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Made in us
Crafty Clanrat






I had to debate with myself as to whether I should take my High Elves or my Skaven. I decided to go with the Elves because of the recent Vampire Counts release. I played against VC a lot in 7th but not so much in 8th but I could put a fair amount of hurt on them with the list I've got now, with a few variations. So here it is:

Lords

Archmage-Lore of Life
-Lvl 4
-Vortex Shard= End a magic phase, one use only
-Guardian Phoenix= 5+ Ward save (360)

Heroes

Mage -Lore of Fire
-Lvl 2
-Trickster’s Pendant= Force opponent to roll twice on miscast table
-Talisman of Protection= 6+ Ward Save (180)

Noble
-Battle Standard Bearer
-Great Weapon
-Longbow
-Armour of Destiny (178)

Core

35 Spearmen
-Full Command
-Lion Standard= Immune to Fear and Terror (365)

22 Archers
-Musician (247)

Special

25 Sword Masters
-Full Command
-Amulet of Light= Attacks of unit are magical
-Banner of Sorcery= +D3 Power Dice (470)
-

Rare

Bolt Thrower (100)

Great Eagle (50)

Great Eagle (50)


The Lore of Life is an obvious choice for High Elves and most of us know that by now. I really like the Vortex Shard. A well timed turn 2 or 3 shut down of your opponents magic phase can really put a damper on his/her plans. I also highly enjoy the Lore of Fire, I don't think there is a single spell in it that I don't mind throwing dice at. The Trickster's Pendant is such fun too. Watching the look on your opponents face as you tell him he has to roll twice on the miscast table and you can pick the result is pure glee.

The two mages will alternate between the archers and spearmen depending on who I'm facing and the set up. BSB in with Sword masters. I only gave him a longbow because I had ten points left and didn't know what to spend it on.

That's about it. I don't play much these days so I don't really expect to win, but I'd really enjoy not losing every game... again. What does everyone think?

 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

DangerousBeans wrote:So here it is:


This list if fine for friendly gaming, but in a tournament expect to be handed your head in short order. As this is a tourney list I will be rather harsh with the critique, your opponent will not be pulling punches.

DangerousBeans wrote:
Lords
Archmage-Lore of Life
-Lvl 4
-Vortex Shard= End a magic phase, one use only
-Guardian Phoenix= 5+ Ward save (360)

The Lore of Life is an obvious choice for High Elves and most of us know that by now. I really like the Vortex Shard. A well timed turn 2 or 3 shut down of your opponents magic phase can really put a damper on his/her plans.


OK where to begin. First for a tourney Archmage general there is two item loadouts the unkillable mage: Folariaths Robe and Talisman of Saphery. Or Book of Hoeth. I would go with the robe and talisman personally, its safer, just beware of gakes with Wood Elves or Daemons, both have units which will ignore your invulnerabilities. Add a Staff of Solidity to round out your Archmage.

Second Lore of Life is NOT the principle lore of choice, High Magic is. Don't get me wrong Life has a very nice set of spells, but High Magic contains essential toolbox spells. However you can get away with a level 2 High Mage if you cherry pick your spells, thus allowing you to keep a Life for the Archmage.


DangerousBeans wrote:
Heroes

Mage -Lore of Fire
-Lvl 2
-Trickster’s Pendant= Force opponent to roll twice on miscast table
-Talisman of Protection= 6+ Ward Save (180)


Give him High Magic and the Seerstaff, always take Flames of the Phoenix, for the second spell Vaul's Unmaking or Shield of Saphery, you also keep Drain Magic.
Forget the ward save, it wont help. Tricksters pendant gives you a likely choice of caster loses a wound or casters loses a wound more painfully. its not going to do enough in 8th to use your precious item allowance on.



DangerousBeans wrote:
Noble
-Battle Standard Bearer
-Great Weapon
-Longbow
-Armour of Destiny (178)


I would add a barded steed, dragon armour and shield even if he is to add to infantry, and the Helm of Fortune this gives a rerollable 1+ save. It costs 1pt less than the Armour of Destiny and lacks a ward save, but unless you face armour negating attacks it is superior for anything up to S7. Even S7 offers two saves on 5+ against S4 or less which accounts for most attacks its a rerollable 2+. You can still add Guardian Phoenix to this.
Forget the longbow and the great weapon, let the unit do the killing the BSB's job is to survive. You might want Amulet of Light on the BSB not the Swordmaster champion, if your attacks need to be magical then any surviving attacks from what you are facing will be directed at the unit champion, if he dies T3 5+ save you are locked in combat without something you cannot hit. Not good for Swordmasters or any other High Elf elite. If the weapons need not be magical then no effect.

DangerousBeans wrote:
Core

35 Spearmen
-Full Command
-Lion Standard= Immune to Fear and Terror (365)


I used to think this was enough. I was wrong, add more. Consider a horde of 50.
Forget the Lion Standard, you have gone to all this trouble to re-roll leadership tests on Ld9 and this does include Terror. Instead consider Banner of Arcane Protection and put your general in the unit, unless you face daemons and tree spirits.
Alternately Banner of Eternal Flame for 51 flaming S3 pokes.

DangerousBeans wrote:
22 Archers
-Musician (247)


Your Spearelves with banner come to 500pts on the nose, so you no longer need to make up Core & wasting points on archers. High elf archers are great for friendly games, but for competetive leave them home, they are too expensive too weak and simply do not belong.

DangerousBeans wrote:
Special

25 Sword Masters
-Full Command
-Amulet of Light= Attacks of unit are magical
-Banner of Sorcery= +D3 Power Dice (470)


Ok, though move the Amulet of Light. Give your champion the Ironcurse Icon instead. I would replace these with White Lions frankly.
-
DangerousBeans wrote:
Rare

Bolt Thrower (100)


Overpriced and undereffective. RBT's dont belong in competetive lists.

DangerousBeans wrote:
Great Eagle (50)

Great Eagle (50)


Good choice, got any more?


All this added up leaves 261/276pts to spend. You could now buy archers, but I recommend a second smaller elite infantry unit, you can get 15 with full command with that (or even out both units at 20) and a 5pt item somewhere, or 20pts if you took Banner of Eternal Flame, which leaves enough for a Warbanner.

Three block units and two eagles leaves you vulnerable to outflanking, but in 8th you need some big units to win through. You cannot challenge for steadfast against most armies, but you can strip steadfast away by inflicting heinous casualties on the opposition. Your spearelves are key to this, so much so I am tempted to recommend a BSB with Razor standard, but cannot because he wouldnt survive.

My only niggle is that you might have no choice but to leave the second mage out of a unit.



n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Inspiring Icon Bearer






I agree with most of the above, except the bsb. I Like Guardian Phoenix and Amour of Caledor on mine, with the Great Weapon and if points allow longbow, because why not.

3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012

href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
 
   
Made in us
Crafty Clanrat






Thank you so much Orlanth for your in depth critique. I'll definitely take some of these considerations to heart. The main reason I chose lore of life was the ability to bring my own forces back to life. High magic is good, but I really only like Drain Magic and Vaul's Unmaking. Flames of the Phoenix has never given me any luck. I typically get more kills from Fury of Khaine unfortunately.

The reason I chose the Sword Masters over Lions or Phoenix Guard is simply that I don't have lion or guard models. :( I personally would love at least 30 of each in my collection but I can't even think of anything I could use for a "counts as" and not sure if my tournament organizer would allow it anyway. May I ask what is so great about the Ironcurse Icon? A 6+ save against war machine attacks just doesn't seem all that great. I would even rather give him the Skeinsliver for the bonus to go first.

How many great eagles would you recommend? I figure 2 or 3 max but after that I would think I'd run out of uses for them. Only so many war machines and mages to hunt down before you are shot down. As far as my RBT, for me at least one is a must have. Once in a tournament with only one, I managed to kill a Chaos Lord on steed of slaanesh, 2 Giants, and a Dragon Mage. Pretty worth it for 100 points I would say.

I agree with you about the archers, but if I drop them to bulk the spearmen I would be afraid of having too few units. Without Lions or Guard I would need to throw points into cavalry and they've let me down almost every time in 8th so far. I guess you just need far too much patience than I have to use them effectively. All I can ever think about is CHAAAAAAAAAAAAAAAARGE!

 
   
Made in gb
Charging Wild Rider





If you're after a really nasty High Elf build, I think Shadow magic and Book of Hoeth really tops the bunch. Go with a whole load of 10s of archers, a bigger unit with the flaming banner, a couple of small (14 or so Swordmasters) and some Phoenix Guard. A couple of eagles and bolt throwers, and the job's a good'un.

"4 hours 27 minutes - Time it took between the ETC draft being posted and @tmarichards to ask about his free bow "
Tom " Where's my bow?" Richards

My Youtube battle reports thread: http://www.warseer.com/forums/showthread.php?301467-Toms-Youtube-Battle-Reports
My gaming blog: http://tmarichards.blogspot.co.uk/ 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

DangerousBeans wrote:Thank you so much Orlanth for your in depth critique. I'll definitely take some of these considerations to heart. The main reason I chose lore of life was the ability to bring my own forces back to life. High magic is good, but I really only like Drain Magic and Vaul's Unmaking. Flames of the Phoenix has never given me any luck. I typically get more kills from Fury of Khaine unfortunately.


Flames of the Phoenix will gain you more as unit sizes increase. If we count the difference between S3 or S4 is a factor of 2:3, I will not quantify statistics further but its broadly true. So 2d3 S4 is worth 3d6 S3. Thats average 11 hits S3. I will now up that to 'average' 15 S3 hits is worth 2d6 S4. That is an obvious overestimate but am playing generous for a point. Most units are 25+, and the larger the better. Flames of the Phoenix is clearly the superior spell. However there are two other reason to take this spell.
First as it gets better as enemy units get larger, as above but the main benefit of this the larger the unit the more of a threat it is due to steadfast. Steadfast is your number one enemy Flames of the Phoenix and attack all in the units spells like Dwellers Below are the prime solution. Of these spells Flames of the Phoenix is by far the cheapest, has decent range and for the next reason is the best.
Secondly Flames of the Phoenix gets better, if active it hits the following turn on S4 then S5 and so on. Naturally this is a death sentence even at S4 and cannot be relied upon to come off. So make sure you never do. Instead rely on the fact that to reliably beat 11+ casting value for remains in play an opponent will need three power dice, if the unit is important it will be safer to use four. These are power dice not dispel, we assume you already had the spell off in your turn. Can an army affrod to lose three of four power dice in its turn, only if they are Dwarfs, and as Dwarfs cost as much as Elves do you wont need to worry about cheap steadfast. Every other army is hammer by Flames, it is out and out the best attack spell in the game and only the Asur get to cast it. Flames of the Phoenix, never leave Ulthuan without it.

DangerousBeans wrote:The reason I chose the Sword Masters over Lions or Phoenix Guard is simply that I don't have lion or guard models. :( I personally would love at least 30 of each in my collection but I can't even think of anything I could use for a "counts as" and not sure if my tournament organizer would allow it anyway. May I ask what is so great about the Ironcurse Icon? A 6+ save against war machine attacks just doesn't seem all that great. I would even rather give him the Skeinsliver for the bonus to go first.


Use what you have. Got to accept that. Swordmasters are decent, I like them but with universal ASF their main advantage is gone. historically striking in initiative order with great weapons was their special ability, it was their and their alone. ASF wasnt around then, later when ASF came into play and became an army rule there was no distinction between Swordmasters and White lions except that White Lions has S6 and better secondary rules, so Swordmasters were compensated with an extra attack. All wellso far, but 8th means supporting attacks and unless you are an ogre or equivalent you only get one, so Swordmasters attack with 3xS5 against 2xS6 per file, which closes the gap again. Overall you end up with better mileage from White Lions because the balance of saves is better, missile saves are worth more than combat saves, attacking first at high strength weapons with rerolls to hit is you primary 'save' in melee, and stubborn is a clincher.

You are no fool for taking Swordmasters, but do understand they have been eclipsed in 8th.

Ironcurse Icon is easy to understand when you consider that it costs one third of a Swordmaster, so if it saves one Swordmaster from a mortar hit its paid for itself three times over. 6+ ward saves stack up to actually have value with regards to units hit by area effect weapons. Mortars cause a lot of S3 hits, if one hits twelve elves with a solid hit (not unlikely) you can effect to lose half of those six one will live from the Ironcurse Icon (ignoring your armour saves for now). Item paid for.
the other reason its good, in fact the real reason is because a successful ward save will stop cold penetrating shot. So if say a bolt thrower hits your unit and you are lucky and the first elf saves on a 6+ all the other attacks are stopped, there is no penetration and noone else has to take a hit. Again that is an immediate dividend.

On aside 8th has done High Elf elite champions a favour, there are a number of low cost items that are worth equipping a champion. Not many people yet realise that a High Elf unit champion can suddenly cause Terror with the Terrifying Mask or take a sacrificial challenge against a hero and win, think about a Swordmaster of Dragon Prince champion with Potion of Strength in a challenge. Three attacks hitting first (likely) rerolling to hit at 3+ with S8, you have a character killer ambush right there hidden in plain sight. Finally Ruby Ring of Ruin normally a questionable hero choice item because heroes need other things becomes something you can find 25pts of item slot available from a High Elf elite unit champion. Now this is of course vulnerable, the enemy will quickly know you have it and get it off you by killing a single one wound T3 model but might it be worth it to draw out dispel dice and get the odd attack in. Its also a ranged means of dealing with ethereal creatures the enemy has inconveniently placed out of reach of your unit with Amulet of Light. If facing such creatures save it until the second turn when the opponent thinks he has the measure of all your magic output and uses all dispel dice on what he can see then hit the Banshee of whatever with a a fireball from the front rank of a characterless unit. After that of course its just a one dispel dice drain item but Versatility is the key and 25pts that you dont have to account from character allocation to suck up one dispel dice a turn is probably worth it IMHO.

DangerousBeans wrote:How many great eagles would you recommend? I figure 2 or 3 max but after that I would think I'd run out of uses for them. Only so many war machines and mages to hunt down before you are shot down. As far as my RBT, for me at least one is a must have. Once in a tournament with only one, I managed to kill a Chaos Lord on steed of slaanesh, 2 Giants, and a Dragon Mage. Pretty worth it for 100 points I would say.


I killed 700pts of Khorne daemon army with one cannon once. First shot obliterated a daemon prince of Khorne, two more killed a unit of bloodcrushers etc. An example doesnt make for anything other than an anecdote. allowing for what other races pay and for what an RBT is worth about 75pts and needs a sweetener on top. I think it should be fast enough to be allowed stand and shoot charge reaction, that plus a discount would be fair, especially as its now just two elves to kill for those points.

Eagles march block, eagles cannon hunt and Eagles stomp. Allowing for what they are fighting the extra attack is a nice boost, the victim gets to swing first, but as that normally a wizard of artillerist big deal. Saying that if your deploymant offers you nothing and you see no avenues of attack throw them into an ongoing melee from the front, clipping the enemy to get some extra attacks in, including the stomp. With 8th being bigger it costs a lot to add a file of combatants into a unit, for 50pts you can add an extra 'file' with 3x S4 attacks to join in, if the unit has done its job with ASF the eagle shouldnt suffer much return hits. Now this is far from ideal, but it is a default standback position, now a singlwe file from a five rank unit if 75pts of elite 45pts of spearelves, using an eagle to artificially widen the unit is not that far off the curve. However do remember that in 8th if the enemy does break and run eagles are no longer the units to run them down being M2!
Now thats the fallback position, the principle use of eagles is very different you need two, one on each flank to go around the flanks and disrupt march moves or hunt artillery or even just be a tempting threatening target for said artillery. Should you be able to threaten a cannon it might fire at your eagle, better it bites the shot than your infantry.
Yes two are enough, one per flank is a nuisance and a nuisance is all they need to be. However two per flank is a threat and thats still cheap. I consider two eagles is standard, but I have four and often consider four. An eaglwe will tie up a warmachine two will get the job done and move on or take one ofr the team and still be a nuisance. 1o0pts or 200pts investment, both make sense but do take eagles.

DangerousBeans wrote:I agree with you about the archers, but if I drop them to bulk the spearmen I would be afraid of having too few units. Without Lions or Guard I would need to throw points into cavalry and they've let me down almost every time in 8th so far. I guess you just need far too much patience than I have to use them effectively. All I can ever think about is CHAAAAAAAAAAAAAAAARGE!


I agree with having too few units, but that is the High Elf curse in 8th, contrary to popular opinion you can, sort of, MSU yourHigh Elves still so long as you run your MSU units as akin to Empire detachments supporting large blocks of infantry normally spearelves. With the changes to the shooting rules Sea Guard are also worth considering as a block unit because you nail in melee combat and nail with arrows too, they are pricey though I would prefer a horde spearelf block of 50 with a 'detachment' of Swordmasters to flank charge and add to the casualty rate enough to kill steadfast. You don't need to go that far though if you cannot afford, however 50 spearelves plus 25pt banner is 500pts and that makes list building easy, High Elves need to spend minimum core to allow for special, having two spearelf units will not make either big enough to clobber steadfast opponents and non Spearelf core are plain inefficient.
Because of ASF and spears you dont need to charge except to deny a charge,

tmarichards wrote:If you're after a really nasty High Elf build, I think Shadow magic and Book of Hoeth really tops the bunch. Go with a whole load of 10s of archers, a bigger unit with the flaming banner, a couple of small (14 or so Swordmasters) and some Phoenix Guard. A couple of eagles and bolt throwers, and the job's a good'un.


That would work as a viable build as would the OP, but not for tournament play. Small pickets of archers run at 115pts (assuming a musician) thats a lot to give away for a trickly of low strength attacks. You need to play the points denial game which you cannot do while offering a victory point buffet with half the army.
If you do get Okkams Mindrazor off with your Book Archmage you can do a lot of damage, but that is best achieved with a spearelf horde. However Okkams Mindrazor is not really a High Elf spell, yes Ld ratings are gereat but High Elves dont have problems with generating high strength attacks and the differences between S9 Phoenix Guard and S7 Empire Swordsmen is largely academic, most stuff is dying on a 2+ either way.

Still it does open up real possibilities for a sperarelf block, especially a horde, however an archmage is not the way to go about it. Instead take a lord general give him dragon armour etc, Radiant Gem, Seerstaff and Guardian Phoenix, if leading the spearelves give him two hand weapons (not strictly recommended as we will see). Bide your time then pop the spell paid for with about six or seven dice. Your general will feel the pain, possible a corner of the unit will also suffer including the enedmy in base contact though but then its time to strike first with five magical attacks rerolling hits on 3+ at S10, with fifty or so S8 spearelf attacks hitting on, say, 4+ because you are hitting something tough and experienced. Thats enough potential damage to make even Khorne wince.

You see Okkams Mindrazor best works with other armies with cheaper wizards and cheaper horde units, but only high elves can guarantee the spell, on a level one, who also happens to be a fighting character. The Radiant Gem and Seerstaff combo can be used with other spells but none quite match Shadows.

Shadows however doesn't belong on a Mage, not unless you are sick of Light, High and Life, the three lores you should concentrate on. The principle reason is because Shadows is a hex based lore and High Elves do not combine as well with hexes as other armies, they make better use of augment spells. I will explain this with a simplified example:
Assuming a section of a battle involves an elite army with one wizard and one unit, this faces a horde army of two units and a wizard. We will for sake of argument ignore all other factors. A horde army will want hex spells because they benefit by hexcing the elite one unit thus cursing 'all' the opponents army. The elite army would prefer augment spells as it can bless 'all' of its own army. To do the opposite in each case would only effect 'half' the army. Now this should be taken figuratiely of course, but the principle is true enough. With High Elves outnumbered who to hex? Better instead to augment from among your own troops rather than make harder choices picking the proper target.
Now there are more than just horrid curses, you get two high powered attack spells and admittedly they are good but...
Pit of Shades scatters a lot for its size and costs a lot to cast. Sure if offers DOOM!! but thats of lobsided benefit against some armies. More so the pendulum "Yo-Yo of Ogre Slaying", but the S10 multiple wounds has a double negative, first your opponent must fail an initiative save then not watch you get a 2+. In both cases Skaven and Elves of all stripes laugh it off. Lizardmen and Orcs aren't happy. Both spells really hurt ogres bad though.
All in all Shadows is a badly thought out lore, almost as bad as Metal, some spells are useless against some armies and devastating against others, there is no middle ground. To choose either lore before knowing what your opponent is playing is too risky, to choose afterwards if unfair. I'm facing ogres, so I'm taking Shadows.

This message was edited 2 times. Last update was at 2012/01/24 04:31:56


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Crafty Clanrat






Alright, I put together a new list to see what you think. Orlanth, I've taken a lot of what you said to heart and realize you are pretty much right on all accounts. I've still gambled with a couple of things and have a few more questions, so I guess I'll get right into it.

LORDS

Archmage- High Magic
-Lvl 4
-Folariath's Robe
-Talisman of Saphery
-Staff of Solidity 360

I didn't want to go with one of the usual magic item builds but you are right and this just makes sense. And your breakdown of Flames of the Phoenix blew my mind. I hope with rolling the 4 dice I will at least get a double or outright get the spell, if not I'll be a little upset, but I think the chances are good. My only issue is that if I don't take Sea Guard then Curse of Arrow attraction will be useless to me, but more on that later I guess. Plus, with Drain Magic, I can still sort of keep to my plan of trying to shut down the opponent's magic phase.

HEROES

Noble
-BSB
-Great Weapon
-Armour of Caledor
-Guardian Phoenix 168

If I stick this guy on a horse and keep him with infantry will he still get a look out sir roll? Granted he will have that re-rollable awesome save but I still worry about this guy biting the dust. I also question not giving him the great weapon. You say it's the infantry's job to fight, but the Hero will still attack too and all the better if he has +2 strength.

Mage- Lore of Metal
-Lvl 2
-Seerstaff of Saphery 165

This is sort of a gamble and I know everyone will give me flack about the crappy lore I'm giving him but I only have two spells in mind, which he will always get thanks to the Staff. No. 1 is the Enchanted Blades of Aiban. It casts on a 9+ and for all shooting and close combat attacks gives them +1 to hit, makes them magical, and armor piercing. Think of a horde of 50 spear Elves with a re-rollable +1 to hit attack that pierces armor. Sounds good to me. The 2nd spell could be dropped if necessary to change around a few things, but it is Plague of Rust. Casts on a 7+ and permanently lowers a unit's armor save for the rest of the game, and it stacks with future castings. Granted it is a Hex, and I really agree with what Orlanth said about Hexes vs. Augments but coupled with the Enchanted blades and spear Elves/Sea Guard, I think could prove to be very lethal. I just wish I could afford this guy a ward save.

CORE

50 Spearmen
-full command
-Banner of Arcane Protection 500

I'll most likely keep my archmage in this unit. I don't really intend on moving them all that much, probably just casting spells while waiting to be charged so I can unleash buffed pointy doom on a hopefully flames-depleted unit. My other option for this unit is 40 strong Lothern Sea Guard. Volley firing with 30 shots while buffed with curse of arrow attraction (a hex, I know) and Enchanted Blades of Aiban will be really cool. Unfortunately I would have to drop a great eagle and maybe some of the small unit of phoenix guard I am trying to take, but if I do that I might also be able to afford a ward save for my mage and the Ironcurse Icon for my Blademaster.

SPECIAL

25 Swordmasters
-full command
-Banner of Sorcery 455

Sticking my BSB in this unit. They will hang tight next to the Spearmen just waiting for a flank charge, and hopefully not getting shot. I love the Banner of Sorcery since I like magic heavy lists. If I go with Lothern Sea Guard, perhaps I could just drop this unit to 20 that way I wouldn't need to drop an eagle.

10 Phoenix Guard 150

Naked. Can't afford command or anything just needed a durable home for my other mage. A friend of mine is letting me borrow his Everqueen and Maiden Guard models to use as my mage and this unit. Because of the ward save they will probably sit in front of/slightly off to the side of the Swordmasters to soak up missile fire. Or guard the other flank of the spearmen/sea guard unit.

RARE

4 Great Eagles 200

For all the reasons you gave Orlanth. Hopefully my Winged Knights will be all put together in time for the tournament as I don't actually have any Great Eagle models. Time to get to work.

That's all for now. I know it is a long post but I've gotten such great feedback so far that I really gave more thought to what I would be taking and why. It hurt to not take the repeater bolt thrower and I hope I don't regret it the day of, but a general has to live with the choices he makes.

 
   
Made in gb
Servoarm Flailing Magos





DangerousBeans wrote:
Mage- Lore of Metal
-Lvl 2
-Seerstaff of Saphery 165

This is sort of a gamble and I know everyone will give me flack about the crappy lore I'm giving him but I only have two spells in mind, which he will always get thanks to the Staff. No. 1 is the Enchanted Blades of Aiban. It casts on a 9+ and for all shooting and close combat attacks gives them +1 to hit, makes them magical, and armor piercing. Think of a horde of 50 spear Elves with a re-rollable +1 to hit attack that pierces armor. Sounds good to me. The 2nd spell could be dropped if necessary to change around a few things, but it is Plague of Rust. Casts on a 7+ and permanently lowers a unit's armor save for the rest of the game, and it stacks with future castings. Granted it is a Hex, and I really agree with what Orlanth said about Hexes vs. Augments but coupled with the Enchanted blades and spear Elves/Sea Guard, I think could prove to be very lethal. I just wish I could afford this guy a ward save.

I really like the idea of a unit of 50 spearmen that hit on 2+, with re-rolls to hit, and -1 to enemy armour save.
With 4 ranks of spearmen (High Elf Spearmen fight in 4 ranks if they haven't charged, right?) 8-wide, that's 32 attacks, about 28 hits, 14 wounds. Most hordes won't have better than 5+ armour save so that's about 12 dead in a round of combat. Which is pretty nice.

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Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in us
Crafty Clanrat






I thought it went: First 2 ranks you get anyway, then the next rank because of spears, then a 4th rank because they are High Elves with spears, then a fifth rank if they are a horde. So a horde of 50 spearmen would get 51 attacks if there is a unit champion.

 
   
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That was my understanding too Beans, but I'm open to being corrected.

What formation will you be running the Phoenix Guard? 11 (with mage) is an odd number (pun intended).

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DangerousBeans wrote:I thought it went: First 2 ranks you get anyway, then the next rank because of spears, then a 4th rank because they are High Elves with spears, then a fifth rank if they are a horde. So a horde of 50 spearmen would get 51 attacks if there is a unit champion.

I forgot the horde bonus, I'm new to 8th ed. You're right it's 51 attack.
That's ~45 hits (ish), 22 wounds. Gosh. That's 2/5 of the enemy horde gone right there.

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Crafty Clanrat






inquisat wrote:What formation will you be running the Phoenix Guard? 11 (with mage) is an odd number (pun intended).


Probably just 2 ranks of 5 and the mage will stick one in the back. I like having the extra casualty available on the offchance one of them dies. Frankly I don't expect the unit to survive if charged unfortunately. It's role is definitely for support.

 
   
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DangerousBeans wrote:

LORDS

Archmage- High Magic
-Lvl 4
-Folariath's Robe
-Talisman of Saphery
-Staff of Solidity 360

I didn't want to go with one of the usual magic item builds but you are right and this just makes sense. And your breakdown of Flames of the Phoenix blew my mind. I hope with rolling the 4 dice I will at least get a double or outright get the spell, if not I'll be a little upset, but I think the chances are good. My only issue is that if I don't take Sea Guard then Curse of Arrow attraction will be useless to me, but more on that later I guess. Plus, with Drain Magic, I can still sort of keep to my plan of trying to shut down the opponent's magic phase.


You wont regret this. Remember you get five of seven spells, not bad. If you are worried take the Silver Wand and you only miss out on one spell. Frankly I think that would be a waste but your mileage may vary, with four dice you will normally get at least one double, plus a two thirds chance of gettin g flames outright anywaty. Curse of arrow Attraction is something you will have to suck up, High Magic has one flaw, its not focused. Fire burns, Life augments and heals, High Magic does everything, so if you dont have missile troops yes this spell is wasted. For a level 2 that would be a colossal problem, for a level 4 let us assume you get Curse, suck it up, you get the default spell for free to compensate with High Magic remember. drain Magic you get in addition not instead of a swapped out spell.
Meanwhile the 5+ ward and stubborn spells are too good to ignore, let alone a decent magic missile and the final two big payback spells in the spell list.

DangerousBeans wrote:
HEROES

Noble
-BSB
-Great Weapon
-Armour of Caledor
-Guardian Phoenix 168

If I stick this guy on a horse and keep him with infantry will he still get a look out sir roll? Granted he will have that re-rollable awesome save but I still worry about this guy biting the dust. I also question not giving him the great weapon. You say it's the infantry's job to fight, but the Hero will still attack too and all the better if he has +2 strength.


Yes you do get 'look out sir'. Only monster ridden characters and flyers fail to get that now. You even get a weaker form of look out sir if you are on a nearby beastie.
BSB's should be mounted from here on in, it looks good for a start. We wont be seeing much cavalry, so its a bit of a refresh I think. You can still give him a great weapon, they get +2S mounted now and will offset the armour.

Armour of Caledor saves you from all that, you get a 2+ for 25pts wheras my mundane armour option gives a 3+ for 22pts, 2+ for 24pts including shield (but no greatsword). However the mundane option has its own advantage, it takes nothing from the magic item quota. At this point I say 'say hello to my little friend'; in this case the Reaver bow. Consider the Reaver bow, its a BS6 heavy bolter, think about that for a moment. Its main advantage now comes from changed warmachine rules, this Reaver bow shoots down gun crews very nicely. Unless you roll poorly you will clear a two crew bolt thrower, and on good rolls (no ones or twos) you will kill a three man cannon in a single turn.

I would normally run the Reaver Bow on a second hero, as you cant have a ward save worth paying for with it. So I would go with dragon armour, barded steed, optional shield, Helm of Fortune and Guardian Phoenix for optimum protection. With the rerolled heavy save and ward save you aren't going anywhere you dont want to go.


DangerousBeans wrote:
Mage- Lore of Metal
-Lvl 2
-Seerstaff of Saphery 165

This is sort of a gamble and I know everyone will give me flack about the crappy lore I'm giving him but I only have two spells in mind, which he will always get thanks to the Staff. No. 1 is the Enchanted Blades of Aiban. It casts on a 9+ and for all shooting and close combat attacks gives them +1 to hit, makes them magical, and armor piercing. Think of a horde of 50 spear Elves with a re-rollable +1 to hit attack that pierces armor. Sounds good to me. The 2nd spell could be dropped if necessary to change around a few things, but it is Plague of Rust. Casts on a 7+ and permanently lowers a unit's armor save for the rest of the game, and it stacks with future castings. Granted it is a Hex, and I really agree with what Orlanth said about Hexes vs. Augments but coupled with the Enchanted blades and spear Elves/Sea Guard, I think could prove to be very lethal. I just wish I could afford this guy a ward save.


Seerstaff means your level 2 gets what you want, if this is what you want so be it. There are a lot of nice spells out there. try this, if you dont like it move on. Your mage wears a white dress and can rempresent mastey of any lore. Its not like you are painting up a Bright wizard only to find you dont like Lore of Fire. Today he is metal, tomorrow perhaps shadows and so on.

DangerousBeans wrote:
CORE

50 Spearmen
-full command
-Banner of Arcane Protection 500

I'll most likely keep my archmage in this unit. I don't really intend on moving them all that much, probably just casting spells while waiting to be charged so I can unleash buffed pointy doom on a hopefully flames-depleted unit. My other option for this unit is 40 strong Lothern Sea Guard. Volley firing with 30 shots while buffed with curse of arrow attraction (a hex, I know) and Enchanted Blades of Aiban will be really cool. Unfortunately I would have to drop a great eagle and maybe some of the small unit of phoenix guard I am trying to take, but if I do that I might also be able to afford a ward save for my mage and the Ironcurse Icon for my Blademaster.


Either could work. I think you are still sweating the loss of Curse of Arrow Attraction. You will be getting seven spells total, if you need to write one off do so, you will have polenty more, several of those of your choosing or reliably known. I doubt you will have power left to waste on Curse frankly, too much good stuff to cast as priority.

DangerousBeans wrote:
SPECIAL

25 Swordmasters
-full command
-Banner of Sorcery 455

Sticking my BSB in this unit. They will hang tight next to the Spearmen just waiting for a flank charge, and hopefully not getting shot. I love the Banner of Sorcery since I like magic heavy lists. If I go with Lothern Sea Guard, perhaps I could just drop this unit to 20 that way I wouldn't need to drop an eagle.


Ok. Its too large frankly, prefer the Lions, but you have what you have. So be it.

DangerousBeans wrote:
10 Phoenix Guard 150

Naked. Can't afford command or anything just needed a durable home for my other mage. A friend of mine is letting me borrow his Everqueen and Maiden Guard models to use as my mage and this unit. Because of the ward save they will probably sit in front of/slightly off to the side of the Swordmasters to soak up missile fire. Or guard the other flank of the spearmen/sea guard unit.


They cause Fear, they have a 4+ Ward as standard and you can make them stubborn with a common spell. You might not regret this.

DangerousBeans wrote:
RARE

4 Great Eagles 200

For all the reasons you gave Orlanth. Hopefully my Winged Knights will be all put together in time for the tournament as I don't actually have any Great Eagle models. Time to get to work.


You wont regret this, use them in pairs to win with, just be careful not to line them up for cannon to kill.


DangerousBeans wrote:
That's all for now. I know it is a long post but I've gotten such great feedback so far that I really gave more thought to what I would be taking and why. It hurt to not take the repeater bolt thrower and I hope I don't regret it the day of, but a general has to live with the choices he makes.


Bolt throwers are nasty, but not 100pts of nasty. You cannot afford, Flames of the Phoenix is your mass ranged killer, not artillery. Good luck.

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If you put a character on a horse and put him in infantry he will NOT get a look out sir. A horse mount makes you cavalry, which is a different unit type to infantry, and thus you will not get e LOS.

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tmarichards wrote:If you put a character on a horse and put him in infantry he will NOT get a look out sir. A horse mount makes you cavalry, which is a different unit type to infantry, and thus you will not get e LOS.


I stand corrected. The rules for Look Out Sir are split up. I was looking on Page 93 not deep in the text of page 99.


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Any news on how you fared with this list?

It looks interesting and i too have a love for the bolt thrower but after reading this am considering re-evaluating

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