High elves vs Empire 8th ed test game
Posted: Thu Jun 24, 2010 8:44 am
Had my first game of 8th Ed last night to test some of the rules we know so far.
What I used and found was:
High Elf Prince
Armour of Calador, Vambraces of defence, Great weapon, Star Dragon: 612pts
Lords: 612pts
Noble
Dragon Armour, enchanted shield, Battle Standard, Barded Elven Steed: 137pts
(in with phoenix guard)
Noble
Great Weapon, Dragon armour, Reaver bow: 139pts
(in sea guard)
Mage
Level 2, Dispel scroll, silver wand: 165pts
Heroes (4): 441 Points
10 Elven Archers: 110pts
10 Elven Archers: 110pts
10 Sea lothern guard, Shields: 130pts
28 Lothern Sea Guard, Full Command, Banner of eternal flame, shields: 400pts
Core (4): 750points
14 Sword masters of Hoeth
Full command: 240pts
14 White lions of Chrace
Full command: 240pts
14 Phoenix Guard
Full command: 240pts
Lion Chariot: 140pts
Lion Chariot: 140pts
Special (5): 1000points
Elven Repeater Bolt Thrower: 100pts
Elven Repeater Bolt Thrower: 100pts
Rare (2): 200 points
1: Lore of life is ace!
I had a level 2 with silver wand/scroll. I got the +2 toughness, regen 5+ and regrowth.
At one point my white lions were toughness 5 with regen!. couple of turns later they were down to half strength (got jumped by a block of 40 swordsmen + 20 halberdiers) and managed to get regrowth off on a 23, allowing me to get d6+1 back…and I rolled a 5!
Up popped 6 more white lions and ended up winning me the combat next round.
I think I will stick with support magic like this as its all too easy to get caught up in damage spells but I would rather back my expensive boys.
2: Sword master under perform.
They just didn’t cut it. As soon as they started to lose a couple of guys they just failed to cope with the stepping up rules. Think I’m going to drop them to umpf up my white lions and phoenix guard.
3: Phoenix guard: first time using them as I never really liked them, and they were good. Took volley gun twice, a steam tank steam burst and a volley from outriders, only losing 4 (in turn killing the stank and taking up most his shooting) will give these guys the AP banner in the future.
4: Seaguard
I love them. I took a unit of 28, unit of 10 and 2 units of archers.
Archers worked well as usual but the seaguard main unit just sat and shot anything near them and then reforming to take on a block of swordsmen. Supported by a bsb noble they just worked really well. I think I will bump them up to 30 and increase the 10 man group to 20 also. (Or make a big block of 50 for 700points like in the white dwarf…but when do they ever do decent lists)
5: Stardragon lord:
Was mental. The thunder stomp was never used as he just ripped through most stuff. Made him flank around the side and take down a mortar, then into a unit of halberdiers flank, then onto the volley gun before turning its eye on the mass unit of swordsmen. Never even got to use the new flame attacks
Magic:
Is fickle. On turn 1 and 3 I failed to cast my first spell meaning I couldn’t cast anymore. I was more worried also about using more dice in case I got the new dreaded double 6, which my opponent did and his 2 level 2 mages took a wound.
All in all the new ASF and I rules are awesome for high elves. The worry now is other armies like ogre kingdoms. They will now hit very very hard. I mean 15 ogre bulls can inflict 46 st4 attacks plus the impact and stomp hits. They with the large number of wounds mean they could be a real problem!
As for the empire team, Swordsmen and gunners are a pain in the arse. 2 ranks from shooting can really hit your units and the fact that anything can wound on a 6 means it’s dangerous for those bolt throwers more than before.
Mass blocks can hurt badly. 40 Swordsmen 10 wide gave me a bloody nose (thank god for regrowth) meant he was throwing out 30 str 3 ws 4 attacks even after killing 9 of them. That with ranks, banner and the 7 wounds he gave me meant I had lost combat (thank god for stubborn)
Also with hand weapon and shield that 6+ ward is annoying (yay lots if st6 attacks for us but a lot can get saved)
What I used and found was:
High Elf Prince
Armour of Calador, Vambraces of defence, Great weapon, Star Dragon: 612pts
Lords: 612pts
Noble
Dragon Armour, enchanted shield, Battle Standard, Barded Elven Steed: 137pts
(in with phoenix guard)
Noble
Great Weapon, Dragon armour, Reaver bow: 139pts
(in sea guard)
Mage
Level 2, Dispel scroll, silver wand: 165pts
Heroes (4): 441 Points
10 Elven Archers: 110pts
10 Elven Archers: 110pts
10 Sea lothern guard, Shields: 130pts
28 Lothern Sea Guard, Full Command, Banner of eternal flame, shields: 400pts
Core (4): 750points
14 Sword masters of Hoeth
Full command: 240pts
14 White lions of Chrace
Full command: 240pts
14 Phoenix Guard
Full command: 240pts
Lion Chariot: 140pts
Lion Chariot: 140pts
Special (5): 1000points
Elven Repeater Bolt Thrower: 100pts
Elven Repeater Bolt Thrower: 100pts
Rare (2): 200 points
1: Lore of life is ace!
I had a level 2 with silver wand/scroll. I got the +2 toughness, regen 5+ and regrowth.
At one point my white lions were toughness 5 with regen!. couple of turns later they were down to half strength (got jumped by a block of 40 swordsmen + 20 halberdiers) and managed to get regrowth off on a 23, allowing me to get d6+1 back…and I rolled a 5!
Up popped 6 more white lions and ended up winning me the combat next round.
I think I will stick with support magic like this as its all too easy to get caught up in damage spells but I would rather back my expensive boys.
2: Sword master under perform.
They just didn’t cut it. As soon as they started to lose a couple of guys they just failed to cope with the stepping up rules. Think I’m going to drop them to umpf up my white lions and phoenix guard.
3: Phoenix guard: first time using them as I never really liked them, and they were good. Took volley gun twice, a steam tank steam burst and a volley from outriders, only losing 4 (in turn killing the stank and taking up most his shooting) will give these guys the AP banner in the future.
4: Seaguard
I love them. I took a unit of 28, unit of 10 and 2 units of archers.
Archers worked well as usual but the seaguard main unit just sat and shot anything near them and then reforming to take on a block of swordsmen. Supported by a bsb noble they just worked really well. I think I will bump them up to 30 and increase the 10 man group to 20 also. (Or make a big block of 50 for 700points like in the white dwarf…but when do they ever do decent lists)
5: Stardragon lord:
Was mental. The thunder stomp was never used as he just ripped through most stuff. Made him flank around the side and take down a mortar, then into a unit of halberdiers flank, then onto the volley gun before turning its eye on the mass unit of swordsmen. Never even got to use the new flame attacks
Magic:
Is fickle. On turn 1 and 3 I failed to cast my first spell meaning I couldn’t cast anymore. I was more worried also about using more dice in case I got the new dreaded double 6, which my opponent did and his 2 level 2 mages took a wound.
All in all the new ASF and I rules are awesome for high elves. The worry now is other armies like ogre kingdoms. They will now hit very very hard. I mean 15 ogre bulls can inflict 46 st4 attacks plus the impact and stomp hits. They with the large number of wounds mean they could be a real problem!
As for the empire team, Swordsmen and gunners are a pain in the arse. 2 ranks from shooting can really hit your units and the fact that anything can wound on a 6 means it’s dangerous for those bolt throwers more than before.
Mass blocks can hurt badly. 40 Swordsmen 10 wide gave me a bloody nose (thank god for regrowth) meant he was throwing out 30 str 3 ws 4 attacks even after killing 9 of them. That with ranks, banner and the 7 wounds he gave me meant I had lost combat (thank god for stubborn)
Also with hand weapon and shield that 6+ ward is annoying (yay lots if st6 attacks for us but a lot can get saved)