Friday 4 March 2016

9th Age Phoney War - Highborn Elves



In culinary establishments of a certain pretentions (or aspirations of grandeur) you are often served a palate cleansing sorbet between two flavoursome courses to allow you to fully appreciate other aspects of the meeting.  This refreshing morsel is nothing to write home about (no one congratulates a chef on the quality of his sorbet), but then again, who doesn’t like a bit of sorbet?

 

As the keen eyed reader will undoubtedly have gathered – yes, High Elves are the aforementioned sorbet. Nice, clean, and, I’m afraid to say, rather lacking in flavour.

 

The Grimdark that GW does so well, and has left its traces on almost the entire Warhammer world, left High Elves completely untouched. They are, in many ways, the purest ‘High Fantasy’ army out there – classic elven tropes throughout. Under any objective measure, they were, quite simply, rather dull.

Now, don’t get me wrong. It wasn’t all bad. Some of the fluff was fine (even good at times). Some of the art was fantastic. Fundamentally they suffered gravely from ‘Mary Sue’ syndrome – being the best at everything is, at the end of the day. High Elves had, arguably, four even vaguely interesting characters (Teclis, Eltharion, Alith Anar and Imrik)… and nothing else.

 

It is important to note that, as with that sorbet served to you delicately by a waiter who somehow makes it politely known he despises you, a lack of flavour is by no means a bad thing in itself. In a world full of bright colours and meaty flavours, relaxing with a bunch of dress wearing elves for a while is no bad thing – I know I have been drawn to them for periods for this very (subconscious) reason.

 

Just as a critic will not wax lyrical about his mid-meal sorbet, I too shall leave my thoughts on High Elves there – there is not much to say. It’s the ‘High Fantasy’ elven ideal. If you like that, great.

 

I had no doubt that scheming powerbrokers controlling the 9th Age would have no trouble adapting these Ultramarines of Warhammer into the new game in their reincarnation as Highborn Elves. And I wasn’t wrong. Within the parameters of the new game things seemed to work as they should. The ones with bows shot things, the big burning birds swooped down and caused devastation to infantry hordes, the chaps on Dragons were suitably dragony. They even did some very cool things – giving axe-wielding woodsmen skirmish made a lot of thematic sense; the master swordsmen of the magical tower became true embodiments of martial skill that they are meant to be (of course,  this made them over powered in the game, but that’s why they are releasing these balancing mechanics).

From a personal point of view Highborn Elves seemed to have a lot going for them (elves generally getting bucket loads of special rules for what seemed no cost helps of course). Crucially, they all have what I consider the single most powerful rule in the game – Lightning Reflexes. Factor in other cool things like a ward-save totting, potentially reincarnating Lord on a big flaming monster, and I thought they were a-OK. Sure, they seemed to lack the power of some of the DE lists I have seen, but that’s ok. Solid (rather vanilla) army.

 


What awaits the secret scions of Guilliman?

 

•“Last of Their Kind” was added to reduce flying monster spam (a trend throughout the project). The rule limits the number of dragons and phoenixes available to the HBE player to max 2 in any combination.

Not close to convinced that flying monster spam was the power build with the book, but that’s ok.

 

•The Lion Fur Cloak was deemed problematic because it was under-costed (especially good with Master of Canreig Tower) but also because it breaks the theme of the army. The 6+/5+ innate defense gave HBE characters access to better armour than what armies that are considered to be the well-armoured have access to. Heavy armour + Lion Fur is in fact better armour than the plate armour of DH, EoS, and WDG. The Elven characters come with other great properties and are therefore not supposed to excel at defense.

Not sure a solution is mentioned here, but yes, highly armoured Elven characters have been amongst the most unforgivable of recent shifts.

 

Honours

•Master of Canreig Tower saw a price increase and One of a kind restriction to reduce the number of duplicate spells which could be spammed. This was demonstrated to be taken in preference of an Archmage was and often an auto-include.

Seems sensible

 

•High Warden of the Flame: Bestowing Divine attacks to the unit he joins was considered a bit too good and overstepping existing item, so it got swapped for another weaker unit buff ability (magic attacks).

Magic attacks by themselves seem rather dull (though my pet wraiths are feeling very victimised)

 

•Queen's Companion: Added poison darts & scout to make the unit unique.

Sure, why not?

 

•Royal Huntsman saw a swap in rules and will benefit from being the only character with access to Lion Fur (because he’s a Huntsman). Added immunity to fear and terror for him and the unit he joins. He'll no longer be able to do multiple wounds on chariots, but instead focus strictly on Monstrous/Monster hunting.

Makes thematic sense (and as I have mentioned before, that’s the most important of all the sense to make)

 

•Prince of Ryma: As the flying circus is a specific play style, it was important not to remove it as an option for players: therefore, theHonourwill counteract the default restriction on the Last of their Kind rule so someone wishing to focus on this style can still do so.

Ummm. Ok… I am not going to point out how ‘Southlands’ was a play style for Lizardmen for decades, and there seems to have been no consideration for allowing them to continue to do so, because I would sound bitter if I brought that up. Just as well I didn’t.

 

•Order of the Fiery Heart: Removal of Fire Phoenix from mounts as it overshadowed the dragon mounts by a long shot, removal of damage and missile keywords for casting into CC he is part of is a big thing, as it goes well with the warrior mage image as well as adding the option to purchase the Dragon Armour.

Sad sad times. I liked the Fire Archmage on a Fire Phoenix. I mean, sure, I love the idea of casting fireballs into combat with an armoured dragon riding fire wizard (I am not sure there is much in the game I like the sound of more (other than truly cool vampires), but still, I feel sad about the ikle fire phoenix.

 

Units

•Some of the Core units were slightly tweaked in the points domain to encourage smaller units. Sea Guards lost Quick to Fire in exchange for a new rule, as it was observed of being the go to choice of core infantry. No big changes were done since the Citizen Spears and Citizen Archers were at the desired power level, so Sea Guard had to be tweaked to fit in.

Sure, why not.

 

•Swordmasters: A change to their Sword Sworn rule, as it was seen as problematic, but they still keep their role as anti-infantry shock troops. They now ignore Parry and Distracting rules, which gives them a steady damage output against their intended targets.

Sensible – these have officially (the internet being as official as it gets) *broken* Warhammer at least twice before, and I heard a lot of tears about them in 9th Age too. Steady damage output is massive in the world of distracting and parry, so it sounds like they will still be good.

 

•The loss of skirmish for QG was implemented as they were too good in shooty avoidance lists, as well as a price increase for longbows so as not to be an no brainer auto include. Gained access to a 25 pts magic banner.

Ummm. Sounds a bit painful, but sure. I hear they were good.

 

•The Sky Sloop was deemed too weak and uninteresting. It used to be a mobile shooting platform that did not bring anything of great value to the army, so its design got a little twist. The Sky Sloop will have Volley Gun option only, but it is increased in strength and reduced in number of shots - although its keeps AP(1) - so in terms of shooting power it is around the level of the RBT, with a preference for heavily armoured targets. Secondly, the chariot's base strength was raised so that it can work as an actual CC support unit. Thirdly, since it is not a well protected model(T4 W4 AS 5+), it got theHard Target special rule to be able to survive in hostile territory a bit and kept Quick to fire as to remain a solid shooting platform.

The greatest design change, however, was giving the Sky Sloop buyable options to become sort of a buff wagon:

•Storm Pennant is giving the model lightning attacks in CC (both impact hits and regular attacks), and the bound spell (Thunderbolt) at PL(5) for increased ranged damage potential.

•Aldan Warhorn is a passive aura effect that reduces WS of all enemy units within 6" of it, providing an edge for our CC units as both a defensive and offensive boost, depending on the situation.

•It kept the option of being a mounted option, but only for characters with the Fleet Officer Honour, and it lost the 5++ save.

Flat out very cool. Awesome model, awesome concept – I would love it if it ends up being taken as a result of this. Quite exciting really.

Actually, ‘Quite exciting’ doesn’t overly cover it – this idea is pretty awesome

 

Dragons

•Keeping with the traditional image of HE being masters of dragons we’ve worked to make this image a reality on the battlefield. In this update you’ll be able to field the Young Dragons as Monstrous Beasts and therefore be able to utilize armour and equipment from the rider (it's ok dragon lovers: breathe).

This is flat out awesome. Of course in practice this means that Young Dragons will probably suck (that Cabal always has its eyes on that pesky ‘Balance’ they are so keen on), but the visual is cool, and that’s (not to overuse the word), cool.

 

 

So, nothing brain melting here – though I expect a few brains have melted online over the past week or so (I take that as a given though). Seems like they have added some flavour and clipped the odd wing here and there.

Sure, it remains a sorbet, but looks like it will be a nice tasting one at least.

 

Until next time

 

Raf

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