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Right, not another new army list everyone says! And SeaGuard are in the High Elf lists as well!
The way I see it, the Seaguard are essentially a self-contained army, the armed force of Ulthuan's navies, and whilst said navies carry the armies of the Phoneix King to and from the battlefield, they will have their own "marine division" akin to teh US marines, capable of operating independently:
So, bienvenue to the Glittering Tower, the home of the Seaguard:
Valour of Ages
Speed of Asuryan
Lords of the Sea - all infantry units in a Seaguard army with the "Lords of the Sea" special rule may treat shallow rivers and pools as open terrain when moving through it, as they are adept at crossing shallow bodies of water when assaulting beach-heads.
Lords of the Sea
First among Equals
As per HE army book, but may swap spears for halberds for free
Sea Elves - 8 pts each
Minimum unit size = 10
Sea Elf M5 WS4 BS4 S3 T3 A1 I5 W1 Ld8
Bosun M5 WS4 BS4 S3 T3 A2 I5 W1 Ld8
When pressed, the crews of the mighty warships of Ulthuan's fleets may participate in shore fighting, especially when the High Elves have destroyed enemy fleets in the area. These Elves, mainly from Cothique and Chrace, are as skilled as any others in the citizen soldiery, but are generally more lightly equipped, due to the lack of space on board most warships, and the impracticalities of wearing heavy armour so close to the water...
May swap shield for additional hand-weapon for free.
May be given long bows for +2 points each
One Sea Elf may be upgraded to a Bosun for +7 points
One Sea Elf may be given a standard for + 7 points
One Sea Elf may be made a musician for +5 pts
Lords of the Sea
Sea Elves are generally not as well drilled at close-quarters combat, preferring the cut and thrust of boarding actions. They do not benefit from a rank bonus.
As per HE army book, with following amendments:
Archmage may not ride Moon Dragon
Prince may not ride Star Dragon
As per HE army book, with following amendments
Remove the Dragonmage entry
Rangers - 15 pts each
Minimum unit size = 5
Seaguard Rangers M6 WS4 BS5 S3 T3 A1 I5 W1 Ld8
Sharpshooter M6 WS4 BS5 S3 T3 A2 I5 W1 Ld8
Seaguard Rangers are taken from the most skilled of the archers of Lothern, and form a force of deadly snipers who take out enemy commanders during boarding actions. They are lightly equipped, and are trained to survive for days in the wilderness, striking at enemy forces when encountered with deadly accurate bow-fire, and exceptional fighting skills.
Hand weapon, bow, light armour, shield
One Ranger may be upgraded to a Sharpshooter for +12 points
One Ranger may be given a standard for + 12 points
One Ranger may be made a musician for +7 pts
Any unit with Rangers with unit size less than or equal to 10 may Scout
Lords of the Sea
Hit and Fade:
Instead of standing and shooting, Rangers may fire and flee like Fast cavalry, except instead of fleeing directly away from the enemy, they may attempt to flee towards a terrain feature they could normally move through, and which is not in the charge arc of the enemy unit. If they fail to reach this feature, they are caught where they stand and are destroyed, otherwise the enemy charge is failed.
As per HE army book
Aqualine Guards - 18 points each
Minimum unit size = 5
Aqualine Guard M5 WS5 BS5 S3 T3 A1 I5 W1 Ld8
Master-at-arms M5 WS5 BS5 S3 T3 A2 I5 W1 Ld8
The Aqualine Guards are the household troops of the Sea Lords, forming the solid core of the Lothern Sea Guard. They are often found on the most prestigious commands, guarding Dragon Ships and Phoenix Ships during battle, and protecting their lord on land. They are masters of bow and spear, and will steadfastly hold the line allowing the rest of the Sea Guard to retreat, rally or attack.
Spears, Tanglenets, Hand weapon, bow, heavy armour, shield
One Guard may be upgraded to a Master-at-arms for +13 points
The Master-at-arms may be given magic items upto the value of 25 points.
One Guard may be given a standard for + 13 points
One Guard may be made a musician for +8 pts
May carry a magic standard worth upto 50 points
Lords of the Sea
The Aqualine Guards are often called upon to protect their charges from fierce denizens of the deep such as Megalodons, Kraken and Black Leviathans. Some amongst their number carry heavy steel-threaded nets to entrap such large creatures, allowing their comrades to slay the beast. All close-combat attacks made by any Aqualine Guard against a model with the Large Target or Monster rules count as poisoned attacks, representing the warrior striking a weak or vulnerable spot whilst the target is temporarily disabled.
Great Sea Eagle
As Eagle per HE army book
Repeater Bolt Thrower
As per HE army book
Griffons Claw - 120 points each
Crew size - 3
Sea guard crew M5 WS4 BS4 S3 T3 A1 I5 W1 Ld8
Griffons Claw M- WS- BS- S8 T7 A- I- W4 Ld-
The Griffon's Claw is a larger torsion engine that is of the type which guards the straits of Lothern. Many such devices are mounted in the Glittering Tower, with a small number of the mightiest warships of Ulthuan mounting these incredibly powerful weapons instead of the more traditional Eagle's Claw. Like all High Elf war machines, these are torsion-powered devices, firing massive steel-tipped bolts, sometimes wreathed in alchemical fire. Normally reserved for destroying shore-batteries or skewering the hulls of enemy ships from long range, their accuracy is less when facing enemy troops. However, if they do hit, the damage caused is far beyond the capabilities of cruder weapons.
Griffon's Claw crew are armed with hand weapons and wear light armour
Upgrade bolts to be wreathed in alchemical fire for +20 points. Shots from the Griffon's Claw are now flaming attacks.
The Griffon's Claw is fired like a Bolt Thrower, with the following profile:
Range: 48" S8 D6 wounds per hit, with no armour save throw allowed. The bolt penetrates ranks as normal.
The Griffons' Claw fires with a BS of 3, but suffers no penalties for shooting at targets beyond half-range.
Despite being mounted on a wheeled chassis, the Griffon's Claw may not be moved once a battle has started, other than to face the enemy.
The army may not contain more Griffon's Claws than Repeater Bolt Throwers
A Sea Guard army may take common mgic items at the cost indicated in Warhammer Armies: High Elves
All magical items in Warhammer Armies: High Elves may be taken by Sea Guard characters, though it is recommended that Sea-Guard specific items are selected first
Enchanted Item: Circlet of Storms - 35 pts
The badge of office of the Lord Admirals of Ulthuan is a formidable talisman that can summon the powers of the winds to aid the bearer in becalmed seas. It can also be used to summon devestating storms to drench opponents and prevent them from shooting upon the Elves.
Bound Spell 4+
Either casts the spell Storm Lord on one enemy unit within 24" of the bearer
Casts the spell Howler Wind on a friendly unit within 12" of the bearer
Roll a D6 after use - on a roll of 1 the Circlet's power is exhausted and it may not be used.
Magic Weapon: Argalen's Spear - 40 pts
Spear. Argalen was a commander of the Sea Guard in the times of Tethlis the Slayer. He was at the forefront of the campaigns against the Druchii, and helped to plan the devestating assaults on Anlec and theBlighted Isle. His spear is a prized heirloom held in the Glittering Tower, and wielded by favoured champions of theSea Guard in times of war.
The bearer adds +1 to his strength and counts as stubborn when wielding the Spear of Argalen.
Magic Armour: Starblade Shield - 30 pts
Shield. This shield is made from the magically forged Starblade ram blade of the Dragonship Indraugnir, lost during the time of Caledor I, the first ship to sink a Black Ark. It has a razor sharp edge capable of cleaving through armour and bone, whilst is hardened to resist the most powerful blows.
The Starblade shield counts as a shield (adds +1 to the armour save) that also confers a 5+ ward save. Each time the bearer is forced to make an armour save or ward save in close-combat whilst using a shield, the enemy who struck him takes a hit at strength 3, with no armour save possible. This is a magical attack
Magic Armour: Merwyrm's Cloak
A character may wear the Merwyrm Cloak in addition to normal armour. It adds +1 to armour save, and additionally the character's armour save may never drop below 6+. A character equipped with the Merwyrm cloack also counts as wearing Dragon Armour.
Lord Admiral Kithe Seablaze of the Ulthuan Home Fleet
Kithre Seablaze is the First Sea Lord of the Phoenix Fleet, and commands the might of the fleet based in Lothern. Whilst other such as the Sea Lord Aislinn and Prince Tyrion are also noted commanders of the navy, it is with Kithre Seablaze at their head that the Dragon ships of Lothern sail forth to bring the wrath of the Asur upon a foe.
His fleets are rightly feared throughout the seas, and when the pennants of the Golden Phoenix are seen on the horizon, enemies of Ulthuan flee as the winds allow.
Kithre is the son of Cothiquan nobility, his father having fought bravely against the Dark Elves over the course of many centuries, whilst his mother is the daughter of Mad Chasiron, a formidable if somewhat eccentric mage from Saphery.
Having the noble blood of Saphery in his veins, in his youth Kithre studied under Ulthuan's greatest swordsman, the Blade Lord Hallar, at the Tower of Hoeth. There he developed a friendship with a prince of Eataine, Finubar. He also spent much time in his youth learning seacraft and the lore of the oceans from his father. Kithre was a reknowned sailor even when young, and would often take on the great creatures that haunt the waters around Cothique in little more than small racing yachts.
Eventually Kithre took on a commission in the fleets of the Phoenix King Bel-Hathor, leading to deployments in the Fortress of Dawn vanguard fleet, commanding the Eagleship "War Singer". He frequently clashed with the enemies of Ulthuan included many raids against the growing strength of the Chaos Dwarf slaving fleets, intent on bringing fodder for the furnances of Zhar Naggrund, and forever whill his name be cursed by the followers of Hashut.
The iron behemoths of the twisted Dwarves proved to be a good match for the seamanship of the Elven commanders, and they provided Kithre ample opportunity to hone his skills and reputation as a naval tactician. When Finubar was made Phoenix King, his friend Seablaze had garnered a great reputation and was given command as an Admiral of the fleets protecting the eastern approaches to Tiranoc.
With the Dragonship "Kaldachnir" under his command, he was responsible for sinking many Dark Elf vessels, and frequently led the Sea Guard on raids against Dark Elf outposts north of Arnheim.
When the Great War against Chaos started, the Elves were caught almost unawares. Despite many daring rear-guard actions, the fleets of Ulthuan were pushed back, and many ships were lost. Those that remained were dispersed to Arheim and the Citadel of Dusk, or limped back to Lothern, where they were besieged by mighty Black Arks. Kithre led his fleet to Arheim, from where he harried the supply convoys of the Druchii and their evil allies.
When Prince Tyrion relieved the siege of Lothern, Kithre led what forces he could back to resupply at Lothern and board the Sea Guard regiments who had remained. Many commanders of the fleet had perished in the war, and Kithre was made the Lord Admiral of the navy, much as Tyrion was given command of the army to rout the Dark Elves from Ulthuan.
With veteran commanders such as Aislinn and Prince Tyrion leading the forces of Ulthuan, the Dark Elves were finally pushed from the mainland, and Kithre's fleets could concentrate on isolating the Dark Elf garrisons on the Blighted Isles, whilst Prince Tyrion would lead the main invasion forces.
Since then Kithre Seablaze has led the fleets for Finubar Seafarer, and has brought the justice of Ulthaun swiftly to all those who would harm the High Elves or their allies.
Prince -1 WS
May ride: Great Sea Eagle
Equipment: Hand weapon, Great Weapon, Heavy Armour, Longbow
Kithre often personally commands the crews manning the Kaldachnir's batteries, especially to direct devestating fire to weaken the enemy's hull, just before impaling the unfortunate ship on Kaldachnir's twin Starblade rams. His Eagle's Claw crews are the best in the navy, and often accompany his armies on shore raids.
Once per battle, Kithre may order his Eagle's Claws to fire a specified target. Each Eagle's Claw bolt thrower crew within 12" of Kithre must pass a leadership test, and if successful, may use Kithre's ballistic skill for that turn. All war machines must fire at the same target.
Note that this means if Kitrhe is the general, the bolt thrower crews may use his leadership value.
Magic Items: Starblade Shield, Circlet of Storms
Last edited by kithre; June 16th, 2009 at 18:02. Reason: spellings
Very nice work, I'm highly impressed!
I like the idea of the Aquiline Guard but they seem very expensive considering that they are so frail. I know they come with Shield, spear and bow, but T3 and low save make them very vulnerable. I think an upgrade to heavy armor would really help- and would fit the fluff since you say they guard the ships in battle rather than running around and boarding enemy ships.
With regards to the Rangers, are they skirmishers or do they deploy as normal? With spears and martial prowess a ranked unit scouting may be a bit too good.
Have you done any play testing? I'd really like to see a battle report with them.
I suppose the rationale for the Aqualine Guards is that are S3 fight in three ranks, but are elite warriors like the Sword Masters, PG and White Lions. Giving them heavy armour would firstly go against the fundamentals of lightly armoured ship-to-shore forces, and secondly it would make them significantly better than any of the other High Elven Elites in terms of armour save.
If you feel 18 points is too high, I could consider this, but then they are also 3+ save with ability to stand and shoot if using hand weapons, or 4+ fight in three ranks if using spears...
I suppose the rationale that they are Stubborn as well made me opt for an 18 point cost, but might run some Mathhammer on them to decide whether they need the heavy armour...
Playtesting was done on prior version of Warhammer, mainly 5th edition, so I used the older profiles, and had the Aqualine guard replaced by the Delphin Guards, basically +S3 on charge cavalry with double handed weapons, that added +1 strength at other times...
Obviously they aren't practical for shipborne applications!
Kithre on the other hand has been playtested, and I previously had him with a Seafarer Bow (the Dragonblade bow - made from porw timbers of Indraugnir) proxy, which proved to be too powerful if combined with his accurate shooting rules for Bolt Throwers....
I agree that a ranking unit that can scout is a very powerful tool. However, if they scout they will have to deploy in terrain, and so cannot benefit as much, as they will be slowed down.. I suppose that again, I should playtest the impact of such a unit. I suppsoe the main threat for a unit will be against enemy skirmishers, I see these guys being deployed much like rifle regiments led by Sharpe, capable of fighting conventionally or sneaking around....
It's true that with HA they would have a higher save than other elites, but in this army list you don't have any cavalry. The highest armour save you have so far is light armour and shield. In context with the regular army list your right, but take a look at how vulnerable this one is to any shooting- no hard targets.
With regards to the rangers: I like the idea of using them like Sharpe's regiment. How about saying that if they scout than they have to start off in a skirmish formation and/or limit the unit size. Give them the ability to reform in the movement phase into a regular formation, maybe if they are a certain distance from the enemy.
Nice idea with the limit on unit size if scouting - perhaps 10?
As for the armour save issue, yes, I'm aware of this as a serious limitation of the force, after all there are no 2+ armour saves. However, this will provide different problems to counter.
The fact that the only S4+ units are the Eagles, Swordmasters, Ellytion Reavers with spears or the Repeaters/Griffons Claw is going to hamper the type of army that most High Elves play I suppose.
I have amended the Aqualines to be heavy armour, so if they choose to fight with hand-weapon and shield, they get a 3+ save, which is respectable for a fully ranked close combat unit, especially one with reasonable missile fire as well.
Additionally, I have given Sea Guard infantry the option to take halberds, as they used to have this option in older fluff (I think the 4th edition High Elf army book).
The command on your Sea Elves is way too cheap. Command prices similar to a Spearmen should be appropriate. No one in the game to my knowledge gets command for the price you listed them as.
Last edited by Spector; October 29th, 2008 at 17:59.
made some minor amendments - got rid of Shadow Warriors, and replaced their role entirely with teh Rangers, who now skirmish, and small units can scout.
the Aqualine Guards are now "Monster killers" due to wielding heavy nets that they use to entrap and kill large sea creatures. The rules are a "count as poison" type - i.e. wound automatically on a 6.
Sea Elfs now come with nothing as base, so are a cheap alternative to other troops, and aren't skirmishers any more. They can take bows and the command is more expensive.
Griffon's Claw is now stronger still than the Repeater. The Repeater is double the cost of the similar standard Bolt Thrower, and the Griffon is just a massive version of a standard Bolt Thrower, so should be assively stronger to justify its points cost. It now resembles a cannon, but with none of the negatives.
Note new changes:
Hi - made some amendments which hopefullly should make the list viable enough..
Sea Elves cannot get rank bonus
Rangers can only scout if a unit of less than 10, and have a version of the fire and flee rule
Dropped Shadow Warriors and Shore Riders
Aqualine Guard have "poisoned" attacks against Large Targets/Monsters as they use their tanglenets to disable and attack vulnerable parts of their opponent
Griffons Claw is now 1 for 1 vs Repeaters