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Hey guys I mainly am curious about how much magic HE will usually run in their 2k level lists. Im building a list for my WoC and HE is a common army nowadays. And I just looked at your guyses lore and it has some pretty nasty spells higher up. My question is how much magic should I be seeing from you guys. And dont include your special caster because I dont play special characters.
The main problem with answering this question is that High Elves are such a varied army, and there is no real set "army setup"
One army list I often use is with a mage, archmage and dragon mage all levelled up. This with banner of sorcery gives 10 + D3 Power dice and 5 Dispel Dice. This is pretty much the maximum that you will ever face without Teclis being around.
The thing about high elf magic is that our mages, unlike those in WoC and other armies, are RUBBISH in combat, so your best chance to stop our magic is to smash Chaos Knights into them as soon as possilbe.
Have to agree with stratovarion - HE's biggest weakness magic-wise is keeping mages alive long enough to do some damage. As WoC you're actually at a bit of a disadvantage compared to most armies as you don't have much of a shooting phase with which to pick off any lone mages so if your opponent is aware of this his mages might be out and about on their own. You'll probably want to take some dispel scrolls to compensate (unless you want to take spells to try and specifically target the mages).
Unlike stratovarion I rarely take more than 2 HE mages into a battle (my most successful combo at 2k so far needs a lord on a dragon so the dragon takes up the hero slot a third mage would)
Ya the list Im creating is heavily themed as is going to use no magic. I am going heavy on magic resistance though and that plus my two DD Im hoping will be enough. My main fears after looking at your lore is the RIP spell that hits every model and increases STR every turn. If that thing gets off I wont be able to get rid of it.
The other spell that im scared of is the destroy magic item spell. My Banner of the Gods should be shot at a lot with that spell.
yeah you might want to check out our bound items too, HE have 2 good rings that can get a spell through after all your DD have been used. I think the best HE spells are vauls, drain magic and shield in that order. Offensively our lore is probably average, the magic missile is decent and the RIP spell you speak of is good, but it also ties up a mage, having no extra power die you will be hard pressed to get it dispelled if it goes through.
I would say at 2k you will either see your basic 2 level 2s w/ star dragon. Or the same combo with a lev 2 who can choose his spells and a lev 1 w/ 2 scrolls.
Other than that couldl be the heavy magic turtle of Archmage, 2 level 2s, and a BSB, and probably a PG unit with Banner of Sorcery. Some may throw in a DM instead of a lev 2 and the BSB.
I would watch out for Vauls the most, WoC have some great magic items and without them ASF can be nasty. Unfortunately for you Book of Hoeth is common on archmages giving them IF on any successful roll w/ a double. Chances are he will be the one throwing that spell out there and you may not even get a chance to use a scroll (if you take them) on it.
Archmage, dragon mage, mage is the strongest you will face magic-wise if someone wants to take a lot of magic. I wouldn't say that is overly common either. Sometimes a single archmage will take the field as a scroll cady since he can hold 5.
I don't take any offensive magic, just a scroll cady and some magic resistance. So all you would see from my army is shield of saffery (needs a 5 on 1 dice so basically never works) and drain magic to try to halt yours, with that being basically the only spell its only real chance of working is if it gets IF.
I usually pack around nine power dices and a few power stones. Ring of Corin is a "must have" item, even if it's only one use only item. Stones are also great way to get through enemy resistance, though this isn't the best solution, since newer books usually contain some nasty item against such attempts.
Dragon Mage would be interesting to try against WoC, since having no shooting means this guy can dance around the battlefield bringing fiery death. A welcome addition would be mounted Archmage (level three, power stones/ring of fury or ring of Corin) with lore of Metal to take out Knights or other well armed elements.
This above all; to thine own self be true.
I play HE and I play against a couple of very good woc generals.
HE lore is not the best choice against you. Lore of metals is the best choice with lore of beast and beast cowers is probably the next. It really depends on what the HE have.
If you run quite a bit of magic then you can count on one taking HE lore for the drain magic. Shield is a good choice and curse of arrow attraction if he has plenty of shooting. courage is a spell that you might see if several mages take that lore. Fireball against your armour is not wonderful because of your saves. Flames, remain in place, is good but not great against you. It ties up a mage and you can attempt to dispell it in your phase. All you have to do is beat the min required and can not use a dispell scroll to do it. Vauls unmaking and the ring you should worry some about. woc normally have a lot of magical items and it is hard to get off or in the case of the ring a one shot wonder.
HE magic lists I face usually have the book of Hoeth so a lot of their spells cast with IF. Even if you invested in more DD they would probably go to waste. Focusing on combat and killing the mages is definitely the solution.