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So recently I have gotten my girlfriend into the warhammer hobby and made the grave mistake of allowing her to play my old High Elf army. This was a mistake seeing as how now the High Elves seem to be even more overpowered then ever and I am still fairly new at commanding an empire army. Sadly to say I have yet to win a single battle against her I was hoping some of you could help me with my Anti HE army. Its one thing to lose to you girlfriend its another thing to get massacred 6 times in a row So here goes...
Arch Lector 237
War Alter, Heavy Armor, Great Weapon
*Haven't used one of these yet but apparently the are the S**t
Wizard Lord 240
Lvl 4, Rod of Power, Lore of Life
Warrior Priest 98
Great Weapon, Heavy Armor
BSB Captain 118
Full Plate Crown of Command
40 Swordsmen 265
30 Flagellants 310
Prophet of Doom
30 Greatswords 330
The Crossbowmen are not set as detachments yet because I'm not entirely sure what to do with them yet
Also would the Master Engineer be a good investment over the Halberdiers and just stick him next to my artillery?
Thanks for reading!
I haven't played against High Elves yet but I know they are good.... Their biggest weakness is T3 low AS. Knowing that, I would drop the Cannon and find room for 2 more Mortars and an Engineer. High Elves just cannot stand to take that many casualties before fighting commences.
Usually people only use Flagellants or Greatswords, because of their high points cost. I don't use either, and I get along fine. Consider dropping one of the units and getting another unit of 40 Halberdiers.
You could also invest more points in your Halberdier detachment. Bring them up to at least 15 if not 20.
Your BSB is terribly armoured, and will probably die to the Elves before he even gets a chance to attack. Give this guy the Holy Relic and the Charmed Shield on top of his FPA. This brings him to 133pts.
Consider buying more armour for your WP and Arch Lector as well. If you can, find 20 points to give your Wizard the Crimson Amulet.
Last, if she is running Phoenix Guard, there is one spell your Chariot can cast as a Level 5 bound spell, and that is Banishment. 2D6 S4 hits and they have to reroll all successful Ward saves. Cast that at the end of your magic phase, hopefully after they run out of dispel dice, every chance you get!