Post by knoffles on Jan 18, 2019 17:58:23 GMT
POST 15 – Magic Item Analysis
High Elves Armybook
Magic Weapons
Star Lance - Sure, you only get it on a charge, but when fighting the sort of target it shines against (targets that are few in number and rely on armour or Toughness to protect them), you really only need the one set of swings. I'm of the opinion this is a quality offensive item.
The Reaver Bow - Pretty much the main way to take advantage of our characters' high Ballistic Skill values, it also has nice synergy with the Potion of Strength in giving you a one-time helping of very high-Strength shots.
The Blade of Leaping Gold - Let's take an already niche item in the Sword of Bloodshed, add an even higher points cost to it, and all for a marginal secondary effect! This is almost painfully bad.
Magic Armor
Armor of Caledor - You can easily get a 2+ save with Dragon armor on a Dragon Mage, Prince, Noble, or Anointed, so this is the realm of foot-only characters like the Loremaster, and they'll probably be drawn to other items. Not sold.
Shadow Armor - I think this item has potential, but until I can see or figure out some way to integrate it into a list's strategy, I'm going to have to remain skeptical.
Shield of the Merwyrm - Given that this follows most of the normal rules for parry saves (frontal close combat on foot only), I think it's solid, but nothing special, though it is cheap.
Magic Talismans
Golden Crown of Atrazar - Very cheap, and while the effect is one use only, it's one heck of an effect. A quality item.
Magic Standards
Banner of Avelorn - Can only be taken if Alarielle is in your army. If you target the unit which has the banner within it with life or light spells, you add +4 to the casting roll. This makes casting far more easy but further drives you towards the (White Lion) deathstar approach if fielding her.
Banner of the World Dragon - The subject of much wailing, gnashing of teeth, and rending of garments in other forums (particularly the Daemon ones), this bad boy can protect your guys from effects as diverse as miscasts to tooled-up enemy fighting characters. If you have a unit that you really want to keep around, this is one of the best ways to do it. There is no two ways about it, this banner is ridiculous for its points. In a book that is in the main very well balanced, it is probably the one 'what on earth were you thinking' item.
Arcane Items
Book of Hoeth - A very potent Arcane Item, this can let you fish for the Irresistible Force/Dispel you may need to gain a critical leg up, or simply tip the odds of a given roll in your favor time and again. I think it's an essential component of High Elf magical strategy.
Enchanted Items
Cloak of Beards - Sure, it only works against one army, but it wrecks that army hard for not that many points. A nasty little curveball if you can sneak it into a list.
Gem of Sunfire - Essentially a one-time dose of Flaming Sword for a unit that already has Flaming Attacks, it has timing issues (when exactly is this activated? The description doesn't say), and it requires a character to lug it around. Could be useful for a Dragon Mage, but otherwise I'm not sold.
Horn of Isha - Can only be taken if Alarielle is in your army and only by the handmaiden. It is a one use item, used at the start of the Movement Phase, that gives all the models in the unit that used it a +1 To Hit bonus on shooting or melee. For 50pts it would be a waste to use it on a shooting unit, especially with the naturally high BS of elves, so i'd definitely recommend utilising it for a crucial round of combat. Is it worth it for the points? Only if you have that large horde of elite troops.
Khaine's Ring of Fury - Soul Quench is a nice spell to get another casting of every Magic phase, especially considering its Lore Attribute. A nice item to have around.
Moranion's Wayshard - This is another item rife with potential, but I have misgivings with regards to what a unit of Archers or Spearmen will accomplish when left out on an island like that, and it eats up a huge piece of a character's points allowance. I'm a bit of a skeptic, but someone will probably figure out how to use this.
Warhammer Rulebook
Magic Weapons
Berserker Sword - For most purposes, this is a Sword of Battle with a drawback. Meh.
Biting Blade - Armor Piercing is decent, but you probably should be looking for something more.
Fencer's Blades - Most fighting characters in this army have good WS values already, but this can be a sneaky-good way of keeping an Archmage from getting hit too much.
Giant Blade - Pricey, but something like an Anointed can spare the room for it.
Gold Sigil Sword - I can count on one hand the number of foes where striking at I10 will be relevant for a High Elves fighting character.
Obsidian Blade - It won't help you wound, but at least you'll get through armor if you do. A bit pricey, though.
Ogre Blade - A big Strength bump that lets you keep both your shield and your re-rolls (as compared to a great weapon). I'm a fan.
Relic Sword - Why settle for wounding at such a low value?
Shrieking Blade - If you want to cause Fear, sit in Phoenix Guard or ride a Griffon.
Spellthieving Sword - Kill the Wizard, and his spells won't matter.
Sword of Anti-Heroes - While it is a bit of a gamble, it doesn't take much to make it worth your while, and if you run into a 2+ character deathstar unit, much fun will be had (by you, anyway).
Sword of Battle - More attacks is nice, but at some point you need to put some sting behind your swings.
Sword of Bloodshed - Lots of extra attacks, but that won't matter much if they can't hurt anything, and it's pricey.
Sword of Might - While a Halberd does more or less the same thing, the fact that you can wear this with a shield is a big deal if you ask me.
Sword of Strife - A good amount of extra attacks at a decent price.
Sword of Striking - This can make hitting a virtual certainty, though it doesn't do much as far as making those hits matter.
Sword of Swift Slaying - We obviously don't need this.
Tormentor Sword - Dirt cheap, but even then the effect is conditional enough for its merit to be questioned.
Warrior Bane - It doesn't help you wound, but if you do, the foe loses Attacks, and it costs next to nothing. Solid.
Magic Armor
Armor of Destiny - Some nice armor with a potent Ward save attached, I expect to see this in most, if not all, lists.
Armor of Fortune - Decent, but the dropoff from a 4+ Ward save to a 5+ matters.
Armor of Silvered Steel - High Elves have a far superior version of this item in their own list, and even that struggles to see play.
Charmed Shield - A nice way to keep any important fliers from getting victimized by shooting early.
Dragonhelm - A cheap armor bump, and a 2+ Ward against flaming if you need it. Nice.
Enchanted Shield - Good defensive bonus, for next to no points. Sure, why not?
Gambler's Armor - The odds on this gamble often aren't good enough.
Glittering Scales - Sometimes the best defense is not getting hit in the first place.
Helm of Discord - Can't say I can see this effect happening too often, but if it does it can turn fights on their head.
Shield of Ptolos - Passable on an Eagle/Griffon/Dragon rider, meh elsewhere.
Spellshield - Too small a benefit to really make a blip on the radar.
Trickster's Helm - A nice item, but it has poor synergy with Elves' low Toughness values.
Magic Talismans
Dawnstone - If you can cobble together a strong armor save, this is a quality defensive boost.
Dragonbane Gem - Not quite as useful as it is for other armies because of Dragon armor, but still solid.
Luckstone - It doesn't cost much, and a do-over can be nice sometimes.
Obsidian Amulet - Gives your unit a decent save against magical effects, but you can get that from an Anointed. Meh.
Obsidan Lodestone - Given the existence of the Anointed, this just doesn't figure to be a good deal for the High Elves.
Obsidian Trinket - Too small a save to matter.
Opal Amulet - Overshadowed to some extent by the Golden Crown, but it's not terrible.
Pidgeon Plucker Pendant - Conditional, but its save is good enough to be worth a look.
Seed of Rebirth - Just sit next to an Anointed or a High Magic caster instead.
Talisman of Endurance - The drop from a 4+ Ward to a 5+ Ward is a bit of a doozy.
Talisman of Preservation - A premier save that most, if not all, lists should employ.
Talisman of Protection - Obsoleted by the Anointed of Asuryan if you ask me.
Arcane Items
Book of Ashur - A poor man's Book of Hoeth if you ask me.
Channeling Staff - Just not that noteworthy a benefit.
Dispel Scroll - I consider it one of the staples of magic defense in the game, and would definitely recommend it. That said, I wouldn't bend over backward to justify its inclusion.
Earthing Rod - A nice safety valve for miscasts at critical times.
Feedback Scroll - The circumstances where this is good are rather few and far between, and it eats up a lot of points.
Forbidden Rod - On the surface, this seems like a terrible item for High Elves and their expensive Mages. However, combining it with the Banner of the World Dragon makes it a way to jump-start your Magic phase at minimal risk to the Mage carrying it. In that context, it's usable.
Power Scroll - Casting a nasty spell like Dwellers or Fiery Convocation at half difficulty can make for a potent Magic phase.
Power Stone - High Elves' power dice generation abilities leave something to be desired, so an "emergency" source of dice is nice to have.
Scepter of Stability - A little extra "oomph" for a dispel after the fact. Can come in handy.
Scroll of Leeching - Not particularly impressive, and it's pricey as insult to injury. Nah.
Scroll of Shielding - Cheap, and it can take the sting off a lot of damage spells out there.
Sivejir's Hex Scroll - It can be a nasty surprise to combat caster types like Vampire Lords, Daemon Princes, and our own Loremaster, especially if it goes off when the unit in question is in combat.
Staff of Sorcery - Not enough of an effect to stake a claim for itself along side the Book of Hoeth.
Trickster's Shard - Expensive and irrelevant; not a good combination.
Wand of Jet - Its advantages in timing don't justify its having a higher price tag and a lesser effect than the Power Stone if you ask me.
Enchanted Items
Arabyan Carpet - Most folks should just ride an Eagle instead.
Crown of Command - Not a no-brainer because High Elves have a nice Stubborn unit already, but still very nice.
Featherfoe Torc - This save is just too conditional.
Fozzrik's Folding Fortress - As long as the building's size is kept within reason, piling in a bunch of Archers or Sisters of Avelorn and having them fire away doesn't sound like a bad idea (especially for the latter).
Healing Potion - Expensive, and High Elves actually have access to healing magic.
Ironcurse Icon - A cheap save against shots, though it doesn't play nice with an Anointed.
Potion of Foolhardiness - This item makes mounted charges with something like the Star Lance that much more dangerous, for almost no points.
Potion of Speed - Not sure how often you'll need this, but it's cheap.
Potion of Strength - Potent when used in combat, or as a way to add more steam to a round of Reaver Bow shots.
Potion of Toughness - Can help your character hang on for a critical turn.
Ruby Ring of Ruin - Overshadowed by the Ring of Fury if you ask me.
The Other Trickster's Shard - Provided you're not sitting a unit that depends on its Ward saves, this can be a nice way to pierce the highest level of defense.
The Terrifying Mask of EEE! - Funny name aside, this is a nice and cheap way to get Terror on a character that was probably never going to be relied on for his Leadership in the first place. That said, the access to mounts that cause Terror make it feel a bit superfluous in a lot of cases.
Wizarding Hat - Use a Loremaster or a Mage instead.
Magic Standards
Banner of Eternal Flame - High Elves can get fire from other sources, but this is nice if you really need it.
Banner of Swiftness - Even more movement for a unit of Cavalry (or getting infantry pretty close to cavalry speed) is an intriguing benefit.
Gleaming Pennant - Cheap, and it can help a unit that figures to be far from the BSB stand its ground.
Lichebone Pennant - Passable in a unit of Dragon Princes. Otherwise, you're better off with an Anointed.
Rampager's Standard - Given that Dragon Princes can take it without needing a BSB, this is actually a pretty nice banner for them.
Ranger's Standard - Pricey, but Strider is a nice ability to have.
Razor Standard - A nice addition to the armor-cracking arsenal of several elite units.
Scarecrow Banner - Conditional, but so cheap that it doesn't matter all that much.
Standard of Discipline - Given that I'm not a big fan of Princes, this is probably the best way to get Ld10 in your army, should you feel you need it.
Wailing Banner - Terror is neat, but this banner is a bit expensive.
War Banner - Vanilla as they come, but the effect is solid, especially for cavalry looking to sit and grind.
High Elves Armybook
Magic Weapons
Star Lance - Sure, you only get it on a charge, but when fighting the sort of target it shines against (targets that are few in number and rely on armour or Toughness to protect them), you really only need the one set of swings. I'm of the opinion this is a quality offensive item.
The Reaver Bow - Pretty much the main way to take advantage of our characters' high Ballistic Skill values, it also has nice synergy with the Potion of Strength in giving you a one-time helping of very high-Strength shots.
The Blade of Leaping Gold - Let's take an already niche item in the Sword of Bloodshed, add an even higher points cost to it, and all for a marginal secondary effect! This is almost painfully bad.
Magic Armor
Armor of Caledor - You can easily get a 2+ save with Dragon armor on a Dragon Mage, Prince, Noble, or Anointed, so this is the realm of foot-only characters like the Loremaster, and they'll probably be drawn to other items. Not sold.
Shadow Armor - I think this item has potential, but until I can see or figure out some way to integrate it into a list's strategy, I'm going to have to remain skeptical.
Shield of the Merwyrm - Given that this follows most of the normal rules for parry saves (frontal close combat on foot only), I think it's solid, but nothing special, though it is cheap.
Magic Talismans
Golden Crown of Atrazar - Very cheap, and while the effect is one use only, it's one heck of an effect. A quality item.
Magic Standards
Banner of Avelorn - Can only be taken if Alarielle is in your army. If you target the unit which has the banner within it with life or light spells, you add +4 to the casting roll. This makes casting far more easy but further drives you towards the (White Lion) deathstar approach if fielding her.
Banner of the World Dragon - The subject of much wailing, gnashing of teeth, and rending of garments in other forums (particularly the Daemon ones), this bad boy can protect your guys from effects as diverse as miscasts to tooled-up enemy fighting characters. If you have a unit that you really want to keep around, this is one of the best ways to do it. There is no two ways about it, this banner is ridiculous for its points. In a book that is in the main very well balanced, it is probably the one 'what on earth were you thinking' item.
Arcane Items
Book of Hoeth - A very potent Arcane Item, this can let you fish for the Irresistible Force/Dispel you may need to gain a critical leg up, or simply tip the odds of a given roll in your favor time and again. I think it's an essential component of High Elf magical strategy.
Enchanted Items
Cloak of Beards - Sure, it only works against one army, but it wrecks that army hard for not that many points. A nasty little curveball if you can sneak it into a list.
Gem of Sunfire - Essentially a one-time dose of Flaming Sword for a unit that already has Flaming Attacks, it has timing issues (when exactly is this activated? The description doesn't say), and it requires a character to lug it around. Could be useful for a Dragon Mage, but otherwise I'm not sold.
Horn of Isha - Can only be taken if Alarielle is in your army and only by the handmaiden. It is a one use item, used at the start of the Movement Phase, that gives all the models in the unit that used it a +1 To Hit bonus on shooting or melee. For 50pts it would be a waste to use it on a shooting unit, especially with the naturally high BS of elves, so i'd definitely recommend utilising it for a crucial round of combat. Is it worth it for the points? Only if you have that large horde of elite troops.
Khaine's Ring of Fury - Soul Quench is a nice spell to get another casting of every Magic phase, especially considering its Lore Attribute. A nice item to have around.
Moranion's Wayshard - This is another item rife with potential, but I have misgivings with regards to what a unit of Archers or Spearmen will accomplish when left out on an island like that, and it eats up a huge piece of a character's points allowance. I'm a bit of a skeptic, but someone will probably figure out how to use this.
Warhammer Rulebook
Magic Weapons
Berserker Sword - For most purposes, this is a Sword of Battle with a drawback. Meh.
Biting Blade - Armor Piercing is decent, but you probably should be looking for something more.
Fencer's Blades - Most fighting characters in this army have good WS values already, but this can be a sneaky-good way of keeping an Archmage from getting hit too much.
Giant Blade - Pricey, but something like an Anointed can spare the room for it.
Gold Sigil Sword - I can count on one hand the number of foes where striking at I10 will be relevant for a High Elves fighting character.
Obsidian Blade - It won't help you wound, but at least you'll get through armor if you do. A bit pricey, though.
Ogre Blade - A big Strength bump that lets you keep both your shield and your re-rolls (as compared to a great weapon). I'm a fan.
Relic Sword - Why settle for wounding at such a low value?
Shrieking Blade - If you want to cause Fear, sit in Phoenix Guard or ride a Griffon.
Spellthieving Sword - Kill the Wizard, and his spells won't matter.
Sword of Anti-Heroes - While it is a bit of a gamble, it doesn't take much to make it worth your while, and if you run into a 2+ character deathstar unit, much fun will be had (by you, anyway).
Sword of Battle - More attacks is nice, but at some point you need to put some sting behind your swings.
Sword of Bloodshed - Lots of extra attacks, but that won't matter much if they can't hurt anything, and it's pricey.
Sword of Might - While a Halberd does more or less the same thing, the fact that you can wear this with a shield is a big deal if you ask me.
Sword of Strife - A good amount of extra attacks at a decent price.
Sword of Striking - This can make hitting a virtual certainty, though it doesn't do much as far as making those hits matter.
Sword of Swift Slaying - We obviously don't need this.
Tormentor Sword - Dirt cheap, but even then the effect is conditional enough for its merit to be questioned.
Warrior Bane - It doesn't help you wound, but if you do, the foe loses Attacks, and it costs next to nothing. Solid.
Magic Armor
Armor of Destiny - Some nice armor with a potent Ward save attached, I expect to see this in most, if not all, lists.
Armor of Fortune - Decent, but the dropoff from a 4+ Ward save to a 5+ matters.
Armor of Silvered Steel - High Elves have a far superior version of this item in their own list, and even that struggles to see play.
Charmed Shield - A nice way to keep any important fliers from getting victimized by shooting early.
Dragonhelm - A cheap armor bump, and a 2+ Ward against flaming if you need it. Nice.
Enchanted Shield - Good defensive bonus, for next to no points. Sure, why not?
Gambler's Armor - The odds on this gamble often aren't good enough.
Glittering Scales - Sometimes the best defense is not getting hit in the first place.
Helm of Discord - Can't say I can see this effect happening too often, but if it does it can turn fights on their head.
Shield of Ptolos - Passable on an Eagle/Griffon/Dragon rider, meh elsewhere.
Spellshield - Too small a benefit to really make a blip on the radar.
Trickster's Helm - A nice item, but it has poor synergy with Elves' low Toughness values.
Magic Talismans
Dawnstone - If you can cobble together a strong armor save, this is a quality defensive boost.
Dragonbane Gem - Not quite as useful as it is for other armies because of Dragon armor, but still solid.
Luckstone - It doesn't cost much, and a do-over can be nice sometimes.
Obsidian Amulet - Gives your unit a decent save against magical effects, but you can get that from an Anointed. Meh.
Obsidan Lodestone - Given the existence of the Anointed, this just doesn't figure to be a good deal for the High Elves.
Obsidian Trinket - Too small a save to matter.
Opal Amulet - Overshadowed to some extent by the Golden Crown, but it's not terrible.
Pidgeon Plucker Pendant - Conditional, but its save is good enough to be worth a look.
Seed of Rebirth - Just sit next to an Anointed or a High Magic caster instead.
Talisman of Endurance - The drop from a 4+ Ward to a 5+ Ward is a bit of a doozy.
Talisman of Preservation - A premier save that most, if not all, lists should employ.
Talisman of Protection - Obsoleted by the Anointed of Asuryan if you ask me.
Arcane Items
Book of Ashur - A poor man's Book of Hoeth if you ask me.
Channeling Staff - Just not that noteworthy a benefit.
Dispel Scroll - I consider it one of the staples of magic defense in the game, and would definitely recommend it. That said, I wouldn't bend over backward to justify its inclusion.
Earthing Rod - A nice safety valve for miscasts at critical times.
Feedback Scroll - The circumstances where this is good are rather few and far between, and it eats up a lot of points.
Forbidden Rod - On the surface, this seems like a terrible item for High Elves and their expensive Mages. However, combining it with the Banner of the World Dragon makes it a way to jump-start your Magic phase at minimal risk to the Mage carrying it. In that context, it's usable.
Power Scroll - Casting a nasty spell like Dwellers or Fiery Convocation at half difficulty can make for a potent Magic phase.
Power Stone - High Elves' power dice generation abilities leave something to be desired, so an "emergency" source of dice is nice to have.
Scepter of Stability - A little extra "oomph" for a dispel after the fact. Can come in handy.
Scroll of Leeching - Not particularly impressive, and it's pricey as insult to injury. Nah.
Scroll of Shielding - Cheap, and it can take the sting off a lot of damage spells out there.
Sivejir's Hex Scroll - It can be a nasty surprise to combat caster types like Vampire Lords, Daemon Princes, and our own Loremaster, especially if it goes off when the unit in question is in combat.
Staff of Sorcery - Not enough of an effect to stake a claim for itself along side the Book of Hoeth.
Trickster's Shard - Expensive and irrelevant; not a good combination.
Wand of Jet - Its advantages in timing don't justify its having a higher price tag and a lesser effect than the Power Stone if you ask me.
Enchanted Items
Arabyan Carpet - Most folks should just ride an Eagle instead.
Crown of Command - Not a no-brainer because High Elves have a nice Stubborn unit already, but still very nice.
Featherfoe Torc - This save is just too conditional.
Fozzrik's Folding Fortress - As long as the building's size is kept within reason, piling in a bunch of Archers or Sisters of Avelorn and having them fire away doesn't sound like a bad idea (especially for the latter).
Healing Potion - Expensive, and High Elves actually have access to healing magic.
Ironcurse Icon - A cheap save against shots, though it doesn't play nice with an Anointed.
Potion of Foolhardiness - This item makes mounted charges with something like the Star Lance that much more dangerous, for almost no points.
Potion of Speed - Not sure how often you'll need this, but it's cheap.
Potion of Strength - Potent when used in combat, or as a way to add more steam to a round of Reaver Bow shots.
Potion of Toughness - Can help your character hang on for a critical turn.
Ruby Ring of Ruin - Overshadowed by the Ring of Fury if you ask me.
The Other Trickster's Shard - Provided you're not sitting a unit that depends on its Ward saves, this can be a nice way to pierce the highest level of defense.
The Terrifying Mask of EEE! - Funny name aside, this is a nice and cheap way to get Terror on a character that was probably never going to be relied on for his Leadership in the first place. That said, the access to mounts that cause Terror make it feel a bit superfluous in a lot of cases.
Wizarding Hat - Use a Loremaster or a Mage instead.
Magic Standards
Banner of Eternal Flame - High Elves can get fire from other sources, but this is nice if you really need it.
Banner of Swiftness - Even more movement for a unit of Cavalry (or getting infantry pretty close to cavalry speed) is an intriguing benefit.
Gleaming Pennant - Cheap, and it can help a unit that figures to be far from the BSB stand its ground.
Lichebone Pennant - Passable in a unit of Dragon Princes. Otherwise, you're better off with an Anointed.
Rampager's Standard - Given that Dragon Princes can take it without needing a BSB, this is actually a pretty nice banner for them.
Ranger's Standard - Pricey, but Strider is a nice ability to have.
Razor Standard - A nice addition to the armor-cracking arsenal of several elite units.
Scarecrow Banner - Conditional, but so cheap that it doesn't matter all that much.
Standard of Discipline - Given that I'm not a big fan of Princes, this is probably the best way to get Ld10 in your army, should you feel you need it.
Wailing Banner - Terror is neat, but this banner is a bit expensive.
War Banner - Vanilla as they come, but the effect is solid, especially for cavalry looking to sit and grind.