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Made in us
Dakka Veteran




Total Points: 2240 out of 2250
Shooting: 32 shots at 24 inches

Teclis: Lore of Light

Mage A: Lore of Life
-Level 2
-Seer Staff of Saphery

Mage B: Lore of Life
-Level 2
-Obsidian Amulet
-Dispel Scroll

Mage C: Lore of Metal
-Level 2
-Silver Wand

Sea Guard x 20 (Wizard A goes here)
-Shields
-Full Command

Sea Guard x 20 (Wizard C goes here)
-Shields
-Full Command

Phoenix Guard x 14 (Wizard B goes here)
-Full Command
-Banner of Swiftness
-Stein Silver

Phoenix Guard x 14 (Teclis goes here)
-Full Command
-Banner of Arcane Protection

Great Eagle x 3

This list is similar to another 8th edition list, however this one is for a slightly larger point value. The idea for the list is pretty simple, on my first turn, I have the Phoenix Guard & the Great Eagles March then Teclis throws 6 dice at casting Biora's Time Warp, affecting both units of Phoenix Guard. This nearly guarantees a 2nd turn charge vs any large blocks, and hopefully ties up 3 of his war machines or other good targets for the Eagles.

While that is going on my Sea Guard are holding my area's, and shooting the crap out of anything that tries to get brave. The Seer Staff Wizard will be casting Throne of Vines, and Regrowth as necessary, while the other will be boosting with whatever spells he got.

The reason for the Lore of metal wizard is to deal with stuff like the Steam Tank, and provide boosts to the Armor save of any units, I feel need boosted.

Issues:
Hochlands can kill off Teclis pretty easily since I can't hide him in the back ranks, unless were in combat, there isn't much I can do about this besides Pha's Protection, get "Stuck In" as quick as possible and cast Lore of Life spells to heal him.

Giant horde units like Skaven Slaves, I will always beat but being stubborn could be an issue, but as usual High Elf magic is the solution to this with stuff like the Shield of Thorns which I could cast twice per turn on the engaged unit.

The DE Death Star unit with ASF, This unlike in 7th edition doesn't pose a problem at all, since my Initiative is equal, and my magic should do well with this unit, with stuff like the Net of Amyntok, or Dwellers Below.

Units with Incredible saves: This I can't do much about besides strike first and just pile on the saves till it dies, or I can cast Final Transformation, or the Dwellers Below on said unit. With units like this in their army, I probably should just have Teclis take the lore of Metal. (Of course this depends on whether he can switch out lores every game.)
   
Made in us
Hacking Interventor




It might be better to keep Teclis as a random lore (because his rule allows him to pick lores at the beginning of the game) or either go with shadow for okkams mindrazor. If I am correct if Teclis is the general and the phoenix guard are within 12 they may be able to use his LD for the spell making them Str 10 instead of 9 if not 9 is still pretty good. And with smoke and mirrors you can switch him out with other characters in your army if things get heated, and Shadow still has some great spells to use.

I think you might want to change one of the other mages lores to something else because I believe you can't cast the same spell if a wizard already castes it in the same turn. Not positive on that but, but I like how you are going for augments I think they will be really helpful for HE as they would cover some of our weakness.

Other than the above I don't really see anything wrong with your list maybe drop a eagle for a bolt thrower, or dropping the swiftness banner for a banner of the eternal flame.

 
   
Made in us
Been Around the Block





I think you have way too much magic in this army. Teclis himself will eat up 12 power dice on a good round as he is throwing 3 dice at 4 spells. And that doesn't even count for when you roll a 4. Keep teclis. Drop the other three wizards for a hero or two and some extra dudes.

I will echo the poster above I think Shadow magic with the ability to buff our units and curse our opponents may be the defualt magic of choice for high elves.

32 str 3 shots at 24" is just not that effective. I would change these out for just spearmen, personally, and buy a bigger unit with the extra points. Without magic upgrades I have run the numbers on this unit and it just doesn't preform. I am considering archers of units of 14. With the ability to potentially shoot 4 times before being charged and then 14 attacks rerolling hits after the charge they do slightly better in long trials against most opponents. Also with the new war machine rules they become extra warmachine hunters (14 shots, 7 hits, 1 wound kills 1 crewman. Two units disables most small warmachines and 3 will end most large ones).

Lastly, I know standard internet wizdom is to find one thing and amplify it i.e. your choice to double up on the pheonix guard. That said I think there is a lot to be said for mixing it up. Looking at your army you have mostly a foot force. Even dropping one of the wizards for the dragon princes you re still pretty slow. I would consider adding in more fast movers of some sort instead of that second unit. I am a fan of the lion chariots but that is as much a matter of the models as it is the rules (though fear causers were key in the last edition).

For tournament play I think you need some dragon princes as every deamon army with have some flamers, and w/ strength 5, 2 attacks, i 6 rerolling hits on the charge this unit is also an excellent flanking unit. Dropping one of the wizards for this unit is easy in my mind.



   
Made in us
Tail-spinning Tomb Blade Pilot




Phoenix, Arizona

For so much invested in magic I really think you need the banner of sorcery over another mage. Right now you will get 9 dice on average. If you need to throw 6 at timewarp then you only have 3 more... which means you aren't going to be able to cast throne of vines and any other spell. On turns where you get the max dice, you can throw maybe 3-4 spells. Of which teclis should cast at least 2 and then maybe a throne of vines and regrowth... So really you only need 2 casters at most with teclis.

Also, and this just may be my experience. But since teclis tends to cast with IF, all of your other wizards are going to suck up all of the dispel dice that are otherwise sitting in your opponents hands.

I agree with the above sentiment that shadow could be great for some opponents. Or if you are playing certain armies go for death. You can kill off tough characters, cast the purple sun, and hex units with -1s/-1t. If you cast purple sun you will get enough power dice to continue your magic phase.

I personally like LSG, but I would put the flame banner for 10 points on one unit, makes them fulfill a real purpose in the army.

I also think the logic of charging two units into the enemy lines is just flawed. It seems like the best way to get flanked and its not like your phoenix guard are going to be wiping out units in the first turn.

No bsb... I personally would take one, re-rolling all ld checks is nice.

How are you going to deal with a steam tank in a tourney (teclis with shadow along with the PG can with occums razor and pendulum) Metal does nothing against a steam tank as it doesn't have a strength value.

Can you kill a horde maurader unit with flails or GWs.
They can kill 8 PG in the first turn (or direct attacks at wizards), while you kill 6.



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