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After long deliberation in a dark room, i'm finally stepping away from 40k due to the rediculous FAQs and rules changes, i'm joining the Fantasy world. And after much pondering, masochism and cherry vanilla dr. pepper fueled nights, i've decided to go with the High Elves. I haven't decided what Lore my Archmage will be using yet, and any help with that would be appreciated. Please critique and criticize! This is my first real, serious Fantasy list, and I want to do it right.
Archmage = 345
Level 4 Wizard
Sigil of Asuryan
Commander Ka'Devir = 126
Talisman of Protection
Pure of Heart
Spearmen = 261
Lothern Sea Guard = 294
16 Sea Guard
Silver Helms = 260
9 Silver Helms
Standard Bearer (Lion Standard)
Swordmasters of Hoeth = 300
Standard Bearer (Banner of Arcane Protection)
Champion (Amulet of the Purifying Flame)
Shadow Warriors = 164
10 Shadow Warriors
Repeater Bolt Thrower = 100
Repeater Bolt Thrower = 100
Great Eagle = 50
Last edited by Cypher-; August 24th, 2006 at 16:03.
Sam Mills (1959-2005) and Mark Fields - Keep Pounding
Cry Cheese, And Let Loose The Wraithlords And Templar!
okay, first of all:
welcome to fantasy and HE, good to have another brother in arms!
and now to business:
first two characters in a 2k is low even for HE
i would suggest a mage (Lv.2) to join you're army so you will have some serious solid magic and still a commander to kick ass in CC.
about the archmage, drop the Sigil of Asuryan and channeler, you can get two normal dispell scrolls for it and the archmage can cast with enough dice already.
give him the following:
Annulian Crystal, Dispell scroll, silverwand
this gives very good magical defence, and you're archmage will have 5 of the 6 spells in a lore, giving you almost always the things you want.
about a possible lv.2 mage, give him either the ring of fury or ring of corin and the jewel of dusk (this thingi is my favo item)
the commander is very vunerable right now, he needs more protection.
either give him a horse or do something like:
heavy armour, shield, sword of battle and guarding phoenix.
this give plenty of attacks and some good solid defense
spearmen--> good, make them 20 instead of 21, the one won't make a difference.
lothloren seagurd---> they absoletely SUCK, drop them!
they are a mix of archers and spearmen and can't to both right.
you'd better spend you're points elswhere.
silverhelms--. good unit, only make them 9 if the commander will join them, otherwise make them 10 or use them as flanking force (and then drop the banner) as a 5/6 man unit, they will work wonders like this.
Swordmasters--> my favo unit, they will be great against anything.
17 + commander will work but better make them 19+ commander for full rankbonusses
the banner isn't my fav, but it will wotk good agianst unead and chaos.
the amulet is a very good choice, it is a great item
shadow warriors--> make them 5/6 men, they are now to big to scout and marchblock properly. and drop the shadow walker, he won't make a difference.
RBT's--> very good, will work wonders
eagles--> try to include two of them, they are very good units and will work wonders, just as RBT's.
i hope it all helped
one last thing:
against which armies will you play the most?
"Ask not the Eldar a question, for they will give you three answers; all of which are true and terrifying to know"
Basically everything with elf warden i agree with. I would personally make the silver helm into 2 units of 5 like he suggested, but thats just me. Probebly get another unit of spearmen if you take out the LSG, with extra point's put them into the mage like he said. Good list.
You can take more casualties before you lose a rank, plus it helps for the outnumber as well :tongue:Originally Posted by elfwarden
I like your large block of Swordsmasters, and I second Elfwarden's suggestion to make your silverhelms into 5 or 6 and add another char. I'd vote for a mage to make your magic phase robust.
I'm not quite as opposed to Seaguard as Elfwarden, if you are choosing them as opposed to another spear unit. If you start them out in a single rank and your plan is to wait for the enemy to come to your lines, you can get a couple of rounds of arrows in before reforming for charge/cc. You might get enough kills to justify the extra 60ish points you are paying over spearsmen. It depends on your style of play.
Neither spears or arrows are likely to do enough damage to turn the battle your way though, so we are talking about the fringes here anyway.