Dark Elves 8th Edition Warhammer Army Book. Warhammer FB - Army Book - Warhammer Armies Dark Elves (8E) - Warhammer Armies – Orcs & Goblins (8th Edition). Warhammer Armies High Elves - 8th casturtriweaklu.ml - Download as PDF File .pdf) or read online. Because you like Elves. And winning. High Elves win a lot. They have a BRUTAL magic phase, solid infantry choices, a variety of savage monstrous mounts and.
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Take what you would normally take and spam Wyssan's Wildform on everything. I'm not sure how effective it'll be, but it'll sure make my Prince a little scarier. Believe me, I've done this before. The first piece of advice I have for newer players is knowing your enemy.
There is nothing more important than this piece right here. You look across the table and you see a bunch of units you don't know, you already know this game is going to head into disaster. Very few players have the ability to asset threat, damage and power on the fly so its best you go into battles prepared.
Key units like the Skaven Doomwheel, the Bloodthirster or the horde unit of Khorne Marauders with Great Weapons, all of these are important pieces on the battlefield. The best thing to do in these situations is to point across the table and ask. If the player you're playing with is a gentleman, and it's a friendly game, I hope he can tell you what each unit does. In a tournament setting, forget about it. Fantasy already takes a day and a half to set up, so it's best you do your research ahead of time.
Think of it like this: Every game you play is a test of skill and generalship. Any good general takes the time to learn about his enemy and so should you. That's why I download every army book GW prints. Not only is it superb shitter material, but it's also valuable information on what kind of ridiculous combos, units or special characters that might show up on the battlefield. I almost think that knowing your enemy and understanding your army works hand in hand.
If you think about it, you spend all this time making up your army list and for what?
Each army list is designed to accomplish a certain thing on the battlefield. Playing for fun is one thing, but you're also playing so your troops are victorious. This is why army design is crucial and how you can make the best out of your army composition. Keep in mind that this is not advice on how to min-max your army, it's about making your army work for you.
As a general of any given army, you must find a medium where you're comfortable with the units you've taken, and you understand fully how they work. The best way to do this is by assigning battlefield roles. Take Sword Masters for example, what do they do best?
They generate CR by ripping up lowly troops in combat but they die as fast as a swift breeze. What's the job of Spearmen? Or Skavenslaves? To hold the line and await reinforcements, using their superior numbers and ranks to tie the enemy down. To be a successful general, you must know your units like the back of your hand. Understand each unit's functionality and purpose, but most importantly, understand why you put them in your army in the first place.
The greatest threat to most units in a High-elf army is long combats, if you cannot break a unit you will need to minimize the amount of damage they can do back to you in the following turns.
Remember your troops hit rather hard but tend to die very easily. I've seen many games where games are lost on deployment alone. Picture for a second that your opponent puts down a unit of heavily armored Chaos Knights after you put your White Lions down far away from them. If those White Lions were your only defense against heavy armor, then I'd say you're in a world of shit once those Knights come crashing on your flank.
That's why you see players taking units whose sole purpose is to give them an edge in deployment. Some might be good enough to be used as re-directors or warmachine hunters too. These units are also known as chaff. Chaff is important because it allows you put these units down anywhere you want for the most part.
They pretty much always go in the same place or have outrageous movement speed that they can relocate and not be troublesome for the movement of your army.
Eagles can be used as chaff, Sabretusks and Fellbats for example, all can act as chaff for your army. The key to deployment is matching your opponent's units pound for pound.
You don't want to put down a unit that doesn't have a snowball's chance in hell against another unit he put down right off the top. Your unit must have support, or is capable of holding the line against whatever he puts down or your side is just going to fold.
The best example is the Knights scenario I presented above. You want to be able to match your opponent in deployment, or be superior to him in deployment. I call these "drops". If your army has greater or equal to the number of drops he has total of units he can put down during deployment , you're in a good place. This minimizes on the chance your army will be out-deployed. The person with more chaff will have more chaff that he can put down, forcing you to put down your last unit of White Lions so he can purposely drop a power unit on your flank.
Unless your army is designed to fight uphill battles, you should never let this happen. If you know you're going to be out-deployed, you should analyze which units on his side you don't want in your flanks and deploy your answers last. This is where knowing your enemy comes into place. To be successful on the battlefield and during deployment, you must first analyze threat.
You must understand which units on the other side of the table can cause you most harm. This is huge.
Keep in mind that army scale does not equate to the harm they can cause in combat. The best example of this is a giant unit of Skaveslaves vs.
[Army Book] High Elves.pdf
The craziest thing to assume is that the unit of Skavenslaves is going to do a lot of damage on the battlefield. Sure, there's a whole bunch of them, but their fighting prowess equates to dried fish where your Sword Masters preform like a hot knife through butter. One of the things that 8th Ed. If it's a big monster on the other side of the table, this is probably worrisome. If a unit is carrying Great Weapons, it's probably going to do a lot of damage. If a unit is carrying Great Weapons and is in horde formation, it's probably something you should deploy smartly against because that thing is going to fuck your shit up if you play dumb.
The most pronounced threats on the battlefield are normally the ones your opponent has heroes and lords going into it. It's either going to be a caster bunker, or a frontline unit that'll do solid bits of damage. Remember what I said about battlefield roles? Your opponent does the same thing with his army. He knows what his frontline units are, which ones do the most damage and which ones are designed to hold the line.
You know his primary sources of damage and these are the ones that should be generating the highest amount of threat in your mind. You might run into scenarios where certain units don't want to be in combat at all. These are often caster bunkers or vulnerable Magelords who would hate to have an Eagle pick out his eyes. Knowing the weak points of his army can prove to be a great advantage to you during deployment and when you're playing the game. Again, understanding how the opposing army works helps greatly here.
Here are some examples: A scary dragon on the battlefield is not so scary when you shoot him with a billion arrows. Knights actually do quite poorly against White Lions.
Warhammer/Tactics/8th Edition/High Elves
A small unit of Sword Masters into the side of Skavenslaves really fucks up their shit. A Spearmen unit, given enough ranks can hold a charge from most, if not all, point equivalent units in the game. A lot of this might seem like common sense, but you'd be surprised how many times players second guess themselves on the battlefield.
Know your army, know what each unit is designed to do which is surprisingly easy for High Elves because everyone's so specialized , and know which scenarios go in your favor on the battlefield when paired up against any given opponent. At the end of the day, you should always apply a unit's actual battlefield role to do battle. You should always be thinking: The only reason I'm bringing X unit is to fight against Y units. In a game of rock-paper-scissors and random surprise Mindrazors; it still works in your favor when you know what counters what.
This is definitely more in the lines of advanced players, but after so many battles, players start seeing the same numbers. A unit of 7x2 Sword Masters hits a unit of Skavenslaves. Aside from a ton of rats dying horribly, how many Sword Masters did you lose and how much CR did you generate?
What about Spears? Even if you didn't charge but was instead charged by a unit of Empire Halberdiers, how many Spearmen died and how much CR did you generate via kills, ranks and standard?
What about that beefy lord-class character sitting in a relatively weaker unit? I bet he can do some serious work. I'm not saying go out there and mathhammer the life out of everything in the game, but you should have an idea how your units will perform on the battlefield.
The battlefield is a pretty unpredictable place, especially when shit like magic is involved. However, successful players have a good idea of what to expect when they throw their units into combat. For the most part, players only throw their units into combat they can win. This is why predicting combat outcomes are so important. What if you decide to combo charge with your Spears and Sword Masters on the flank so you can use your magic elsewhere?
The combat res generated from the combined charge "should" win you combat. You see how predicting combat drastically changes the way you play the game? By assessing the battlefield and seeing the game on a larger level, you are able to make plays ahead of time.
The key to being a successful general is being able to see multiple instances of this at once and analyzing which ones generate the highest amount of success with the lowest number of risk. Your ability to capitalize on this is what will take you from good, to great.
Sometimes, sacrifices have to be made in order for victory for be secured. Sometimes, you just have to choose. Imagine yourself in a scenario where no matter what you do, something bad is going to happen to your army. This might be a loss of a flank, a loss of a key unit or letting a horrible spell go through. If your opponent plays it right, there should be scenarios where all of these happen at the same time.
Take note here for a second about what I just said. A well-played game of Warhammer is when you make your opponent sweat over the choices he has to make. No matter what choice he makes, something bad should happen to his army. That's when you know you've made a good play. If you have to choose, always go with the play that'll guarantee you the greatest chance of victory in subsequent rounds. This is a lot harder than it looks because you have to first let that flank fall, or that unit be destroyed so you can strike back in a manner most decisive.
This is why predicting combat and understanding favorable scenarios is important. In a situation like this, always put yourself in the opponent's shoes. Think from his perspective and predict what he would do after he successfully pulled off a big play. Predict what he does and counter it to the best of your advantage. Think to yourself: If he wins big on combat there and I flee, will he pursue or will he reform?
If he pursues, do I have anything that can hit him in the flank or catch him in a bad spot? If he reforms, do I have anything that can strike decisively and win combat on that unit next turn? Don't get yourself caught up in the moment. Understand that the odd points of Spearmen you just fed your opponent can equate to you combo-charging his General's bunker and send it into the oblivion, then it's well worth it. If sacrifice has to be made, it has to make its points back and more.
If not, then the sacrifice is not worth it. The first thing to understand is that a small advantage is still an advantage. This is how you should analyze the winds of magic. A successful magic phase is all about analyzing which spells your opponent can afford to let go and which spells he can't. With an Lv. The spells your opponent can let go are often the spells you want to take advantage of.
That's when why you draw a big winds round, you cast moderately but still vital spells that plink at his dispel dice. These should be all moderately dangerous to the outcome of the fight in question which will be his main focus. Use smaller castings of hexes and augments, because a slight advantage what he sees, and analyzes as less important , is still an advantage huge for High Elves. A clever mage will be able to feint the significance of a fight and get off multiple spells a turn.
If your opponent lets it all go because he's anticipating Mindrazor, that's his problem because now his unit is now -WS, -T and you ASF with a better combat result.
Mindrazor isn't even needed at this point. If he throws dice trying to dispel your other hexes, that's less dice he has available when you actually do throw down the MR. This goes hand in hand with what I said about anticipating combat results. How badly your troops need your magic will save a lot of unneeded dice.
Redirecting focus: Say you have a unit engaged in combat and you anticipate a victory, or at least a draw result. You concentrate magic on another area of the battlefield that your opponent isn't focused on. This breaks his concentration and draws a big cloud of WTF?
This happens when you see something crucial your opponent doesn't, as often times or not, players get tunnel-visioned in the combat they're in but don't grasp the wider vision of the battlefield.
Hexing incoming Knights on your turn with -WS or -S will make much more of a difference than watching Sword Masters narrowly win combat vs. Fleeing from a battlefield is not always a sign of cowardice. It can also be used to bait an opponent out of position or force him into a position he doesn't want to be in.
The best example of this could be a unit of Spears fleeing from a charge of Bretonnian Knights. God knows you don't to take that charge in the face so you opt to flee with your Spearmen. He now has two choices: Take a Ld. Does he really want to re-direct into the Lions or SM?
Or does he want to risk the charge and risk exposing his flank to the Lions? You see what you just did here? A simple flee can put your opponent in a rock and a hard place especially if the charge is long. Both scenarios equally suck for him so he might opt to charge at all. This is also good for you because it gives you the chance to charge his Knights next turn! And if he doesn't opt to charge, your Spears will still be there to assist in the main battle.
Warhammer can be a game of cat and mouse, so it's best to know all the options available to you before you commit. If you plan on charging something, know all the possible reactions your opponent can take before investing.
You don't want to be in the same shoes as the above player. I've said it once and I'll say it again: Eagles are my MVP. First off, they are probably one of the most annoying pieces of chaff ever.
They're great in the deployment phase when you can just put one down and stare into your opponent's soul. They're great ingame because they can fly boldly into your opponent's charge lanes and take one from the team; forcing them to charge them and re-position. Eagles download you time, download you movement and allow you to re-position your army while the Eagle re-positions your opponents. They allow you to chase down enemy chaff or flankers, help pressure warmachines and provide you with flank and rear charge CR should they survive mid-game.
They act primarily as re-directors a Frenzied unit's worst nightmare and are the true workhorse of most High Elf armies. Sometimes, the good ol' hammer and anvil is something even the experienced players forget.
The concept of a counter-charge is simple: Unit 1 is a unit that can take hits - in the case of High Elves, a giant block of Spears with Steadfast CR up the ass. This is known as the anvil. Unit 2 is a unit that hits hard as fuck but dies to a soft breeze. Sword Masters are an popular choice for a hammer. Your opponent charges your Spearmen because it's the only viable target and you hold knowing that your Sword Masters who are conveniently placed on your flank , will have a flank charge next round.
Magic is invested in keeping the Spearmen alive and steadfast while the Sword Masters charge their flank next turn. Heads start rolling and combat heavily swings your way, winning you the day. Flanking is also quite simple: Place something that has good threat range on the far sides of your army and use them as CR generators. Though at her merest touch, her would be assailants find themselves momentarily incapable of fighting, dazzled by the will of Isha.
Alarielle has the Always Strike First special rule, but will still hit first even if the enemy also has Always Strike First. Also, if she hits her target, no To Wound roll is made, instead the model may not attack that turn and any other models attacking it hit automatically that phase.
In the case of a split profile model such as a Chariot, ridden Monster or War Machine , use the highest Weapon Skill, but if she hits, the entire model is affected. Handmaidens of the Everqueen: The Handmaidens of the Everqueen are not mere courtiers and attendants, but an elite warrior guard whose duty is to serve and protect their mistress.
It is an incomparable honour to serve the Everqueen and only those with great natural gifts are chosen, the most talented singers and musicians, the most beautiful, the fleetest and most graceful, but above all the most loyal. If you field Alarielle in your army, you must include at least one unit of Maidenguard of Avelorn, which must have both the Horn of Isha and the Sacred Banner of Avelorn This unit counts in all respects, as Alarielles Handmaidens. Alarielle must set up with her Handmaidens and she will not voluntarily leave them, the whole unit gains the Unbreakable special rule while Alarielle is with the unit.
In addition, if Alarielle is ever killed, all units of Maidenguard suffer from the Hatred special rule see page 9. This ancient heirloom absorbs the magic that flows through the land and gathers it up, enabling Alarielle to direct it as she wishes.
In ancient times the Stave accomplished great deeds of sorcery.
Today its power is diminished because so much of the magic of Avelorn is drained away by the Vortex created during the great Chaos War. None-the-less it remains a potent reminder of the days when Elven mages bestrode the world like colossi and all nature bent to their will.
Once per Magic phase, Alarielle may cast one of her spells like a Bound spell. This can be a spell she has already cast during this turn and has a power level of 2. Shieldstone of Isha Enchanted item Upon her breast Alarielle wears a gem of unsurpassable workmanship. This is the Shieldstone of Isha, as old as Ulthuan herself and pulsing with inner energies.
It is magically attuned to the Everqueens aura and only she may release the magical power it contains. The stone wards away harm from the pure-hearted, deflecting blows and dashing arrows to the ground.
Star of Avelorn Enchanted Item About her brow the Everqueen wears a light diadem of Ithilmar in which is set a single radiant gem, which Aenarion gave in tryst to Astarielle.
This is no ordinary gem, but is said to be a star taken from the heavens by Isha and bound within a magical crystal. At the start of the High Elf turn, Alarielle may attempt to heal a wounded High Elf character within If there are no wounded characters within range, she may use the Star to heal herself.
Ascended Asur Magistry: Teclis is a mage of prodigious power, able to stand against any other wizard in the world. Teclis has the Asur Magistry special rule. In addition, he is not bound by the effects of Not Enough Power! Similarly when dispelling, it is not an automatic failure when the natural dice total equals 3 or less, just like with Not Enough Power!.
High Loremaster: Teclis is the most powerful mage in this age of the world. He is master of the foremost mages of the High Elves and has studied in their libraries for countless human lifetimes. Teclis may use more than six Power Dice when casting spells, and may dispel an enemys spell that is cast with Irresistible Force if his dispel attempt is also an Irresistible Force.
He chooses to re-roll the 2, 2 and the 1, giving him a 5, 3 and 1, for a new total of He may then also re-roll any dice that fail to wound any models in the unit. This may cause or prevent a spell being cast with Irresistible Force and may cause a dispel attempt to be made with Irresistible Force in the same way. Teclis Channelling attempts succeed on a roll of 4, 5 or 6, instead of the usual 6.
Armour saves cannot be taken against wounds caused by it either. This power flows through Teclis, invigorating his feeble frame and filling him with magical energy. These dice may be added at any time during the Magic phase, and also count as Teclis Channelling attempt. Scroll of Hoeth Arcane Item Though clearly ancient and fragile, this well-worn heirloom has seen a thousand battles and will see many more.
One use only. When an enemy Wizard casts a spell, Teclis may use the scroll in the same way as a Dispel Scroll with the same effect. In addition, both Teclis and the caster roll a D6 and add their respective Leadership values, if Teclis scores higher, the spell is removed from the casters mind and may not be used for the remainder of the game. It enables Teclis to unleash his full magical potential in battle.
It is seldom seen outside the walls of the White Tower unless in times of peril. It was gifted to Teclis by the former High Loremaster on the eve of the young mages departure on the quest to find his brother, Tyrion. Glamour of Hoeth: Belannaer is surrounded by a shimmering magic that confuses and disorientates, so deeply is the old Loremaster imbued with magic. Enemies find it inexplicably hard to judge the distance to their foe, seeing their targets receding before their eyes.
Any unit wishing to charge Belannaer or any unit he joins, must roll 2D6 and subtract the difference between the two dice scores from their total charge distance ie; if the two dice scores are 2 and 5, subtract 3 from their total charge distance. If the unit has insufficient movement to reach him or his unit, it counts as having failed its charge like normal.
You must also include at least one unit of Swordmasters in your army when you field Belannaer. The Blade of BelKorhadris is usually attached the highest pinnacle of the Tower of Hoeth, where the setting sun catches its tip at the hour of Dragon. The magic of the blade catches and entraps the rays of the sun and makes the sword blaze throughout the night.
When the Swordmasters go to war, Belannaer takes the sword with him and vows to use it only for good, faithful to the principles of the great Scholar-King. This Blade bestows the Flaming Attacks special rule and allows no Armour saves to be taken against Wounds caused by it.
In addition, once per battle during a single Close Combat phase, Belannaer can fight with an additional D6 Attacks. Cloak of Stars Talisman The Cloak of Stars is thickly woven with enchantments, sapping the power of blows struck against it. Book of the Phoenix Enchanted Item The Book of the Phoenix tells the ancient legend of Asuryan, an allegorical story of the fate of all civilizations, of birth, growth, glory, decline and eventual destruction.
When used, the book endows Belannaer with one of the following effects. The effect lasts for the entire game, even if the Book is destroyed. Verse of Rebirth: The first time Belannaer is killed; all models in base contact with him suffer a Strength 5 hit with the Flaming Attacks special rule. He is then returned to life with 1 Wound. When this happens, he may be placed in any friendly High Elf unit on the battlefield. If there are no eligible units, he is removed as a casualty.
These dice can only be used on a single spell of his choosing. The chosen spell cannot be cast with Irresistible Force. Verse of Destruction: Belannaer has Strength 6. Staff of Cyeos Arcane Item The old High Loremaster left just one mighty artefact as an heirloom to his most beloved pupil Belannaer, a magic staff created by his own hand.
Alith Anar has the Shadow Warriors special rule. Also, if Alith has joined a unit of Shadow Warriors, they may claim rank bonuses, be steadfast and disrupt enemy units with flank and rear charges. This bow has been the bane of countless Dark Elves and its reputation is legendary.
The merest whisper of the arrows shot by the Moonbow strike fear into the hearts of the Druchii. The Moonbow has a range of Each shot from this Bow is treated like a single shot from a Repeater Bolt Thrower Strength 7 and rank piercing as normal.
Any Dark Elf unit that takes casualties from the Moonbow must take a Panic test. Shadow Crown Enchanted Item The Shadow Crown is the symbol of the rightful rulers of Nagarythe, a simple silver circlet set with a single diamond. The Witch King covets this crown greatly, for without it his claim to the throne of Nagarythe is a hollow one. By speaking the name of his kingdom and defiantly claiming his rulership, Alith Anar can freeze time for an instant, allowing him to slip away from danger.
The magic of the crown does not allow Alith to harm anyone while they are frozen in time.
If Alith Anar and any unit that he joins breaks from close combat, any opponents pursuing him must halve the distance they roll rounding up for pursuing. It was stolen from her palace by Alith Anar, the enigmatic Shadow King of Nagarythe, who made a mockery of the sorcerous wards that protected it, and deftly evaded the guardians of the Hag Queen.
The Hag Sorcerous has promised the gift of eternal youth and a night of debauchery with the most beautiful of her Witch Elves to whomever can return her treasure. In addition, any shooting at Alith Anar or a unit he has joined suffers a -1 To Hit penalty. May be mounted on a Griffon or a Dragon Monster.
Master Tactician: Sea Lord Aislinn is a phenomenal tactician beyond compare, under his control the High Elf fleet has gained scores of impressive victories. Master of the Mists: The Sea Lord is a veteran of centuries of hit and run, ship to shore warfare.
He takes an almost cruel delight in using the sea mists summoned forth by the Lothern Sea-Mages to make demoralising attacks upon his enemies before they can form a coherent battle line. If the army also contains a High Elf Wizard, all Lothern Seaguard units including any characters that join them and Aislinn himself if he is deployed as a lone character, including his mount, if any , may make a Vanguard move before the game in the normal manner.
It strikes with the unstoppable power of the sea itself Hand weapon. Armour saves cannot be taken by wounds caused by this sword. Bow of the Seafarer Magic Weapon This longbow was made from a single piece of rare silverwood, and gifted to Ulanor of the Sea Guard by Finubar himself.
It is a mighty weapon and some say it can even sink ships. Each shot from this bow is treated like a single shot from a Repeater Bolt Thrower, hitting at Strength 7 and piecing ranks as normal.
Helm of Fortune Magic Armour A helm of Ithilmar and sea gold, bordered with tiny letters in intertwining runic script. These form a prayer to invoke Asuryans protection upon the Sea Lord. In addition, Aislinn may re-roll any failed Armour saves.
Minaithnir: Imrik may ride the majestic Dragon Minaithnir, who is one of the last of the great Dragons of ages past. He has walked the deep caves where the great beasts sleep and dream, and even the most proud and ferocious Dragons obey his every word. Minaithnir is fanatically loyal to his master and will protect him at any cost.
In addition, Minaithnir will be subject to the special rules of Frenzy and Hatred, should Imrik be slain. Also, no Dragon will attack Imrik, whether directly or indirectly, while in Close Combat, in the Shooting phase or in the Magic phase.
If they are in base contact with other models in Close Combat and not in a Challenge then they fight them instead, otherwise they may do nothing. Note that a Dragon may of course attack his Dragon if it is still alive. With a blade of such keenness no armour can protect Imriks foes. In addition, no Armour saves can be taken against wounds caused by this Lance. Armour of Caledor Magic Armour The ruling line of Caledor has passed this suit of armour from father to son for more than four thousand years.
The save will still be negated by spells as normal, and cannot be improved in any way. Dragonhorn Enchanted Item This war horn was made from the horn of an ancient Dragon, gifted to Imriks distant ancestors in elder days. The dying firedrake summoned all of his remaining power to enchant his remaining, unbroken horn as he lay bleeding in the aftermath of the Battle of the Glade of Tears. No Dragons can ignore its sound, but rise from their slumber, ready to fight for Caledor once more.
At the start of any Close Combat phase, Imrik may sound the Horn. May be mounted on Stormwing the Griffon Monster. Stormwing: Eltharion may ride his mighty Griffon Stormwing, one of the strongest and fleetest Griffons ever borne to the skies. Than ravaged much of Yvresse, wiping out almost all of Eltharions family and leaving his ancestral lands burned and defiled.The concept of a counter-charge is simple: Earthing Rod - A nice safety valve for miscasts at critical times.
Gets Immune to Psychology and Devastating Charge for a turn. Banner of the World Dragon protects.
Natural Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. Wailing Banner: Unit causes Terror.