Glory of Caledor: Warhammer Online
EA Mythic has released more great shots of the Warhammer Online game. This time we have Caledor.
EA Mythic has released more great shots of the Warhammer Online game. This time we have Caledor.
The official High Elves Army Book errata, has been released by Games Workshop on the 24th April, 2008. Get it directly from this link, or visit the official page for the rest of the other army erratas.
They have cleared up the ASF vs. ASF rule, and the issue of the Phoenix Guard’s Halberd flaming attacks.
Many High Elves player lament the move of our Silver Helms (SH) into the Special section thereby competing with the Dragon Princes (DP) for a fighting slot in our army builds. While the Dragon Princes are a no brainer, I believe the Silver Helms still have a role to play.
A debate at Ulthuan.net between Seredain and Prysitha explores this issue very well. Seredain writes:
Prysitha,You do make an excellent point. In MSU armies especially, SH sometimes really can’t justify their slot, and a unit of 11 hardly fits with the theme…
It just so happens that I do use scouts and elite infantry, but have the slots to spare because I prefer the concentration of force, using fewer and more powerful units, the 2 main fighting units being supplemented with fighting characters- one infantry (WL) and one cavalry (SH). For the cavalry this means, however, that a smaller unit relying on kills isn’t necessary with the BB’s +D6 CR: I just need to ENSURE victory in round 1 (which is why I use a character- I want to KNOW my knights will win every time against basically anyone), and have enough elves left over to cover the BsB and take out enemy rank bonuses for the rest of the battle. So, numbers are the key for me.
Even on kills, though, the maths is interesting. 11 SH’s (285 pts inc. SB and Champ., unit strength 22) will clear the front rank of average infantry easily enough, as will 8 DP’s (280 pts inc. SB and Champ., unit strength 16), especially if they have a character. But what about eilte infantry or decent cavalry?
Let’s use the rock solid example of 25 Dwarf hardcore infantry (5×5) with SB and Champ. (WS5, T4, AS 2+),
charged by our cavalry and HERO, with 6 models in the front rank (we’ll forget about horse attacks)-
11 SH: 6 attacks, 4+ to hit, 3+ to wound vs AS 4+ (US 24 inc. hero).
8 DP: 11 attacks, 4+ to hit, 3+ to wound vs AS 4+ (US 18 inc. hero).Our knights kill on average:
DP- 5/6 hits, 3/4 wounds= 1/2 kills.
SH- 3 hits, 2 wounds= 1 kill.
Hero- 2 Hits, 1/2 wounds= 1/2 kills.The Dwarfs kill (on average):
0 DP’s (1 wound at AS 3+)
0 SH’s (1 wound at AS 3+).Our knights’ combat res=
DP’s- 1/2 kills, 1 banner =2/3;
SH’s- (1 kill + 1 banner + 1 rank + 1 outnumbering) =4;
plus BsB- 1/2 kills + 3/4 for Battle Banner =5.Dwarfs’ combat res.=
vs DP’s- 1 banner + 3 ranks + 1 outnumbering =5.
vs SH’s- 1 banner + 3 ranks =4.The result is a win for the Dragon Princes of 2/3, and for the Silver Helms of 5. Especially if the dwarfs have their general nearby, the difference between those results becomes enormous: the Dwarfs will take a break test on Ld 8/7 against the DP’s, but on Ld 5 against the Silver Helms. If there’s no general near, then the dwarfs will test on Ld 4. Watch them flee, laugh, then run them down.
Interesting, eh? Remember both units have the same character and cost roughly the same points (the SH 5 pts more).
Prysitha wrote:
Putting a character into the Helms unit make them THAT much more expensive. Also, if you plan to put a character into the unit to make it effective, putting the same character into the DP will make them even more effective.In certain situations, then, this isn’t true. Out there are hard-as-nails units of massed armoured infantry which can shrug off the extra attacks which Dragon Princes give you. But, for roughly the same points, the combat res. from the rank and numbers of Silver Helms will go through any toughness and armour…
Use your Dragon Princes to slaughter mobs of anything or flank the hard bastards, but if you want to crack the hardest units front on you’ll always need a powerful character and he’d be better off with Silver Helms (unless you can afford 10/11 DP’s and don’t mind wasting all those attacks in the rear rank). Those dwarfs tend to put their unbreakable/stubborn units on their flanks. Just watch the look on your opponent’s face when you decide not to flank him and just run over his centre! For the same points the DP’s+hero COULD do it, but the SH+hero would take all-comers. In a game of dice, fixing the odds is a good idea. In my 2500 pt all-comers list I like the feeling that my block of Silver Helms can run over basically everything, and they even gain Ld 9 from the BsB. Joy.
My reply slightly edited as it was not clear before:
Seredain is right on the money with his analysis.
Let me put it to you in another way. Most people who play this game for a while, do their very best to never rely on dice. If you can get a benefit without rolling a dice it is a CONFIRMED benefit.
In this case an extra rank and outnumber as per Seredain’s analysis, is worth its weight in gold! This means you are up against your opponent with two kills, and your opponent has to kill you back 3 of your SH to break even.
The problem with DP as I have playtested is while they have a huge ass amount of attacks they can bring to bare, the moment they start taking casualties you lose your effectiveness very quickly as its 2 attacks each.
Let’s use a unit of 5DP full command (200pts) vs a unit of 7 SH FC (201pts)
What I am saying is that most of the time a unit of CAV will take 2 hits (magic/shooting) before they hit another unit.
So the reality of it is there is no real difference between the attacking potential two, as a unit of 5 DP taken 2 hits is the same as unit of 7 SH taken 2 hits.
Wait, that is incorrect as you have 5 horses vs 3 horses and we all know the horses do the killing!
In other words as a DP as 2 attacks each, the attacking potential drops very quickly when each DP dies. And a DP dies as easy as a SH. T3, 2+AS .
By only seeing the 2 attacks each as the main thing, you rely too much on your dice, and to me that is a risk i rather not take.
Finally, I will rather a bigger unit of SH to escort my character rather than the DP, a bigger unit takes more hits before it gets to its panic from shooting.
You see the main issue here I’m finding out from my play testing is that HE units need to be self sufficient, as we just don’t have enough units to gang bang anyone these days.
ASF helps alot making each unit self sufficient, but I am finding MSU in our new list is just not enough.
I think we need to be extra careful and consider the use for each units not more than ever. DPs have their role, but i would not weed out SH completely. It is perhaps we are not playing them correctly.
With full permission of the authors, HighElves.net’s Strategy and Tactics section has been updated with the following very cool and informational tacticas. Do check them out!

Ten Ton Hammer has a fantastic write up with full of fluff on Saphery from The Warhammer Online computer game as developed by EA Mythic. I’ve reproduced it here:
Saphery
Official information from EA Mythic
In all of Ulthuan, Saphery is the most mysterious and enchanting of Ulthuan’s kingdoms. It is a land of magic, and serves as a training ground for the mages of Ulthuan. The White Tower of Hoeth is the central monument of this breathtaking land, and houses the length and breadth of arcane knowledge held by the High Elves. The best and brightest High Elf Archmages, including luminaries such as Teclis, have practiced and perfected their craft within the White Tower.
The White Tower of Hoeth was built during the reign of Bel-Korhandis. Bel-Korhandis the Scholar King was a wizard prince of Saphery who ruled as Phoenix King following the death of Tethlis the Slayer. Though he lived to see the White Tower completed, Bel-Korhandis died a short time later, and his remains were interred within the Tower’s foundations.
The Swordmasters of Hoeth are native to Saphery. They are some of Ulthuan’s preeminent martial artists, training for centuries to refine their mastery of swordplay and hand-to-hand combat. The Swordmasters are headquartered within the White Tower of Hoeth, wherein they perfect their minds, bodies, and martial abilities with constant and rigorous practice. They are the Guardians of the White Tower, protecting the scholars and Archmages that study within its alabaster halls.
Beyond the White Tower of Hoeth is the Tower of Flames. This enigmatic spire is home to the famed Dragon Mages, the undisputed masters of the Wind of Fire. Young mages who find themselves ill-suited to the quiet contemplation of the White Tower, and who prefer to devote their magical affinity to the defense of Ulthuan, can travel to the Tower of Flames and focus their studies on fire magic. Their trials are long and arduous, and few initiates take on the mantle of Dragon Mage without first being burned.
As the heart of Ulthuan’s magical traditions, Saphery is a natural target of the Dark Elf invasion. Not only is Saphery home to many of Ulthuan’s High Elf Archmages, it also holds countless artifacts and items of power. If the servants of Malekith can gain control of even a fraction of these magical resources, they can twist their power to their own ends, while simultaneously weakening the High Elves.
As the Dark Elves march from Avelorn into Saphery, they advance along a number of fronts, intent on dozens of targets. Prime amongst these are the many towers of Saphery, wherein the magical knowledge and power of the High Elves is kept. Of these, the Ithilmar Tower, the Tower of Flames, and the White Tower of Hoeth are three key objectives. If the Dark Elves were to take all three towers, it could spell ruin for the High Elves.
In addition to the towers of Saphery, several powerful Archmages make their homes in manors and estates that are scattered throughout this magical land. The names of Thanon Hall and Whitemoon Manor are synonymous with arcane knowledge, and each one is a target of the Dark Elf onslaught.
As if these vital holdings are not enough, the Circle of the Winds is sure to draw the attention of the Sorceresses of House Uthorin. The Circle is comprised of eight stones that are infused with the Winds of Magic. Formed when Ulthuan was still young, the Circle is vital to maintaining the balance of magical power within Saphery. The Dreadblight Convent, Lord Uthorin’s personal cadre of Sorceresses, would enjoy nothing more than to corrupt the Circle of the Winds, thereby disrupting the ebb and flow of magic within Saphery.
When divided between this abundance of strategic targets, the High Elf defense of Saphery is a painfully thin line. Despite the defenders’ dedication to the security of their homeland, they will be hard-pressed to repel the Dark Elves. Terrible sacrifices and difficult choices will need to be made, for the Dark Elf advance is broad, and the resources of Naggaroth are seemingly infinite.
All is not lost, for the divisions between the Dark Elf houses Arkaneth and Uthorin are beginning to widen. Not only do these two mighty houses face the High Elves, they are constantly at odds with one another for the Witch King’s favor. Each house seeks to claim the White Tower of Hoeth first, and neither will stop until its rival house has been destroyed.
The Orcs of the Bloody Sun Boyz have been sent to Saphery to wreak havoc upon the holdings of the High Elves. Not to be left out, the forces of Chaos have also found their way onto Saphery’s battlefields, intent on striking at the center of High Elf magic in Ulthuan: the White Tower of Hoeth. Knowing that the alliances between the Dark Elves and their Orc and Chaos allies are tenuous at best, the High Elves seek to rot this unholy trinity from within. It remains to be seen whether or not this High Elf tactic will work.
It is undeniable that darkness has come to Saphery, and that the fate of Ulthuan’s magical heartland hangs in the balance.
Check out the rest of the article from Ten Ton Hammer as it has wonderful 3D images of the High Elves world of Saphery as well.
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