Warhammer/Tactics/8th Edition/Host of the Eternity King

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The Host of the Eternity King is an army composed of three kinds of Elven forces: High Elves, Dark Elves, and Wood Elves. United by the recently appointed (and second rightful) Phoenix King Malekith. They stand together against the encroaching evil of Chaos and Nagash as they bring about the The End Times.

Interestingly there are three variants of this list: the more complete Host of the Eternity King (after Malekith becomes the Eternity King), the Host of the Phoenix King (after Malekith becomes the Pheonix King but before he becomes the Eternity King) and the Aestyrion which are the forces of the Tyrion, who becomes the Avatar of Khaine. See the links below for the tactics relating to these other branches.

Warhammer/Tactics/8th Edition/Host of the Phoenix King

Warhammer/Tactics/8th Edition/Aestyrion

Why play Host of the Eternity King

Because you fucking love Elves and you think that Malekith was screwed out of his birthright.

This army combines everything people know and love about the different elf factions (minus several special characters).

Army Special Rules

  • Arrows of Isha: Shooting attacks are Magical Attacks, -1 Armour Save for the Forces of Destruction.
  • Blessings of the Ancients: +1 to casting while in a forest.
  • Eternal Hatred: You have hatred in every round of combat, not just the first.
  • Forest Spirit: Forest Strider and all attacks are Magical Attacks, if it's not a mount it has Immune to Psychology and a 6+ ward save.
  • Fireborn: 2+ ward save against wounds by Flaming Attacks.
  • Hatred (Elves): Replaces Hatred (High Elves).
  • Hekarti's Blessing: +1 to casting Dark Magic spells.
  • Lileath's Blessing: +1 to casting High Magic spells.
  • Martial Prowess: Supporting attacks can be made with one extra rank, Volley Fire can be done with one extra rank. Both are cumulative with everything else.
  • Murderous Prowess: Re-roll all To Wound rolls of 1.
  • Valour of Ages: If the opponent has at least one unit of Elves you get re-rolls to Panic, Fear and Terror.

Note, every unit with the rule 'Martial Prowess' gains 'Murderous Prowess' as well, while every unit with 'Murderous Prowess' has 'Martial Prowess' added.

Unit Analysis

Lords and Heroes

Named Characters

  • Malekith, the Eternity King: Okay, first of all, Malekith in this format is basically supposed to be Nagash's counterpart for the Lore of Shadow, so you're paying 1000 points for him right off the bat. Malekith used to be aimed at being straight-up killy, and he's still pretty good at it (WS8, S6 and 10 Attacks at Initiative 8, plus Seraphon's Noxious Breath, plus his attacks doing D3+1 Wounds per hit). However, he's also aimed at being something of a support guy, what with his level 5 Lore of Shadow casting, ability to re-roll miscasts, boosting up anyone with Murderous or Martial Prowess in 12", and giving a free "turn one unit Ethereal and give 'em Movement 20 for the Remaining Moves subphase" type boost. He can fuck shit like nobody's business, and gives most of your crunchy guys a nice ol' buff, but he will attract cannonballs, spells and worse like a goddamned magnet. Virtually immune to being killed unless he gets focused or he's up against Daemons because he still has the 2+ ward against all non magical attacks as well as ignoring multiple wounds and heroic killing blow. Run around and murder stuff like the obnoxious spoiled brat of a special snowflake you are. He does comparably well against nearly every other monstrous special character (watch out for Glottkin that have buffed themselves up as he'll be lucky to scratch them). In a straight up 1 v 1 fight with Tyrion Avatar of Khaine, both will probably end up killing eachother.Use magic correctly to ensure it is not a straight fight.
  • Imrik, Crown Prince of Caledor: Cheaper than Malekith at only 810, but just as badass - more so, in fact, since he's got +1 Strength AND Toughness on Malekith! A flying monster who specialises in killing other monsters, you want to charge him into battle every chance you get, since he carries the Star Lance and it only works on the turn you charge. Definitely worth considering if you're going to take a bunch of other monsters, since he can give any Monster within 12" (and himself) Stubborn for a single turn per game. Problem with Imrik is he is an expensive beatstick who loses out against the other big monstrous characters. He destroys everything else, but lets face it, so does the rest of your army. Having to buy a level 4 wizard to go with him makes him not worth it compared to big daddy Malekith, since he isn't THAT much better of a fighter than the Eternity King, and lacks both the magic as well as the survivability. (3+ armour 5+ ward is very mediocre, even with T7 W10 he will go down to cannons and pretty much every end times character)
  • Alarielle, Incarnate of Life: 540 points for pretty much the best damn healer the Elfs have. Auto-healing 1 wound to herself and every friendly model within 12", able to restore a single wound to a friendly character on top of that, granting a 6+ Ward Save and Regeneration to any allies within that 12" bubble, a level 5 Lore of Life caster who gets to reroll miscast results, you certainly can't do too bad by taking her. She's actually not a bad fighter, especially against Daemons (who take D6 S4 hits just for being near her) or the Forces of Disorder (wounds on a 2+ AND does Multiple Wounds (D6) against 'em), but you probably want to rely on her casting spells first and foremost; use other characters for chopping things up.
  • Crone Hellebron: There are certainly worse characters to get choppy with, especially if you're taking a bunch of Witch Elves anyway. With all the Witch Elf upgrades, doing S10 hits, able to dish out automatic S4 hits on attackers who roll a 1 to hit, and boosting dispel attempts when enemy casters try to target her or the unit she's with, Hellebron can make mincemeat out of just about anything you throw her at.
  • Alith Anar: Oh so squishy, and he's a scout, but the Moonbow makes him a monster-slaying fiend. Able to launch a D3 Wound-inflicting, Armor-ignoring S7 shot 36" across the battlefield, Alith Anar could be a lifesaver if going up against especially nasty characters and monsters in your enemy's army. With Deepwood Scouts and Waywatchers he now has some non-awful buddies to hang out with.
  • Durthu: Definitely consider who you're fighting carefully before including this guy. With Large Target and Flammable, those 6s for Toughness and Wounds and his 3+ Scaly Skin save won't stop him from going down. On the other hand, he's fairly decent at killing things, between his 6 S6 attacks and his 2D6 S2 Killing Blow shooting attacks, to say nothing of the fact he's a level 1 Beasts caster. Still, not the best use of your points.
  • Araloth: A glorified Glade Lord made for fighting on his own, in an edition where that's practically suicide. Skaryn's potential to drop an enemy character or monster's Initiative and Weapon Skill by -5 could be a lifesaver, but it's far from something you want to rely upon. Probably not worth it.
  • Shadowblade: The nastiest assassin that the Dark Elves have to offer. What more needs to be said? It's hard to hold up anyone better suited to hunting down and killing off opposing characters.
  • Caradryan: A suped-up Phoenix Guard who can potentially ride a Frostheart Phoenix. Definitely worth considering.
  • Drycha: A rippy little infantry character who can "sneak" D3 Forest Spirit units onto the battlefield if it includes trees, as well as getting +2 Attacks for each Wound she loses and being a level 2 Shadow caster. Not a bad character, but kind of niche.
  • Naestra & Arahan:

Generic Characters

  • Dreadlord:
  • Supreme Sorceress:
  • High Beastmaster:
  • Black Ark Fleetmaster:
  • Prince:
  • Archmage:
  • Anoited of Asuryan:
  • Loremaster of Hoeth:
  • Glade Lord:
  • Spellweaver:
  • Treeman Ancient:
  • Sorceress:
  • Death Hag:
  • Khanite Assassin:
  • Master:
  • Noble:
  • Mage:
  • Dragon Mage of Caledor:
  • Lothern Sea Helm:
  • Handmaiden of the Everqueen:
  • Glade Captain:
  • Spellsinger:
  • Shadowdancer:
  • Waystalker:
  • Branchwraith:

Core Units

  • Dreadspears:
  • Bleakswords:
  • Darkshards:
  • Black Ark Corsairs:
  • Dark Riders:
  • Witch Elves:
  • Spearmen:
  • Archers:
  • Lothern Sea Guard:
  • Ellyrian Reavers:
  • Glade Guard:
  • Dryads:
  • Glade Riders:
  • Eternity Guard:

Special Units

  • Cold One Knights:
  • Black Guard of Naggarond:
  • Shades:
  • Cold One chariot:
  • Han Ganeth Executioners:
  • Reaper Bolt Thrower:
  • Harpies:
  • Scourgerunner Chariot:
  • War Hydra:
  • Lion Chariot of Chrace:
  • White Lions of Chrace:
  • Swordmasters of Hoeth:
  • Shadow Warriors:
  • Phoenix Guard:
  • Dragon Princes of Caledor:
  • Lothern Skycutter:
  • Tiranoc Chariot:
  • Wildwood Rangers:
  • Wardancers:
  • Tree Kind:
  • Deepwood Scouts:
  • Warhawk Riders:
  • Sisters of the Thorn:
  • Wild Riders:

Rare Units

  • Doomfire Warlocks: Best unit in the game, massively better than the very mediocre Sisters of the Thorn. They can take their ward save against miscasts but not Slaaneshi units. If it helps these are rare while the Sisters of the Thorn are special. Definitely take this unit in an all-cavalry army, and they can do wonders in nearly any army list. Run either 2 units as doom bolt spammers, or a single unit as a deathstar with multiple 1+ dread lords and masters in the front. Lose friends.
  • Bloodwrack Medusa: Don't bother. It's bad with a purely Dark Elf army; in a Host of the Eternity King there is always a better place to spend those points. Unless it's a fluffy battle, never take this unit.
  • Kharibdyss: The Glass cannon of monster-killers was welcome in the Dark Elves and it is just as welcome here. Not the best rare choice for any elf force, but always among the top four at worst. If you're up against monsters or heavily armed opponents this is a welcome addition, especially with an escort of Sisters of the Thorn for life-healing goodness.
  • Bloodwrack Shrine:
  • Sisters of Slaughter:
  • Eagle Claw Bolt Thrower:
  • Flamespyre Phoenix: Recommended as a mount for an Anointed of Asuryan or against undead armies.
  • Frostheart Phoenix: The only reason you won't take one of these is if you can't spare the points.
  • Sisters of Avelorn:
  • Great Eagles: As redundant in this army list as the Bloodwrack Medusa. Don't bother taking any of these.
  • Waywatchers:
  • Treeman:

Building Your Army

Buying Your Army

Army Composition

The first thing you got to remember is that which of the three "United Elf Forces" you're fielding, that determines what units you can use. For the Host of the Phoenix/Eternity King, that's not much problem; it's a noted list of special characters (the most powerful versions of Malekith and Alarielle can only be fielded in the Eternity King Host) and basically every High/Dark/Wood Elf unit you want. The Aestyrion force, on the other hand, has a more restricted list of characters and units that it can use, as it's a very specific array of High/Dark Elves.

Magic Items

Army Specific

Core Items

Magic

Tactics