On Tuesday, we found out what the High Elves are up to during the time of Warhammer: The Old World. Mostly, that’s maintaining coastal citadels to ensure their trade and diplomacy links are preserved with the mainland. We’re back with our second interview with the team to find out how they achieve their aims on the tabletop.
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Danny: This book is a declaration of intent. It really draws the focus into the Old World, even for a faction that has more interests in other parts of the world than most.
JTY: We do establish the big picture: what happened when the world was young, and the once warm relationship between the Elves and the Dwarfs. It was the friendship between Caledor Dragontamer and Grimnir that brought them together. Caledor created the Vortex, while Grimnir became, well, Grimnir. Then we learn about Aenarion, and the treachery and fallout between the two races. Then we refocus onto the current period and the Elven colonies which sit off the coast of the Old World – from where the High Elves retreated after their disagreement with the Dwarfs.
Danny: As usual, we focus on a single storyline which ties into two Armies of Infamy and two named characters. Longtime fans of the Old World will be familiar with Korhil, and he remains the absolute badass leader of the White Lions. Ishaya Vess is a new character, the commander of the Sea Guard on the Silent Isle. She’s an important character for the region, where she oversees military matters.
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JTY: Vess is more a commander than a warrior. She makes the troops around her good, but she does still have the profile of an Elven lord and she knows how to fight. But she’s only Toughness 3, so when you wallop her, she knows about it.
Danny: Her primary attribute is her ability to command those around her. She is kicking out high Leadership to all the troops around her in a wider radius – up to 15” if she’s your General. She buffs the Lothern Sea Guard even further, and there are some quite tasty combos with the Sea Guard Garrison. This Army of Infamy is what a High Elf military force looks like away from Ulthuan, a garrison of naval soldiers left to their own devices. They rely on shooting power to break the back of enemy forces as they advance, mopping up the remnants in close combat.
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JTY: We took the opportunity to show people what a landing force of Sea Guard looks like. With that in mind, we've expanded your options with extra units in the Arcane Journal. The Ship’s Company don't normally come off the ship to participate in land combat, but they will when they have to. Effectively militia, they can be represented by regular spearmen and bowmen, but you might use head swaps – spearman helmets on the archers, for instance, a feather or two, or some Sea Guard parts. These are as close as you can get to rough and ready Elves who have to get their hands dirty.
Danny: Their shirts might not be ironed before battle, for instance.
JTY: This is quite a restricted list themed around a garrison, so the troops are more disciplined. The special rules help them no end, with lots of attacks and buffs to shooting. Theme is the main reason we write these Armies of Infamy, with each encouraging its players to adapt to a more limited list by maximising on the army’s unique tricks.
Danny: It’s more about empowering players to choose a cool army from the lore, perhaps without the option to step out of their theme with a really powerful unit that wouldn't have a reason to be there. A coastal citadel won’t have easy access to Tiranoc Chariots, and it’s rare that there would be a regiment of Phoenix Guard off the coast of Bretonnia.
JTY: In return, you get more signature units such as the Sea Guard Commander, who falls somewhere between a Prince and a Noble in power. There’s a Storm Weaver, a different type of Wizard with their own Lore (and a special Made to Order miniature), and extra Universal Special Rules including plenty of Ambush.
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Danny: The Chracian Warhost is a stark contrast. It’s strong and brutal, reliant on the ferocity of Chracian warriors who don’t hide behind shield walls. It’s the Elven army for Orc players.
JTY: They’re the Elven special forces – bashy but elite. They’re from a great wilderness, hunters who live off the land, and so they’re natural guerillas and operatives. You can make a whole army just using White Lion miniatures, and we’ve added a militia option to represent regular units from Chrace. You can use Spearmen and Archers, adding lion pelts and other feral accessories.
The Lion Guard are a yet-more-elite option, while there are also skirmishers and rules for White Lions. For every Tiranoc Chariot you assemble, you get two War Lions that can form a unit. If you assemble a Lion Chariot, of course, you get two horses, and you have our permission to build your own race course…*
Every unit in the book is for the two Armies of Infamy, though we’ve got three pages full of magic items. Some are available to the Grand Armies – highlights include the 90-point Woodsman’s Axe, which should make short work of literally any Monster you encounter…
Thanks guys. We’ll return for the third and final Old World Almanack tomorrow, when we’ll take a closer look at the miniature range.
* There are no current plans for rules, though. Sorry!