Documents Similar To Warhammer Armies High Elves - 8th Edition. Warhammer FB - Army Book - Warhammer Armies Tomb Kings (8E) - Uploaded by. Warhammer Armies High Elves - 8th bestthing.info - Download as PDF File .pdf) or Warhammer FB - Army book - Warhammer Armies Dark Elves (8E) - pdf. 1 Why Play High Elves; 2 Army Rules; 3 Unit Analysis . Since Bow of the Seafarer was removed in 8th edition you can no longer kit out a .. Well you see, in the High Elves book, there are three primary Special options and.
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Hello there, and welcome to the 8th edition High Elves handbook. This handbook assumes you're making a competitive army. army. One of the few things that is conspicuously absent from the High Elves' book is a cheap. This book has 96 full color pages. It has the rules and background for every High Elf unit. There is a section with painted High Elf miniatures. There is also a. Games Workshop Warhammer 8th Edition High Elves Hardcover Codex Bulk/ Lot. AoS Army. Phoenix Temple. Book Type. Army Book. Game Version.
An Army Book normally contains: Background - Information about the race and its place in the Warhammer world. This includes artwork, short stories, maps, timelines and copies of fictional documents. Bestiary - A list of the units, characters and war machines that can be chosen for use in a battle. This includes their characteristic values, information on their weapon options, and any limitations on their use, as well as background information on each unit.
An Army's special magic lore if applicable and special magic items are listed here. Hobby section - Information on collecting, building and painting an army from the army book. Army List - Each entry from the bestiary is arranged by type Lord, Hero, Core, Special, Rare and given a points value, with more powerful units costing more points, so that battles are fought between balanced armies.
Options and costs are listed here.
High Elves 8th Edition Army Book
Vampire Counts. Ogre Kingdoms. Tomb Kings. If you're taking a BSB Sea Helm, give him a mundane standard and pump his defenses with his magic item allowance. But seeing as any special ranked unit aka any unit you want to put him in barr a block of spearmen has a magic standard allowance of at least 50 points banner of the world dragon costs 50 points , this isn't much of a problem.
Warhammer/Tactics/8th Edition/High Elves
Mounts[ edit ] Elven Steed: It's a horse, it goes fast and makes them the tiniest bit less killable. Available for Princes, Archmages, Nobles, and Mages. Since Ithilmar Barding stopped subtracting from movement, you should probably always upgrade to Ithilmar Barding. There's no reason not to pay a few measly points for that. Eagles are the halfway point between Horses and Monsters and they're quite cheap at 50 points.
You can put a Noble with the Reaver Bow on one of these for a fast, shooty unit that is tougher a Great Eagle is your only chance of getting a T4 character and has an extra wound, or an Archmage to get on your opponent's flank and vortex him back to the stone age.
For a better Eagle you have to spend 15 points more, which if you're taking one you probably should. Griffon: Useable by Princes and Nobles. Good news they're cheaper than Sun Dragons points vs , but with upgrades to make the Griffon viable it comes to a grand total of points. The only difference being the Sun Dragon has one more wound It's iffy, but offensive lists requiring a nice hard flank to something that isn't a horde have a need for a well geared Prince on a Griffon.
Not to mention that neat Island of Blood mini has just been gathering dust on your shelf Not a good option really, there's potential in that it crunches better than an Eagle for a Reaver Bow war machine hunter, but still iffy. Still, there's complex strategies that can make great use of them, like 2v2 and scenario games.
Sun Dragon: Option for Princes and Archmages. The mini-Dragon. Still a Dragon, still kick-ass. Good for if you're short on points, since the 70 point upgrade from Sun to a Moon Dragon matters.
Moon Dragon: The medium Dragon, same power level as most Dragons in the game. A good all around choice. It can tear apart almost anything.
Giants, K'daii Destroyers, and other dragons will all be killed if faced by a Star Dragon. Beware the I2 though and be aware that everyone and their dog will be gunning for it. Don't let it get bogged down in a head on collision with a large unit; yes it probably can't do any real damage to the Star Dragon, but it'll be stuck there all game and probably get flanked.
Have him charge down small units, flank big units in conjunction with a frontal assault, hunt down enemy monsters. Unless it gets hit by a cannonball, something is going to die when a Star Dragon gets involved.
Skycutter of Lothern: Your mount option for the Sea Helm and the Sea Helm alone, but don't take it, because his main power is buffing your troops and he's good at it.
Not a terrible choice though if you really want to buzz enemies without worrying too much about terrain checks or being shot at. Taking a second Sea Helm and putting him on one replaces two crew members, meaning you're only getting the shooting attack of one crewman, and the Sea Helm if you spend the 4 points to give him a bow, or outfit him with a Reaver Bow the only way to really make this a remotely viable option.
If you want a Skycutter, take it as a Rare choice hilariously they're a special choice now, go elves! Flamespyre Phoenix: So finally the High Elves get their coverbeast to play. It's flaming hot, doesn't fear fire and comes with average stats for a Monster. It lacks the power to really take out a big unit on its own but can take out war machines and kill off survivors. With an Anointed it gets powerful enough to flank units and at least have a chance, so this is how you want to take it.
Frostheart Phoenix: Frostheart Phoenixes are great to have, but putting an Anointed on one doesn't really do anything for it besides get him into combat and waste his unit buffing so if you're taking one, take one as a Rare option.
Core Units[ edit ] Archers: A good unit overall. Longbows and high BS give them a good range and a solid ability to damage small lightly armored units don't count on them to do too much to heavy armor. They work really well in 2 or so groups of 10, especially when combined with Repeater Bolt Throwers you should generally concentrate fire. High WS, I, and LD along with Always Strikes First allows them to resist attempts by small units of light cavalry it'll take more than a unit of Mounted Yeomen to deal with these but you shouldn't be counting on them to do combat duties.
Players are split on whether to take Light Armor: On a 10 man unit, taking Light Armor could deny you an 11th model, but if you want to keep your model count low, Light Armor does make them marginally more survivable. Don't bother with Command beyond Musician. Just a side note, Archers having Longbows is superior in range to Lothern Sea Guard having simple Bows, and this can make a world of difference when trying to outrange certain weapons such as Dark Elf Repeater Crossbows hold that thought until the new Dark Elf codex comes out Spearmen: Spearmen got a definite boost in 8th, with the new rules for Always Strikes First and the rank rules allowing them to strike in 4 Ranks, 3 on the charge.
A common formation for them is 5 ranks of 6 for a total of 30 models, giving you a total of 24 attacks 25 with Champion and 7 wounds required before they start losing attacks for a total of points with Command. Although if you're feeling saucy, you could take a points, 60 man Horde which gets a total of 50 attacks on the front.
Ultimately, there's always room for these fantastic infantry units in your army. The anvil of most "hammer and anvil" strikes for High Elf armies. With 8th, First Among Equals was dropped so now only Spearmen can take a 25 point max magic standard. They cost the same as an Archer upgraded to have Light Armor, but get free Spears to go with it, and can take a shield for an extra point.
The only reason that isn't the best thing ever is because they have regular Bows instead of Longbows, and thus have diminished range. As such they are often derided as overpriced, but they're a solid defensive unit that can pump out a shooting round on par with the archers and do as well as the Spearmen in melee. With 8th edition, they can no longer take a magic banner as that is now reserved for Spearmen alone. The addition of the Sea Helm to the game has taken away their main weakness however.
Before, you had to play it smart to get as many shots as you could in, then reform to take a charge. With the Sea Helm, one easy Leadership check and you're ready to stab the heck out of the enemy in 4 ranks! Just remember that the Sea Helm's reforming rule only works if you elect to hold, losing you a stand and shoot. In any case, the high price of each Lothern Sea Guardsman makes every single loss taken slightly more costly than if an equivalent Spearmen had bought the farm 3 point difference, so every third LSG you take is one less Spearman.
Take and use with discretion. In the previous edition, they were not worth taking due to them soaking up Special options. Now however, you can have a highly mobile force. Here's what you need to know; their stats are the same as Spearmen, but the have a Movement score of 9 compared to the 5 of Spearmen.
Finally, Spearmen are only 9 points and come with a Shield, whereas Silver Helms are a whopping 21 points and spend an extra two for that Shield, bringing them to 23 points total each.
Is that worth it? When you want a chaff unit that can take a hit or two, sure. In a pure offensive, speed based list - HELL yes! A Noble on horseback obviously bearing the Banner of the World Dragon, with your Archmage also on horseback, duh spamming any spell he can think of into the enemy, both these fine elves in a very large unit of Silver Helms that is acting as a fast moving steamroller.
Flank the enemy with some Reavers, or skip the foreplay and go right to the reaming with Dragon Princes on a charge. Throw Tyrion into the mix for an army worthy of the High Elf race. Do note however, that a list that isn't purely offensive probably shouldn't have Silver Helms in it. An Avelorn themed list where the Sisters of Avelorn mop up the enemy isn't half bad could be much better but for the most part keep them as your core in cavalry lists only.
Oh, and Bretonnian players won't stop bitching about Silver Helms until they get an update, so we should be cool with the mon'keigh right around the time of the Horus Heresy sorry, that was mean. Funny, but mean. Ellyrian Reavers: Also back as Core. The primary role for Ellyrian Reavers in a High Elf army is as chaff to end an opponent's march, then harass casters and warmachines. The fact they in a unit of 5 with no upgrades can do that more durably than a Great Eagle makes them really worth it when you aren't using a horde of Core, and you need your Rare slots for Sisters of Avelorn or Bolt Throwers.
Not really worth it in most lists outside that role, their strength is the Wood Elf tactic of shooting and running.
What was I hoping to see in the book?
They can flank too, so if your list uses a massive horde of one Special option as a wall of doom with a Sea Helm shouting orders to them then some Reavers on the sides aren't half bad. Still, the vanilla Reaver only carries Light Armor and a Spear, with all stats but their Movement 9 equal to Spearmen.
They're paying a full 7 points more for that horse, and they don't get a shield for it. If they drop the spears and take bows instead, you spend one extra point per mini so they lose out on the charge. For a full 3 points, they can still shoot and take spears so figure out what you want to use them for, then stick with it.
Predicted Release Order (percentage complete):
Their champion, the Harbinger, has a higher BS so if you aren't taking bows there's literally no reason to spend the extra points on him.
Perhaps the best use of Reavers however is against enemies with NO ranged options. Nothing sadder than a game where your opponent realizes there's not a damn thing he can do to win because he can't reach your Reavers. Special Units[ edit ] While your Core units are used to create the core ha of your army, this is where you get the guys who do most of the damage.
Don't be afraid to shamelessly spend absurd amounts of points in fact, the full limit you can usually in your special choices. If you need something dead, and you're not in a big enough game to bring a Star Dragon, this is where you look. Swordmasters of Hoeth: In any literally any other army, they'd be a Blue Chip unit, something to never leave home without.
What's not to like? Well you see, in the High Elves book, there are three primary Special options and Swordmasters are slightly the lowest when you crunch survivability and damage. But, if we're being entirely fair to the unit and taking them on their own terms, they're not all bad and with some strategy or magic AND magic is best of course you can make them into trap versions of Brock Fucking Samson. If you're careful with them, small units of them can make devastating flanking units, with most players taking them as bare 15 man units or 21 man 7-across units.
Stick a Lore of Life level 4 Archmage or Alarielle in. Enjoy your opponent's tears while your T7, regenerating, regrowthing unit pumps out 40 S5 attacks to the front. All it will have cost you is a few power dice to make that happen. Phoenix Guard: Phoenix Guard are not only the best unit in the High Elf army, they are probably in the top 3 best units of the game, period.
Wait that doesn't sound good? Yeah, there you go. These guys can get hit in the face by a cannon ball and just shrug it off, and they've got enough killing power to actually give back.
Be sure to give them a solid bit of static CR, because LD9 does not make them immune to failing their break test BSB works well and will be difficult to kill inside that unit. Either put them in horde formation, or make them very deep to take away steadfast. There is no High Elf army that doesn't have room for these lads other than the full cavalry list. White Lions of Chrace: White Lions are the middle child, the jack of all trades, the bard if you will of the three Special choice High Elf infantry.
Better than Swordmasters due to durability and costing the same amount of points, and deal more damage than Phoenix Guard and two points cheaper. They are inferior to the respective masters in terms of raw damage, or survivability.
They end up truly being the jack of all trades of the three, operating just as well as a defensive ranked unit as an offensive charging unit. Also with S6 from Great Weapons swinging at I5 due to ASF negating ASL , 3 ranks of them is enough to make most monsters cry send them up against that Giant your opponent is so proud of and watch him cry as they hack out his kneecaps while singing a jolly tune about how they're hacking away his kneecaps. Take them in big units with the Banner of Eternal Flame and you're ready for anything.
They're very good as far as heavy infantry goes, and well worth your time. If your strategy revolves around Swordmasters or Phoenix Guard, White Lions are worth considering as a secondary choice to flank. Therefore, if your Daemons of Chaos opponent likes Tzeentch and its flaming attacks Warpflame, Anon, not Flaming anymore , take these guys and see him cry.
If you're playing a defensive list, they're probably not worth your time, but offensive lists can generally find a place for them. On the charge there's not much that can hit harder, and while they're no Blood Knights they can certainly keep going in melee.
Still, stick with prodding the enemy flank as your goal with them. As of new Army book however they are better shots than archers while only being 3 points more, and get Scouting and Skirmish so they have become useful at War Machine hunting and taking out annoyances like Spirit Hosts. Put a Noble with Shadow Armour and The Reaver Bow in the unit to give them that little extra fire power cheaply or just give the Reaver Bow to a Shadow-walker [the unit champion] to do it even more cheaply.
Throw Alith Anar in with them and you've got Elven Vietcong. Generally speaking, Shadow Warriors still don't have much of a place in your army. Reavers are better at putting the hurt on enemies and getting away, and Special is not the category you really want to put ranged options into.
Tiranoc Chariot: These aren't bad on their own terms but when compared to the other major option for Chariots, which is better in nearly every applicable way other than not having a ranged attack, Tiranoc Chariots get a thumbs down.
Still, Tiranoc Chariots aren't bad and if you're in the mood for a cheap chariot 70 points , this is for you. They are very adaptable with longbows, spears, and very good movement.
It should be noted that High Elf Chariots are among the most reasonably priced money wise units that GW has, and if you get a Chariot but use it as a White Lion one you get extra horses to put Lords or Heroes on. Apparently nobody has noticed that you can take these in units of three. Well, you can take these in units of three, so they're not that bad compared to the other chariots in the army. Note that a character on a chariot still can't join a unit of Tiranoc chariots.
Tomb Kings can only do it because they have a special rule for that. As with all Chariots, if you're playing defensively they won't help much, but they really work fantastically on the charge.
Each one costs points, down 20 points from 7th edition. Lothern Skycutter: It's a flying Tiranoc chariot with an extra crewman but each one has a bow compared to the longbow of the Tiranoc. The Roc not an Eagle, a Roc hits harder and has an extra attack, and all this comes at only 25 more points than the Chariot. But that's not why you take a Lothern Skycutter. Three words: Flying Bolt Throwers!
It's a 25 point upgrade to have one of the crew man it, and it's what you're looking for in this choice. Unlike the regular Bolt Thrower however, this one is a bit different.
For one, there's only one type of fire, a single bolt which has half the range of an ordinary Bolt Thrower with 1 Strength less, same D3 wounds and ignoring armor saves, BUT can be fired whether it moves or not. It's beautiful, isn't it? Consider carefully. Note that if you're gonna take a single Tiranoc Chariot, you might consider an Bolt Thrower-less Skycutter, if you can find 25 points. Probably worth those points.
It does have good range, and it is your only war machine, and now that each one is 30 points cheaper it's a lot less painful setting up a defensive position on your side of the map. It does however depend upon lots of protection to be effective as it is a primary target for magic and shooting, and only has two wounds.
They're more resistant to shooting than Eagles and can probably cause more damage long-term. Not a great unit, but if you're in the mood, they don't generally hurt. Concentrate fire to bring down big things like monsters and characters, volley fire to eliminate enemy chaff and infantry blocks. Great Eagle: Used to be the only chaff the High Elf army had, but now you've got Reavers and Silver Helms as options in this respect as well. At a mere 50 points 65 after upgrades , it's easy to field a couple eagles in any game higher than These guys are still the champions of war machine hunting, redirecting, and mage hunting, but they die easier than Silver Helms and it's hard to argue with the Reavers having a ranged attack on top of that role so the primary use of the Great Eagle is now to do the same role but save points a group of 5 Reavers without bows would cost 80 points and with bows would cost 95 points, a group of 5 Silver Helms with Shields would cost , and all 3 choices fulfill the same role to different capacities.
With T4 and W3, they're kinda survivable, but don't expect them to survive through the end of the game. They are the ultimate sacrificial units in the chaff slot, and can usually slow down other units and kill at least their points worth, with their two S4 attacks coupled with ASF and Armor Piercing. A unit of Shadow Warriors can fulfill it's role to an extent as well, but Eagle are still preferred.
Sisters of Avelorn: The sites are closing in. They have flaming arrows that hit at S4 and cause a -1 armor save when you fire on the Destruction-aligned armies, and all that with BS 5. Volley Fire is an option as well. For 14 Points this is a deal and they can shoot out of 3 rows and reduce everything in 24 inches to a burning pile of whatever. When coupled with a Handmaiden giving them fast shooting they are even better, because running without penalty to shoot is always a boon.
Also, they're sexy. Still they are only as tough as normal archers so don't except them to take much punishment. Flamespyre Phoenix: If you're taking the Flamespyre Phoenix, you should really scroll up and read the section for it as a mount for an Anointed of Asuryan. That's really how you want to play it, otherwise the Frostheart is what you are looking for. You are paying an extra points for a rider who is completely useless when the Phoenix is doing flyby burning, which is how you should usually be using it.
Just take the Flamespyre alone and concentrate on flyby and charging smaller units. Frostheart Phoenix: When you get old, you get cold more often it seems, this is especially true if you were a fricking blazing Phoenix, since you become a freezing Phoenix. It is tougher and stronger than its younger version but can't drop napalm and loses its "I'll be back" ability. So it costs a fraction more and if you want to have your monster stay alive instead of maybe coming back to life this is your choice.
Causes Terror, which is great.
Its chilling aura is insane. For all intents and purposes almost it has T7 in combat and if it assists another elven unit that unit will experience the joy of Pseudo T Although it can pull chaff duty, that's really not where you want it unless you're just looking for more time to fill the enemy with arrows and bolts. Frosthearts should be with your main force, hitting whatever needs to be weakened the most after it's already in a fight with your anvil force.
Did I mention the rulebook, templates, and artillery dice? download two of these treasure troves, then sell the Skaven packaged with the rulebook. With that alone, you can probably recover the costs of the boxes. After that, you get 20 Lothern Sea Guard, 20 Swordmasters, 10 Reavers, 2 Mages, and 2 Princes on Griffons but those can also be run as Princes or Nobles on Eagles or even as just a regular Great Eagle if that's how you're going to go about it.
That's the perfect start to any high elf army. After that, start browsing site. Search Warhammer High Elves by ending soonest, crunch the numbers so you know Games Workshop's price per model, then factor in shipping. With patience, you can assemble a High Elf army at a fraction of the price downloading new would have cost, and you can even get some of the nifty old metal minis to be proud of! Army Composition[ edit ] A High Elf army must either be defensive or offensive, having a mix between the two means that your opponent is only ever facing half of your army at any one time.
The good news is, however, that once the focus of your army has been chosen there is still a lot to choose from and a lot to tinker with. Whichever approach you take you need to think about what you are going to do if the enemy has the same plan, or at least refuses to do what you want.
While your awesome defensive army with lethal flank charges and such might be awesome when your opponent foolishly charges his whole army towards your block of spearmen, if you're playing against a dwarf gunline who's plan is to just never move then you're going to have problems. All lists need to have a plan for handling war machines which are to be expected from every opponent and some number of units to help you control the enemy movement. A few great eagles and a unit of reavers can find a place in almost any army for exactly this reason.
Yes, your army needs to be focused but it also needs to be realistic. You need to be able to get some units out on the flanks to clog up charge lanes or divert shooting while your combat dudes jog across the board. If you don't do this then even the best defensive list will get outmaneuvered and the best offensive list will get pulled out of position by enemy chaff. You don't want to spend a lot of points on these units, but they need to be there unless you have an extremely good reason not to have them.
The any-roll-of-a-six-to-wound-ignores-armour-saves thing fails to offset its points cost. Star Lance: 30 points, better than a lance. Excellent for a kick-ass charge, good on a dragon or a griffon as all you will be doing is charging.
Getting the Giant Blade from the rulebook will give you that strength in following rounds of combat however.
Strider is nice in itself, but unless you're going with Shadow Warriors he'll be on his own if you use Scouts. Still a very good choice, especially for a hero e. BSB in a unit. Nice way to spend ten points as it essentially downloads you another wound if you lack a save.
Enchanted Items: Moranion's Wayshard: 50 points for Ambushers that is also applied to a unit of up to 30 Spearmen or Archers that the model is in. A unit that can hold its own behind enemy lines? Yes please. Khaine's Ring of Fury: Soul Quench as a bound spell with 3 to cast for 25 points. The best thing about this is the Ward save you get at the end, but a cheap magic missile is good too.
Cloak of Beards: 10 points to cause Fear is brilliant. Against Dwarfs it causes Terror instead and blows up their magic items, but gives them Hatred against you.
Arcane Items: Book of Hoeth: 55 points to re-roll one dice for casting and dispel attempts that are not 6s. Gives you a surprisingly good magic edge, might seem pricey but why should your Prince get his toys and your Archmage be left with nothing?
Ward then had the balls to make this banner give stubborn to dragons within 12 inches. DoC players, Skaven players and Wood Elf players won't play with you if you use this. Empire player passing by, if you bring this banner I won't play with you either.
Dwarf player here, I wouldn't play with you either. I don't think anyone will. A lot of players will whine at you, but keep in mind you're just using the tools your army's got. If someone says they won't play with you because of a certain magic item, it's time to find a new gaming group.
Note that despite it sounding like a slow weapon that would negate your ASF, it doesn't. Obsidian Blade: 50 points to ignore armor, great for tailoring your list but as a list you intend to stick to through thick and thin you don't want it. Take if it you already took the Giant Blade or if you need those 20 points for something else.
Once again, you don't need more attacks you need stronger ones. Fencer's Blades: WS 10 for 35 points, but you can't use a shield with it.
The Prince has a WS7, and thus this isn't that great when you could bump up his Strength or even his Attacks. Noble and Sea Helm have WS6, better but still not good.
Handmaiden shouldn't be in close combat, but in theory if she gets there her WS5 can benefit from this Reaver Bow should be on her instead of course. Some people have suggested sticking these on a Mage or Archmage since they can't use shields anyway and this can get them out of trouble, but that's debatable.
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It might be worth it on a Dragon Mage, since they usually end up in combat. Could be good, could be great in a tailored list. Spellthieving Sword: For each wound a caster receives from this weapon, they lose a random spell. Generally speaking facing a wizard in close combat means a dead wizard.
That being said, if you can manage to get into it with a named character especially the likes of Morathi or Malekith you could put some pain on them. Problem generally is that most casters who can't kill in one turn such as Vampires, Chaos Warriors or Ogre Kingdom casters you are going to want more strength or attacks or more survivability against. Even if this does work there's no guarantee you get a spell that matters.
Because that's what High Elves are lacking alright. Berserker Sword: Bearer has Frenzy and cannot lose it. Extra attack and Immune to Psychology.
Neither of which are things High Elves need. Keep scrolling. Personally, I'd just pay a few points for a Halberd instead. Gold Sigil Sword: Makes your attacks 10 Initiative in close combat. Fairly nice, but Strength is still better. Biting Blade: Armor piercing. Inferior to Strength, not bad though. Not worth your time. Shrieking Blade: Bearer causes Fear. It's not bad, useless for anyone in a Phoenix Guard bunker, but it's nice as an anti-horde measure.
Tormentor Sword: Grants Stupidity to a monster or character hit by it. Only really useful against armies loaded up on those options, so it's a tailoring list option that's questionable otherwise. Warrior Bane: Whatever gets hit by it loses an Attack to a minimum of one. It's like it came straight from our list. It's okay, not mandatory, but not a bad selection. Stick it on someone designed to just not fucking die, make him stand in front of Alarielle so she can heal a wound every turn, and you've proxied Tyrion on foot.
If you already took Armor of Caledor, worth looking at, but why are you taking 2 damage-taking characters? Turns your character into a challenge god. Nice if that's your plan or if challenges are your fear.
Glittering Scales: Light Armor, causes -1 to hit the wearer in close combat. Surprisingly good. Pair it with the Lion Cloak and you have nothing to fear from ranged combat.
Not bad if you think you'll face it. Spellshield: Magic Resistance 1. Not 20 points nifty, but not terrible. Stick with Dragon Armour. Costs the same on a Prince and half the price on a Noble and has an improved save against breath weapons and fire. The only time this is a better option than Dragon Armour is if you want to combine with a lion cloak. If you took the Lion Cloak but still want the fire resist, here you go. Enchanted Shield: It's a shield, it grants 2 armor instead of the 1 armor a normal shield gives.
It's a great option. Not bad, not great. Very nice option, but it limits your offensive choices due to it's 45 point cost.
Obsidian Lodestone: Magic Resistance 3. For when the Banner of the World Dragon just isn't enough. If you take Banner of Avelorn instead, this is far more worth considering. Still okay. Obsidian Amulet: Magic Resistance 2. Eh, not bad. Not great either. Dawnstone: Reroll failed Armor Saves. Now they're going to have to get snakeeyes to hurt him.
Oh fuck this is so worth the points it hurts. Not really worth it. Obsidian Trinket: Magic Resistance 1. Still not bad, still not good. Not bad as a way of finishing off those last 15 points.
Again, not a bad way of using up those last points on survivability. Otherwise, no go. Useful as a 5 point choice if you took Lion Cloak. Pidgeon Plucker Pendant: Misspelled name, odd item. Tailor lists only really. Luckstone: Reroll a single failed Armor Save. Magic Standards: Rampager's Standard: Reroll your charge distance dice if you want. Stick it on cavalry.
Wailing Banner: Unit causes Terror. Emulate Phoenix Guard on your non-Phoenix Guard. Pretty good. Ranger's Standard: Grants Strider. Ignore dangerous terrain. March your horde wall of death across the map with impunity.A nice choice. In this section, I'll list the multiple ways to use specific Lores in conjunction with our units. What that results in is a relative value boost for medium units which are more able to fight enemies off than their equivalents in other armies , and while chaff units and lone models won't get much out of it, it's still a potent thing to have.
In addition, his inspiring presence range is increased to 18 and he may benefit from Look Out Sir! The range isn't great, but that's not too big a deal.
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