the complete iob guide for high elves

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    The Complete IoB Guide for High Elves

    In this post, you'll find that the "tactics" I recommend doesn't just cover gameplay mechanics, but it'll also

    cover some smart buying options to save on money before the next wave of releases. Before we begin, let's

    see what we actually get from the Island of Blood starter set. I will only list the things that are important to

    High Elves since I can give a damn about Skaven.

    With each box, you get:

    1x Mini-Rulebook

    1x High Elf Prince on Griffon

    1x High Elf Mage

    10x Sword Masters in Full Command10x Lothern Sea Guard in Full Command

    5x Ellyrion Reavers w/ Champ

    Points wise, it looks something like this:

    1x Mini-Rulebook = Priceless (grab one ASAP)

    1x High Elf Prince on Griffon = 350 without any upgrades

    1x High Elf Mage = 100

    10x Sword Masters in FC = 18010x LSG in FC (Shields) = 155, 145 without shields

    5x Ellyrion Reavers w/ Champ (Bows) = 112, 92 without bows

    The breakdown of points to percentages look like this:

    Total points = 867 without any upgrades

    Lords = 40.37%

    Heroes = 11.53%

    Core = 16.72%Special = 31.37%

    So what does this tell us except that GW has no idea how to follow their own rulebook? You need more

    shit.

    Here's what you do in bullet point fashion:

    Buy two boxes of Island of Blood.

    Keep a rulebook for yourself, sell the other one for greatly inflated prices since everyone and their dog

    wants one.

    Sell the Skaven. Package them with the rulebook to make the offer look more attractive.Design your army list with all the units left over.

    Learn the rules, spam some games and buy sparingly. I will cover more of this as I go.

    NOTE: Personally, I would keep only 1x of the Prince on Griffon and sell the other one. The Prince on the

    Griffon is a subpar choice and almost always a point sink. The model is great, but sell the other one to get

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    This leaves me with the two units of Ellyrion Reavers. I kept them dirt cheap with just Spears and a

    Musician because I wanted them to be fast flanking units that can hit from the flanks and rear. With

    Vanguard movement and a 18" march + free reform, they can loop around the table and get to all those

    hard to reach places. This gives you protection against enemy warmachines or missile units since you want

    those tied up ASAP. Who cares if they get shot and die, they will die gloriously in battle as your LSG andSword Masters move up the field unharmed and ready to kick ass.

    +++++++++++++++++

    Alright, that's that. You have a 1k army to play games with for a good long time and all the units you get

    are from 2 boxes of IoB. So the question now is: How do I expand?

    The best way to do this is know the current rumors:

    "This October is devoted to the scions of Asuryan, as we release a series of new High Elf miniatures."

    4 Plastic Box Sets.

    White Lions, Dragon Princes and Phoenix Guard.

    The fourth box is a new battalion, including 20 Archers, 20 Spearmen, a Repeater-Bolt-Thrower and a High

    Elf Chariot.

    2 Metal Box Sets. No idea what these are yet.

    A new blister for a Prince on Foot.A deck of spell cards for High Magic.

    So what does this mean?

    Proxy your Ellyrion Reavers as Silver Helms and Dragon Princes before you buy so you know which ones

    you want. Do NOT buy anything that's metal right now and is rumored to be in plastic soon. That means

    White Lions, Dragon Princes and Phoenix Guard should only be used in proxy games. Ask your friends,

    I'm sure they'll be OK with it.

    Personally, my recommendations will be the following for what units to buy and in what order:

    Prince/Noble box set.Spearmen box.

    Chariot box.

    All of these won't be updated anytime soon and if you want to expand your army, this is the way to do it.

    The Noble BSB is one of the most important units for High Elves and you don't want to miss that.

    Spearmen, even though they're questionably looking, is one of our best units on the battlefield and the LionChariot just looks amazing. It also eats things in combat so you might want 1-2 of those.

    Alright, I typed enough for now. Take from this what you will. If you have any more questions, feel free

    to ask here.

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    High Elves in 8th - Magic, Part 1

    In the new 8th Edition, Magic has completely changed in the way it works, how it plays and which certain

    spells will effect the outcome of the game. Good thing for High Elves, we can take every single lore in the

    BRB ontop of our High Magic. For the purposes of this post, I'm going to go over only 3 of the 8 lores in

    the new book. I feel that these lores will enhance the needs of the High Elf army the most.

    First, let me post the 3 lores and what they do and how we'll use them. My comments will be the non-

    colored:

    Lore of Metal - The Wind of Chamon

    Attribute: Metalshifting. Direct damage spells from the lore of metal have no strength value. Instead the

    unmodified armour save of the target is the required roll to wound. No armor saves allowed.

    This basically means that if someone has a 2+ save, you will wound them on a 2+. If they have a 5+ save,

    you'll only wound them on a 5+, no armor saves allowed. This is extremely dangerous for the heavily

    armored units that S3 High Elves normally have trouble against. This is the reason why Metal

    compliments High Elves so much.

    Basic Spell: Searing Doom: Magic Missile. D6 flaming hits, 24" range. No armor saves allowed. Increasedto 2D6 hits when boosted.

    You can no longer snipe the BSB or another model like last edition. Instead, you get to affect d6 or 2d6

    models in the unit depending on the cast level. The smaller version of this spell is really easy to get off

    because its a basic spell, and the more powered up version is basically Spirit of the Forge.

    1. Plague of Rust: Hex. 24" range. Target gets permanent, cumulative -1 to armour saves, 48" range scaled

    up.

    Cheap hex from good range that nukes the target with a -1 permanent armor save. This is the spell that you

    would use on something like Dwarf Warriors, which are in that middle gap of average armor. Heavy armor

    + shield gives you a 4+ save and this spell will make them 5+. A lot easier to kill once they reach combat

    with our spears. Don't bother using this spell on something like knights unless they already reached

    combat. Nuke them with Searing Doom and use Plague of Rust once they're tarpitted to bypass their heavy

    armor.

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    2. Enchanted Blades of Aiban: Unit Buff range 24". One unit gets +1 to hit and armour piercing magical

    attacks until start of next turn. Applies to both shooting and close combat. Can be extended to 48" range

    scaled up.

    This spell is amazing. Throw this on our Spears and we're basically looking at 21 attacks that hit on 3s

    with re-rolls and ASF, and have armor piercing. You factor this in with something like Plague of Rust andall of a sudden your opponent is taking a -2 modifier from Elves! Not to mention this spell is really easy to

    get off and it'll drastically increase the number of enemy armored units you kill in combat. Fantastic buff,

    arguably one of the best spells in the lore.

    3. Glittering Robe: Unit Buff range 12", one unit is affected, can be expanded to all units within 12" at

    higher level. Unit gains a 5+ Scaly Skin save for one turn.

    This is another great spell. Seeing a trend here? Glittering Robe basically gives your unit a 5+ scaly skin

    that stacks on top of the other armor bonuses you have. So your Sword Masters are only wearing Heavy

    Armor? Put this on them and all of a sudden they have 3+ armor saves. Spears and LSG become 3+ too.

    Put this on White Lions and they get a 1+ armor save vs. shooting (Lion Cloaks). A great armor buff that

    augments your weaker armor and can be cast from anywhere as long as your Wizard is in LoS and range.

    4. Gehenna's Golden Hounds: Direct damage, range 12" which can be extended to 24" scaled up. A singleenemy model (can be a character) suffers D6 hits. Characters can use "Look Out Sir!" to save them, rolling

    once for each hit.

    Trash. Don't bother. The only thing this is good for is switching out to Searing Doom.

    5. Transmutation of Lead: Hex with a range of 24. Target gets -1 WS, BS and armour save for one turn.

    Range 48" scaled up.

    The greater of the two Hex spells that reduces armor and WS for a turn. How will this work with the other

    spells you wonder? Say you already had Plague of Rust on a unit from previous rounds and you just castEnchanted Blades on your Spears. You then cast this Hex which further reduces their armor save by one

    AND reduces their WS. If you're fighting WS4 units with your Spears, they suddenly turn into WS3. This

    means your Spears would normally hit on 3s, but with Enchanted Blades you hit on 2s with re-rolls withthey have -3 armor (-1 from before, you have armor piercing and this is a further -1). All of a sudden, your

    opponents' "better" units are losing in combat with Spear Elves thanks to your Magic. Bravo!

    6. Final Transmutation: Direct Damage. 18" range. The target is turned to gold; each model in the unit is

    removed from play on a 5+ (6+ if the model has multiple wounds). The secondary effect forces all unitswithin 12" of the original target to test for stupidity at the start of their turn. 24" range scaled up.

    Oooo.. shiny things. It's pretty difficult to snipe off a character with this since you need 6s, but on a 5+,

    you remove the enemy model from play. No exceptions (no wards, regens, anything). This is good on

    something like enemy Phoenix Guard or a impossibly difficult unit with MR. But doesn't MR give you a

    ward save vs. direct damage? Yeah it does, but too bad this ignores all saves of any kind. Your models are

    simply removed from the table. Thanks.

    Next, let's move onto the Lore of Life!

    Lore of Life - The Wind of Ghyran

    Special Bonus: Lifebloom. Every time the caster successfully casts a spell from the Lore of Life he can

    restore a wound to one model within 12

    Most of these spells are pretty easy to get off, so you'll heal someone in your army everytime you get it off.

    Great if you have a multi-wound character or Dragon to keep 'em trucking.

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    Basic Spell: Earth Blood: Wizard and unit gets regeneration 5+ for one turn.

    Your basic spell gives one of your units 5+ regen, which is pretty much equal to ward saves outside of

    flaming attacks. Imagine you take this Lore on one of your mages (a big mage) and a supporting High

    Magic Lv.1-2. You can have this and Shield of Saphery running on 2 different units other than yourPhoenix Guard, so your entire army has a 5+ save in addition to what they have. That's pretty awesome.

    1: Awakening of the Wood: Magic missile. 1d6 str4 hit to a unit within 18" of a wood. Or 2d6 strength 5

    hits to a unit partially or wholly within it.

    Since there's so much terrain on the map now, this can cause some serious problems to those in or nearby

    trees on the map. Keep in mind that this only effects the trees/forests/woods (hence the wood part) and is

    thereby useless in a heavily urbanized map.

    2: Flesh to Stone: Unit Buff. +2 Toughness to one unit within 12.

    Toughness 5 Elves. Is there anything else that should be said?

    3: Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells

    made by the caster:

    Ignore miscasts on 2+.Earthblood is 4+

    Awakening of the Wood is +1SFlesh to Stone is +4T

    Regrowth restores d6+1

    Shield of thorns is S4

    Now this is the spell that everyone's talking about. When you get this spell off (and it's cheap, like 8+), it

    remains in play and your caster is forever augmented by its effects. Not only do you get to ignore miscasts

    on a 2+ now, all your other spells are increased in effectiveness. Awakening of the Wood gets really angry,

    Flesh to Stone becomes +4T instead of +2T (wtf T7 Elves really?) and everything else gets a boost. Thisshould be cast on turn 1 and upheld as long as you can. It's really that good.

    4: Shield of Thorns: Unit Buff. Remains in play, friendly unit does 2d6 str3 hits on a enemy unit engaged incombat with it during the magic phase. 18" range.

    Unit buff, Remains in play. Cast this on a unit that's going to be seeing combat and you're going to be

    generating a lot more kills. Good spell, should be used on any infantry that's capable of holding the line.

    White Lions come in mind with their Stubborn.

    5: Regrowth. Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then

    musician/standard, then rank and file. Characters are selected separately) Cavalry take 2 wounds to heal.

    12" range.

    Now everyone gets to be undead! You can respawn your own dudes with this ability and it'll make killing

    Phoenix Guard much more painful. With Throne of Vines, you can bring back D6+1 models a turn, so

    that's at least 2 Phoenix Guard per turn. Also remember that when this spell goes off, Lifebloom also procsso you can multi-heal characters if they're in the same unit. Very useful when bringing back a near-dead

    fighting Prince, or someone who has just used the Talisman of Loec.

    6: The Dwellers Below: Direct Damage. All models in an enemy unit within 12" take a strength test or die

    with no saves allowed.

    Now this is funny. Imagine the weirdest and vilest things you can think of popping out of the ground and

    dragging your ass to hell. That's pretty much what this spell is. Cast this on a unit like enemy Phoenix

    Guard, Black Guard, you name it. Anything that's S3 will FEAR this spell so much it'll be ridiculous.

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    Strength test or die means that S3 lords and heroes will regret ever being in a unit that they thought can

    keep them safe. Remember: No saves of any kind. Once you fail, you're dead.

    Lastly, we'll look at the Lore of Shadow:

    Lore of Shadow - The Wind of Ulgu

    Attribute: Smoke and mirrors. After the wizard successfully casts a spell, he may switch places withanother friendly character of the same unit type within 18".

    Basically allows you to play hop-scotch with one of your other characters in the army. With so many hexes

    at your disposal, you can easily prevent enemies from ganking your Wizard while maintaining his debuffs

    on the opposing army.

    Basic Spell: Melkoth's Mystifying Miasma: Pick one enemy unit within 18 inches. Reduce one of their WS,

    BS , I or M of your choice by D3. The scaled up version reduces all of the above (roll the D3 only once).

    The basic spell is very good because it gives you a lot of options. Nerfing their ability to move, shoot and

    attack back increases your tactical diversity while decreasing his. At first you might wonder if reducing a

    units' Initiative is worth it because our entire army is already I5 and ASF, but keep reading and you'll see

    why this will be worth it. The scaled up version is for units that do all 3; Wood Elves come to mind.

    1. Steed of Shadows: Character buff. One friendly character within 12" can make a flying move as if in the

    remaining moves phase.

    Not really interested in this spell. I guess it's good if you want to catapult Korhil into your opponents

    General or something. In fact, that would be pretty funny.

    2. Enfeebling Foe: Hex. Pick an enemy unit within 18" (powered up at +3 to cast 36") reduce their Strength

    by D3. Remains In Play. To a minimum of 1.

    A hex that RIPs is extremely strong against units that rely on strength to their damage. Anything holdingGreat Weapons or have naturally high strength (like Trolls/Monsters) will take a serious hit to their combat

    potential. Any unit carrying great weapons or have a high strength value typically strike after you, giving

    you the ability to dispatch them without fear of significant retaliation.

    3. Withering: Hex. As above but T rather than S and 3 higher to cast.

    I think this hex is a lot stronger for someone like Elves. Since we typically need 4s or 5s to wound most

    things, reducing someones toughness is absolutely huge. It allows us to wound a lot easier and with ourrelatively high WS, I, ASF and ranks, we'll get in plenty of wounds that'll dispatch the high T, low armor

    hordes a lot easier (Black Orks for example).

    4. Penumbral Pendulum: Direct Damage. Draw a line 6D6" from the caster (multiplied by 2 for the

    powered up version) everyone touched by it must pass an I test or suffer a S10 hit D3 wounds.

    This is pretty funny. Imagine a giant Pendulum swinging through the enemy ranks and whoever fails at

    dodgeball gets hit in the face. S10, D3 wounds means that anyone hit by it is taking a ward save orpotentially dying. This spell is pretty medicore because of the random range, but you can always use it to

    swing indirectly in the direction of an enemy character if he's ever missing his LOS! rule or something.

    5. Pit of Shades: Magical Vortex. Place a small template within 24" of the caster then scatter D6". Enemies

    must pass an I test or be removed from play if touched. The scaled up version uses the large template and

    scatters 2D6".

    So remember that basic spell that reduces I? Most people would let that go thinking it'll last for a turn and

    he's not in combat. Pit of Shades makes them think again if they know about it, or teach them a lesson

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    they'll never forget if they don't. Imagine your Elves get their I reduced to 2 from 5 because you rolled a 3

    for the d3. Now you drop a Pit of Shades on them and Elves are dying on a 3+. Against armies like

    Dwarves or Lizardman, you're basically telling them to pass on a 1 or die. With no partials now, if this

    thing rolls a hit, that entire unit is falling to their DOOM! (and yes, the capitalized DOOM is in the

    rulebook). Another one of those you fail, you lose kind of spells. Notice a trend here again? haha.

    6. Okkam's Mindrazor: Okkam's Mindrazor is an augment spell with a range of 18" and lasts until the startof the caster's next magic phase. Models in the target unit use their Leadership instead of Strength when

    rolling to wound with all close combat attacks whilst the spell remains in effect (any strength bonuses from

    weapons are ignored). The Wizard can choose to extend the range of this spell to 36". If he does so, the

    casting value of Okkam's Mindrazor is increased to 21+.

    I've recently been notified that this spell does count armor modifiers when using the strength value. Thisspell just went from pretty solid to wtf amazing. S8 Spears and S9 Dragon Princes will maul most things in

    combat through sheer amount of wounds and will completely dominate things like T5 or T6 units that you

    would never be able to touch. Sure, you won't get the bonus from lances or great weapons, but the raw

    strength value of Ld. 8 and 9 is -5 and -6. 21 WS4 I5 ASF attacks at S8 and re-rolls before any of those get

    to swing will pretty much destroy anything it touches.

    If you guys want to add in your own lores and how it pertains to High Elves in the new edition, feel free to

    comment below. Likewise, if you feel I was wrong about any of the above, or have your own ideas on howthose spells can be used, please comment.

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    High Elves in 8th - Magic, Part 2

    Since I've gotten a lot of responses from other gaming forums on my articles on High Elves and Magic, I

    guess I'll write a Part 2. Keep in mind that this time, I'll go over the rest of the lores (and High Magic)

    except for Fire and Heavens. The reason why is because I feel that there are just better lores out there. Fire

    can be easily replaced with High Magic for a larger array of supporting and potentially dangerous spells

    and Heavens is just random all over the place. Relying on the enemy or yourself to roll a certain way for

    the spells to gain effect is just mediocre. Not to mention that the comet is a big fat "Eh.." in 8th because

    everything moves quite readily and its the other spells don't do enough damage for my liking.

    The first lore that I'll cover today is the Lore of Light.

    Lore of Light - The Wind of HyshSpecial Bonus: Exorcism. If targeted on a undead or daemonic unit, spells from the lore of light deal an

    additional D6 hits.

    Lore of Light has always been the lore that saved us from the damnation that is undead and daemons.

    Exorcism is testament to such claims. The extra d6 might not seem like much, but once you go down the

    tree and look at its other spells, you'll see that it compliments them perfectly. The only thing that puts me

    off a little about this particular attribute is that it only benefits you vs. undead and daemons and no one else.

    Basic Spell: Shem's Burning Gaze: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks.

    The scaled up version is 48" range and S 6.

    For dirt cheap, you get 2d6 S4 missiles vs undead and daemons and it negates their regeneration. Really

    craps all over the Drakenhof Banner and other forms of regen. 48" and S6 is also pretty solid because itcan reach across the map and hit like a truck. Not convinced that this is cost effective vs anything else

    outside of the undead and daemons.

    1: Pha's Protection: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1

    modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12"

    Great against units with higher weapon skill than you. Anything that prevents them from hitting makes

    your units more survivable. Auto-attacks like slam attacks from big bad monsters and Destroyer of

    Eternities have to make a 4+ or miss all together. Keep in mind this also applies to temple weapons or

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    indirect weapons such as Stone Throwers, breath weapons and cannons. It's a great way to keep you alive

    when facing these type of things as well as keeping you alive in close combat.

    2: Speed of Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10.

    Now here's a good spell. At first you might think High Elves don't need I10 or WS10. Let me ask you this:

    Would you like to hit everything in the game on 3s (save a Bloodthirster)? Would you like them to hit youon 5s? (WS4 and below) And how does it feel to win combat every time vs. I6 Black Guard? These are

    the things that come into effect when you cast Speed of Light on one of your units. WS10 not only allows

    you to hit more frequently, but it makes hitting you a nightmare. Stack this ontop of Pha's Protection and

    just laugh at WS3-4 troops needing 6s to hit your Elves in close combat. This also makes superior fighters

    such as heroes and lords hit regular troops on a 4 rather than 3. Saves you casualties all around for dirt

    cheap.

    3: Light of Battle: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests

    until casters next magic phase.

    Not only does this rally the unit it targets, but basically ensures your unit is unbreakable. Passing all

    leadership tests means it's not going anywhere vs. anything. If you need something to stay and hold the

    line while the rest of your units move into a game winning position, this is the spell to cast. Don't forget

    about this spell! It makes the impossible possible. Scenario: Your Spears are going to get murdered thisturn but you need them to hold at all costs. Next turn, you flank charge and kill everything that's stuck in

    combat with them. This is the only spell in the game that makes that happen.

    4: Net of Amyntok: Hex. 24" range. Targeted enemy unit has to pass a Strength test for each action they

    want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the

    intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase. 48" range scaled up.

    Imagine casting this on something like Daemonettes. Everytime they do something they have a 50%

    chance of taking 2d6 S4 hits in the face. Imagine again that you're casting on Dark Riders, a unit of

    Spearmen who are cannon fodder for that daggered Lv.4, or any unit that relies on actively moving andpreforming actions (like 90% of the skirmishers and light cav in the game). Remember to keep an eye on

    enemy Elves with their Lv.4 Archmage sitting there ready to cast next turn. Yeah, this spell is for them.

    Enjoy.

    5: Banishment: Direct Damage. 12" range. Deals 2D6 S4 hits, against which all successful Ward saves

    must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is

    increased by 1. 48" range scaled up.

    Now this spell just get silly vs. Daemons. If you take something like a Lv.1 Caddy, a Noble with Radiant

    Gem and a Lv.4 with Book of Ashur, you're looking at 3d6 S6 hits at the target unit with re-rolls to ward

    saves. This spell is also quite excellent against enemy Phoenix Guard since they're mainly reliant on their

    4+ wards. Quite situational and quite fluffy, but in all, your bread and butter vs. the daemonic hordes.

    6: Birona's Timewarp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its

    Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all

    friendly units within 12"

    We love his spell.. not because of its default spell, but because we have Teclis and the Book of Hoeth thatcan make its boosted effects happen! Everything within 12" gets ASF (including our Eagles, Lions and

    Dragons), everything gets an extra attack and everything doubles its movement. Our basic infantry charges

    an average of 17". Our Dragon Princes will happily charge 23" and deliver an insane amount of attacks.

    Our entire army is fast as lightning, buck as hell and re-rolls to hit with ASF. And thus it shall be written:

    On this day, I got wiped off the board because my opponent's entire army charged me from across the

    table. Have fun with this one.

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    Man.. that was fun. Now onto the Lore of Death!

    Lore of Death - The Wind of Shyish

    Special Bonus: Life leeching. For each casualty caused by lore of death spells, roll a D6. On a roll of 5+

    you are granted an additional power dice.

    The more you kill, the more chances you'll have at casting more spells. Works best with Purple Sunbecause the kills that thing generates can potentially make up for its casting cost entirely plus more.

    Basic Spell: Spirit Leech. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and

    add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1

    wound with no armour save allowed. The scaled up version has an increased range.

    This is pretty much Mind War in Fantasy. You and the other dude roll off basically. Winner takes all.

    1: Aspect of the Dreadknight. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make

    it cause Terror for a higher casting value.

    Not as powerful as it was last edition, but since it's extremely cheap, you can cast it on something like

    Dragon Princes and charge them towards the enemy. Feel free to cast this on anything if you have enough

    dice left for it. Having some fear is better than no fear. Now I'm not sure if casting this on another unit thatalready has Fear will cause them to cause Terror. 7th Ed. had the spell that worked in the same way but I

    forgot what the 8th Ed one said exactly. Does anyone know? If that's the case, it would be great onsomething like Phoenix Guard.

    2: Caress of Laniph. Direct damage, 12" range. Nominate 1 target model. Roll 2D6 and subtract the target's

    Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves.

    The scaled up version is range 24".

    A cheap method of picking off enemy BSBs, heroes or even Lords. Something like this can easily ruin

    Teclis' day or kill any Elf hero with good enough rolling. The 4+ wounds is quite a gamble, but it's cheapenough that you can snipe that Ring of Hotek or any other model that's causing you some grief. Things like

    Standard Bearers come to mind.. or anything that's expensive really.

    3: Soulblight. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is

    ALL enemy units within 24". Lasts 1 turn.

    Not only does this make the enemy unit susceptible to your attacks but it also makes them incapable of

    dealing damage. Since this spell has a pretty fair price and good range, it should be cast on any unit thatyou feel can need a debuff. When in doubt, go crazy and nerf his entire army. This is a very solid debuff

    and there's almost no circumstance that's holding you back from weakening him.

    4: Doom and Darkness. Hex. Remains in play, 24 " range. Targeted unit suffers -3 Leadership. The scaled

    up version is 48" range.

    Since RIP stays in play and allows you to cast afterwards, all RIP spells have gotten better. Doom and

    Darkness is one of those spells where you cast as soon as you can and force him to dispel. -3 Leadership isabsolutely huge. Fear checks (Aspect of the Dreadknight anyone?), Panic tests, break tests, Spirit Leech..

    the list goes on. This is one of those spells that your opponent will be wise to get rid of if he knows what'sgood for him.

    5: Fate of Bjuna. Direct damage, 12" range. Nominate 1 model. Roll 2D6 and substract the target's

    toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour

    saves. Should the target survive, it suffers stupidity for the rest of the game.

    You get this off on Teclis and he's done basically. This is basically the same as Caress but a hell of a lot

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    deadlier. With this spell, you can essentially pick off 2 key models a turn between Fate and Caress.

    Stupidity for the rest of the game is also extremely annoying. If he's effected by Doom and Darkness, it'll

    be quite hysterical when your opponents most powerful Wizard won't be able to get his spells off

    (assuming he survives) or attempts to solo your army on foot.

    6: The Purple Sun of Xereus. Remains in play. The Purple Sun is a magical vortex which uses the small

    round template. Once the template is placed, the player then nominates the direction in which the PurpleSun will move. To determine how many inches the template moves, roll the artillery dice & multiply the

    result by 3. Any model touched by the template must pass an initiative test or be slain outright with no

    saves of any kind allowed. If the result on the artillery dice is a misfire, center the template on the caster

    and roll the scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in

    the direction shown on the scatter dice (if you roll a Hit, use the little arrow shown on the Hit symbol). In

    either event, in subsequent turns the Purple Sun moves in a random direction and moves a number of inchesequal to the roll of an artillery dice. If a Misfire is rolled in subsequent turns, the Purple Sun collapses in on

    itself and is removed. A particularly brave wizard can infuse the Purple Sun of Xereus with even more

    power, so that it uses the large round template instead. If he does so, the casting value is 25+.

    Quite possibly the most complicated spell ever written. One of those spells that Teclis will love and your

    opponents' will hate. You get this off, throw it their way and watch the sweat beads start pouring. It will

    rampage through his entire army and turn everything into amethyst statues. Lizardman, Dwarves, any army

    with low initiative will absolutely cower at the thought of such a thing. Large template, go big or go hometype of spell. Good thing for us that our entire army fails on a 6.. but even still, you don't want too many

    models taking these kind of tests. Simply put: If you have I3 and lower and this thing is coming towardsyou, you have better make some above average rolls.

    Next, we take a look at the Lore of Beasts:

    Lore of Beasts - The Wind of Ghur

    Special Bonus: Wildheart. If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor,

    giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to

    cast.

    If you have a good amount of beast-type units in your army (Eagles, Lion Chariots, Dragon Princes), this

    attribute makes it so you can get those spells off reliably. Keep in mind that if you take a Book of Ashur onyour Archmage, he can get a +6 to cast on your Dragon Princes or HIS Dragons. Keep this in mind at all

    times!

    Basic Spell: Wyssans Wildform: Unit Buff. +1 Strength and Toughness. Scaled up version 24" range.

    Beautiful spell. This is a spell worthy of a Lv.1 Mage even if his sole purpose is to cast this. +1S and +1T

    gives you the offensive and defensive value needed to deal and sustain damage. There's nothing else to

    say. Being the basic spell, this is extremely rewarding. Play this in combination with a Lv.4 Archmage

    using something like Lore of Metal or Shadow to deal ridiculous amounts of damage to units you wouldn't

    otherwise touch.

    1. Flock of Doom: Magic Missile. 24" range. Deals 2D6 S2 hits. Scaled up version 48" range.

    Terribad. Quite possibly the worst spell I've ever seen. Was this copied incorrectly lol? Switch for the

    basic as soon as you can.

    2. Pann's Impenetrable Pelt: Character/ Caster Buff. 12 " Range. May be targeted on any character, or the

    wizard himself. Target gains +3 toughness. May be expanded to affect all friendly characters within 12 ".

    If your army runs a Prince or Noble on foot that's a combat winner, this spell will make him even more of a

    winner. Can you imagine a T6 Korhil slashing faces and laughing at others while they try to damage him?

    I don't even want to think about the nightmares you'll cause people by putting this on Caradryan. As if that

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    guy needed 3 extra toughness to be a nuisance.

    3. Amber Spear: Magic Missile. 24 " range. Resolved like the hit from a bolt thrower. May be boosted to

    gain S10 and causing D6 wounds.

    Remember when you could use Beast Cowers and stop a Dragon dead in its tracks? How about you just

    kill the Dragon outright with S10 and D6 wounds stead? This spell gives you the ability to do so if youwanted. More on the lines of Hunter's Spear but gives you that extra flexibility of more damage if you

    wanted.

    4. Curse of Anrahir: Hex. 36" range. Targeted unit suffers -1 to hit (melee and ranged). Targeted unit treats

    any terrain as dangerous terrain, and suffers a wound on a roll of 1 and 2, not only 1. Scaled up version 72"

    range.

    Good when used on a map with a healthy amount of terrain as it's likely to stop cavalry attempts to charge

    through terrain dead in its tracks. The same applies to Chariots who would rather not risk d6 wounds on a

    1/3 chance. The -1 to hit that applies to both melee and ranged and its excellent 36" of reach is just

    wonderful. One of those spells that disrupts all kinds of stuff at long range and force your opponents' into

    preforming actions he would otherwise not.

    5. Savage beast of Horros: Character Buff. 12" range. Targeted friendly Character gains +3 attacks and +3Strength until the start of the next magic phase. May be expanded to affect all friendly characters within

    12".

    You cast it, your combat characters go insane and start smashing faces. As if the T6 Korhil wasn't bad

    enough before, imagine him now with S9 Killing Blow and 6 attacks with re-rolls to hit. Things get quite

    ridiculous when you have Korhil taking skulls on the left side of your army and a Prince with White Sword

    doing the same on the right. This spell is good if you have multiple characters in your army that you want

    to see rip face.

    6. Transformation of Kadon. Character Buff. Remains in Play. The caster BECOMES the creature, notsummoned on any board edge etc. Transforms the Caster into 1 of three lesser Creatures. Can be boosted

    to become a larger, more powerful creature.

    Becomes the Hydra (similar to DE one), Black Dragon (with Moon Dragon Stats), or a Manticore on one

    casting roll. Becomes the Greater Fire Dragon or Mountain Chimera when boosted.

    Mountain Chimera

    S7 T7 W10, Fly, 4D6 attacks! Mage has to be on foot.

    Greater Fire Dragon

    WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot.

    Any lost Wounds are transferred to the new form (so, if the dragon lost 3 wounds, and the wizard is than

    transformed back, he would be most probably dead). The Character may not use any wargear nor does hehave any benefit from it, and may not cast any spells at the time. He keeps all his special rules, though. So a

    High Elf would transform into a ASF Chimera for instance.

    The big bad spell that everyone's talking about. Oh hey! Let's take a Wizard with an Energy Scroll and

    throw 7 dice down on turn 1 to turn him into a giant Dragon! This spell is quite.. erm.. breathtaking. I

    mean, just look at the stats of the Mountain Chimera and the Greater Fire Dragon. If you want Teclis or a

    Level 4 to turn into a 600+ point Dragon, then sure go ahead and do it! Just keep in mind that those type of

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    creatures are more likely to die now because of all the instant death stuff, TLoS, everything wounds on 6s,

    and indirect cannons that deal d6 wounds and require no guess range. Also keep in mind that if you fly

    your arrogant self up the field and get dispelled out of dragon form, then it'll be lol times for you. Use with

    caution!

    Lastly, we look at the High Elves' lore of High Magic. Keep in mind that I'm assuming that the casting

    values did not change and everything is what it is in the army book. No balance changes or any alterationsof any kind except with new 8th Ed. rules.

    High Magic

    Drain Magic (7+): Casing values of all spells are raised by 3 for each level of Drain Magic cast. Lasts

    until the caster's next Magic phase.

    A great finisher to your magic round as its extremely cheap and affordable to get off. This makes casting

    for all wizards on the table more difficult. You can stack it if you wish, but one casting is often enough to

    force an extra die being cast.

    1. Shield of Saphery (5+): 18", even in close combat. The unit has a 5+ Ward until the caster's next Magic

    phase.

    Good extension and price on this spell makes it always a good choice. Keep in mind that 5+ ward alsostacks with MR now, so a unit with Banner of Arcane Protection receives a 3+ ward vs. magic missiles and

    direct damage. And just like any other spell that provides another layer of protection, casting this on unitsin combat can save a third of your dudes.

    2. Curse of Arrow Attraction (6+): 24", cast onto an enemy unit. Any missile fire directed at the unit in the

    Shooting phase may re-roll failed rolls to hit.

    People call this edition the gunline edition for some wild reason. Maybe that's because all the partials are

    gone and everything wounds on 6s no matter what. In either case, we have access to Longbows, Shortbows

    and Repeater Bolt Throwers. At 24" and a 6+ to cast, this spell makes the unit you want to shoot deader.There's no other explanation.

    3. Courage of Aenarion (8+): 12" bubble. All friendly units required to take a Break test counts asStubborn.

    With Stubborn being king under the 8th Ed. BSB rules, you are now almost guaranteed that your army will

    not break. Rolling for your general's leadership with a BSB's re-roll regardless of ranks makes it so your

    army's staying in place. Great spell, cheap to cast and with no such thing as outnumber + fear, you're sureto fight to the last man.

    4. Fury of Khaine (8+): 24" range. 2d6 S4 magic missiles.

    What more is there to say? It costs 8+ and you're getting a Lv.2 Fireball equiv from the new book. You

    don't cause fire damage, but you'll auto-hit and kill a good amount of fast cav and skirmishers each time.

    Throw 2 dice at it because you don't ever want spells lower than 8+ cause a loss of concentration on your

    big caster.

    5. Flames of the Phoenix (11+): 24" RIP. Each model in the unit takes a S3 hit immediately. If the spell isstill in play at the start of the caster's next Magic phase, each model takes a S4. The strength increases by 1

    each turn until dispelled or the unit is dead. All wounds inflicted are flaming attacks.

    I've always loved this spell. It is the hallmark of our High Magic and 8th Edition only made it better.

    Since we can now cast whatever the hell we want after Flames is cast, the spell will not go away unless

    someone throws PD or DD at it. No one wants to see their armies crumble in flames (except for us), and

    this spell makes sure your opponents DD are well spent.

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    6. Vaul's Unmaking (12+): 24", can be cast in close combat. The owner of the unit reveals all magic items

    in the unit. The caster then chooses one of them to be nullified. The item loses all its magical properties

    and become mundane versions of its type.

    This is the only spell in the entire game now that can strip any magical item from someone. 24", can be

    cast in combat is just amazing. Drakenhof pissing you off? What about that Runefang? Or maybe eventhat epically epic Gal Maraz? Vaul's Unmaking cares not for how legendary your item is, once cast,

    consider it gone. The Emepror Karl Franz can enjoy swinging a blunt mallet for the remainder of the game.

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    High Elves in 8th - Units

    First thing is first: The entire way armies are constructed have changed. Even though there's no official

    statement saying that High Elves ignore any type of restrictions, there is an official statement saying that

    these rules trump everything else:

    25% Max Lords (Including mounts)

    25% Max Heroes

    25% Min Core

    50% Max Specials25% Max Rare

    You must take a minimum of 3 units, not including characters.

    No 3 of the same type of Specials.No 2 of the same type of Rares.

    These numbers increase when games reach 3000 points.

    With this in mind, let's go over and look at our unit choices in 8th Ed.

    Core:

    30x Spearmen with Full Command (5x6) = 295

    30x Lothren Sea Guard with Full Command (10x3 to shoot, 5x6 to fight) = 415

    How come no archers? Because I don't like archers. The only reason why I took archers last edition was to

    fill that 0-2 min core requirement. In 8th Ed, models with the ASF rule get to strike first before their

    opponents just like last Ed. In addition to this, if your Initiative is equal or higher than your opponent, youcan re-roll to hit in all phases of combat. This is another reason archers died for me and Spearmen/LSG is

    in. Even though our Spears are 9ppm and our LSG are 13ppm, our Spears fight an in an extra rank more

    than normal spears thanks to Martial Prowess. This means that in a 5x6 formation of 30, you get 4 ranks of

    Spears to fight back and 10 extra bodies to pull. Since everything fights strictly in initiative order now, 21

    S3 spear attacks at I5 with ASF and re-rolls to hit before most opponents strike is definitely something to

    write home about. The LSG pretty much function as both Spear and Archer and you definitely pay the

    points for it. You start off the game by shooting in 2 ranks + 5 (half of every other rank for Volley) for a

    total of 25 shots in a 10x3 formation. When the opponents get closer, you reform into a 5x6 "fighting

    spears" formation. Charging, not charging, it doesn't really matter, you always go by initiative and fight in

    4 ranks of pointy goodness.

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    Specials:

    20x Phoenix Guard with Full Command (5x4) = 330

    20x White Lions with Full Command (5x4) = 330

    11x Dragon Princes with Full Command (6x2) = 380Lion Chariot, Sword Masters, Ellyrion Reavers

    Now we before we start, there's a pretty serious discussion going on on various gaming forums about the

    ruling of Great Weapons in the new edition and High Elves' ASF. The rule in 8th basically says that if your

    unit has both a Great Weapon with Always Strike Last on a model with Always Strike First, then the two

    special rules (ASL/ASF) cancel eachother out and you strike at initiative. How does this work with the

    Speed of Asuryan rule that applies to all High Elves? The army book states that models with this rule have

    the Always Strike First rule regardless of what weapon they're carrying. Do High Elves completely ignorethe ASL/ASF rule from the BRB and follow ASF regardless of what weapon they're using? For now, I'll

    go with the 8th Ed. rulebook and pretend that White Lions strike at normal I5.

    First, Phoenix Guard and Dragon Princes got pretty amazing this edition. The reason why is because

    they're both I6 and using weapons that are not great weapons. Phoenix Guard will ASF in 2 ranks with re-

    rolls to hit. That's 11 hits at WS5 with re-rolls to hit. Take that new magic standard that gives the unit

    Armor Piercing and you've got yourself a fierce, durable unit that can stay in there because of their 4+

    ward. If you really want to get fancy, throw in Korhil to add some killing power and make the unitStubborn. Be careful though, with units being able to strike back always, Korhil will be a pretty big target

    for your opponent. Another good option for Phoenix Guard is the Banner of Arcane Protection. MR2 and4+ ward stacks onto each other for the purposes of anti-magic missiles and direct damage for a lovely 2+

    ward save.

    If the slow killing power of Phoenix Guard isn't good enough for you, try some Dragon Princes. WS5, I6

    and 2 attacks a piece at S5 and re-rolls guarantee things will die in combat when they hit. Since the riders

    in the back rank can also fight once they reach combat, the combat power of the unit goes up considerably.

    Let's say you have a BSB with a Lance in the unit of 11 (he's in the front) and charge a unit at speed 8 +

    3d6 pick the highest 2. When you hit, you're hitting with 20 S5 (3 of them at S6) attacks that will strikefirst and re-roll to hit. If you have the Warbanner on your cavalry, and you should because cavalry can

    now charge through terrain with no penalty to speed, you're looking at +3 to combat res before the bodies

    start flying. Banner of Ellyrion is good.. and was a staple to most Dragon Prince builds in the past, butuntil they give them the 'Strider' rule or make it so they ignore terrain completely, I'll stick with the extra

    combat res.

    Next, we have White Lions. Even with Great Weapons and no errata, they're still I5 WS5 Elves that have

    S6 weapons. Stubborn got hell of a lot better in 8th Ed. and the Woodsman rule will probably turn intoStrider. The new Stubborn basically says that units with Stubborn are Steadfast regardless of ranks when

    making break tests. Steadfast is a new rule that allows units to use their normal leadership when taking

    break tests (this includes using the general's leadership). Another thing about White Lions is that since all

    units can fight in 2 ranks, 11 WS5 S6 attacks hitting you before you swing is going to hurt. A lot. If

    everything goes our way (the High Elf way), then we'll also have ASF and will get re-rolls to hit with Great

    Weapons. Until that is so, I'll take White Lions over Sword Masters any day. Whether you like it or not,

    the High Elf army simply can't afford to lose 15ppm infantry to something like Goblins because they can

    just step up and attack. The entire design of High Elves last edition was to use their superior speed andweapons to cut down enemies before they can strike back and maul them. In 8th Ed and the introduction to

    stepping up, Elves can still dish out damage, but they'll be taking a lot more damage in return. In terms ofcost effectiveness, this doesn't go our way unless we win combat.

    Just a quick blurb on Lion Chariots and Ellyrion Reavers. Chariots changed a good amount since last

    edition. S7 no longer instantly kills chariots and chariots no longer get slowed by difficult terrain. Instead,

    they now take dangerous terrain checks and if you roll a 1, you take D6 wounds with no armor saves.

    Regardless, the Lion Chariot is still dangerous. The White Lions are top are now S6 because mounted

    Great Weapons don't lose any of their deadliness and 4 WS5 S5 Lion attacks that cause Fear is still vicious

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    as ever. Ellyrion Reavers can use Vanguard movement because they're fast cav and can reform any time

    during their movement. Vanguard basically allows them to make a Scout move in 40K in Fantasy. Before

    the game begins, they can go ahead and make a free 12+ move. You can possibly get a first turn charge if

    you so desired in some lucky cases. I probably won't do anything that extreme because I'll probably use

    them to setup a flank/rear charge.

    Rares:RBTs and Eagles.. what a selection!

    I am no longer comfortable with RBTs. The reason why is because of these things: There's no more

    randomization when hitting warmachines and crew, anything can wound anything on a roll of 6 and our

    RBT only have 2 dudes. When someone aims at our RBTs, they simply aim at our warmachine and fire

    into it. Because we only have 2 dudes, the Warmachine only has 2 wounds at T7. If we get wounded twiceby something like a S3 bow or something, our WM is dead, period. That kind of sucks.

    Eagles are still good though! Being able to march block units and redirect charges, Eagles have always

    been pretty good for 50 points. Having an Eagle redirect the enemy by landing in front of them on an angle

    and forcing them to either charge you (you would flee) and expose their flank, or attempt to charge another

    target's too far away and fail. The thing about 8th is that when you want to charge a unit and it flees, you

    can opt to charge another target if you pass a leadership roll. If you place an Eagle right in front of a unit,

    he has to either go around or do one of those things above. Either one is not that great for your opponent,and that's what you need to do to make his life miserable. Another use for the Eagle is to use him to charge

    a fleeing unit. Say you have a big bad deathstar unit that's going to charge one of his units. He's not goingto stay and get their teeth kicked in, he's going to run. As soon as they run, declare a charge with your

    Eagle at his fleeing unit. If you catch him, he's gone. Just like that.

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    High Elves in 8th - Lords and Heroes

    So 8th Ed brings a lot of new things. The entire game has changed and thus, my unit selection has to go

    through intensive revision in order to stay competitive. I'll start with Lords and Heroes since I want to cover

    everything over the next couple of days.

    Archmage builds:

    Lv.4, Annulian Crystal = 300

    Lv.4, Book of Ashur (new item) = 330

    The reason why these two will work is because they're relatively cheap and have specific purposes. The

    Silver Wand and Seerstaff is no longer a good choice for Archmages because of the way magic selection

    works. I still roll 4 dice randomly pick spells, but for each double I roll I get to pick the spell instead of re-

    rolling to see what I get. Chances to me to get the one or two spells I really want is pretty high already.Another reason not to take these two items is because I can only take one Arcane item and both Annulian

    Crystal and Book of Ashur are superior choices. This also means that dispel scrolls cannot be taken if the

    Archmage already has an arcane item.

    I'll go ahead right now and explain to you why I think these two configurations is the way to do it.

    Annulian Crystal takes 1 PD from him and gives me 1 DD. This gives be a better chance to defend against

    his magic because he rolls 2d6 for power dice during his magic phase and I get the highest for dispel dice.

    By taking away one of his PD for an extra DD, I nerf his magic and buff my defense. The Book of Ashur is

    a fantastic choice because it's basically Starwood Staff and Staff of Sorcery on one item. For 10 points less

    and the fact they're both arcane items, this is as good as it gets. My Lv.4 Archmage now has +1 to cast and

    +1 to dispel. This gives me magic offense with +5 to cast and +6 to dispel because of High Elves' innate +1

    and this item. Beautiful.

    Mage builds:

    Lv.2 Mage, Seerstaff of Saphery = 165

    Lv.1 Mage, Annulian Crystal = 140

    Lv.1 Mage, Jewel of Dusk = 115

    The Lv.2 and the Seerstaff is self-explaintory. You have a Mage with 2 spells that you can choose from any

    lore in Warhammer. This is a pretty solid investment. The Lv.1 Mages are there as magical defense and

    magic offense. The crystal's purpose is already explained above.. which gives you more long term usability

    than say a single dispel scroll. As for the Lv.1 with Jewel of Dusk, this item is much better than the new

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    item, Channeling Rod that gives the bearer +1 to channel an additional energy or dispel. You don't want to

    ever rely on channeling to give you an extra DD, you want absolutes and results. The Jewel of Dusk is

    simply +1 PD to your power pool and the Annulian Crystal jacks him and supplies you with an extra DD.

    Prince builds:Prince as DP, Dragon Helm (new item), Vambraces of Defense, Lance = 257

    Prince as DP, Helm of Fortune, Guardian Phoenix, Blade of Sea Gold = 276Prince on Foot, Armor of Caledor, Vambraces of Defense, GW = 242

    Prince on Foot, Armor of Caledor, Guardian Phoenix, White Sword, Talisman of Loec = 250

    I went with 2 types of build for each type of Prince; both offensively and defensively. The ones with

    Vambraces are obviously defensive.. with the first DP on the barded elven steed having a 1+ re-rollable,

    immune to fire and a 4+ ward. He's also sitting with 35 points that you can add a weapon to. The Prince onfoot is going with a 2+ re-rollable and 4+ ward with a humble Great Weapon. As for the offensive princes,

    the first one has a Helm of Fortune which gives him a re-rollable 1+ armor save and 5+ ward. The Blade of

    Sea Gold ignores armor saves and is great for punching holes in something like enemy knights. Since ASF

    with higher or equal I gets to strike first and re-roll hits, WS7 and I7 with ASF just became a little better at

    hitting his target. The only thing that slightly nerfs weapons that ignore armor saves is the fact that parry

    bonus now gives the unit 6+ ward in close combat. Things brings us up to next Prince setup.. which is a

    popular setup from 7th for those that like to play their princes on foot. The 2+/5++ save is pretty meager,

    but the White Sword and Talisman is a hero-killer. With +2 strength and KB, re-rolls to hit because of thenew ASF rules and the talisman to force your opponents to re-roll his successful ward saves, the White

    Sword Price is a challenge machine.

    ***Notice I didn't include any Star Dragon builds? That's because the cost to play them is in 2500 point

    games. Since we don't know what's going to be the "popular" points to play at yet, I'm going to just make

    builds for 2k. Besides, the Star Dragon build with Armor of Caledor and Vambraces of Defense will hardly

    change.***

    Noble builds:

    Noble as DP, BSB, Battle Banner, Lance = 218Noble as DP, BSB, Helm of Fortune, Guardian Phoenix, Lance = 188

    Noble on Foot, BSB, Armor of Caledor, Guardian Phoenix, GW = 168

    Notice a trend here? I don't take the noble other than BSB purposes. If I want combat potential, I look at

    Caradryan and Korhil because they're both better choices for the cost. I'll explain why in a bit. So anyways,

    the noble on the horses have a 2+ save with the Battle Banner and a 1+ re-rollable, 5+ ward without. The

    survivability here is absolutely huge. If you don't take magical banners, your noble will be a hell of a lot

    more survivable. In 8th Ed, the BSB is a HUGE player in how things turn out. That's because the BSBallows re-rolls of ALL leadership related tests within 12" of it. If your general is in range, you're using his

    leadership and re-rolling any failed tests. Another thing that makes me sad is that the noble on the horse

    cannot really join infantry units (unit type) and feel safe. Sure, ranged attacks like Bolt Throwers, magic

    missiles, bows and guns go into the unit, but indirect weapons such as Stone Throwers or Cannons or

    something that's magical template will be able to hit him with confidence. But what about Look Out Sir!

    you say? When models are the same unit type and in a unit, characters get a 2+ Look Out Sir. If he's on a

    horse, this is reduced to a 4+. I don't know about you guys.. but that doesn't give me confidence in knowing

    that my Battle Banner can be sniped out from under me. That's a BSB, a character and a 80 point banner tolose in one cannon shot.

    Special Characters:

    Teclis

    Korhil

    Caradryan

    I'll only cover 3 special characters because I either have little experience playing the others, or think they

    suck. It's probably because I think they suck that I have little experience playing them. For example, I'll

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    start with Tyrion really quick: He's the fastest elf at I10, has WS9 and rides a M10 mount. That's nice. Last

    edition, he had a 0+ armor save, 4+ ward and 4+ regen. This Ed, the max armor save he can have is 1+ and

    he can only make a ward or regen roll, not both. Sure, the MR2 and S7 is nice.. but not 400 points nice.

    Maybe if they re-do some of his rules in the FAQ, put him on a normal cavalry sized base and errata the

    fact he has regen and ward, we can look at him again.

    As for Alith, Eltharion and Dragon Mages, I don't think they're worth their points. Alith just doesn't addenough combat potential, Eltharion and Stormwing is poor man's version of Prince on Star Dragon and

    Dragon Mages are overpriced for what they do.

    Well, first thing's first. Let's talk about Teclis and he offers us in 8th Ed. First, his price makes him playable

    at 2k points because of the 25% rule. Since all casters pull from the same pool and Teclis generates +D3

    power and dispel dice every turn, this helps immensely. Teclis was a greedy little bastard to begin withwhen it comes to magic, so this works heavily in our favor. In 8th, you'll only see 1-2 casters in most lists

    simply because the bonus to cast and dispel much more important on big casters. Annulian Crystal, move

    aside. +D3 possible dispel dice per turn with his +5 innate dispel is huge. To make things even better,

    Teclis still has his uber forget scroll when no other Archmage can take a arcane item and a dispel scroll.

    Now comes the big winner: Teclis scores IF on any doubles and his Warhelm of Saphery dispels his first

    miscast every turn. Now how magic works in 8th Ed is that when you IF, you lose control and miscast.

    Also when you IF, it doesn't matter if you hit the casting value or not, the spell will go off regardless. So

    let's say you want to cast the 20+ version of the uber Beast spell and turn yourself into the Dragon. Nowyou can on a roll of 1,1 and 2 if you throw 3 dice at it. If you lose control because you throw double 6s,

    good for you. The spell still goes off but the warhelm prevents the miscast. See where I'm going with this?Either the Book of Hoeth and Teclis need a errata or they're going to be absolutely hated. The fact that the

    entry for BoH and Teclis both state that IF goes off on any doubles on "any successful casting roll" means

    that by RAW, they must hit the 20+ need to cast.. but then again, the BRB specifically states that IF causes

    the spell to go off whether or not it hits the casting value or not. We will definitely need a errata on this

    one!

    Now that Teclis is done, let's talk briefly about Korhil and Caradryan. Both of them haven't really changed

    since last edition except for two main rules: Stubborn and MR3. Stubborn now gives the unit Steadfastregardless or not he has more ranks. What Steadfast is (new USR) is that any unit with more ranks than the

    enemy will always take a leadership test without combat modifiers when making a break test. This means

    that you can use the BRB and your general's leadership as well. So basically, Stubborn just got better. Goodfor Korhil, and the fact that he still has that lovely S6 Killing Blow.. that only got better because he gets to

    re-roll to hit because of ASF and I7. Caradryan's MR3 no longer gives units dispel dice vs. magical attacks,

    but now gives them a 6+ ward save for each level of MR. MR1 will give units without a ward save a 6+

    and MR3 will give them a 4+ ward vs. magical attacks. This includes missiles or direct damage attacks..

    not buffs or hexes. The cool thing about this is that it also stacks with the Phoenix Guard's natural 4+ ward,so Caradryan in a unit with PG will have a 1+ (or 2+, I don't know if it's capped) ward vs. magic. Besides,

    I'd probably just stick them with a Banner of Arcane Protection if I wanted MR. You know what's funny?

    Korhil works better with Phoenix Guard and Caradryan works better with White Lions. It's true. White

    Lions with a 3+ vs. shooting and 4+ ward vs. magic is pretty damn good and Korhil's Stubborn makes

    Phoenix Guard even more annoying. Not to mention both character and their units have Stubborn and the

    two dudes add damage and killing potential.

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    BR: 2500 High Elves vs. Dwarfs

    The mission: Breakpoint, He wins the roll to go first.

    I rolled for and got Mystifying Miasma, Withering Hex, Pit of Shades and Okkam's Mindrazor.

    My army list:

    Lv.4 Archmage (Book of Hoeth)Lore of Shadows

    Noble (BSB, GW, AoC, Guardian Phoenix)Korhil

    30x Spears (FC, War Banner)

    25x LSG (FC)

    25x Phoenix Guard (FC, GoC, Banner of Sorcery)25x White Lions (FC, Banner of Eternal Flame)

    12x Sword Masters (Musician)

    2x Great Eagles

    His army list:

    Dwarf Lord

    Great Weapon, Shieldbearers

    RoStone, MRoSteel, MRoSpite, RoPreservation

    Thane BSB, RoFury, RoCleaving

    Runesmith, Great Weapon, MRoBalance, Scroll

    Dragonslayer

    Large unit of Warriors (FC)

    Large unit of Longbeards (FC)

    Large unit of Ironbreakers (FC)

    Smaller unit of Warriors w/ Great Weapons

    Small unit of Thunderers

    Small unit of Quallerers

    Grudge Thrower w/ 2x RoPenetration (S5), RoAccuracy, EngineerCannon w/ RoForging w/ Engineer

    Organ Gun

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    Turn 1 Dwarfs:

    His army moves up a little bit but nothing too outrageous. A huge stone from the Grudgethrower lands

    comfortably on 15 White Lions and kills 13 of them even though I deployed wide (10x2+5). I rage and

    scream but after a few minutes I sit back down. Organ Gun kills more White Lions (was furious at thispoint). Quallerers shoot and kill 2 Sword Masters. I pass my panic test on the WL.

    Turn 1 High Elves:

    My entire army moves up a good distance. My Eagles fly into next turn charge range to his Stone Thrower

    and his Cannon, my Sword Masters marched 10" straight to his large unit of Warriors, my White Lions

    SR'd into a smaller unit, everything moved up. Magic phase sees Miasma and Pit of Shades (powered up)

    cast with IF on the Dwarf Lord's unit of Ironbreakers; I reduce their stats by 3 (rolled a 6) and my PoS

    misses with the large template and only kills a few. My shooting phase has my LSG shoot at hisDragonslayer and I put a wound on him.

    Turn 2 Dwarfs:

    He advances his Warriors with the GWs up, but the placement of my PG bunker and the ruins next to it

    makes it difficult to charge. His Lord's unit inches up, his Longbeards and Warrior unit moves up a little

    too. The Grudge Thrower thankfully misses, the Organ Gun + Thunderers kills a few White Lions again

    (passing panic), and the Cannon fails to do anything. During this phase, his insane Dragonslayer charges

    my LSG and they stand and shoot to kill him.

    Turn 2 High Elves:I charge the GT and the Cannon with my Eagles and charge the Runesmith's large unit of Warriors with my

    Sword Masters. He holds across the board. I SR my LSG and my Spear unit into fighting formation now

    that the templates have been engaged. Magic sees a IF Pit of Shades miss the Ironbreakers again, but I

    miscast and kills 2 Phoenix Guard with a small template S10 over my Wizard's head. Korhil and the BSB

    are saved by LOS! rolls. Shooting from the LSG unit into the Organ Gun puts 3 wounds on him but he

    saves 1 of them. Combat sees the Eagle charging the cannon killing the crew and overrunning into his

    Quallerers. The Grudge Throwers' crew also lose combat, but thanks to Stubborn, they stay with 2 guys

    left. My Sword Masters throw all their attacks into the unit and kill 6 total. He swings back and only kills2 guys, but he has the bonuses to stay in combat.

    Turn 3 Dwarfs:No charges are made this turn. The Organ Gun fires at my LSG squad and kills 7 of them. Thunderers

    shoot my White Lions and reduces them to 5 dudes. I pass panic again and my White Lions are more grim-

    faced now than ever. Everyone else that can move inches up and gets ready to charge. Combat sees the

    Eagle with the Quallerers tie combat, I kill off the Stone Thrower and look at his Thunderers on the flank,

    and my Sword Masters throw their attacks at the Rune Priest/unit and kills him and 4 others. Ranks andbonuses say otherwise and the Warriors hold in combat after only killing 1 Sword Master because of

    crappy rolls.

    Turn 3 High Elves:

    The turn begins and the Elves do a tactical retreat back with the PG, the leftover WL unit and the Spear

    unit. I also placed my PG in a way that prevented his Warriors w/ GWs from getting in the action since his

    Lord's unit would block any charge space. For magic, I IF Miasma and Pit of Shades (in that order) on the

    Lord's unit and it scatters again (sadface), but the large template covers a good amount of Ironbreakers inthe Lord's unit. He passes his LOS! roll but 13 Ironbreakers fail their I test since they need 1s to pass! I

    also miscast on my PoS and I damage everyone around me for a S10 hit. Korhil and the BSB both take awound from that and 2 PG die. That's fine, worth the damage done. I forgot to charge my Eagle into his

    Thunderers because I'm bad and shooting from the LSG kills off the Organ Gun. I lose the combat with the

    Quallerers but that's fine. The eagle did its job. Combat from the Sword Masters kill off a good amount of

    Warriors again, but thanks to the full command and ranks, he stays in the fight after killing 3 more Sword

    Masters.

    Turn 4 Dwarfs:

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    On his turn, his Longbeards charges my 30-man Spear unit and my reaction is to hold. The Dwarf Lord's

    unit tries to charge my White Lions but fails the charge and advances 6". The Warriors w/ GWs move up

    slightly on a angle behind him. His Thunderers reform and face my Great Eagle and his Quallerers adjust

    to face the battle as well. The Warriors with the GW are behind the Lord's unit but unable to do anything

    this turn. In combat, the Sword Masters finally lose combat and they run with 2 guys remaining. TheSpears attack in 4 ranks, puts out 21 attacks with WS4 re-rolls and scores 4 kills on his Longbeards. That's

    pretty damn good. He kills 5 total, exposes what his BSB was armed with and wins combat by 1. I stay ona roll of 6.

    Turn 4 High Elves:

    I can't flank charge with my LSG squad because my stupid fleeing SMs (they keep fleeing) are in the way

    so they reform and shoot at the Warrior unit in front of them (killing 2). My PG backpedaled a little more,

    and I positioned my White Lions in a diagonal line so if the Lord's unit charged, their flank would beexposed to my PG. Magic sees Okkam's Mindrazor go off with IF on my Spear unit that's engaged with the

    Longbeards. I miscast again and lose a Wizard level and Mindrazor (rolled a 1 for d3). That's fine, that

    damage is done. My Great Eagle flies behind his Thunderers and out of LoS of his Quallerers and in rear

    charge range of his Longbeard's unit. In combat, I put 4 attacks into his Dwarf BSB and the S8 mauls him

    down. The rest of the attacks go into the Longbeards but he rolls a godly number of 6s for Parry but that's

    not enough. A ton of Longbeards go down and they break in combat (I think 8 die), only for me to roll a 1

    and a 2 to run them down. He rolled a 4 (5, -1 cause he's Dwarfs). I guess the Mindrazor left the Spears

    stupid or something.

    Turn 5 Dwarfs:His Lord's unit charges my White Lions and I hold for that. His Longbeards rally and face my Spears. The

    Warrior unit with the GWs move into a flanking position should my PG charge and the Warrior unit that

    killed the Sword Masters charges my LSG unit. The White Lion's Champ went into a challenge with his

    unkillable Lord, loses terribly (overkilled by 4) and only 2 White Lions remain because the Ironbreakers

    whiff their attacks. They hold because of Stubborn on a 8. The Warrior unit ties combat with the LSG and

    that was it for combat phase.

    Turn 5 High Elves:I charge my PG unit into the flank of his Dwarf Lord's unit, my Eagle charges the back of his Longbeard

    unit in combination with my Spears from the front, and combat is all over the board. Magic phase is weak

    but has Miasma cast at the Lord's unit (reducing it by 2). Korhil issues a challenge, lands a Killing Blowon the Lord who then shows him the Rune-of-I-don't-care and pimp slaps Korhil into the mud. The BSB

    chops up some Ironbreakers, the White Lions chops up more Ironbreakers and the Phoenix Guard follow

    suit. I have ranks, flank, charge, BSB and kills so he needs double 1s basically after all combat is done. He

    breaks, I catch him and the game is over because we hit the Breakpoint.

    High Elves claim major victory over the Dwarfs!

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    Tactica: High Elves vs. Dark Elves

    Dark Elves Army Analysis

    Strengths:

    Fast, mobile troops, just like every Elven army

    Powerful magic users that can take potent magic lores

    Powerful Dragons and the dreaded HydraGreat selection of competitively priced and diverse units

    Some lists can offer a sick amount of shootingPowerful and unique magic items that can fill many roles

    They hate High Elves so much they re-roll hits always

    Weaknesses:

    T3, 5+ save just like most ElvesRing of Hotek now only effects casters within 12" of it

    High Elves have a much better time in combat with DE thanks to ASF and re-rolls to hit at equal or greater

    Initiative.

    Dark Elves Unit Analysis

    Dreadlord/Master

    These guys can take just about every sick, twisted and profane item combination that you can think of.

    They can buff the unit they're in with Ld.10 Stubborn thanks to that new stubborn helm, they can become

    nigh unkillable because of pendant, and they can outright maul with with things like Crimson Death. You

    never know which combo you're going to get, but most of the time, the dude will be geared to take damage.

    The Dreadlord can take a good amount of protection and still offer up some solid damage with S6 Crimson

    Death, so be wary of engaging him in combat. Popular new items are the Black Dragon Egg that gives hima dragon's breath in combat or in shooting range, or having him be a Ld.10 Stubborn roadblock that can

    tarpit all day with the BSB in range. Speaking of which, the BSB will most likely be geared for protection

    as well, since DE (for some reason) have a lot of magical armors that can save the day. A popular choice

    will be a 1+ armor save that's re-rollable since the DE can steal all the magic items they want from the

    BRB. If any Masters or Dreadlords are located in a cavalry unit of CoKs, then expect them to be geared

    out for substantial combat.

    Supreme Sorceress

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    Be prepared to see a lot of Dark Magic vs. High Elves. Since they can have additional army dice outside

    the norm and have spells that can completely wreck your units (Soul Stealer, Black Horror), you need to be

    ready. A Lv.4 can sit tight in a large unit of spears with sac. dagger and go to town on you. She can also

    choose to fly on a Dark Peggy and use things like Pendant + Focus Familiar to touch you when she

    otherwise wouldn't. In fact, any sorceress with Focus Familiar is going to be playing all kinds of LoS andcombat denial with the ability to reach out 6" from anywhere she wants. Dispelling is going to be your best

    friend. Be ready to accept that 1-2 spells are going to get off and you only have one scroll now (unless youtake a Sigil). The spells that you should be very wary of are those that's going to do massive, massive

    damage to units. Things like Black Horror having no partials, auto-hitting center on top with a 5" template

    is serious business. Don't let these things go off or you're going to have a lot of dead Elves (the good ones)

    to put away. It's OK though, we're High Elves and we have +1 to dispel so unless they IF, we can save all

    our DD for these spells.

    DE Magic

    Just so you know, Dark Elves also have access to all the other "killy" lores like Fire, Metal, Shadow and

    Death. Go through the magic sections on my site and study each lore to the best of your ability. Knowing

    which spells and what magic combos can hurt your army the most is pivotal in winning the game vs.

    another magical army. An example would be you unknowingly letting Mystifying Miasma go off because

    you're so afraid of his other hexes just to find out that having lower I means you lose your re-rolls to hit on

    ASF. They can even take Metal to make their units more durable in combat or increase their chances to hit

    you in close combat. Lore of Fire can buff their shooting so they wound you easier and Lore of Death canpick off your precious heroes. I think every player that wants to play High Elves should study the magic

    phase in much greater detail than the other factions. Not only do we have access to all of them and weshould take advantage of each lore, but it helps widen our understanding of the magical combos our

    opponents can field against us. Here's a brief tactical exercise for you: Go through my magic articles1&

    2 and see how these spells can benefit the enemy. Apply them to each of the units listed in this tactica and

    see the combos in your mind. That will prepare you for every possible encounter ahead and you'll know

    exactly which spells to let go and which ones to dispel.

    DE Core Units

    For the most part, he has the same unit you do in terms of stats. The thing to note is that although theyshare the same I value as you, he doesn't have ASF. This gives you a huge advantage over his spears in

    combat. Their advantage? Their price. They can field almost every equivalent unit to you for a good

    amount cheaper. This means more of their units will be on the board and this means they'll have a lot moreshots too. Things to note: Since their Spears are cheaper, this means they can get a lot more dudes in their

    units. You might kill a lot of them when you first hit, but you know damn well that they're going to be

    swinging back (with Eternal Hatred too!). Their RXB and Corsairs got exceptionally deadly in this edition.

    That's because RXBs fire in 2 ranks and with a good amount of them on the board, you're going to see

    black-fletched arrows all over the place. S3 arrows might not seem like a lot, but when your opponentstarts rolling handfuls of dice a turn and telling you to take wounds with -1 armor thanks to AP, then you

    might start to sweat. Corsairs got a pretty nifty buff too since they can shoot and opt to stand and shoot in 2

    ranks. That and the fact that they don't completely suck in combat kinda makes them the DE version of

    LSGs. No worries, most of our troops can maul these guys once we reach combat. Be prepared to eat a ton

    of lead before we get there though.

    DE Special Units

    Black Guard will still see a of play even if their max unit size of 20 will limit the amount we'll see on thebattlefield. This doesn't mean they're not good though.. Ld.9 Stubborn and ItP with 2 attacks each, always

    re-roll to hit, I6 and WS5 makes them extremely effective in combat. Throw on the ASF Banner and they'llbe going before us in combat (for the most part) and we won't get re-rolls to hit back. This pretty much

    means that that stupid ASF banner has to die ASAP. Such is the case in last edition, such is the case now.

    If you think DE will have only Black Guard to throw at you in combat, you've definitely got another thing

    coming. People have started to dust off their Executioners as well since they know they're going to get

    their attacks back no matter what. S6 Killing Blow is no laughing matter and since they can put a character

    with Stubborn and/or ItP in there, Executioners will have plenty of face cleaving fun. Even lowly units

    such as Witch Elves can do insane amounts of damage to your Spears. I6 denies your ASF's re-rolls and

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    the fact that they can have plenty of WS4 S3 attacks coming back at you could mean a lot of dead Elves..

    especially when buffed by Cauldron.

    The Hydra and the Cauldron

    The Hydra has always been one of those units that are "questionably" priced. It has good movement,causes terror, has a strong breath attack (proportional to remaining wounds), and has regen. Although it's

    no longer the insanely undercosted beast it was in 7th Ed, it's still a extremely powerful monster to dealwith. It has a lot of attacks with Hatred and can now breath in combat. Terror is no longer as powerful as

    it was, but the fact it's still a raw damage machine for fairly low costs makes it very powerful.

    As for the Cauldron, that thing got buffed significantly last errata. It is now T10 and has a 4+ ward which

    makes it extremely durable vs. enemy shooting and magic. At the beginning of each turn, it can opt to give

    units a 5+ ward, Killing Blow or +1 attack. The ward save keeps units in combat and protects them againstour magic, Killing Blow is extremely dangerous on things that have multiple attacks (like Witch Elves or

    Black Guard) and +1 attack is good for everyone. Expect to see this thing on the field a lot because of all

    the wonderful buffs it can offer the army.

    Everything Else

    This area is opened for suggestions and will be added based on player feedback/requests.

    Recommended Magic Lores

    Shadow:

    Hex their unit's toughness to make them easier to kill

    Hex their unit's strength to decrease their damage keeps our units alive

    Pit of Shades threatens Dragons, Hydras and the Cauldron

    Mindrazor on ASF units with re-rolls to hit mauls all of their scary big units

    High:

    Easy to cast and diverse lore that gives us plenty of utility against DE

    Flames of the Phoenix can now burn down entire units unless dispelledVaul's Unmaking can destroy the powerful magic items that DE relies on

    Fire:

    Flaming Sword of Ruin puts the hurt on everything in his armyDamaging spells all over the place puts the hurt on low T models

    Flaming Cloak adds to the damage once your units hit combat

    Recommended Units

    Lv. 4 Archmage w/ Book of Hoeth or Book of Ashur

    When spells need to go off and Teclis is not an option, Book of Hoeth is your best bet. High Elves with

    their innate +1 to dispel can take Book of Ashur for a total of +6 to dispel. Personally, I think IF is still the

    better choice because it can force spells to go through regardless of whether or not they're willing to dispel.

    If your opponent is not taking much Hydras and you think your units can take care of his monsters, then

    High Magic is the way to do it. The last thing you want is to get stuck in combat with some unkillable lord

    or have your wizard in jeopardy because of Ring of Hotek. Just Vaul's Unmaking the thing and continue

    on your merry way. For more info on what lores to take and how they help your units, check out thisprevious post.

    Prince and the BSB

    The Prince should feel pretty comfortable with defensive builds such as AoC + Vambraces of Defense. A

    humble GW will do against most enemies and you can throw in whatever unit needs more combat support.

    I find that PG or Spears is the best place to put a S6 Prince because you can increase the damage potential

    of that unit by a good amount. The BSB is also a must have in this edition. The mounted version in a unit

    of infantry means he can get picked out by spells that would normally allow a Look Out Sir! roll, so you

    probably want to keep him on foot. AoC/Guardian Phoenix + Great Weapon would be the best way to kit

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    out the BSB, but if you need a 2+ armor on the Prince, feel free to take the more expensive version from

    the BRB.

    Korhil, Caradryan

    Korhil is there because his S6 and KB can threaten any anything in his army reliably. He can buff up thePhoenix Guard with a nice Stubborn 9 and a good amount of attacks. Just make sure he's on the edge of the

    unit and challenges as much as he can to stay alive. Caradryan and his MR3 is invaluable againstsomething like Dark Elves because their magic will be a serious pain in the ass. The 3 S5 Flaming Attacks

    that each does D3 wounds is also going to be a solid answer vs. Hydras as well.

    Lv.2 Mage w/ Seerstaff of Saphery

    Supporting caster can take something cheap that can widen the amount of spells your army have access to.

    Key choices here are a Lv.4 with High Magic and a Lv.2 with one of the other lores listed above. Lore ofMetal is also an excellent support lore because Glimmering Robes making White Lions 1+ vs. shooting

    threatens everything in the DE army. Enchanted Blades or even Swords of Ruin just increases overall

    damage done to his army, which is always good.

    Spears, LSG

    LSG can shoot plenty, but don't ever expect to outshoot his army. The only reason why you might want to

    deploy wide is to prevent getting breathed on. In short, your units should win in combat vs. most of their

    standard troops because you have ASF, Martial Prowess and re-rolls in combat. Even though they get tonsof re-rolls vs. you because of Eternal Hatred, with good enough magic augmentation, you should be owning

    face left and right. I recommend Spears simply because you can take more of them over LSG and they canbe just as good as your elite infantry because of the sheer number of attacks vs. T3 units.

    Phoenix Guard, White Lions, Sword Masters

    Phoenix Guard with