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==Equipment== *'''Ithilmar Barding:''' Your special barding doesn't rob your steeds of any movement. Huzzah. *'''Elven bows and Longbows:''' Your bows all have Armour Piercing (1) on them. How nice. ===Vaul's Forge=== *'''Blade of Leaping Gold:''' 55pts. Your sword grants three extra attacks and all 6s to wound ignore armour. All in all, a decent sword. 15pt upgrade to the Sword of Bloodshed. Tough sell when elves need more strength. *'''The Reaver Bow:''' 30pts. Longbow with S5 Piercing 1. For 30 points, this is quite good for an archer prince. 5 points more expensive and now constantly hits at str 5. No longer able to cheese with a Potion of Strength. *'''Shield of the Merwyrm:''' 15pts. Shield, Gain Parry(5++). Due to general rule changes, everyone's favorite BSB combo went from blue-chip to useless. With the addition of Elven Grace and mundane shields still getting a ward save when paired with magic weapons, this item is terribad. Seeing a power and price reduction to compare with the power of taking a enchanted shield and talisman of protection for a +4 Parry most of the time, +6 Ward all the time, and +2 Armor on foot with Heavy/Dragon Armor. *'''Shadow Armour:''' 25pts. Only works on foot, Medium armour that gives a footslogger scout and strider. Did you want your Mounted Noble to be one-elf destruction? Strider is nice in itself, but unless you're going with Shadow Warriors, he'll be on his own if you use Scout. *'''Golden Crown of Atrazar:''' 20pts. It gives a single 2++ ward against the first hit suffered before it breaks which also ignore Killing Blow or Multiple Wounds. Nice way to spend points as it essentially buys you another wound during a duel between character killers. *'''Moranion's Wayshard:''' 25pts. Model on foot only, Gives ambusher and hands it to a 30-man unit of spearmen/archers/warriors that the wearer joins. A unit that can hold its own behind enemy lines? Yes, please. *'''Gem of Sunfire:''' 15pts. A single-use gift that adds +1 to wound with all attacks and spells with flaming attacks. *'''Khaine's Ring of Fury:''' 35pts. Bound PL3 Soul Quench. Pretty handy to back up a mage who picked Drain Magic or another lore altogether. Soul Quench as a bound spell with 3 to cast. The best thing about this is the Ward save you get at the end, but a cheap magic missile is good too. 5 points more than 8e for the bearer to have +1 to hit and wound on all his/her(and mount's) FLAMING missile, close combat, and spells. Mandatory on a Dragonmage, otherwise pass. *'''Cloak of Beards:''' 15pts. Gives fear, while dwarfs are terrified of it while also hating the wearer. On top of this all, the wearer has a chance to break any magical items they're b2b with. 15 points to cause Fear is brilliant. Against Dwarfs, it causes Terror instead and blows up their magic items, but gives them Hatred against you. With the removal of Ancestral Grudge rolls, this has become less of a no-brainer as the Dawi aren't going to hate your Lord 100% of the time and your Characters 66% of the time. *'''Book of Hoeth:''' 60pts. Reroll a single die that doesn't roll a 6 during casting/dispel checks. Overcosted at 60 points. 60 points to reroll one dice for casting and dispel attempts that are not 6s. It gives you an even greater magic edge than in 8e as miscast are from double ones, making this an auto-include for your favorite Archmage. *'''Banner of the World Dragon:''' 40pts. The old classic has been worked over. While it retains the 12" aura of stubborn for dragons, it loses the 2++ ward against spells for Magic Resistance 5, a means to protect the unit from things that aren't missiles. 10 points cheaper and trades the cheese +2 ward against magical for Magic Resistance (5). Still, an auto-include, but people other than Ogres & O&Gs will finally play with you. ===Expansion Magic Items=== Items from editions passed. Considering High Elves already have some of the better magic items of any army, this just adds to the cheese. ====Weapons==== *'''Sword of Ages:''' 60pts. For +1 to hit, +2 Strength and +1 attack. Expensive but provides some insane offensive bonuses. Try to protect your prince with armour or buffs. *'''Blade of the Phoenix:''' 50pts. Ignores armour saves. Once per game, you can trigger it like a ghetto Slayer of Kings and gain ASF and +D6 attacks. Better than the BRB equivalent. *'''Blade of Darting Steel:''' 25pts. Grants ASF and +1 to hit. *'''The White Sword:''' 30pts. This great weapon can only be used on foot, but it lets you ignore the initiative penalty and gain killing blow. Nice. *'''Sword of Hoeth:''' 30pts. All hits wound automatically, though this does not impact armor saves. Half the cost of 6th and 7th but still dogshit. *'''Dragonblade Lance:''' 20pts. Lance. On charge hits a file of enemies like a hitting bolt thrower. *'''Bow of Tor Alessi:''' 10pts. Elven Longbow with Quick to fire and reroll failed hits. ====Armour==== *'''Armour of Protection:''' 45pts. Medium armor that grants a 4++ Ward, which is a bit too expensive. *'''Golden Shield:''' 30pts. A really snazzy shield. Enemies are forced to reroll their good hit rolls. *'''Temakador's Gauntlets:''' 30pts. This isn't armor, but it grants a 6+ Save (like a helmet?) and a 5++ Ward against anything beyond S4. I...guess this is your last line of defense, but in that case, you'd be better off with a better Ward. *'''Helm of Fortune:''' 30pts. A helmet that re-rolls armor saves. *'''Dragonscale Shield:''' 25pts. This shield gives a 6++ Ward save, which is decent enough for the cost. *'''Armour of Heroes:''' 15pts. This heavy armor forces enemies to make a Ld check before hitting you, which is great for rebuffing chaff mobs. *'''Wyrmscale Armour of the Deep:''' 10pts. This heavy armor grants Aquatic (Niche) and Immunity to Flaming Attacks, which is way more useful and saves you the need for a Dragonbane Gem. *'''Armour of Stars:''' 10pts. Infantry only. It's a bit weird to force this on infantry only, but this lets the bearer teleport 3d6" in a random direction upon getting wounded. An issue with this is that random movement can fuck you over, especially since it can toss your unit off the table. ====Talismans==== *'''Pinion of the Phoenix:''' 60pts. model on foot only. First off: '''HOLY MOTHER OF ''FUCK'' THAT PRICE!''' That said, you're getting a big boost from it. Aside from the 5++ Ward, your unit will cheat death once per game, restoring them to max wounds and then dealing an S5 flaming hit to all models within base contact. *'''Vambraces of Defence:''' 60pts. Expensive as shit. And for only a 4++ ward and rerolling armor saves? PASS. *'''Loremaster's Cloak:''' 30pts. Grants a 3++ Ward against missiles, which is pretty fine, especially if you intend to be at the forefront. *'''Guardian Phoenix:''' 30pts. A 5++ Ward and immunity(flaming attacks). <s>? For this price? NOPE</s>. *'''Sacred Incense:''' 25pts. Missile attacks take -1 to hit the bearer, which is pretty neat. *'''Talisman of Saphery:''' 20pts. Want to slap Archaon while nerfing his Slayer of Kings? Want to laugh at Karl Franz as he throws that dwarf-made hammer? This thing lets you negate any magical weapons in base contact with the bearer. *'''Amulet of Fire:''' 10pts. This grants both Immunities to Flaming Attacks and Magic Resist 1, making this a bit of a bargain. ====Arcane Items==== *'''Annulian Crystal:''' 50pts. Lets you rob a dispel die from the enemy and add it into your pool during the magic phase, in case you really wanna assert your magic superiority. *'''Sigil of Asuryan:''' 50pts. You gain a juiced-up Destroy Magic Scroll. It gives you 6 die to mess with. These can't combine with your normal dispel pool, while also [[yugioh|Mind crushing]] the spell from the caster's mind. *'''Vortex Shard:''' 30pts. On the opposite end of the magic phase, this is a single-use item that lets you rob up to d6 channeling die from your opponent's hand during their magic phase. *'''Seerstaff of Saphery:''' 10pts. Your wizard picks one more spell. *'''Starwood Staff:''' 25pts. Your wizard adds +1 to casting and reroll one failed channeling roll per turn, which offsets the changes to the Blessing of Lileath. *'''Trickster's Pendant:''' 20pts. Whenever an enemy wizard miscasts, you can use this to reroll that miscast roll in the event that you want them to really suffer. *'''Staff of Solidity:''' 25pts. Negates your wizard's first miscast, which you'll want. You have an army with powerful mages, and you want them to work at all costs. *'''Jewel of the Dusk:''' 20pts. A cheap item, but it gives the bearer and only the bearer an extra die to cast with. *'''Ring of Corin:''' 40pts. A bound PL5 spell with Arcane Unforging. *'''Silver Wand:''' 10pts. This item's of more value to your lesser wizards, who might appreciate being able to pick one spell from a level they wouldn't be normally allowed to pick. ====Enchanted Items==== *'''Null Stone:''' 50pts. It is an incredibly costly gamble. This makes all models in BSB of the bearer unable to use ANY magical items, including your own. Only use this if you're sure that this is worth the risk of being an artillery/gunline magnet. *'''Folariath's Robe:''' 40pts. On foot only. This grants Ethereal, which might be of value to someone like a Lord of Aenarion, who fares better solo. *'''Radiant Gem of Hoeth:''' 50pts. It turns the bearer into a level 1 wizard of High Magic, which is totally cash money. *'''Pendant of Vengeance:''' 35pts. Only bring this against Dwarf armies with an Anvil of Doom. Whenever that anvil casts successfully (barring miscasts), you can force them to reroll. *'''Skeinsliver:''' 25pts. This gives you a +1 to determine if you go first. *'''Blessed Tome:''' 25pts. The bearer gains an Inspiring Presence aura of 6" or boost's the general's Aura by 6". Definitely useful in either case. *'''Amulet of Light:''' 20pts. This grants the bearer Magical Attacks, which is pretty okay. It also forces enemies to reroll Ward rolls of 6+, making it annoying for Daemons. *'''Amulet of the Purifying Flame:''' 15pts. Make your unit an anti-mage bunker! Any spells targeting the bearer or their unit take -3 to cast, which WILL fuck over metal casters. *'''Gem of Courage:''' 10pts. A single-use item, letting the bearer's unit gain Empire-style Leadership checks. *'''Talisman of Loec:''' 15pts. A single-turn ability to fuck over anyone your model fights in melee. You reroll all hit and wound rolls, they reroll all saves, and at the end of the turn, you suffer half your remaining wound (rounding up), no ifs, and, or buts. ====Standards==== *'''Banner of Sorcery:''' 50pts. Adds +d3 die to your casting pool each magic phase. Because even our flags need to assert our magical superiority. *'''Standard of Balance:''' 45pts. This forces the bearer and anyone in base contact with them to lose Immunity to Psychology, but it also negates Frenzy and Rage. It's a bit of a gamble, but it has uses, especially when fighting Beastmen or Khorne. *'''Banner of Ellyrion:''' 25pts. Cavalry only. This gives the unit Strider and lets them reroll pursuit. Fabulous. *'''Lion Standard:''' 10pts. Provides Immunity to Terror.
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