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Post by aardusxx on Jun 29, 2011 18:45:07 GMT -5
I'm re-doing most of my high elves army (apparently 2 island of blood sets doesn't make for a playable army) any suggestions?
Lord
Archmage (level 4, silver wand, annurian crystal, jewel of the dusk and armour of caledor)
Heroes
Mage (level 2, barded steed, helm of fortune, dragonscale shield)
Noble (BSB, Banner of the world dragon)
Core
15 archers (musician, standard, champion)
20 sea guard (shields, musician, standard, champion)
20 sea guard (shields, musician, standard w/banner of arcane protection, champion)
Special
15 Pheonix guard (champion, standard w/banner of sorcery, musician)
2 Tiranoc Chariots
8 Dragon Princes (musician, standard, champion w/gem of courage)
Rare
Repeater Bolt Thrower
2396 pts
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Post by stonecutter on Jun 29, 2011 19:35:06 GMT -5
Well, to start with, your wizards are only allowed one arcane item not 3 and cannot take any armour at all so you will have a bunch of points to spend on other things ;D A lot of what your army composition will be based on your playing style and preferences but here are a few general ideas for High Elves:
BSB - I would give him armour of caledor and dawnstone for 2+ re-rollable save with a great weapon. With +5 to dispel and the option to take something like the annualian crystal and a dispel scroll, you don't need the BotWD IMHO.
Core Units - HE have very expensive core troops so you will want to keep them to a minimum. There is a good start focusing on seaguard but I personally feel the archers are wasted points. I think the list would be better served with 2 units of 20/21 with FC and the only banner worth taking being either eternal flame or warbanner. Alternatively, you can go with a 30+ unit and then spend the rest on spears or a small unit of SG to park a wizard in.
Specials - Swordmasters are one of the best choices for HE and at least one unit of 14+ is really handy for combat. Banner of eternal flamer is a good choice for them and coupled with a champ with the amulet of light, the unit gets magical attacks to boot! Chariots are very fragile in this edition and not very useful unless they are supporting a large block of infantry. For the dragon princes, the banner of elyrion is a must to avoid losing expensive cavalry every time you try to move through something other than open ground. Lastly, the PG need to get to 20 to be survivable in combat.
Rare
A couple eagles are better than the RBT since they are mobile, have 3 wounds each and can deflect nasty stuff away from your infantry blocks.
Well, that is about it for ideas right now. Best approach is to play a couple games with a trial list and see what does and doesn't work for you. Hope this helps.
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Post by aardusxx on Jul 1, 2011 14:33:42 GMT -5
sweet, thanks a lot
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Post by bryozoan on Jul 31, 2011 20:54:58 GMT -5
hope franks suggestions are working out for you however i have a few points to add as a high elf general.
Mage: we have some of the best arne items in the game, take advantage of that also we have accses to all lores in the BRB so pick lore to complement your strengths or compancate for a weak area
BSB: banner of world dragons best used to protect death stars where if lose that unit you lose the game. it higly ipedes lore of life as well which is the high elf staple unless your running spearmen
Core: Seaguard are awesome, part spearman par archer...however i swear by archers and here is why: first off high elf shooting is terrible, we are out shot b almost every army but beastmen. the only way to improve this is to take lots od RBT which will reduce your Close combat aspect which is were HE excel. so we need every edge in the shooting we can get which for archers is an extra six inches ranch which is huge, its he difference between being in range of the unit you want to shoot and having to settle for a different target. the second is their archer, you opponent does not think their a threat with their measly strength 3 bows, however your opponent will lok at seagurd and see a close combat unit that fights in 4 ranks going first and has reroll. Seaguard are a stonethrower dream, high pts low toughness no armor. Archer still make decent CC troops being ASF. the final thing is that when i play highelves i want to use my seagurd as both shooting and CC, which doesnt work as you cant keep up with your CC units movment to charge on the same turn and your far enough forward to be a sitting duck when they charge you. That being said i like both units, if you use seaguard and want them to be a threat in close combat you poarbly need more the 20.
Special: Frank nailed this on the head i believe but he railed to mention white lions the unloved middle child of high elf special infantry. these guys are more surivable then swordmaster and more hitty then phoenix guard. they are the high elf can opens most versitle of the special infantry
Good luck
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Post by garrett on Sept 2, 2011 10:37:46 GMT -5
I don't know much about highelves I inly know that my brother plays them and one time I was against him and I got destroyed by white lines. Just thought I would recommend them.
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