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Post by Deleted on May 31, 2008 6:35:36 GMT -5
Has anyone noticed the fact that High Elves seem to have all kinds of exceptions to the standard rules? For instance this thing about always striking first in combat blows away any strategic idea when it comes to charging HEs. They even strike first when armed with great weapons. If anyone has much experience playing HEs, any help would be much appreciated. Cheers, Karskin.
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Post by The Refined Gentleman (M.I.A) on May 31, 2008 7:50:56 GMT -5
never played high elves before but my guess is keep normal units away and just hit them with your elite unit, preferably one with a good armour save.
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Post by Deleted on Jul 9, 2008 17:25:17 GMT -5
those high elves have two really bad disadvantages: 1.) they are very very very very very expensive, so tey are always outnumbered 2.) they have nearly no armour shoot them
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Post by The Refined Gentleman (M.I.A) on Jul 10, 2008 0:37:52 GMT -5
1) Shoot them up.
2)Send in elite combat units to finish them off. Greatswords!!!!!
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Post by Rolling Thunder on Jul 10, 2008 2:45:31 GMT -5
well, my Saurus only have Initiative 1, so I'm not exactly upset.
Heres to salamanders. Up to 10 S3, -1 to armour save shots per amphibian.
Eat that, biatch.
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Post by knight (M.I.A) on Jul 10, 2008 7:54:47 GMT -5
Some armies can't shoot them up...
But I don't care much about them always striking first either. My vampires can get the skill as well, and those pesky HE can't do much against always refilling blocks of skeletons. And if I have a Corpsecart near, I strike first as well.
I say beat them up good in CC...
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Post by The Refined Gentleman (M.I.A) on Jul 10, 2008 11:20:50 GMT -5
I don't really think that the whole "always strike first" thing is actually unfair. I mean, every army has gotta have strengths and weaknesses, the high elves- Advantages- -Hard elite units. -Always strike first. -Lots of killy magic. -Very hard characters. Disadvantages- -Will almost ALWAYS be outnumbered. -Weak armour, if you can wheather their attacks then your attacks will hurt more.
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Post by newcomer on Jul 10, 2008 16:05:30 GMT -5
high elves strike first, and strike hard, but theyre what i like to call glass cannons, they have universal toughness of 3 and the save of a guardsman with flak armour
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Post by The Refined Gentleman (M.I.A) on Jul 10, 2008 23:57:52 GMT -5
Exactly, thats the point i'm making.
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Post by knight (M.I.A) on Jul 11, 2008 14:05:48 GMT -5
What they don't have shields? I thought they had the same armour as skeletons (light armour + shield = guardsman with carapace in CC)
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Post by newcomer on Jul 11, 2008 14:59:08 GMT -5
yeah but their overall saves is pretty much like the guard's
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Post by The Refined Gentleman (M.I.A) on Jul 12, 2008 1:38:38 GMT -5
Light armour+sheilds=5+ save.
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Post by knight (M.I.A) on Jul 12, 2008 4:43:35 GMT -5
Light Armour = 5+ save Shields in CC increase to 4+
Shields just don't have effect on shooting.
Same for riders... Heavy Armour = 4+ Shield = 3+ Horse = 2+
At least that's what I've learned
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Post by The Refined Gentleman (M.I.A) on Jul 12, 2008 6:49:27 GMT -5
Light armour is 6+ not 5+. Heavy armour is 5+. Shield = +1 armour save in CC. Mount= +1 armour save. Barded mount= +2 armour save. E.G- A model with heavy armour (5+ sv), sheild (+1 sv) and barded warhorse (+2 sv) has an overall save of 2+ (3+ against shooting).
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Post by knight (M.I.A) on Jul 13, 2008 19:44:53 GMT -5
Why did anyone tell me that my skeletons get a 4+ save in CC during the battle of Hel Fenn. including the red shirts who were supervising that event...
Strange. But it makes sense what you say, considering that Chaos Armour gives a 4+ save...
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Post by The Refined Gentleman (M.I.A) on Jul 13, 2008 23:37:53 GMT -5
They were pulling your leg most probaby. Darstardly cheaters!
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Post by knight (M.I.A) on Jul 14, 2008 10:43:25 GMT -5
I won't complain about it. My skeletons did profit from that as well. 4+ save in CC +summoning... Try getting rid of that you nasty high elves...
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Post by Deleted on Aug 7, 2008 15:37:25 GMT -5
I play High Elves as well as Dwarfs. Shields give you a +1 in armor save against shooting and close combat. If you have a hand weapon and shield you get a further +1 parry bonus. So light armor and shield will give you a 5+ against shooting, but a 4+ in close combat. If the weapon is magical, the +1 does not apply. Light Armour = 5+ save Shields in CC increase to 4+ Shields just don't have effect on shooting. Same for riders... Heavy Armour = 4+ Shield = 3+ Horse = 2+ At least that's what I've learned
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Post by Deleted on Oct 24, 2008 21:02:21 GMT -5
Uh, you guys aren't very experienced with Warhammer fantasy, are you? These are the armour rules: Light armour 6+ heavy armour 5+ plate\chaos\mithril armour 4+ shield +1 (including against shooting) shield + hand weapon against enemy in front, IF ON FOOT +1 mount +1 barding on said mount +1 so, a chosen chaos warrior with shield and hand weapon fighting someone at his front would have 2+ armour save. A chosen chaos warrior on barded horse with shield would have 1+ armour save Aaaand, if anyone were in doubt, you can get negative armour saves, but since a roll of 1 always fails, these only help against high strenght attacks (because strenght reduces armour saves in fantasy) edit: just noticed Stormies reply
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Post by The Refined Gentleman (M.I.A) on Oct 25, 2008 1:15:32 GMT -5
Yes!!!! Some sense finally! But i thought the sheild didn't protect against shooting attacks, and i didn't know you got a bonus when you had a handweapon! I'll check me rulebook then get back to you...
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Post by knight (M.I.A) on Oct 25, 2008 5:56:45 GMT -5
So my Skeletons only have 5+ armour in CC Well I guess I have to summon more of them then...
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Post by Rolling Thunder on Oct 25, 2008 6:29:45 GMT -5
Salamnders....I love those little orange bastards. If it misfires, it eats a skink! Besides, they always hit, and since it's Armour piercing....those high elves don't have a chance.
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Post by Count Elakor on Oct 28, 2008 5:18:18 GMT -5
Just pound them with a hellcanon(S10 and teror to all in range) thats nasty if they survive, you can plow trough them with your chaos wariors(even if they strike first, they kant kill 10+ 4+ saves) and then you hit back(nothing beats chosen chaos wariors of khorne with 2 hand weapons: first A1+chosen=A2+khorne=A3+2weapons=A4(the champion got 5)and cinse elves rarely come in more than 15 strong units, theyl be half gone after first round
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Post by Inquisitor Lord Graenis on Nov 11, 2008 8:06:00 GMT -5
as far as i am aware, you will get 3 types of armies. Elite. These are made up of the minimum of standard core (spear men/archers) but mostly elite units (Swordmasters, Dragon princes, White Lions, etc). A Core army, lots of spear men and archers with a couple of elite in support. Or a Cavalry army, made up of lots of silver helms, elyrion reavers and dragon princes.
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Post by knight (M.I.A) on Nov 11, 2008 17:48:22 GMT -5
Just pound them with a hellcanon(S10 and teror to all in range) thats nasty if they survive, you can plow trough them with your chaos wariors(even if they strike first, they kant kill 10+ 4+ saves) and then you hit back(nothing beats chosen chaos wariors of khorne with 2 hand weapons: first A1+chosen=A2+khorne=A3+2weapons=A4(the champion got 5)and cinse elves rarely come in more than 15 strong units, theyl be half gone after first round gauntelakor you're wrong there. Check your Armybook WoC again. Normal warriors come along with 2 attacks in their base profile already. I'm too lazy to look it up right now, but I'm sure that Chosen have at least the same standards a Warriors
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