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===Rulebook Items=== '''Magic Weapons:''' * ''Giant Blade:'' 60 points is a lot, but +3 Strength is something great for a High Elf damage dealer. Note that despite it sounding like a slow weapon that would negate your ASF, it doesn't. * ''Sword of Bloodshed:'' Just like Blade of Leaping Gold, it's just doubling up on a strength. 60 points is too much for that. * ''Obsidian Blade:'' 50 points to ignore armor, great for tailoring your list but as a list you intend to stick to through thick and thin you don't want it. * ''Ogre Blade:'' +2 Strength, 40 points. Take if it you already took the Giant Blade or if you need those 20 points for something else. * ''Sword of Strife:'' +2 attacks, 40 points. Once again, you don't need more attacks you need stronger ones. * ''Fencer's Blades:'' WS 10 for 35 points, but you can't use a shield with it. The Prince has a WS7, and thus this isn't that great when you could bump up his Strength or even his Attacks. Noble and Sea Helm have WS6, better but still not good. Handmaiden shouldn't be in close combat, but in theory if she gets there her WS5 can benefit from this (Reaver Bow should be on her instead of course). Some people have suggested sticking these on a Mage or Archmage since they can't use shields anyway and this can get them out of trouble, but that's debatable. It might be worth it on a Dragon Mage, since they usually end up in combat. * ''Sword of Anti-Heroes:'' There should be a Mary Sue joke here, but let's go straight into the stats. +1 STR and +1 Attack for each character in base contact with the bearer and his unit. Could be good, could be great in a tailored list. * ''Spellthieving Sword:'' For each wound a caster receives from this weapon, they lose a random spell. Generally speaking facing a wizard in close combat means a dead wizard. That being said, if you can manage to get into it with a named character (especially the likes of Morathi or Malekith) you could put some pain on them. Problem generally is that most casters who can't kill in one turn (such as Vampires, Chaos Warriors or Ogre Kingdom casters) you are going to want more strength or attacks or more survivability against. Even if this does work there's no guarantee you get a spell that matters. * ''Sword of Swift Slaying:'' Grants Always Strikes First. Yeah. Because that's what High Elves are lacking alright. * ''Sword of Battle:'' +1 Attack for 20 points, keep scrolling. * ''Berserker Sword:'' Bearer has Frenzy and cannot lose it. Extra attack and Immune to Psychology. Neither of which are things High Elves need. Keep scrolling. * ''Sword of Might:'' +1 Strength close combat for 20 points and you can use a shield, it's nice. Personally, I'd just pay a few points for a Halberd instead. Unless you REALLY need the magical attacks. * ''Gold Sigil Sword:'' Makes your attacks 10 Initiative in close combat. Keep scrolling. * ''Sword of Striking:'' +1 to hit. Fairly nice, but Strength is still better. * ''Biting Blade:'' Armor piercing. 10 points. Inferior to Strength, not bad though. * ''Relic Sword:'' Attacks with it always wound on a 5+ unless the result needed was lower. Not worth your time. * ''Shrieking Blade:'' Bearer causes Fear. It's not bad, useless for anyone in a Phoenix Guard bunker, but it's nice as an anti-horde measure. * ''Tormentor Sword:'' Grants Stupidity to a monster or character hit by it. Only really useful against armies loaded up on those options, so it's a tailoring list option that's questionable otherwise. 5 points to spend if you've got it though. * ''Warrior Bane:'' Whatever gets hit by it loses an Attack to a minimum of one. 5 points, great for tailoring against other Elves. '''Magic Armour:''' * ''Armour of Destiny:'' Heavy Armor with 4+ Ward Save. It's like it came straight from our list. It's okay, not mandatory, but not a bad selection. * ''Trickster's Helm:'' +1 Armor, and any wound made against the bearer has to be rerolled. Stick it on someone designed to just not fucking die, make him stand in front of Alarielle so she can heal a wound every turn, and you've proxied Tyrion on foot. * ''Armour of Silvered Steel:'' 2+ Armor Save, cannot be improved by any means. 40 points. If you already took Armor of Caledor, worth looking at, but why are you taking 2 damage-taking characters? * ''Armour of Fortune:'' Heavy Armor with a 5+ Ward Save. 15 points cheaper than the Armour of Destiny. * ''Helm of Discord:'' +1 Armor, and any enemy character in base contact must pass a Leadership roll or be stunned and is automatically hit. Turns your character into a challenge god. Nice if that's your plan (or if challenges are your fear). * ''Glittering Scales:'' Light Armor, causes -1 to hit the wearer in close combat. Surprisingly good. * ''Shield of Ptolos:'' +1 Save against being shot. Pair it with the Lion Cloak and you have nothing to fear from ranged combat. Not bad if you think you'll face it. * ''Spellshield:'' Magic Resistance (1). Nifty. Not 20 points nifty, but not terrible. * ''Gambler's Armor:'' Heavy Armor with 6+ Ward Save. 20 points. Stick with Dragon Armour. Costs the same on a Prince and half the price on a Noble and has an improved save against breath weapons and fire. The only time this is a better option than Dragon Armour is if you want to combine with a lion cloak. * ''Dragonhelm:'' +1 Armor, +2 Ward against Flaming attacks. If you took the Lion Cloak but still want the fire resist, here you go. * ''Enchanted Shield:'' It's a shield, it grants 2 armor instead of the 1 armor a normal shield gives. 5 points. It's a great option. * ''Charmed Shield:'' One use, first hit you take can be discounted on a 2+. Not bad, not great. '''Talismans:''' * ''Talisman of Preservation:'' 4+ Ward Save. Very nice option, but it limits your offensive choices due to it's 45 point cost. * ''Obsidian Lodestone:'' Magic Resistance (3). For when the Banner of the World Dragon just isn't enough. (If you take Banner of Avelorn instead, this is far more worth considering.) * ''Talisman of Endurance:'' 5+ Ward Save. Still okay. * ''Obsidian Amulet:'' Magic Resistance (2). Eh, not bad. Not great either. * ''Dawnstone:'' Reroll failed Armor Saves. That 1+ to hit on your Prince? Yep. Now they're going to have to get snakeeyes to hurt him. Oh fuck this is so worth the points it hurts. * ''Opal Amulet:'' One time 4+ Ward Save. Not really worth it. * ''Obsidian Trinket:'' Magic Resistance (1). Still not bad, still not good. * ''Talisman of Protection:'' 6+ Ward Save. Not bad as a way of finishing off those last 15 points. * ''Seed of Rebirth:'' Grants Regeneration 6+. Again, not a bad way of using up those last points on survivability. Otherwise, no go. * ''Dragonbane Gem:'' 2+ Ward against Flaming Attacks. Useful as a 5 point choice if you took Lion Cloak. * ''Pidgeon Plucker Pendant:'' Misspelled name, odd item. 5+ Ward Save from Flying enemies. Tailor lists only really. * ''Luckstone:'' Reroll a single failed Armor Save. 5 points, not a bad place to spend them either. '''Magic Standards:''' * ''Rampager's Standard:'' Reroll your charge distance dice if you want. Stick it on cavalry. * ''Wailing Banner:'' Unit causes Terror. Emulate Phoenix Guard on your non-Phoenix Guard. Pretty good. * ''Ranger's Standard:'' Grants Strider. Ignore dangerous terrain. March your horde wall of death across the map with impunity. A nice choice. * ''Razor Standard:'' Grants Armor Piercing. Put it on Special choices. Swordmasters in close combat under this are beyond description. * ''War Banner:'' +1 Combat Resolution. Normally you want to avoid getting stuck in a fight all game, but if that's the plan here's a way to bump up your victory chances. * ''Banner of Swiftness:'' +1 Movement. There's better choices, really if you want movement you should be rolling for Walk Between Worlds from the lore of High Magic, getting a 1+ Ward Save while you're at it and putting a better flag over your unit. * ''Lichborne Pennant:'' Magic Resistance (1). Not bad for a mage bunker. * ''Standard of Discipline:'' +1 Leadership, but disregard the general's inspiring presence. Do you really need Leadership 10 on anything? If Alith Anar is your general and he bites it this can help, but really it's not worth it. * ''Banner of Eternal Flame:'' Just like most armies, feel free to take this and stick it wherever you want (except Sisters of Avelorn, since they already have it's effects). * ''Gleaming Pennant:'' One use, reroll failed Leadership test. Why are you failing Leadership? Maybe tailored against an undead army, otherwise no. * ''Scarecrow Banner:'' Causes Fear on Flying enemies. 5 points, not bad. Tailored list only, but that moment that a giant dragon <s>runs shrieking from a scarecrow on top of a flag being woven around by a spearman you know you've experienced the joys of Warhammer Fantasy.</S> (Most Dragons cause Terror, all cause Fear at the very least, leaving your Fear-causing unit to instead take a Fear test.) Useful against anything smart enough to Fly but not insane enough to cause Fear (Mostly just eagles then?) '''Arcane Items:''' * ''Book of Ashur:'' 70 points for +1 to cast and dispel rolls. If you were playing a VERY large game and your entire strategy was magic and stalling for magic to work, you might use this. As it is it's a mon'keigh's bad transcribing of the Book of Hoeth. * ''Feedback Scroll:'' Instead of a dispel attempt, you can use this one-use item to roll a dice for each power dice used to cast it. Each one that's a 5+ causes a wound that can't be saved. Great for a tailored list, and worth considering otherwise to take out an opponent's only caster and let you work the winds unopposed. * ''Scroll of Leeching:'' Instead of a dispel use this one-use to add dispel dice equal to the number used to cast the spell. Great against armies with LOTS of casters (like other High Elf armies). Not a standard gear choice however. Feedback scroll is more useful in many scenarios. * ''Sivejir's Hex Scroll :'' One use, replaces dispel. Enemy wizard rolls a d6, must get their level or lower (so a level 1 mage needs a 1 to resist, a 3 mage needs a 1-3 to resist, Teclis only suffers a 6 roll) or they turn into a frog. They can't cast spells as a frog, all magic items stop working, all stats except wounds become 1. Each turn roll a d6, roll of a 4-6 and the mage becomes a biped again. VERY fun item, and a surprising thing for such a thing is that it's actually pretty good if you save it for when you can kill that mage in close combat. * ''Power Scroll:'' According to FAQ it now halves the casting value of one spell, no boosting allowed. Could be fun when you two-dice dwellers or purple sun if the winds are low or your opponent didn't think those last two dices were dangerous. * ''Wand of Jet:'' One use, increases a casting result by d6 after you're done rolling. This can help cause a IF and miscast too. It's an extra magic dice in the bank for when you need it, and not bad but there's better options for getting more magic juice. * ''Forbidden Rod:'' One use, add d6 more dice to your magic at the beginning of your magic phase, but the user takes d3 wounds with no armour saves. But... Banner of the World Dragon protects. (Anyone with the Arcane Items page in front of them probably won't let that slide. I know I wouldn't.) * ''Trickster's Shard:'' One use, start of magic phase. If an enemy mage tries to dispel a spell, you roll a d6 and on a 5 or 6 they take one wound. Not great really. It can be useful sort of if you're rolling a lot of augments at once (turn 1 Walk Between Worlds on everything makes this viable). At 25 points though, it's kind of a waste. * ''Earthing Rod:'' One use, reroll the result on the miscast table once. Obviously you don't want this if you're running Banner of the World Dragon. Otherwise it's not bad if you're gonna be blasting away with your Archmage. * ''Dispel Scroll:'' 25 points, auto dispel the enemy spell unless it's an Irresistible Force spell. All armies consider this to be a staple, but it's a bit less important for us since there's other options. * ''Power Stone:'' One use. Used prior to casting a spell, adds two more bonus dice out of thin air to the attempt. Great for if you got a shit winds roll a turn you really need to crank out a spell. * ''Sceptre of Stability:'' Misspelled name, one us item to increase a dispel result by d6 after you've rolled. Pretty neat for 15 points against another big magic army. * ''Channeling Staff:'' Bearer adds +1 to every channeling attempt. Can net you more power dice, but not a big use item. Still, 15 points isn't much to spend for that kind of thing. * ''Scroll of Shielding:'' One use, replaces dispel to grant a single target a 4+ Ward Save against wounds caused by the spell. Great for protecting something high priority like an Archmage or a Prince on a Dragon. * ''Staff of Sorcery (FAQ'ed)'': Bearer adds +1 to every dispel attempt for 35pts. Only worth taking on a level 2 or level 4 mage, costs the same as a wizard level but "only" adds +1 to your dispel attempts. Still, dispelling with +5 can really shut down a magic phase. Likewise, if you're mainly after countermagic, level 2 mage plus Staff of Sorcery saves you 30pts from a level 3 mage (and leaves your Lords allowance for a Prince on Dragon). '''Enchanted Items:''' * ''Wizarding Hat:'' Wearer becomes a level 2 Wizard who can use a random spell lore. They also have stupidity. This is great for armies with crap magic options, but for us you want to split the magic/killing roles between two characters and at the cost for the hat you could just take a level 2 mage. But if you really want a wizard on a Star Dragon for some strange ass reason... * ''Fozzrik's Fold Fortress:'' 100 points, so your entire magic item allotment for a Lord. After deployment zones are agreed but before armies are deployed you can put a Watchtower (or similar building agreed upon by both players as appropriate, but must be the same basic size as the Watchtower) in your deployment zone. This MAKES a defensive list with Sisters of Avelorn holding it. For any other troop type it's not great. But in games with objectives, you might be able to argue your opponent into letting you count this as an objective from turn one. Take it if you base your strategy around it. * ''Arabyan Carpet:'' Infantry or monstrous infantry (no you can't let your horse ride). Has the Fly rule, cannot join units. At 50 points you may as well just mount up on an Eagle or Gryphon. * ''Crown of Command :'' 35 points to grant Stubborn and thus grant it to a unit the wearer joins. You should probably nut up and bring Korhil instead, but if you already are and want a second unit to be Stubborn it's not bad. * ''Healing Potion:'' One use to drink at the start of your turn, recover d6 wounds. Since you have very few characters with enough wounds to make it useful, you should rely on the Lore of Life attribute to heal instead. Or bring Alarielle. * ''Featherfoe Torc:'' Flying creatures and riders must reroll to hit you and your unit in close combat. Take it in a tailored list against the likes of Malekith or other High Elves. * ''Ruby Ring of Ruin:'' Bound spell with Fireball. Take the High Elf magic item version of it if you're going to bother since it does pretty much the same thing and will give the users unit a ward save. * ''Terrifying Mask of EEE!:'' Wearer causes Terror, but nobody can use their leadership but themself. Since most High Elves have almost max LD and some characters have the same, there's no downside. Great at discouraging people from fucking with a unit that can't deal in melee or you don't want to keep in melee (Sticking this on a Lothern Sea Helm among Core is pretty great, or ANYONE running with Lothern Seaguard since this can win an extra turn of shooting for them). * ''Potion of Strength:'' One use, used at the start of any players turn. +3 Strength for the turn, great for a BRUTAL combat phase. Take on a Prince, Noble, or anyone with the Reaver Bow. * ''Potion of Toughness:'' One use, start of any player's turn to grant +3 Toughness. This is more for an Archmage or Mage stuck in close combat, or a Prince who's going into a suicide charge. * ''The Other Trickster's Shard:'' All Ward Save rolls have to be rerolled in base contact, both friend and foe. Since Ward Saves are common to us, it can be a detriment. Still good if you don't have one however. * ''Ironcurse Icon:'' 5 points for 6+ Ward against war machines for the bearer and their unit. Not great, but it's only 5 points so there's no real threat to taking it and it CAN come in handy. * ''Potion of Foolhardiness:'' One use, start of turn. Gets Immune to Psychology and Devastating Charge for a turn. 5 points for a very fucking hard charge, this has potential in a cavalry list. * ''Potion of Speed:'' One use, start of turn. +3 Initiative. Cheap, but WHEN THE FUCK WILL YOU NEED A HIGHER INITIATIVE?
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