Warhammer Armies: Wood Elves. Wood Elves was the army book for the Wood Elves in parts of the 6th, 7th.Warhammer Armies: Wood Elves (4th Edition)Warhammer Armies: Wood Elves (4th Edition) is an out of print army book for Warhammer Fantasy. It includes some minor differences in rules and units from the current edition, as well as a much longer list of unique characters. Http:// elves army book 7th edition&p=3. Warhammer Fantasy Army Book Wood Elves 2005 Rus, Warhammer Fantasy 7th Army Book Beastmen. Wood elves army book pdf scribd shared files: Here you can find wood elves army book pdf scribd shared files we have found in our database. Just click file title and. Silvan Elves, Army Book, warhammer fantasy Warhammer Fantasy 7th Edition Army Book. Warhammer FB - Army book. Army book - Warhammer Armies Wood Elves. Plik Wood Elves Armybook 7Th.pdf na koncie u Warhammer/Tactics/8th Edition/Dark Elves - 1d. Do you want your Elves to take the next logical step in their belief of 'we're better than everyone' over to 'so we should be allowed to kill them?' Do you want to troll your enemy mercilessly and drink their tears? Then Dark Elves are for you. Limited unit choices, overpriced and underpowered units and difficult to use tactics made them a favorite of smart and tactical players. Then came the 7th edition update and they rocketed up to being the 2nd best army in the game (behind Daemons) and while the 8th edition book has balanced things a bit, they remain a powerhouse army. Yes, the Dark Elves have units that hit like a ton of bricks (Hydra most notably) but they are the minority. Dark Elves excel at having cheap infantry with good stats and lightning quick attacks. You will have to combine units, weaken enemy elites, whittle away at them and receive a lot of charges as Dark Elves. But don't mistake them for weak: Your enemy will do that and then they will LOSE. Awesome rule, Black Guard and several characters have it. Every model in the army (save warbeasts) has this. In addition, if the model's initiative is equal to or higher than his enemy's, he can re- roll misses when striking in close combat. If the enemy's model has this rule too, the attacks are made simultaneously (meaning you'll still be going first unless you're up against other elves), and neither model benefits from the re- rolls normally granted by this rule. Malekith costs 5. JUST keeping him out of games under 2. But thankfully The End Times changed that) but you get your money's worth for him. He's a Highborn with higher WS, S and T. He's also a level 4 Wizard (who has to use Dark Elves' special lore), magic armor that gives a 2+ ward against mundane attacks and makes him immune to multiple wounds and being killed outright, a magic weapon that lets him break enemy magic items (allowing him to get rid of those pesky magic weapons that can harm him), a shield that gives him Magic Resistance (2) and causes magic spells aimed at him that are dispelled to rebound on the caster unit for D6 S6 hits, a crown that gives him an extra power and dispel dice per phase and his inspiring Presence is 1. Black Dragon). And he still has hatred and comes with Immune to Psychology. He costs a bucket- load but can easily turn entire games around. His mount options include Cold One (mediocre), a Cold One Chariot with a 3+ save (quite good for smaller points games) and a Black Dragon. The combination of killer stats, great special rules and magic items and being a powerful caster in his own right make him more than worth his rather expensive entry cost in a casual game. No longer lives with his mom. Her abilities and stat increases seem to indicate that she's intended for combat, which is the exact opposite place from where you want her. In all fairness, Dark Magic is a good damage lore, Morathi has the mobility and ability to abuse it (usually getting +7 to cast any spell with it), and she's reasonably cheap for all her goodies at 3. Okay, she costs ~1. But she has I9, 4. A base, combined with paired weapons (+1. A) witches brew (gives her and her unit +2. A) and cry of war (+D3. A) for anywhere from 8 to 1. S1. 0 attacks combined with ASF which means she's almost guaranteed to re- roll hits (and wounds thanks to murderous prowess) which equates to her being essentially guaranteed to wipe out an entire rank. Any hit against her rolling a one cause an S4 hit on her attacker, Oh and she and any unit she's with gets +4 to dispel rolls for any spells cast at them. Custom Army For High Elves by kevin. High Elves 8th Edition Army Book. Wood Elves - 2014 - 8th Edition. She can also take a Cauldron of Blood. Put her in a unit of Witch Elves, Sisters of Slaughter or with a unit of black guard with a cauldron of blood within 6. Malekith just pooped a little. He costs nearly 3. Lord choice now, so gained the appropriate stat boosts. Using Tz'arkan makes him more powerful, but makes him attack his own unit on hit rolls of one; remember, with Eternal Hatred he can re- roll failed hit rolls, so this mitigates the damage somewhat. Should be seriously considered for any cold one heavy army. Shadowblade: Almost double what a properly kitted out Assassin would cost. Took a hit since he can no longer hide among the enemy. Even if you get him to reveal himself when he needs to, where he needs to, if he gets killed he could just as easily damage your own unit, which keeps him from being set up like a regular Assassin. Does come with all 3 poisons so has killing blow, +1 to wound and gives - 1 to enemy leadership per wound caused but unless you're after a fluffy army, you're much better off with a generic assassin (or two). Tullaris Dreadbringer: Now a hero, Costs a little over double Master but he can easily make that back since he gives every model in any unit he joins frenzy for FUN times and also causes Fear. His sword also triggers killing blows on a 5 or 6. This guy in an Executioner unit makes sword masters wish they were this awesome, so take him if you're going heavy on Executioners. Kouran Blackhand: Like Tullaris is now a hero, Just shy of 2. Master statline, but with WS9! His Crimson death no longer always strikes at S6 but gives +2 strength (so you're free to buff his strength beyond S6, not that you need to). Also stick him in black guard they become UNBREAKABLE. He can no longer get an absurd number of attacks and the extra hundred points for no stat upgrades means he's limited. Also with his new rules he can attack any character in the same combat without moving to them. So can more easily hide from the nastier lords while still attacking them. A master is probably better though he can do incredibly with a big corsair unit and shadow magic buffs (but for his cost you could just get more Masters who will do the same job better, or get a Dreadlord who can do the same job but also better). It costs less than 1. Heavy Armor and Sea Dragon Cloak which instantly gives them a leg up on 9. He's cheap and effective and can be highly nasty when given the right equipment. Just don't put him in fights he can't win. Supreme Sorceress: Supreme Sorceresses (and Sorceresses for that matter) excel at one thing: Blasting the almighty crap out of everything. You can fling absurd amounts of dice around if you're unafraid of miscasts and have access to some impressively destructive Lores. The Dark Elves signature Lore consists of almost nothing but ways to blast the shit out of people. Aside from that, They can now use all eight Battle Lores (Fuck Yeah!). Bringing a Level 4 Supreme Sorceress will almost always pay off. With one less A and I, light armour, cloak and spear, but lets one beast per turn within 3. May take the usual 1. Wargear but has no standard options. His points costs are intimidating, but functionally he's only 1. Dreadlord on a Manticore, and the free Manticore with +2. D3 attacks (get Blind Rage) can definitely help him earn his points back, even against the enemies elites as 8 (or 9 if he gets Frenzy) S5 attacks + Thunderstomp + Killing Blow is nothing to sneer at, and that's all before the Beastmaster attacks! Black Ark Fleetmaster: He's a Lord worth ~7. Needless to say a kick to the crotch from this guy is to be avoided at all costs. Seriously though, Master stats with +1 wound. Whenever he is in a challenge (and alive) or kills an enemy character at all he makes his unit unbreakable for the turn. It's a cool rule, and he's got a nice flavor, but he's just not worth the points. Take a Dreadlord for less points and get more usefulness out of him. More for fluff and fun games and seems really out of place as a lord choice (especially when you consider that his rough equivalent, the Sea Helm is a cheap Hero). Sorceress: Sorceresses are cheap and effective. Level 1s can bring a small effective spell to the table (Notable Dark Magic's signature spell is one that shooting heavy armies HATE!) and bringing a level 2 could provide valuable support when things go tits up for your Supreme Sorceress, especially if you're willing to for alternate Lores (Fire works well for basic Sorceresses). Not as powerful as a Supreme but well worth taking. For 7. 0, plus an extra 1. Sea Dragon Cloak and Heavy Armor, you'll get a guy with M5, WS/BS6, S4, T3, W2, I7, A3, LD9 and a 3+ armor save, plus ASF and Murderous Prowess. A Master is a great choice to add some oomph to a unit and probably the better choice for a BSB since you can very easily have him have a 2+ Armor save, without a mount or magic equipment. Death Hag: Death Hags cost 1. Frenzy, Poisoned Attacks aaaand.. Cauldron of Blood. Not batting 1. 00. Gifts of Khaine are more expensive for them but they can take a single Magic Weapon up to 5. The kit can also make a Bloodwrack Shrine and gives you Hellebrone. I suppose it's rather pathetic we've gotten to a point where $8. AUD seems like a good deal for three models, but we are talking a good deal by GW's ridiculous standards. Assassin: When kitted out right, Assassins can end the life of any Hero and some Lords. Its frankly ABSURD WS and I mean that it can put the whammy on anyone dumb enough to get into close combat with it. And here's the kicker: because of the Hidden rule, people don't know if they're getting into combat with it. Very good in either your rank units (to help them hold up when a powerful unit tries to use them) or in your flank units (to up your kill count when you charge). Oh and don't forget to write down what unit it's in, or people will accuse you of cheating. M9 and Fast Cavalry will put him out away from the rest of the army, except for Dark Riders and Doomfire Warlocks, but why would you want a character to join them? Because you're awesome and gave him a Ring of Hotek and a posse of 1. Dark Riders or 5 Doomfire Warlocks. M7 is quite reasonable, stupidity is unlikely to cause problems at LD9 and S4 and +2 to armor saves are always nice. If you want a mounted hero without shelling out for a big expensive mount, this is where to go.
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