Balanced Elf Warband: Twilight Elves
Please feel free to comment and tear apart my ideas. My attempt to is give elves their elven feel but make them balanced.
Link for easy to read version:
Basic Balance Ideas: Limits on poisons/blackpowder/drugs, limits on advancement, limits on Strength/Toughness/Wounds, needing human scouts to interact with others, and trying to make their special skills less overpowering.
Basic Elf Fluff Ideas: Special swords that counteract strength limits, Elven bows and short bows, Aenur on tap, a spirit blade that defines the Elfyness of the warband with an Aura chosen before each game (either immune to: fear, poison or magic)
I made all the elves rather expensive, but seeing as you will only ideally have 9 elves and 6 scouts, the expense isn't overlimiting.
Many complaints are made about elves having no CC ability, so making hero bladesman, spirit blade, and probably 2 henchmen blades have access to twilight sword and not to shooting should give enough for them to do some damage in CC while they watch their pathetic scouts likely die.
Human scouts do 2 things: one, in fluff, they allow the elves their superiority of not talking to anyone else, and 2 they function as cheap fodder. most elf warbands i see have animals which are silly to drag to mordheim from elf-land.
Re: Balanced Elf Warband: Twilight Elves
Wow, so many people giving so much feedback is overwhelming!
Having another look at them, I decided to add 2 Ithilmar items cause I felt so bad about taking away Toughness and Wound advances.
1 - Ithilmar Shield (5+ save)
2 - Ithilmar Helmet (3+ save from stun)
Both following the same rules as other starting Ithilmar/Elf equipment (must roll on rare chart after creation).
Finally, I also thought about giving Ithilmar weapons at just 2x the cost at warband creation instead of 3x and reducing human scouts to 15gc (seeing as they are just youngbloods with no talent or elf buffs).