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The Arts of Saphery
HIGH ELF MAGIC TACTICA

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High Elf HeroTHE COURAGE OF AENARION

Stoic and brave, the High Elves have fought bitterly and relentlessly against their great enemies, the Dark Elves, as well as the dreaded legions of Chaos Daemons time and again. In the face of such implacable and hateful foes, even Elven courage can waver. By calling upon the Courage of Aenarion, the High Elf Mage can summon to the minds of the warriors around him the glories of old and the memories of Ulthuan's greatest hero, strengthening resolve and bolstering flagging spirits.

Cast on just 8+, the Courage of Aenarion makes any unit within 12" of the caster Stubborn until the next High Elf Magic Phase. Combined with the already-high Leadership values of the High Elf army, this is a boon that many other generals will envy. Cast this spell when your force is deep into combat, ensuring that your brave warriors will hold their ground, whatever the cost.

FURY OF KHAINE

Unsubtle in the extreme, the Fury of Khaine unleashes a devastating barrage of pure white magical energy at the foe, blasting flesh and bone apart with the furious power of Khaine, the Elven god of warfare.

A Strength 4 magic missile that causes 2D6 hits on the enemy? Yes, please! Easy to use effectively, the Fury of Khaine is a great way to thin down the ranks of the foe. Use it to whittle ranks off of enemy units, or pulverise light troops like Skirmishers and Fast Cavalry.

FLAMES OF THE PHOENIX

The wrath of the creator god of the Elves unleashed, the Flames of the Phoenix drowns the foe in a blanket of eldritch fire. The longer the Mage keeps his attention on his target, the greater the agony and suffering of the foe.

Although it has a casting level of 11+ (making it hard for Level 1 and 2 Mages), Flames of the Phoenix is the most dangerous spell in the Lore of High Magic. Every model in the enemy unit is affected, and the longer it remains, the more powerful the flames become. Cast this spell against large units that you need to reduce (or remove entirely). Bear in mind that this is a remains-in-play spell, so the casting Wizard can't get up to any other monkey business while he's maintaining it. That said, it's worth it, just so that the Mage in question can turn the heat up to Strength 4, or 5 and beyond.

Mounted High Elf MageVAUL'S UNMAKING

The Mage calls upon the power of Vaul, the smith god of the High Elves. Summoning his wisdom and might, the High Elf Mage causes the magical weapons and armour of the enemy to lose their enchantments. Scrolls crumble to dust and gems glow dull as their magical bindings are broken.

The Hellfire Sword giving you headaches? Pesky Dwarf Runic armour deflecting your best efforts? Deploy Vaul's Unmaking. Any item targeted by this spell is reduced to a normal, mundane, item of the same type. So while a Runefang would become a sword, The Book of Arkhan will become a shoddily bound pile of papers (and therefore useless, unless the Necromancer in question fancies some light reading). Use Vaul's Unmaking with care – it costs a lot of Power Dice to cast, with a value of 12+, and will lure Dispel Scrolls like nothing else. Make sure your target has an item worthy of its attention and ensure you use enough Power Dice to cast it properly.

FEAR THE COMBO 2

If you want to really close down the enemy Magic Phase, take the Book of Hoeth (or Teclis) to the battlefield. First, cast Drain magic with another High Elf Mage. Then, use your Archmage with the Book of Hoeth to cast the same spell again. Remember, spells successfully cast with the Book of Hoeth that include any double are irresistible. So pray for a double and your enemy won't be able to stop this second casting, leaving him to contend with a penalty of +6 in his next turn! Take that, Mr. Chaos Sorceror/Vampire/Necromancer/Druchii!

DRAIN MAGIC

The Winds of Magic, normally raging across the battlefield, become calm and still as the Mage employs the greatest power of High Magic. For a time, casting any spell becomes fraught with peril, as Wizards are forced to take great risks to cast spells spells that were once considered straightforward and simple.

This is High Magic at its cruellest. By casting this spell, it increases the casting value of every subsequent spell (until the start of the High Elves next Magic Phase) by +3. Obviously, don't try casting it at the start of your own Magic Phase! This spell is especially effective against armies that rely on a powerful magical offensive. Tzeentchian Chaos armies, Vampire Counts who want to replace their losses, and pesky Dark Elves who think they've some mastery of magic will all come to hate this spell.

Next: Vaul's Forge
Previous: Introduction

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