP

Tyrion = 410
WS9 BS7 S4 T3 4W I10 4A Ld.10
Sunfang = same +3S flaming, S4 breath once a game, magical
Dragon Armor of Aenarion - 1+ AS, 4+ ward and Fireborn 2+ ward vs. fire
Heart of Averlorn - MR2, if he dies, roll d6, on a 2+ he negates the wound and the heart is destroyed
Defender of Ulthuan - 18" presence

Teclis = 450
T2 3W Ld.10
Sword of Teclis - wound on 2+ no AS
Moonstaff of Lileath - one use only - you can either choose to add a bonus power die to each casting attempt, of if teclis suffers a miscast, the miscast is ignored. In either case, Teclis' S and T are both reduced to 1 for the remainder of the game ROFL
Scroll of hoeth - one use only - same
Warcrown of Saphery - Increases his Wizard level by one, so he's a Lv.5 wizard technically
Teclis does not generate spells, he either knows all of the spells from High Magic or can choose one spell from each of the 8 lores (yes, chooses)
Lileath's Blessing - +1 to cast from all lore of high magic

Magic spells:
Apotehosis
5+ augment 18"
immediately regains 1 wound, 10+ for d3 wounds. Regardless of how many wounds gained, you also gain Fear.

Arcane Unforging
13+, direct damage with 24" single enemy model. Suffers a wound on a dice grear than or equal to unmodified armor save. No AS allowed. Reveal to the caster all magic items, if you have more than one, randomly select one and its destroyed on 2+.

Drain Magic (sig)
cast on 7+
friend or foe within 18"
friendly augment, hex on enemy
all RIP spells affecting the unit are immediately dispelled, and affects of all other spells on the target unit immediately come to an end. Can be all units within 18" for 14+.

Fiery Convocation
Cast on 19+
RIP
Direct damage 24". every unit takes S4 flaming, at the end of every subsequent magic phase, every model suffers S4 flaming.

Hand of Glory 5+
augment 18"
Target's WS, BS, I or M is +d3. You can choose all for 10+.

Shield of Saphery (lore attribute)
Each time a spell is succesfully cast, the caster and his unit immediately gain +1 to their ward save to max of 3. If you don't have one, 6+. Stacks.

Soul Quench (sig)
cast on 8+
magical missile, 18", 2d6 s4 hits, or 4d6 s4 hits, 16+

Tempest 12+
direct damage. large round template within 30" of wiz, scatters d6. All models hit suffer s3 hits (models flying is s4). If a model suffers any unsaved wounds, it suffers -1 to all hit both shooting and cc. Those that do not use BS needs a 4+ to fire.

Walk between worlds
cast on 8+
augment, 24+
Gain Ethereal and can immediately move to 10" as if it were remaining moves sub-phase.
Can make it go 20" + Ethereal on a 16"

Purchaseable magic items

Blade of leaping gold - 70 points

Star Lance - 30 points, +3S, no AS

Reaver Bow - 20 points
+1S, volley Multiple shots 3

Armor of Caledor for 50 points

Shadow Armor - 25 points, 5+ AS, Scouts, Strider

Shield of the Mermrym - 15pts, shield, unless he's using a weapon that uses 2 hands, he has parry 4+, can be used with a magic weapon

golden crown of atrazar - 10 points, talisman

Moranion's wayshard - enchanted, 50 points. Models on foot only. Has ambushers special rule. He can give archers or Spearmen up to 30 units in size the same immediately before deployment. He has to join that unit if he does.

Kharine's Ring of Fury - 25 points

Gem of Sunfire - 20 points

Cloak of Beards - 10 points

Book of Hoeth - 55 points

Banner of World Dragon - 50 points - SO ****ING GOOD WOW

Random Magic Items and other special rules:

Warrior mage - First spell generated by dragon mage is always flaming sword.

Windrider - Sea Helm on Lothern Skycutter has 4+ ward against shooting attacks. Can also re-roll dangerous terrain.

Witness to Destiny - 4+ ward (assuming this is anointed)

touch of the everqueen - her close combat attacks vs. forces of destruction have HKB.

The shieldstone of Isha - Talisman, the shieldstone of isha grants Alarielle and her unit a 5+ ward vs. any non-magical attacks.

Stave of Averlorn - one use only, arcane. It allows Alerielle to immediately attempt to cast a spell she already cast that phase, even if failed or miscast.

Stone of midnight - Alith 4+ ward, enemies suffer -1 to hit when shooting against Alith or his unit.

Swooping Strike - a model upgraded has Devastating Charge and +1S on the turn he charges.

Talisman of Hoeth - Eltharion has MR1, counts as a Lv.2 Wiz, who uses spells from any of the 8 lores.

Mark of Asuryan - If Caradryan dies, d3 wounds no AS.

The moonbow - 36" S7 D3 wounds quick to fire, no AS. dark Elves suffer -1 ld.

Naval Disipline - If a unit containing at least one sea helm is successfully charged during the movement phase, it can attempt to change formation immediately after your opponent has moved all of his charging units. To do so, the unit must take a Ld. test. If passed, immediately combat reform. A unit cannot use this if made a Flee! or stand and shoot (doh!).

Pelt of Charandis - Korhil counts his AS as one higher vs. CC, 2 points higher vs. non-magic shooting. Poison does not auto wound, wound as normal.

Phoenix Blade - +1S, flaming, d3 wounds, Caradryan's.

Quicksilver Shot - Models shooting attacks have quick to fire as do all sisters of averlorn and high sisters in the same unit.

Reckless - Dragon mage +2 to cast from lore of fire (cumulative with other bonuses), never receive bonuses to dispel.

Repeater Bolt Thrower - same, normal Bolt thrower or 6 shots, S4 AP.

Shadow Crown - Alith and his unit have Swiftstride.

Helm of Yvresse - +1 to Eltharion's AS and gives him and his mount 5+ ward.
Horn of Isha. enchanted. one use, can be used at the start of one of your movement phases. For the remainder of the turn, all models in the unit receive +1 to hit on all shooting and close combat attacks.

Ilthilmar Barding - No movement penalty barding

Khaine's Ring of Fury - BL3, enchanted, Soul Quench from Lore of High Magic. 18" 2d6 S4 hits

Lileath's blessing - Models with this special rule gain +1 to cast when using High Magic

Lion Cloak - models wearing a lion cloak adds +2 AS against non-magical shooting attacks.

Gem of Sunfire - Enchanted. One use only. All bearer's spells, shooting attacks, close combat (and his mounts) have +1 to wound, provided they also have the flaming attacks special rule.
Golden Crown of Atrazar - Talisman, one use. 2+ ward against first wounding hit by wearer.

Armor of Caledor 2+, 6+ Ward, Fireborn special rule - 2+ ward vs. flaming
Banner of Averlorn - Spells from Lore of Light and Life by a friendly unit containing the banner are +4 to cast. If Alarielle is slain, this is immediately lost.
Banner of World Dragon - 2+ ward vs. all wounds caused by spells, magic weapons, and magical attacks. Furthermore, all dragons within 12" of the World Dragon have Stubborn.
Blade of Leaping Gold - +3 attacks, any roll to wound of 6 ignores AS.
Book of Hoeth - Allows the user to re-roll a single dice from each of his casting or dispel attempts, results of 6 cannot be re-rolled.
Cloak of Beards - Enchanted. Cause Fear. Against Dwarfs, cause Terror. Dwarfs gain hatred vs. you. At the start of each cc phase, roll d6 for each magic item carried by each model from warhammer dwarfs in base contact with wearer. On a 4+ the magic item is destroyed and cannot be used..etc.

Deflect shots - 6+ ward against non-magical shooting attacks
Dragon Armor - 5+ armor, 6+ ward and Fireborn Special rule.

Dragon Fire - A dragon's breath weapon is S4, flaming

Eagle Eye Bolt Thrower
24" S5 Multiple Wounds D3, no AS

Fangsword of Iltharion - +2S, no AS caused by Fangsword

Boon of Isha - All models in the Everqueen's unit are magical. Her unit is Immune to Fear/Terror.

Blessings of Ausryan - all models that contain an anointed of Asuryan havea 6+ ward save and is ItP.
Blood Oath - Ethlarion gains +1 to hit vs. Grom.

Chaos Bane - At the start of each of Allerille's magic phase, before rolling for winds, every unit with the demonic special rule within 12" of her suffers d6 s4 distriubuted like shooting. However, she suffers -d3 penalty to her casting attempts if there is one of more models with demon within 12" of her.

Chayal - +2S, Paired Weapon, Killing Blow

Bow of Averlorn - 24" S4 Arrows of Isha, Flaming, Volley Fire
Arrows of Isha - magical. -1 AS against wounds caused to forces of destruction

Until we get our new book (in August?), we're going to have to come up with some ideas for facing this stuff. I find the Banner of World Dragon and the Arcane Unforging spell particularly stomach wrenching...indeed, the High Magic deck sounds like it will be quite devastating, making up for many of the HE's weaknesses.

I thought it would be a good idea to start a thread so we could accumulate our knowledge and experiences against this new threat. Consider this a placeholder for now, but if you have any thoughts or ideas, please feel free to jump in!
 
Go back in time and undo the one they call Matt Ward(save for ALL the elves).
 
Most of the old Tactica still applies, especially part two:

http://www.lustria-online.com/threads/high-elf-tactica-detailed.9112/

Here's a few minor comments before I get a my hands on an army book and write a new Tactica up (probably June or July)

Knights and chariots should be blocked with Skroxigor. The S6 hits will do fine at can opening and the Skinks will absorb all the hits. Against non-horsey units, Skroxigor are probably not a good idea.

For the most part, you should go Saurus heavy. Elves go before us anyway so the Initiative 1 isn’t a big deal. Sure they High Elves hit a lot but the Saurus hits count more.

I think High Elves may be one of the few armies where taking Razorondons is a good idea. Our Skink shooting and Salamanders will do a number on elves if they aren’t killed by Eagles or Fast Cavalry. Razordons are pretty much ONLY good for killing fast cavalry and fast cavalry equivalents and I expect Reavers to become very popular very fast. A stand and shoot followed by some Strength 5 attacks ought to handle most mobile light units.

The UAF (Ulthuan Air Force) is going to be controlling the skies of the Warhammer world. There are four flying units. HE characters can ride three kinds of dragons, griffons, eagles, two kinds of phoenixes, and one kind of flying chariot. If only there was a magical lore that we had extensive access to that did extra damage to flyers….

I think Lore of Light should be our go-to Lore against the new High Elves. It’s got two spells that can cancel out ASF for the Elves and a spell that partially bypasses Ward saves.
 
As far as Banner of the World Dragon goes, Hexes and Augments are you friends. As is Dwellers Below. That 2+ ward save doesn't do anything for attribute tests. At this point I'm not sure what will actually work in practice. I'm sure I'll have some ideas after I play a few games with my new Elves. :D
 
rychek said:
As far as Banner of the World Dragon goes, Hexes and Augments are you friends. As is Dwellers Below. That 2+ ward save doesn't do anything for attribute tests. At this point I'm not sure what will actually work in practice. I'm sure I'll have some ideas after I play a few games with my new Elves. :D

I feel very sorry for the Daemons. All those magical attacks as an army-wide rule...
 
HE will be able to chomp thru ethereals. Bad for VC and lone slann players w/ higher state
 
Yeah, the BotWD sucks for Deamon period as well as most Skaven shooting. However, for an all comers list, it shouldn't make a HUGE difference. Elf Deathstars are generally a bad idea, so most people won't risk a huge portion of their army that way.

In regard to Demons specifically though, which is more bent, a 2+ save against magic attacks or army wide magic attacks?

In regard to etherials, they should't have trouble avoiding the banner carrying unit. A Higher State Slanm won't have any special issues either, unless he has magic weapons of course.
 
Scalenex said:
For the most part, you should go Saurus heavy
Not necessarily. In my area's meta, large blocks of white lions are an everyday occurance. White lions no longer have free rerolls from their super-asf, however they how hit in an extra rank and are cheaper. So 21 white llions in a 7x3 all get to attack and kill about 10 saurus per turn. A horde pf 40 white lions would delete entire units of saurus or temple guard before we can respond

I think saurus match up well against many of their other units, however swordmasters, frost phoenix, phoenix guard, and lions will win the combat if we dont win the buff/hex phase.

My big concern is that between maiden guard and the flame phoenix, our skirmishers and especially our salamanders are going to be in trouble. Salamanders are our best answer for nasty blocks of infantry, but ithe maidens have S4 24" shots at BS5 which is going to hurt. The flamespyre phoenix and skinks will be in a race to see who kills each other first
 
Razordons might be worth considering against HE to help combat Maidens and flamespyres.

EDIT: on second thought, forget I said that. I had forgotten that Razors had a 12" range. :(
 
skillfull_dan said:
I think saurus match up well against many of their other units, however swordmasters, frost phoenix, phoenix guard, and lions will win the combat if we dont win the buff/hex phase.

And even if we do win, they can just use that spell from High Magic that erases all affecting spells from the unit. Of course this can only take place when it's the High Elf player's turn, but still it halves the effect time. Quite nasty.
 
I think that links to a 2010 article about 8th edition and high elves.

http://lkhero.blogspot.ca/ has some good reviews info and battle reports about the new high elves.
 
HERO's blog is a good resource for HE info at this point. He put a lot of effort into making as much available as early as possible. He is a very active member of the Ulthuan.net forum and has some good insight into how things work from a game design context.
 
At least this guy should be pretty easy to beat

flamespyre.jpg
 

Attachments

  • flamespyre.jpg
    flamespyre.jpg
    147.9 KB · Views: 0
That metal armor has to be a bit warm!

Great post Bob!
 
Back
Top