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		<title><![CDATA[Latest posts for the thread "High Elves and Magic"]]></title>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ So, I've started a HE army.  I keep hearing how strong the elves are with magic, but I dont really see how they are alot different than say, the Empire, when it comes to magic ability.  They get 1 extra dispel dice and have their own lore, but high magic is far from overpowered from what I see.  Is it just because of Teclis that the HEs have this reputation for overpowered magic?  what am I missing?]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 01:39:22]]> GMT</pubDate>
				<author><![CDATA[ Limey]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ The Book of Hoeth]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 01:42:17]]> GMT</pubDate>
				<author><![CDATA[ UNREALPwnage]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ <blockquote><div><cite>UNREALPwnage wrote:</cite>The Book of Hoeth</div></blockquote><br /> <br /> +1<br /> <br /> But more than that they have the Banner of Sorcery which is an extra D3 power dice a turn and they have the spell drain magic which can cause troubles for the enemies magic phase if used correctly.]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 01:50:18]]> GMT</pubDate>
				<author><![CDATA[ Jake Bake A Cake]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ What is the thing they have that just takes away the enemies magic phase?]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 02:05:31]]> GMT</pubDate>
				<author><![CDATA[ UNREALPwnage]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ There is a really expensive arcane item that just ends the magic phase once,  used at the beginning of one enemy magic phase.<br /> <br /> Really the only advantages they have are the afore mentioned book which can be hit or miss depending on the number of dice you generate and the banner which helps make sure you get a decent number of dice.<br /> <br /> Put together they let you get off two spells a turn with a very high success rate (the chance of rolling doubles with 4 dice is high).]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 02:46:40]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ <blockquote><div><cite>UNREALPwnage wrote:</cite>What is the thing they have that just takes away the enemies magic phase?</div></blockquote><br /> <br /> It's called The vortex shard. One use only, when you use it it stops the magic phase. All remains in play spells are dispelled and power dice in items are lost (i.e Rod of Power)]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 03:41:50]]> GMT</pubDate>
				<author><![CDATA[ Jake Bake A Cake]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ Some one hit me with that a couple days ago and it set my plans of tabling them back one turn  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 04:01:32]]> GMT</pubDate>
				<author><![CDATA[ UNREALPwnage]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ High Elves have some potentially potent stuff, the only problem is they become a crutch to most high elf players, a couple turns of the banner only giving 1 dice instead of 3, failing to roll doubles on 3-4 dice, etc...can lead to them falling apart at the seams.  As stated before though, they do have strong points outside of Teclis, like the Book of Hoeth, which I honestly am not a big fan of, as it leaves your caster unprotected.  Honestly I feel a better rout would be to take a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 with the lore of your choice, cast away, and have a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 reserve caster to throw down drain magic at the end of your phase.  Adding the banner to give a little extra power dice.  It's not a cheesy setup, so people can't complain, and can be pretty decent.<br /> <br /> As for troops, their troops choices aren't bad, just overpriced.  Sea guard are considered the best option, as they can shoot, shoot shoot then once they receive a charge, pump out 4 ranks of attacks striking first and rerolling hits due to <span class="glossaryitem" onmouseover='gp(474);'>ASF</span>.  Even S3 attacks at that point can do something.<br /> <br /> The special units is where it's at for high elves, with white lions, phoenix guard, and swordmasters all being viable options.<br /> <br /> Their core/special units can be amplified by a decent casting phase, getting off a few key spells, and causing it harder for your opponent to cast potential hexes on your troops.<br /> <br /> With drain magic, plus maybe either a life or shadow caster, they can easily be worth it.  Though if you ask me, even their casters are overpriced.]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 06:53:51]]> GMT</pubDate>
				<author><![CDATA[ greenbay924]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ <blockquote><div><cite>greenbay924 wrote:</cite> As stated before though, they do have strong points outside of Teclis, like the Book of Hoeth, which I honestly am not a big fan of, as it leaves your caster unprotected.  Honestly I feel a better rout would be to take a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 4 with the lore of your choice, cast away, and have a <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 1 reserve caster to throw down drain magic at the end of your phase.  Adding the banner to give a little extra power dice.  It's not a cheesy setup, so people can't complain, and can be pretty decent.</div></blockquote><br /> <br /> This is pretty much what I was thinking after looking through the book.  Since I've never played a game of fantasy, I didnt know how good this would be.  Before this thread I haven't seen anyone mention drain magic.  It seems like it could really  help with magic defense.  ]]></description>
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				<pubDate><![CDATA[Thu, 18 Nov 2010 10:45:31]]> GMT</pubDate>
				<author><![CDATA[ Limey]]></author>
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				<title>High Elves and Magic</title>
				<description><![CDATA[ one thing:<br /> they do not get an extra dispel dice.<br /> they add +1 in each of theyr dispel attempts.<br /> their lore is something for every situation to be honest. the only one that can match it from my expirience is shadow, life and dark magic from the <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Moreover, they have some very useful magic items, apart from the book. seerstaff, gem of hoeth etc.]]></description>
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				<pubDate><![CDATA[Fri, 19 Nov 2010 22:27:26]]> GMT</pubDate>
				<author><![CDATA[ rockabill-gr]]></author>
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