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Thread: High Elf wishlisting...

  1. #161

    Re: High Elf wishlisting...

    Hi Athlan na Dyr.

    Thank you for your feedback it is much appreciated. I'll reply to your replies in Aqua/Blue.

    Quote Originally Posted by Athlan na Dyr;6211476
    [IMG
    http://www.warseer.com/forums/warseer/images/misc/quote_icon.png[/IMG] Originally Posted by Kurnous the Hunter http://www.warseer.com/forums/warsee...post-right.png
    I'd prefer if you would help me

    Okay here is what I would do:

    Preternatural Senses
    All elven-kind move with what seems to be effortless grace and blinding quickness to those of other races. Combining swiftness of thought with cat like reflexes and near mystical senses, an elf in battle is capable of easily anticipating the movements of their enemy, making it easier to strike them, or avoid their comparatively clumsy blows.

    All Elves ASF. 6+ ward save (Against all attacks)
    A hard ward? Interesting...
    My first thought was +1 to hit, -1 to hit for enemy, but this is way overpowered and would make Elven characters extremely effective. A 6+ ward is hardly game breaking or overpowered, and the Elves are still fragile, just a little less so.



    Note: ASF and Great weapons cancel each other out. 6+ Ward stackable with Parry OR other ward saves.
    Stackable ward saves? Interesting-er (though parry saves aren't exactly commonplace in a HE army). Suprised that you turned SoA into normal ASF rather than its current format, but seems logical from a simplicity perspective
    You are dead right it was all about simplicity. I can also imagine how opposing players would feel quite "dirty" about elves not only attacking in initiative order with a giant great weapons, but then ASF & the re-rolls it usually gives! Also makes HE players think about how they are going to arm their characters! No more Great weapon being the easy choice!

    Shield wall
    The Citizen Levy of Ulthuan use their hundreds of years of training and innate discipline to perfect this form of fighting. Countless times the Elves of Ulthuan have stood against foes that heavily outnumber them, and have managed to drive them off.

    A High Elf unit with this ability must declare that they are using the Shield wall formation at the beginning of a turn, and only if unengaged in combat. A unit in a Shield wall cannot march. Both the unit and any enemy engaged toward the front facing make no Supporting Attacks (Note that the Elf unit still uses it's second rank of spears). In addition the unit in Shieldwall formation adds +1 to it's armour save representing the extra protection afforded by the overlapping shields.

    When calculating combat if the unit in Shield wall formation loses combat- discount the enemy rank bonus. If the Unit in Shield Wall formation still breaks it flees as normal. If it would otherwise pass the leadership test the Shield Wall is broken.
    Conversely if an enemy unit loses combat against a Shield wall - ignore the rank bonus of the unit in Shield wall formation. If the enemy unit still breaks it flees as normal. If it would otherwise pass the leadership test the unit fights on.

    Designer note: I'm not sure if the above could be worded better or is just too complicated. Another alternative would simply be to add parry if charged & all subsequent turns.The Shield Wall rule is designed with a few things in mind.
    1. Emphasize the defensive nature of HE Spear levy.
    2. Give Elves an "Anvil" that would lessen the attrition war with large blocks & Hordes (elves holding back the tide)
    3. As Point 2 gives Elves the chance to counter attack by holding the line.

    Not sure on the 'cannot march' thing. Maintaining an overlapping shield wall (what I'm assuming this rule is meant to represent) would be an utter pain in the **** if you had to move.
    Also, from a rules perspective this seems kinda strange. It limits attacks in a non-linear fashion, adds +1 to armour and has some kinky stuff going on with rank bonus (which is only worked out after combat result is decided?). I must admit that I do like the idea behind it though.
    If I were to change it (read; royally cock it up ), I'd make it;
    'any infantry unit that is armed with shields may declare they are using this formation during the start of the player's own movement phase. This will last until the High Elf player's next turn. The unit cannot declare a normal move, though may still charge 2D6" (i.e. do not add movement to charge range). Also, the unit receives +1 AS, is stubborn and may parry regardless of what other weapons are being wielded along with their shields. Furthermore, the number of ranks your enemy can attack with is reduced by one, so normal infantry attack with one rank, horded infantry 2 and so on and so forth.
    If however, the unit is defeated in combat, the shieldwall rule ends until it can be declared in the next HE movement phase. Also, should the unit break from combat, they roll 3D6 and discard the highest'

    To my mind that reads a lot easier and disregards the wierd rank thingy for a simple 'stubborn' that helps keep that anvil where it needs to be, even against elite enemies.


    I knew that it would be too complicated hence my note. I just couldn't find a simple way to word it better/seem simpler - it works simply in my head but when read out it seems confusing. I also though about amending the shield wall to remove 1 rank of supporting attacks but I had already hit post.
    As a further note I wrote some advanced warhammer rules 10 years ago where all races could form a shield wall (with a leadership test). High elves could automatically form one and still march 8" (all to do with the fluff about how swift and disciplined HE formations are).

    I would still let them move, just not as fast. After all even a Roman Testudo could advance. I'll retry below.

    Shield Wall
    A High Elf unit with this ability must declare that they are using the Shield wall formation at the beginning of a turn, and only if unengaged in combat. A unit in a Shield wall cannot march. Both the unit and any enemy engaged toward the front facing lose one rank of Supporting Attacks (so normal infantry attack with one rank, horded infantry 2 and so on and so forth.). In addition the unit in Shieldwall formation adds +1 to it's armour save representing the extra protection afforded by the overlapping shields.


    The unit counts as being stubborn whilst in combat. However if they lose combat by more than their rank bonus the Shieldwall is broken and they cannot reform and declare a new shieldwall unless they are unengaged.
    Additionally if an enemy unit loses combat by less then their own rank bonus they do not flee.
    A Unit in Shieldwall formation can elect to pursue a broken enemy but roll 3D6 picking the lowest 2 dice. I they pursue the Shieldwall is considered broken.


    NOTE: I thought adding a parry would make them too sturdy
    .


    CORE
    Spearmen 10 Points Good. Personally, I would add an option for HA (for +1 or 2pts), but just my opinion.
    Archers 11 Points Seems a bit much to be honest. They hardly benefit from ASF or the 6++ as much as spears. 10 or maybe even 9
    Lothern Seaguard 13 Points again, bit much to my mind...
    Silver Helms 22 Points Dear lord, they got a point increase? If this included shields, fine, but otherwise -2 points.
    Ellyrion Reavers 18 Points Again, a price rise? Disagree with this
    Like the units you're putting in core, but I think you're over estimating the value of a 6++ (nothing wrong with a conservative approach though) or you're including equipment that you haven't listed.

    With Archers I consider letting them shoot twice if stationary. Not sure if this would be OP or not (please let me know!) But to be honest they would still be decent supporting troops in combat. You are probably right though 10 points would be ok, 11 with light armour.
    LSG you are probably right - 12 and same with Silver Helms.
    High elves have too few choices in Core. Silver Helms are a must in core at the very least and I was torn about Reavers, I still am.

    Overall you are correct though, I took pains not to create a 'Fan list' which all tend to turn out to be completely broken on close analysis.

    SPECIAL
    Sword Masters 16 Points SN1
    White Lions 16 Points SN2
    Phoenix Guard 16 Point SN3
    Shadow Warriors 16 Points These boys need some work, perhaps BS 5 ala shades?
    Dragon Princes 32 Points Again with the overestimation of the ward. Whilst you got it right with the spears, the nerfs cavalry took with the edition change either equal or far outweigh the buff you've put in. Hence, 30 points or perhaps 29
    Tiranoc Chariot 90 Points 2 for 1 for the number of units limit right? Why not make them in units of 1 to 3?

    I think you are generally right. I would love Shadow warrior to get shields back. Then they would have a 5+ AS with 5++ (Ward + parry save stack). Chariots - not a bad idea

    RARE
    RBT 80 Points - 3 crew, 2 for 1 OR 100 Points but multiple shots = S5. Personally would like for the volley to be a bit better (3D3 instead) and 85 to 90 (with 3 crew). Your version does seem fair, maybe a bit conservative
    Great Eagle 50 Points - Armour Piercing, 2 for 1
    Lion Chariot 150 Points
    Add drake riders. You know you want them.

    I believe High Elves will get Eagle Riders that will be called Wind Lords or something like that. It is mentioned in the fluff that they were used to patrol and bear messages across the huge Elven Empire.

    SN1 - Sword Masters have three Sword Forms
    1. Evade - Parry Save (stacks with Preternatural Senses)
    2. Swift- Gain +1I and ASF
    3. Pierce - Armour Piercing
    number 3 is nowhere near as good as 1 and 2. 2 is strange in that they already have ASF, merely cancelled by Great Weapons. My version would be:
    1. Evade - as current
    2. Swift - reroll ones to hit
    3. Pierce - reroll ones to wound, Armour Piercing
    but at the current 15 ppm


    I haven't come up with better names and explanations as of yet to my sadness. Thinking of relating each sword form to an Aspect of Khaine OR a dangerous creature. Remember my version of SoA is just a normal ASF. Hence with great weapon they only strike in initiative order, no ASF and no re-roll associated. I can imagine other elven troops would butcher them (Striking first and with re-rolls!) hence Swift was the option to make Sword Masters strike at an equal level. Pierce is a lesser option, but I thought that it is still an option against very heavy cavalry.

    This version of the unit is still seriously good and I was considering putting them in the rare section with the option to count 1 unit as special per Arch Mage.


    SN2 White Lions gain D3 wounds to monsters (or Heroic KB?)
    considering their rather large nerf with the 'no rerolls', these boys need a LOT more to justify 16 ppm. I'd add that white lion cloaks add +1 AS all the time, with an additional +1 vs. shooting, the D3 wounds to Monstrous Infantry, Cavalry and Monsters, and even then might be searching for a little bit extra for 16
    Again I think you are correct. 14-15 points would be better. Not sure about the extra +1AS in combat - can see alot of none HE players whine about how the fragile elves are not fragile enough!

    SN3 - Pheonix Guard - Scrap fear and ward save. Gain Unbreakable and Guardian Formation
    Guardian Formation= unit may gain extra rank of supporting attacks (like spears)
    Right, no ward save eliminates the cheese I was expecting with the stackable ward save. Again, seems to be very expensive for what they do. Compared to Black Guard, they have Unbreakable vs. Stubborn and Guardian Formation vs. 2 Attacks for 3 points more (I'm assuming ASF = reroll missed hits all the time). Also, these really aren't that different to Sword Masters (a point of strength, WS, I, the blade forms compared to ASF, formation vs. 2 Attacks and unbreakable). It would be nice to see some more defined roles for elites.

    Might pull it back 1 point. I expect Black Guard to change or become more expesnive come 8th Edition. Might also add +1MR to unit including characters who join.

    Mages gain special rule Innate Mages = Reroll any result of 1 on power or dispel dice.
    uh, not a fan of this. Would lead to some serious dodgy-ness when the Slaan came around to be redone.

    You really think re-rolling 1's on PD and DD is really that bad? I think it gives Elves a nice edge without being Overpowered - after all they are superior natural magic users than other races AND they have much longer to study! Otherwise I barely feel HE magic is that much better than others such as say Empire, if you factor out back items (Banner of Sorcery, BoH). I shouldn't need to take silly magic items to have a racial edge which should be natural. Elf mages are also more expensive. How about re-rolling 1 roll of 1 per casting or Dispel attempt?
    I am guessing Slann can just get a +1 on casting value on top amongst other silliness...


    And that is how I would present 8th edition High Elves

    Last edited by Kurnous the Hunter; 07-05-2012 at 03:28.

  2. #162
    Brother Sergeant Židrek's Avatar
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    Re: High Elf wishlisting...

    A few ideas I came up with, Feel free to shoot it full of holes.


      • Remove SoA (Because I feel that always strike first is to hard to balance and has become a crutch, with high initiative we already strike quickly but maybe they could use a +1 bonus to their initiative for special and rare units to further illustrate their level of training through quick reaction.)

      • Troops given Ilthilmar Armors (+1 to their armor rating to increase their survivability while still being fluffy)
      • Ilthilmar Barding
      • Reavers and Silver Helms moved to Core.
      • Lothern Sea Guard Moved to Special give them something fluffy like River Strider and shields as standard equipment.
      • Make all Reaver and Sea guard bows Recurve Bows that work the same as normal bows but give a S4 shot at short range (I think this would improve the Reavers and Sea guard making them more worth their points but encouraging us to move our units close to the enemy so that we can gain the bonus putting us more at risk of being charged and flanked or better defending against monster charges by lowering their numbers before they get impact hits on infantry.)
      • Swordmasters and White Lions Striking at Initiative ignoring always strike last rule for greatweapons.
      • (for all books) The Rider's Ward saves usable by monster mounts such as dragons.

      • Move Lion Chariots to Rare (I don't see this as being as common as a normal chariot would be)

      • Point drop or something added to the Bolt Thrower to make it worth it current point cost.



    Haven't really been playing long enough to try and determine point costs and I'm not sure if the Recurve bow idea would actually backfire and instead just further encourage gun lines. Like I said at the being start ripping it apart and say what makes these bad ideas.

  3. #163

    Re: High Elf wishlisting...

    Quote Originally Posted by Kloud13 View Post
    When using Phoenix Guard, your opponent has to reveal ALL the assassins in their army. and any other unit that uses likewise trickery. As well, that Master DE Assasin cannot infiltrate a HE unit. he is forced to join a DE unit.
    Very interesting. How about Phoenix sight, or the Gaze of Asuryan?
    All units within 12" of the unit must reveal all magic item, magic spells, and hidden character models such as assassins. This means that a Master DE assassin cannot start the game in the Phoenix Guard unit and additionally, if deployed in a unit with 12" of the Phoenix guard is automatically revealed!

  4. #164
    Chapter Master TheDungen's Avatar
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    Re: High Elf wishlisting...

    I strongly oppose the movign LSG to special, they're suposed to be Eataine's replacement for citizen's militia not their elite infantery unlike the other elite high elf units.

  5. #165

    Re: High Elf wishlisting...

    imho HE can keep their army wide ASF but not the way it is implemented currently, they should not ignore ASL from great weapons.
    to compensate the loss of killing power for their elite infantry the could gain army wide rule to attack and shoot from additional rank with all weapons (just like spearselves can attack from an additional rank) and maybe other fluffy special rules.

    instead moving SH to core they could instead receive a buff on their profile. they are after all nobles that bring their own equipment into battle.

    cheaper prince, noble and mages would be great, especially the noble and prince.
    Last edited by cptcosmic; 07-05-2012 at 09:16.

  6. #166

    Re: High Elf wishlisting...

    Quote Originally Posted by cptcosmic View Post
    imho HE can keep their army wide ASF but not the way it is implemented currently, they should not ignore ASL from great weapons.
    to compensate the loss of killing power for their elite infantry the could gain army wide rule to attack and shoot from additional rank with all weapons (just like spearselves can attack from an additional rank) and maybe other fluffy special rules.

    instead moving SH to core they could instead receive a buff on their profile. they are after all nobles that bring their own equipment into battle.

    cheaper prince, noble and mages would be great, especially the noble and prince.
    Hang on, but Empire can have Empire Knights + INNER CORE!!!! as Core units? Bloody crazy!

  7. #167
    Brother Sergeant Židrek's Avatar
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    Re: High Elf wishlisting...

    Quote Originally Posted by Kurnous the Hunter View Post
    Hang on, but Empire can have Empire Knights + INNER CORE!!!! as Core units? Bloody crazy!
    I have to agree with Kurnous, both the Empire and Bretonnians get Core cavalry, why is it far fetched for them to be such with the HE?

    I always saw them as the High Elves Version of Knight Errant, albeit a more well trained version. Here is the line from the HE army book page 51 that gave me this thought: "It is during their time fighting with the silver helms that the nobles of Ulthuan can truly prove themselves, and it is rare for an Elf Prince or noble to be given command of a force of any size unless he has proven his valour within the ranks of the Silver Helm Knights first." And it continues to describe them to have a similar mentality to Bretonnian Knights Errant with their brashness and desire to achieve glory.

  8. #168
    Chapter Master The Low King's Avatar
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    Re: High Elf wishlisting...

    Quote Originally Posted by Židrek View Post
    I have to agree with Kurnous, both the Empire and Bretonnians get Core cavalry, why is it far fetched for them to be such with the HE?

    I always saw them as the High Elves Version of Knight Errant, albeit a more well trained version. Here is the line from the HE army book page 51 that gave me this thought: "It is during their time fighting with the silver helms that the nobles of Ulthuan can truly prove themselves, and it is rare for an Elf Prince or noble to be given command of a force of any size unless he has proven his valour within the ranks of the Silver Helm Knights first." And it continues to describe them to have a similar mentality to Bretonnian Knights Errant with their brashness and desire to achieve glory.
    Because there are far more Brettonian and Empire nobles than there are elf nobles. Some knights arnt even nobles.

    Brettonia is a feudal army build around knights, the Empire is filled with knightly orders of all sorts, often with their own armies.

  9. #169
    Chapter Master pointyteeth's Avatar
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    Re: High Elf wishlisting...

    Just an idea; give all elves +1 Initiative and if they have great weapons ignore ASL but halve their initiative rounding up. Move Reavers and/or Silver helms to core. Add a new rare choice or two.
    Fantasy log of...Stuff: Vampire Counts, Warriors of Chaos, Southlands Ogres, Cryx plus whatever else tickles my fancy.

  10. #170
    Chapter Master TheDungen's Avatar
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    Re: High Elf wishlisting...

    Silver helms used to be core but then everyone fielded all cavalery armys (higher movement meant getting to charge rather than being charged and heavy armour which was a upgrade back then meant they could actually take a beating) so they made them special.

    I agree that they should move them back to core again, but they should make them light armour (for less points) with heavy armour as an upgrade (then costing roughly the same as they do now).

    I'm a firm beliver in keeping stuff like this as upgrades rather than forcing you to take anything.

  11. #171
    Librarian Francis's Avatar
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    Re: High Elf wishlisting...

    Quote Originally Posted by pointyteeth View Post
    Just an idea; give all elves +1 Initiative and if they have great weapons ignore ASL but halve their initiative rounding up. Move Reavers and/or Silver helms to core. Add a new rare choice or two.
    Sorry but this would completely ruin both White Lions and Swordmasters. If those two units were to strike after chaos warriors or deamons, or at the same time as ogres for that matter they would be utterly butchered.
    "Rosette wishes Talon and Thorn. Darkness through failing light descends."

  12. #172

    Re: High Elf wishlisting...

    Elves could easily do something like some of the 40K books where certain characters change the army list.

    Got Blind Eltharion? May take a single unit of SwordMasters as Core.

    Got Got Tyrion? Silverhelms become Core.

    Got That Seaguard Commander guy? Seaguard become a point cheaper, and Bolt Throwers may be taken as Special.

    Got the Everqueen? Maiden Guard become Core.

    Alith Anar? Core Shadow Warriors.

    Pheonix King? Can take single unit of PG as Core.

    I'm just making stuff up, but allow elf players to choose a province of Ulthwan, and get bonus for it, and even a few restrictions.

  13. #173
    Brother Sergeant Židrek's Avatar
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    Re: High Elf wishlisting...

    Quote Originally Posted by Francis View Post
    Sorry but this would completely ruin both White Lions and Swordmasters. If those two units were to strike after chaos warriors or deamons, or at the same time as ogres for that matter they would be utterly butchered.
    I don't understand this, if you remove ASF, have them *ignore* ASL while giving all HE units +1 to their initiative it still has them striking first in most situations except against Heroes and Heralds as the base initiative of HE units is already 5. Isn't the best initiative for the Ogres 5 on their Heroes? Warriors of Chaos have ini 5 so even if you didn't get the +1 to ours they would be striking at the same time.

    Quote Originally Posted by Kloud13 View Post
    Elves could easily do something like some of the 40K books where certain characters change the army list.

    Got Blind Eltharion? May take a single unit of SwordMasters as Core.

    Got Got Tyrion? Silverhelms become Core.

    Got That Seaguard Commander guy? Seaguard become a point cheaper, and Bolt Throwers may be taken as Special.

    Got the Everqueen? Maiden Guard become Core.

    Alith Anar? Core Shadow Warriors.

    Pheonix King? Can take single unit of PG as Core.

    I'm just making stuff up, but allow elf players to choose a province of Ulthwan, and get bonus for it, and even a few restrictions.
    I don't like this as it forces you to use special characters to play how you want and many people like to play with normal Heroes and some tournaments ban their use. Thus we have an unplayable race and I think that 40k's already broken with the emphasis on named command.
    Last edited by Židrek; 07-05-2012 at 18:24.

  14. #174

    Re: High Elf wishlisting...

    Isn't that the whole point of a bolt thrower though?
    Not really. It is just too expensive for this role. The Bolt Thrower either shoots one big shot, to little for the points (Its about 3 times more expensive than the Dwarf version) or it shoots S4 AP shots, which can still struggle to bring down heavy infantry and Cavalry. For the price it struggles to fill the needed role. The HE need something that can soften heavy Infantry and Knights to support their frail infantry. I do not believe the current Bolt Thrower does that.

    Yeah the scorpion would certainly not be called a scorpion in a high elf army so what would we call a machine throwing large bolts? Maybe a bolt thrower?
    Jokes aside the boltthrower is already much close to a scorpion than to a balista, if you want to add a artilery piece add a balista instead and move the bolt thrower to special. A balista could be shooting one shot that doenst scatter and gives a blasttemplate at say str 5 or 6. and causes d6 wounds. Kinda like a cannon but with much less str because it has much higher BS and doesnt scatter. (Cause i think cannons should have to roll to hit).
    To be honest the name is irrelevant. It doesn't matter what it is called, what matters is what role it does. As it happens Bolt Throwers are split between a big anti-monster bolt and a horde slashing volley. Now, personally I don't mind the split fire itself, and the current Bolt Thrower isn't that bad at either roll. The problem is it has to pull double duty sometimes and it struggles to bring down heavier troops. It could be edited to fill the role so your idea isn't a bad one, and ideally any solution would help differentiate the roles of the various warmachines.

  15. #175

    Re: High Elf wishlisting...

    Quote Originally Posted by Kloud13 View Post
    Elves could easily do something like some of the 40K books where certain characters change the army list.

    Got Blind Eltharion? May take a single unit of SwordMasters as Core.

    Got Got Tyrion? Silverhelms become Core.

    Got That Seaguard Commander guy? Seaguard become a point cheaper, and Bolt Throwers may be taken as Special.

    Got the Everqueen? Maiden Guard become Core.

    Alith Anar? Core Shadow Warriors.

    Pheonix King? Can take single unit of PG as Core.

    I'm just making stuff up, but allow elf players to choose a province of Ulthwan, and get bonus for it, and even a few restrictions.
    Do Not Want!

    Seriously, I don't want my army to be special character dependant, thank you very much. I will settle for keeping them all special rather than have that. What's wrong with army selection now in any event, you can do most armies that you want with the rules as is (the notable exception is that silverhelms should be core).

    I like the idea of choose province get buff, but the ******s at GW will never go for it. However, I bet we'll see a return of special tactics to HE princes though because of some of the stuff they make note of in BRB

  16. #176
    Chapter Master ScytheSwathe's Avatar
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    Re: High Elf wishlisting...

    Lose ASF, Gain Ilithmar armour.
    Ilithmar Armour: High elves with this rule (everything thats an elf wearing mundane armour) can reroll unmodified armour saves. Modified armour saves are taken as usual. Magic resistance 1.

    Doesnt stop us being mullered by strong troops/real magic. Stops us dying in droves to weak hordes after we have attacked. And an army entirely with magic resistance (even if it is carp) could be fun

    EDIT. Also opens up so fun with the characters and some of the more exotic magic items
    Last edited by ScytheSwathe; 08-05-2012 at 03:14.

  17. #177

    Re: High Elf wishlisting...

    Quote Originally Posted by Kloud13 View Post
    Elves could easily do something like some of the 40K books where certain characters change the army list.
    Got Blind Eltharion? May take a single unit of SwordMasters as Core.
    Got Got Tyrion? Silverhelms become Core.
    Got That Seaguard Commander guy? Seaguard become a point cheaper, and Bolt Throwers may be taken as Special.
    Got the Everqueen? Maiden Guard become Core.
    Alith Anar? Core Shadow Warriors.
    Pheonix King? Can take single unit of PG as Core.
    I'm just making stuff up, but allow elf players to choose a province of Ulthwan, and get bonus for it, and even a few restrictions.
    I think you mean 'some of the Space Marine books'. A big fat chunk of 40k is space marines, but not all of it
    Not a fan, personally.

    Quote Originally Posted by cptcosmic View Post
    imho HE can keep their army wide ASF but not the way it is implemented currently, they should not ignore ASL from great weapons.
    to compensate the loss of killing power for their elite infantry the could gain army wide rule to attack and shoot from additional rank with all weapons (just like spearselves can attack from an additional rank) and maybe other fluffy special rules.
    instead moving SH to core they could instead receive a buff on their profile. they are after all nobles that bring their own equipment into battle.
    cheaper prince, noble and mages would be great, especially the noble and prince.
    The problem I have with the 'attack in an additional rank' is the ridiculously HU-*******-MONGOUS units you would have to take to get the full benefit of this rule. To be perfectly blunt, I don't think High Elves should be putting 50 White Lions or Phoenix Guard down in anything under 4000 points or more.

    Note: the following is from above, but was wrapped in quote tags. To see what the responses in blue below were to, please scroll up (its post #161)
    My first thought was +1 to hit, -1 to hit for enemy, but this is way overpowered and would make Elven characters extremely effective. A 6+ ward is hardly game breaking or overpowered, and the Elves are still fragile, just a little less so.

    You are dead right it was all about simplicity. I can also imagine how opposing players would feel quite "dirty" about elves not only attacking in initiative order with a giant great weapons, but then ASF & the re-rolls it usually gives! Also makes HE players think about how they are going to arm their characters! No more Great weapon being the easy choice!

    I knew that it would be too complicated hence my note. I just couldn't find a simple way to word it better/seem simpler - it works simply in my head but when read out it seems confusing. I also though about amending the shield wall to remove 1 rank of supporting attacks but I had already hit post.
    As a further note I wrote some advanced warhammer rules 10 years ago where all races could form a shield wall (with a leadership test). High elves could automatically form one and still march 8" (all to do with the fluff about how swift and disciplined HE formations are).

    I would still let them move, just not as fast. After all even a Roman Testudo could advance. I'll retry below.

    Shield Wall
    A High Elf unit with this ability must declare that they are using the Shield wall formation at the beginning of a turn, and only if unengaged in combat. A unit in a Shield wall cannot march. Both the unit and any enemy engaged toward the front facing lose one rank of Supporting Attacks (so normal infantry attack with one rank, horded infantry 2 and so on and so forth.). In addition the unit in Shieldwall formation adds +1 to it's armour save representing the extra protection afforded by the overlapping shields.

    The unit counts as being stubborn whilst in combat. However if they lose combat by more than their rank bonus the Shieldwall is broken and they cannot reform and declare a new shieldwall unless they are unengaged.
    Additionally if an enemy unit loses combat by less then their own rank bonus they do not flee.
    A Unit in Shieldwall formation can elect to pursue a broken enemy but roll 3D6 picking the lowest 2 dice. I they pursue the Shieldwall is considered broken.

    NOTE: I thought adding a parry would make them too sturdy.

    With Archers I consider letting them shoot twice if stationary. Not sure if this would be OP or not (please let me know!) But to be honest they would still be decent supporting troops in combat. You are probably right though 10 points would be ok, 11 with light armour.
    LSG you are probably right - 12 and same with Silver Helms.
    High elves have too few choices in Core. Silver Helms are a must in core at the very least and I was torn about Reavers, I still am.

    Overall you are correct though, I took pains not to create a 'Fan list' which all tend to turn out to be completely broken on close analysis.

    I think you are generally right. I would love Shadow warrior to get shields back. Then they would have a 5+ AS with 5++ (Ward + parry save stack). Chariots - not a bad idea

    I believe High Elves will get Eagle Riders that will be called Wind Lords or something like that. It is mentioned in the fluff that they were used to patrol and bear messages across the huge Elven Empire.

    I haven't come up with better names and explanations as of yet to my sadness. Thinking of relating each sword form to an Aspect of Khaine OR a dangerous creature. Remember my version of SoA is just a normal ASF. Hence with great weapon they only strike in initiative order, no ASF and no re-roll associated. I can imagine other elven troops would butcher them (Striking first and with re-rolls!) hence Swift was the option to make Sword Masters strike at an equal level. Pierce is a lesser option, but I thought that it is still an option against very heavy cavalry.

    This version of the unit is still seriously good and I was considering putting them in the rare section with the option to count 1 unit as special per Arch Mage.

    Again I think you are correct. 14-15 points would be better. Not sure about the extra +1AS in combat - can see alot of none HE players whine about how the fragile elves are not fragile enough!

    Might pull it back 1 point. I expect Black Guard to change or become more expesnive come 8th Edition. Might also add +1MR to unit including characters who join.

    ou really think re-rolling 1's on PD and DD is really that bad? I think it gives Elves a nice edge without being Overpowered - after all they are superior natural magic users than other races AND they have much longer to study! Otherwise I barely feel HE magic is that much better than others such as say Empire, if you factor out back items (Banner of Sorcery, BoH). I shouldn't need to take silly magic items to have a racial edge which should be natural. Elf mages are also more expensive. How about re-rolling 1 roll of 1 per casting or Dispel attempt?
    I am guessing Slann can just get a +1 on casting value on top amongst other silliness...
    Right, my 'interesting...' comment was mainly with how stackable ward saves would work out with the Phoenix Guard (the game of warhammer does not require 3++ unit saves. Neither does 40k in my humble opinion...)

    With the moving shield wall, I'm assuming that the elves are overlapping their shields. That would mean that the man behind the front line is right up close to the front, with his arms over the other guys shoulders. Now, aside from the fact that the front line can't see, moving anywhere quickly in that sort of position will be an absolute pain and almost certain to cause a break in formation. Even for the greek hoplites (with one line of shields) the only army that would regularly dare move in a direction other than straight forward near to the enemy were the Spartans (which is why their use of the shield-bearing hoplite formation was regarded as the best). The Roman Testudo never had overlapping shields, merely one layer at the front and the other ranks held theirs overhead.
    From a game perspective, this was to balance out the stubborn and parry (powerful, but can be avoided to some degree).

    With your new take on the shieldwall rule, I dislike the 'if the enemy loses by less than their rank bonus...' bit and the lack of parry. The first seems a bit off (if they lose by less than their rank bonus, they have a good chance of not breaking anyway) and the parry is to give the unit some utility against more elite opposition. To be honest, its the only tarpitty unit in your altered list, and a 4+ 5++ isn't really that bad, so long as their are limits to their mobility.
    As a further notion, I think some caveat that the shieldwall does not work against flank or rear attack would be good to implement.
    I do like the 'if the elves lose by less than their rank bonus...' bit (TBH, I loooove it).

    Shooting twice for archers seems a bit 'Repeater Crossbowmen' to me (and 'white dark elves with less spikes' is hardly what the High Elves should be). And I laugh at the notion of high elf archers as combat troops in anywhere other than the flank or rear.

    I do like your organisation of the list (i.e. what is in core, special, rare...) and like your conservative approach.

    With the Sword Masters, giving them ASF as a power still makes them strike in initiative order with no rerolls (SoA + ASF + GW = strike in initiative order still). Pierce is decidedly meh compared to rerolls to hit against basically anything. They are very killy but still die by the handful to any shooting/ return attacks. I'd leave them in special, they are reasonably common and Arch Mages really don't need any more buffs...

    For the White Lions, the change to lion cloaks was to be more in line with the way sea dragon cloaks work. You could have a point on keeping the mechanics as current though.

    As to the magic phase suggestion; I am extremely cautious about touching the magic phase with anything other than +X to cast, or the odd +X dice. Rerolling messes around with probability and can quickly lead to buff inflation (as dramatically portrayed below):
    Player 1: you get to reroll ones? I want to do that cause my chaos mages are the best and tzeentch blessed them, so they get a +1 to cast and loremaster...
    Player 2: yeah, well my mage is a tzeentch daemon! He should get to re-roll any roll and have +1 to cast and can nick spells from anyone else

    Player 3: Well I've got a slaan. He should be able to automatically cast a lore per turn.

    Player 4: Lord Croak. I should be able to toss a dozen large blasts at the enemy army and remove anything under the marker...

    Player 5: I've got vampire counts/ Orcs and goblins/ Ogres/ etc. and can't do any of that crap. The F do I do?
    and so on...
    Leave it at a unique lore (High) that should be very good, and maybe the good ol +1 to dispel, with a couple of things in the list that offer bonuses to cast or whatnot.
    Quote Originally Posted by IcedAnimals View Post
    *hey nun wearing similiar gothic fashion, crusading in the name of the same god emperor we both believe in and who also hates psykers. Get out of our way, we have a xeno psychic tea party to get to.*

  18. #178

    Re: High Elf wishlisting...

    Quote Originally Posted by Kurnous the Hunter View Post
    Hang on, but Empire can have Empire Knights + INNER CORE!!!! as Core units? Bloody crazy!
    nothing wrong with Silverhelms in special selection if they had the proper stats in the profile, thats the problem. up their stats to be better then the usual HE citizen and it is fine. HE core consists of spears and archers, that is their tradition and I dont see a reason to break it, I would rather improve those choices and make the core more solid.

    Quote Originally Posted by Athlan na Dyr View Post
    The problem I have with the 'attack in an additional rank' is the ridiculously HU-*******-MONGOUS units you would have to take to get the full benefit of this rule. To be perfectly blunt, I don't think High Elves should be putting 50 White Lions or Phoenix Guard down in anything under 4000 points or more.
    nothing wrong with large units, they are after all easy to counter in smaller games. and you dont have to take large units. you can also field smaller units like you do now. 21 7x3 formation gives you 22 S6 attacks or you can just go for blocks thus you can have ranks and still hurt alot. I dont see how this is bad. loss of rerolls hurt BUT you can give them any buff you like.

    e.g. lion cloak could apply to melee too. WL could also receive throwing weapons they can also use while charging. spear elves could get their parry save even when using spears and so on.... so many possibilities to make the units more interesting and still very killy.
    Last edited by cptcosmic; 08-05-2012 at 08:45.

  19. #179

    Re: High Elf wishlisting...

    Quote Originally Posted by Athlan na Dyr View Post

    With your new take on the shieldwall rule, I dislike the 'if the enemy loses by less than their rank bonus...' bit and the lack of parry. The first seems a bit off (if they lose by less than their rank bonus, they have a good chance of not breaking anyway) and the parry is to give the unit some utility against more elite opposition. To be honest, its the only tarpitty unit in your altered list, and a 4+ 5++ isn't really that bad, so long as their are limits to their mobility.
    As a further notion, I think some caveat that the shieldwall does not work against flank or rear attack would be good to implement.
    I do like the 'if the elves lose by less than their rank bonus...' bit (TBH, I loooove it).

    I can see/feel the whine already of how durable the unit is. Thanks for the compliment on the rank bonus but I feel the special rule should apply to both parties. I would probably get rid of stubborn as well. Against hard hitters they should be Steadfast anyway, and against lesser more numerous units, should not lose combat and if they do not by much (covered by rank bonus rule).

    Also your comment about losing by less then rank bonus would mean they probably wouldn't break....-2 or -3 LD on average leadership means a reasonably strong chance...

    Shooting twice for archers seems a bit 'Repeater Crossbowmen' to me (and 'white dark elves with less spikes' is hardly what the High Elves should be). And I laugh at the notion of high elf archers as combat troops in anywhere other than the flank or rear.

    I was inspired by the wood elf unit in Shadow of the Horned Rat and shooting being initiative based. Since elves are double average initiative, I thought well, double the shots! Still based on standing still though. I guess I got jack of losing shooting duel's with crossbows

    I do like your organisation of the list (i.e. what is in core, special, rare...) and like your conservative approach.

    With the Sword Masters, giving them ASF as a power still makes them strike in initiative order with no rerolls (SoA + ASF + GW = strike in initiative order still). Pierce is decidedly meh compared to rerolls to hit against basically anything. They are very killy but still die by the handful to any shooting/ return attacks. I'd leave them in special, they are reasonably common and Arch Mages really don't need any more buffs...

    Yeah I suppose so.


    For the White Lions, the change to lion cloaks was to be more in line with the way sea dragon cloaks work. You could have a point on keeping the mechanics as current though.

    As to the magic phase suggestion; I am extremely cautious about touching the magic phase with anything other than +X to cast, or the odd +X dice. Rerolling messes around with probability and can quickly lead to buff inflation (as dramatically portrayed below):
    Player 1: you get to reroll ones? I want to do that cause my chaos mages are the best and tzeentch blessed them, so they get a +1 to cast and loremaster...
    Player 2: yeah, well my mage is a tzeentch daemon! He should get to re-roll any roll and have +1 to cast and can nick spells from anyone else

    Player 3: Well I've got a slaan. He should be able to automatically cast a lore per turn.

    Player 4: Lord Croak. I should be able to toss a dozen large blasts at the enemy army and remove anything under the marker...

    Player 5: I've got vampire counts/ Orcs and goblins/ Ogres/ etc. and can't do any of that crap. The F do I do?
    and so on...
    Leave it at a unique lore (High) that should be very good, and maybe the good ol +1 to dispel, with a couple of things in the list that offer bonuses to cast or whatnot.

    I still don't think it is all that powerful. Hopefully there will be some skills that HE can purchase for their mages. I also doubt that High magic will be as good as Shadow or Life, which goes to show the Colleges and magic in general is slightly OP in this edition. I can see what you are saying though.

    I still believe general consensus on magical power is Slann>HE>Tzeentch~DE>other Chaos>Necro>all others.

    It also seems like ASF + ward save is not popular.

    How about this for left field.....

    Elves re-roll 1's to hit. Opposition re-roll 6's to hit.

    Not as powerful as ASF offensively, not as powerful as -1 to hit defensively, and is interesting and different.


    Last edited by Kurnous the Hunter; 08-05-2012 at 11:52.

  20. #180
    Chapter Master TheDungen's Avatar
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    Re: High Elf wishlisting...

    As for the bolt thrower the reason it costs 100 points i that it used to cost 50 back in 5th (or was it 4th, -96 anyway). That was so massivly OP that they changed it, then they havent dared tough it again. A balista would makig the bolt thrower chaper an option while a elite archer unit would make keeping in the same pointswise and buffing it to match its points the better option.

    I just realised that charging no longer causes you to stike first, as such i'd liek to dismiss armywide ASF altogether. I say Let WL strike last and make lion cloaks and HA give them a 4+ armour save and then let swordmasters stike in initative order. they both have great weapons but they deal with the problem in diffrent ways.

    we'll stike before most people anyway because of high I values. And fewer special rules is always a desiarble outcome. Removing SoA also means that we can have room for an army wide special rule again. And my bet is again parry.

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