Showing posts with label High Elves. Show all posts
Showing posts with label High Elves. Show all posts

Saturday, 16 May 2015

Should we be worried...?


One of the displays at the Warhammer World opening event was this little diorama from the End of Times. 


I find it interesting, if not somewhat worrying that the models are all in a loose skirmish formations. Although the diorama makes for good dramatic/narrative effect, lets hope that it is not a sign of things to come for 9th...


Round bases on big models I can live with I think






Monday, 9 March 2015

End of Times formations!


WOW! 2+ save infantry and shooting cannons twice! Double steam gun templates and Magic in a Dwarf army. This would almost make me want to brush off the old stunties and make some people cry.

Its almost as if GW had a 2400 point competitive tournament in mind!


Then there's the Elves. Themey (is that a word), however not filthy. No magic makes the Elven host cry...

Tuesday, 25 November 2014

Malekith: The one and true ruler of all Elves! plus Warhammer Khaine leaks


Yup, thats right. Malekith da man (or, err, the Elf...)

Not only does Malekith become the new Phoenix king after being denied his rightful throne 6000 years ago, he ups the anti and becomes the shadow element as well.


This truely is the End of Times. Brolocks, Sisters, Wild Riders and 8 repeater bolt throwers in the same army...
























Wednesday, 19 November 2014

Pictures from WD leaked


Warhammer will never be the same!

So what I can gather from this, Tyrion (biggest prick of them all) draws the sword of Khaine. On the other hand, Malekith is revealed as the victim of a plot from 6000 years ago to deny his birthright! Teclis, the Everqueen, Malekith and co reveal more on the plan to use Nagash as their puppet... Oh and heaps of Special Characters die. I think you will find if its not plastic, its dead!

The Elven civil war ends... Surely this is the End of Times...


Pictures says a thousand words.



Tuesday, 18 November 2014

Elf Apocalypse: Khaine has arrived


This coming weeks White Dwarf reveals Khaine: End of Times...

What is disappointing is seeing the old Malekith model on the front cover. If ever there was an opportunity to do a dual kit Malekith and Imirik this was it. And the rumours ares thick that there will be no new models with this release. 

With all the leaks coming about it seems as if the current story theories are correct. Malekith and Teclis are plotting together to ensure Chaos does not end the world, thanks to the sacrifice of Tyrions daughter with the Everqueen, the impure blood caused Nagash to be reborn not at full strength, thus ensuring he did not march straight to his doom at the hands of the Chaos gods.

Is Malekith the true puppet master of the end of times? Nagash just a pawn in his larger game? How long will Malekith take to break the newly forge alliance o the Elf Apocalypse?

The one good thing that marches out with this release is all the cries of anguish from the sudo Elven players who somehow think that the High Elves are a force of pure good. Never has this been true of the self centered self serving fairies. The "prophecy" of all the Elven races joining forces to stop a great evil from destroying the world has been intertwined in the WHFB lore for at least a decade now. For some however, this is indeed the end of times.

Long shall Nagash's reign be. 

Will someone think of the forest goblins!

Monday, 17 November 2014

Games Workshop finally learns to make a good promo video

The end times are indeed upon us. In a master stroke, GW hires someone with enough talent to make a good promo-teaser video...

https://www.youtube.com/watch?v=WfmAysyadhA

The Elven Apocalypse has arrived...

Tuesday, 26 August 2014

Further musings of Warhammers future...


By now most people would have read the rumours about four campaign books starting with Nagash, along with other morsels of information on potential upcoming releases for WHFB.

But lets take a moment to reflect on the past year or so of rumours that we have heard. 

So I mooted a few days ago that I thought there would be another book in the series continuing on from Nagash, but based around Daemons. This made sense, as Nagash is being painted as the anti hero come to save the world from Chaos, of course only to bend it to his will instead!

With my surmising that there would be more books, I suggested that the Plastic Greater Daemon models could be released with this next book based on Chaos. Unsurprisingly, a few rumour mongers started talking about this the following day. 
Now we have had several claims of knowledge of Greater Daemons, and some insisting they had seen them (or pictures) however wishful they might have been. Nothing concrete as of yet, but seeing them released soon would not surprise me.

But lets look at the larger scale of things. This year we have had rumours of advancing the timeline: check, mass kill off of characters: check, multiple armies in on book: check, and the return of some old favorites: check. All sub themes in the new Nagash book!
Way to many correlations to be coincidence? To be fair, there was a lot of scare mongering from the hysterical that 9th edition would wipe the slate clean, and all army books would be obsolete as 9th edition would herald in new army volumes encompassing multiple races. There is some truth there, but as it turns out, the order and scope of what was rumoured was, as it often is, put out of context.

Things starting to fall into place...


So we currently are in the mist of rumours that summarize as the following:
We are getting four books that each focus on multiple races that will advance the Warhammer timeline in a lead up to 9th edition. Sounds far more plausible yes?

Now we don't need to look into our crystal balls to surmise that these campaign books will introduce us to new rules and concepts which might well be the norm in 9th edition. I personally am looking forward to  the characters and monsters profiles being merged that we see in Nagash. We have had the prelude for this in the form of Monsterous Cavalry throughout 8th. I welcome any rules that will encourage/make viable fielding characters mounted on chariots and monsters in this cannon infested landscape. Is the proliferation of cannons in the current edition Games Workshops way of balancing the field when combined profiles are introduced (the complete opposite of what they did with fliers in 40k). 

Buts lets think back even further. Rick Priestly was rumoured to have quit over his want to advance the Warhammer timeline into an apocalypse error with his Warhammer Forge narrative series that stated with Tamurkhan - Throne of Chaos. We see several themes crossing over with the latest set of rumours.

Rick was reported to want to "advance the timeline", kill off several special characters and produce a set of four (or eight) books detailing the end of times. Nurgle was to attack the empire in Tamurkham, Tzeentch was invading Lustria, Slannesh was getting stuck into Ulthuan, and Khornes hounds where at the gates of Naggaroth. Sounds all to familiar dosn't it.

Was Rick really wanting to do all this, or was he against it? Was the rest of the series of the Warhammer Forge books canceled due to poor sales, or was the plot to expansive to be covered by Warhammer Forge, and the idea was transfered to the Games Workshop team? We never got a concrete answer out of Forge World, and the "lack of sales" theory is bogus. More likely (as has been suggested), the sales are fine, but just very small volumes compared to the money tree that is 30K! 

So we know Rick left, but never exactly why. There is always some truth in any rumour, so reading in between the lines I think it is more likely Rick may have left because his idea was taken off him, rather than turned down. I mean why would they produce the first timeline altering book and then decide not to change the timeline...


So, in conclusion, I think we will see the roughly following:
Book 1: Nagash reunites the undead, fights Chaos in Kislev/Empire.
Book 2: Details the Chaos forces, re-introducing combined Realm of Chaos armies
Book 3: The invasion of Lustria! and Skavens part in the whole conflict. maybe some Brets here too.
Book 4: Details the Elven forces fight, Dark Elves being invaded in the north and High Elves of Ulthuan. 


Thursday, 9 May 2013

High Elves - Winners and Losers


So by now most people are sick to death of all the High Elves 'discussion'

Safe to say that it is very opinionated, so to add some further wood to the fire, here is my take on some of the units...

I'll start with what I think are the winners.




High Elves Core: Simply because the book now offers more options in core than previous, this is an improvement. Its not based on points cost or anything of the like, the simple truth is a High Elves player can now bring to the party several new combinations and themes based purely of Reavers and Silverhelms making core.

Dragon Princes: A small price drop combined with gaining Ithilmar barding gives High Elves a 9" base move heavy cav! Fastest in the game. Combine that with the 2 attacks they have, huge banner allowance, magic weapon for the champion and throw in the 6+ ward to synergise with magic lore, this unit gains a lot. They still retain re-rolls to hit helping avoid the rubber lance syndrome, the only let down being st3. But then again they are not a unit designed for protracted combats. Hammer unit if I ever seen one.

Archers: With martial prowess allowing three ranks of shooting and them getting a discount for their long bows these guys are the clear winner. The fact they can fight just as well as spearmen is defining. They are winners because they get a 1 point discount compared to all the other core options. Elves are 6 (approx) points in this book, and longbows are 3 points, yet these guys come in at 10! BS4 st3 30" range shooting for 10 points is ok. 9 points Yes please!

Archmages: Special mention here. A decent price drop, +1 to cast high magic, ability to choose between 9 different lores and some rather good arcane items (here's looking at you 1+ book of Hoeth) make these guys great value. 

Characters: In general huge boost here. From price drops to mount options, everything got better. And we can't not mention the new character options which will bring some interesting builds/options to the table. A clear winner overall for the book here.

Losers!





Spearmen: Still over costed but only by a fraction. This is mainly because, although they are ASF WS4 etc they still only bring St3 t3 to the table. 5+ save dosn't cut it when you are investing 9 points a model. They are however the only core unit that can have a magical banner. Basically I think the base cost of an Elf should have been 5 points, or the spears should be free. Currently (based on spearmen) an elf costs roughly 6 points assuming light armour is worth 1.

Seaguard: Still stuck in between trying to be useful and trying to do to much. These guys are over costed by 1-2 points IMO. At 12 points (with shields) they work out to be 10 points without the bow (as bows are worth 2). We can already buy 9 point spearmen which leads me to... If the basic Elf has a cost of 6 points, add 2 for the bow, 1 for light armour, 1 for shield and 1 for spear we get 11. So why the extra point over and above other normal Elfs GW???

Swordmasters of Hoeth; Another design failure here IMO. GW gave them light sabres but stopped short of allowing them to use them in combat. They suffered the loss of re-rolls to hit but droppedin points to compensate. They also don't get much advantage out of Martial Prowess since you only get 1 supporting attack. These guys would have been made better if they got a -1 to hit, or a 4+ parry save in combat to represent their unequalled abilities. Alas they loose more than they gain. 

The Middle Ground




Dragons: Whilst not being a loser in this book they are not a clear winner either. Dragons still bring a lot of 'punch' to any High Elves list however to achieve that punch you need to go the full monty and get a star dragon, so you can kiss good bye 600 odd points. The sun dragon just dosn't stack up against the new value of 150 points a griffon, let alone the closely priced Phoenix options (although they cannot be mounted by 'normal' characters). Moon dragons don't offer much more than what a Phoenix can offer for a lot more. Typical of new books the old dragon kit is not the new phoenix kit. This is rules driving sales!

White Lion Chariots: They are good, but not great, and will probably be left on the shelf in the most part. They have marginally greater damage output than a WoC Chariot but nowhere near the survivability as them for similar points, but tote stubborn which will be largely useless as they wont survive a combat long enough to make use of the rule. Design failure here. Unit could have done with an extra point of toughness or a price drop of about 20 points.

Phoenix Guard: While not great they are still good. I mean 4+ ward for 15 points. Still good value. Still only T3/St3. 

The new stuff




Loremaster of Hoeth: Now this is the star of the new book to me. A great concept and well executed IMO. On face value it looks like they have put a lot of thought into its power level, cutting it back to a level 2, giving access at 8 signature spells, and making him semi viable in combat. What amuses me most is some people are crying fowl and saying this dude is undercosted! If anything this guy is a little to cheap. 8 Spells...8! Some people just have their head in the clouds I think

And that leads me into Lothern Skycutters: Another unique concept from GW. 10 points for effort, however I think they missed the boat a little with this one. Flying chariots (despite what people think of the model, I rather like it) if well executed would have been amazing, but I can't help but think they got this one a little off side. Don't get me wrong, I think it is well priced for what it is capable of doing (as a concept) by the rules let it down a little. Flying is great, but chariots are not able to march, thus it misses a lot potential (look to see if 9th edition changes this). Mounting a bolt thrower on it is also a great concept that falls short on the execution. Strength 5 D3 wounds is fine, but the fact it suffers movement penalties for moving and shooting for a weapon that is designed to move and shoot is poor design. If this had BS5 and/or no move and shoot penalties it would be perfect. If it was able to march it would be amazing, if not a little under costed. 

Phoenīcēs: These guys are the stars. Options for unit assist/quazi buff types (frost) and damage/rank and file killing (fire) allow a lot of flexibility in the book. A multitude of special rules I wont dwell here as these guys have been done to death (and rebirth) elsewhere.




Overall the book will be a victim of its own success. The internal balance is so good it has most veteran High Elves players confused as to what is the next 'net list'... There are a lot of hard choices to be made and it will be a while before we see a common list played. The external balancing is a bit off with (my prediction) the power level eventually settling in the upper 1/3 of the books. Don't get me wrong, the book is a good one, but its definitely not the next 'Ogres' or 'WoC', despite the ramblings of Daemon players everywhere. (If Daemon players can't figure out how to beat High Elves with the BotWD, well theres no helping you. Seriously its not that bad!).

Conclusion

The new book definitely is a big boost to the ailing 7th edition volume. High Elf players everywhere should be rejoicing in jubilation as the book moves solidly into mid upper tier. This is backed up by all the 'bandwagoners' that can be seen scrambling to get some new filth on the table. Alas, there are still several mentally retarded people out there that don't think the new book is 'good'. These are the die hard fanboys stuck in a 4th/5th edition mindset. Can't see the forest for the trees. Doomed to fail.



Watch out for some of the WHFB veterans picking up High Elves as these guys, with their fresh eyes will be pushing the book to the limits. 

Then there are the powerplays. It seams like only yesterday we got the new WoC filth. Oh wait, it was just yesterday! Are High Elves the new WoC? Hell no. But the book is still damn good.

Sunday, 28 April 2013

High Elves Army Book Leak from iBook Store - Huge rules dump!


Pre orders are up for High Elves, and along with that the iBook store has the book up for pre order...

Except that the preview includes the glossary, with hyperlinks to all the rules, spells and magic items!

So here is a compilation thats been floating around on the interwebs. Enjoy!

________________________________________________________________________

ASF, Martial Prowess and Valour of Ages are army wide

Lileath's Blessing: Mages get +1 to cast High Magic now instead

Reckless - Dragon mages get +2 to cast spells from the lore of fire

Warrior mage - First spell generated by dragon mage is always flaming sword.

Fireborn - 2+ ward save vs. wounds caused by flaming attacks

Lion Cloaks - Models wearing a lion cloak add +2 to their armour saves vs non-magical shooting attacks.

Ilthilmir Barding - No movement penalty  for models using this barding

Some stats on Dragons have changed. WS, St, T and W are:
5 for Sun Dragons
6 for Moon Dragons with Ld.8
and 7 for Star Dragons with Ld.9 and A6
They all have a3+ AS
Dragon Fire - A dragon's breath weapon is S4, flaming
Still Large targets, flying, terror etc

Deflect shots - 6+ ward against non-magical shooting attacks

Dragon Armor - 5+ armor, 6+ ward and Fireborn Special rule (2+ ward vs flaming attacks)

Eagle Eye Bolt Throwers
24" range, S5 with multiple wounds D3, no AS


Eagle Claw Bolt Throwers are now 70 points

Windrider - A Sea Helm (character) on a Lothern Skycutter has 4+ ward against shooting attacks.  Can Skycutter can also re-roll dangerous terrain tests.

Blessings of Ausryan - Any units that contain an anointed of Asuryan have a  6+ ward save and ItP.

Attuned to Magic - 5+ ward save. All close combat attacks count as magical. 
When you roll to determine the strength of the winds of magic in your magic phase, you compare the highest roll on a single D6 to determine the effect:
1: -1 ward save
2: -1 Strength
3: +1 Initiative
4: +1 Attack
5: +1 Strength
6: +1 ward save (ie 4+)


Naval Discipline - If a unit contains at least one sea helm (character) and is successfully charged during the enemy movement phase, it may attempt to change formation (after opponent moves all of his charging units).  If a Leadership test is passed, the unit may immediately make a combat reform. Cannot be use this if the unit has made a flee or stand and shoot reaction.

Great Eagles are 1+ for 50 points each
Can upgrade to:
Swiftsense = ASF for 10ppm
Shredding Talons for 5ppm = AP

Flamespyre Phoenix - 225 points
Fireborn, Attuned to Magic, Flaming Attacks, Fly, Large Target, Terror
WS5 S5 T5 W5 I4 A3 and Ld of 8
Phoenix Reborn - When it dies, place a phoenix reborn counter where it died. At the end of each turn, roll a d6 for each phoenix reborn counter.
1 - 2 dead forever. Remove counter.
3 - 5 Put the large round template over the marker, all models (friend and foe) suffer a s4 flaming hit
6+ It rises from the ashes. Place it anywhere within 6" of the counter, and at least 1" away with d3+2 wounds left.
Wake of Fire - May choose a unit that it moved across, that unit then suffers d6 s4 hits plus d3 extra hits per rank (not including the first rank). Hits are flaming attacks


Frostheart Phoenix - 240 points
5+ AS, WS6 S6 T6 5W 4A and Ld of 9
Attuned to magic, 
 Fly, Large Target, Terror
Blizzard aura - Enemy units in base contact with him have ASL and are -1S

Magic items

Blade of leaping gold - 70 points
Wielder gains +3 attacks and any to wound roll of a 6 ignores AS

Star Lance - 30 points
Bearer has +3S on the charge and no AS can be made vs attacks from the star lance

Reaver Bow - 20 points
Strength is user +1, Multiple shots x3


Armor of Caledor - 50 points
2+ save, 6+ Ward, 2+ ward vs. flaming attacks

Shadow Armor - 25 points
Wearer gets a 5+ AS, the Scouts special rule and the Strider special rule

Shield of the Mermrym - 15pts
Shield. Parry save increased to 4+, can be used with a magic weapon. Cannot be used with a weapon that requires two hands.

Golden crown of Atrazar - 10 points
Talisman, one use only
2+ ward against first wound

Moranion's wayshard - 50 points
enchanted item
Models on foot only.  Model gains ambushers special rule.  He can give a unit of archers or Spearmen (up to a maximum of 30 in size) units the same rule (chosen immediately before deployment).  If he does, he has to join that unit

Kharine's Ring of Fury - 25 points
Bound Spell, enchanted item.
Ring cast the spell Soul Quench from High Magic lore ie 18" 2d6 S4 hits

Gem of Sunfire - 20 points
Enchanted Item.
One use only.
All bearer's spells, shooting attacks, close combat (including his mounts) have +1 to wound, and they also have the flaming attacks special rule.

Cloak of Beards - 10 points
Enchanted item.  Wearer causes Fear.  In addition, the wearer cause terror vs Dwarfs, however the Dwarfs gain hatred vs. the wearer.  At the start of each combat phase, roll a d6 for each magic item (including runic items) carried by each model from warhammer armies book: dwarfs in base contact with wearer.  On a roll of a 4+, the magic item is destroyed!

Book of Hoeth - 55 points
The bearer can re-roll a single die from each of his attempts to cast or dispel. Results of a 6 cannot be re-rolled.

Banner of World Dragon - 50 points
Unit has a 2+ ward against all wounds caused by spells, magic weapons, and magical attacks.  Furthermore, all dragons within 12" of the Banner of the World Dragon have Stubborn special rule!

High Magic Spells:

Shield of Saphery - lore attribute
Each time a spell is successfully ast, the caster and his unit immediately gain +1 to their ward.  If no ward save, you gain a 6+. Maximum ward save 3+, and is cumulative.

Drain Magic - Signature 7+
18" range
Can target friendly or enemy, becomes an augment for friendly units, and a hex on enemy units
all RIP spells affecting the unit are immediately dispelled, and the effects of all other spells on the target unit immediately come to an end.
14+
Affects all units with 18" range

Soul Quench - Signature 8+
magical missile
18" range
2d6 s4 hits
16+
4d6 s4 hits

Apotheosis 5+
augment
18" range
target immediately regains 1 wound 
Target gains fear special rule for remainder of game
10+ 
d3 wounds instead of 1. 

Arcane Un-forging 13+
Direct damage 
24"  range
Target a single enemy model.  Target suffers a wound on a roll of equal to or greater than the unmodified armor save.  No saves allowed.  
Target reveals all magic items, one randomly selected item is destroyed on 2+.

Fiery Convocation 19+
RIP
Direct damage 
24" range
Target enemy within 24" takes a Strength 4 flaming hit
At the end of every subsequent magic phase, every model suffers an additional Strength 4 flaming hit.

Hand of Glory 5+
Augment
18" range
Target's WS, BS, I or M (choose one) is increased by D3
10+ 
All the above stats increased by D3

Tempest 12+
direct damage
30" range
Place the large round template within 30" of caster, it then scatters d6".  Models hit under the template suffer a s3 hit (flyers suffer a s4 hit).  Any model that suffers an unsaved wound suffers -1 to all rolls to hit in both shooting and combat.  Non BS skill shooting requires a 4+ to fire.

Walk between worlds 8+
Augment
Caster gains Ethereal special rule and then can immediately make a move of up to 10" as if it were remaining moves phase.
16+
The special move is increased to 20"

Wednesday, 24 April 2013

High Elves - Rumour roundup

Yes this is the new book cover!

Well this is more than a rumour roundup, its more a confirmation of what we will see in the new book. I've left the extortion rates in another post (read - prices)

Gone: Speed of Asuryan...

It is replaced with Always Strike first!
Martial Prowess and Valour of Ages remain

Deflect shots: Models with this special rule have a 6+ ward save against non-magical shooting attacks that do not have a template

Swordmasters of Hoeth and Loremasters of Hoeth have this rule

Loremaster of Hoeth:
M5 WS6 BS4 St4 T3 W3 I7 A3 Ld9
L2 mage. Does not role for spells, instead it automatically gets the signature spell of all the 8 battlemagic lores

White Lion Chariot is stubborn, but only the charioteers get ASF

Dragon Mage stats are unchanged. 
Reckless special rule grants them +2 to cast spells from the lore of fire instead of extra dice. Can wear Dragon Armour

Known magic items:
Khaines Ring of Fury
Gem of Sunfire
Banner of the World Dragon

Magic
2 Signature Spells:

Drain magic, 7+ to cast. Cast on any unit (friend or foe) as an augment/hex within 18". All RiP spells are immediatley dispelled, and the effects of ALL other spells on target unit immediately cease! Boosted to effect all friend/enemy units within 18" on a 14+

Soul Quench, 8+ to cast, 2D6 St4 18" range, 16+ 4D6 St4

Spells:

1. Apotheosis, augment 5+ to cast, target immediately regains a lost wound. boosted 10+ regains +D3 wounds. Target gains fear until next magic phase.

2. Hand of Glory, augment, 5+, 18" range, WS, BS, I, or M (you choose) increased by D3. Boosted 10+ increase all listed characteristics (roll one D3 for all)

Lore Attribute: Each time a spell is cast, the caster and his unit gain +1 to their ward save (to a maximum of 3+). Models with no ward save gain a 6+

Known army composition:

Rare
Flamespyre Phoenix
Frostheart Phoenix
Sisters of Averlorn
Eagle Claw bolt thrower

Special
Swordmasters
Lothern Skycutter

Core
Silverhelms
Ellyrian Reavers
Spearmen
Archers

Lords
Loremasters of Hoeth
Annointed of Asuryan

Heros
Dragonmages
Mages
Sea Helm
Handmaiden

Flamespyre Phoenix comes back to life on a role of 6+. It requires a marker to be left in place so this either happens at the end of the turn/next magic phase or every turn. It deploys within 6" of the marker. Gains special abilities based on WoM rolls (owners turn determines). One result is 4+ ward save. Has flaming attacks and a special rule 'Wake of Fire', which means units it fly over take damage (in the battle report in WD it did 6 wounds to leadbelchers). It has at least 4 wounds.

Frostheart Phoenix are just old Flamespyre Phoenicies

Both types can be ridden by an anointed of Asuryan or by Caradryan

Theres a special character/unique Phoenix called Ashtari. I think its the mount for Caradryan

The Flamespyre kit can build a foot version of an anointed of Asuryan

Lothern Skycutters
3 variants: Eagle eye bolt thrower, trio of Lothern Sea Guard, or mount for new character type Sea Helm. They are pulled by a Swiftfeather Roc, which is a huge giant eagle.

Maidenguard are rares with magical flaming bows. They have the wychfire special rule (lets hope its not like DoC). They are not handmaidens!

Handmaidens are now new character option in hero

Shadow Warriors are still special and still have the skirmish rule

Mat Ward is the author of Warhammer High Elves new army book!