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Concerning the Asur

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Home » Great Library at Hoeth » Book of Warfare » Army Lists » Alternate Army List: Host of the White Tower
Alternate Army List: Host of the White Tower
By Blood Crusader
This is an alternative army list, like any found in GW’s AB (besides the HE one), and represents the army of Swordmasters under control of the White Tower being led by a Loremaster or Blademaster in Ulthuan’s times of great need. Note that this is not a list for a regular Sapherian army like those found in the Citizen Levy, but an army composed almost entirely of Swordmasters as seen in Games Workshop's current WD tales of Eltharion and Alith Anar, and the defence against Malekith and Malus Darkblade in Avelorn. Special units relating to other provinces as well as regular Core troops have been added to Special and Rare choices solely to represent a weak defence of elves who live at the region this Swordmaster army is protecting, and these choices are not necessarily fluff-accurate for the army, but are more like allies to the list. You must have the opponent’s permission to use this list.

Army restrictions, unit statistics, and magic items can be referenced in the High Elf Army Book. They (and the cut-out additional rules for them, found in White Dwarf) should be followed unless stated otherwise.

Additional Rules for using a Warhost of the White Tower list:

    Intrigue at Court: If Belannaer or Eltharion is taken, then there is no roll for Intrigue at Court. In the same way, a court of Swordmasters will not decide a lowly mage to lead their well-disciplined army. Therefore, when you roll for Intrigue at Court, do not count Mages as characters. Archmages, however, still count as such. If a Blademaster is taken, Commanders also cannot be the general, as the army is always taken by the strongest and most tactically-able general to be found, be it Loremaster or appraised Swordmaster.

    Elite, but Numbered: Very few Swordmaster warhosts have ever been gathered, and the losses they sustain is always much greater than the equal relevance to their enemies. A Swordmaster army is always 85% of the total of the enemy army. So, for example, a 1700 point White Tower army would be facing a 2000 point opponent. However, you must still use the unit composition restrictions as you would be with the regular amount of points for each scenario, meaning that you can have a Lord choice amongst a 1700 point army, but must have three Core choices.

    Tacticians: The only reason for the Swordmaster Order’s existence is as a last resort for a coming tide too great for Ulthuan’s Citizen Levy to face alone. Therefore, they train with supreme tactics and fight under the guise of Asuryan’s finest. There is no one amongst the Asur’s great list of enemies that does not know of their name, and as such they are rightly feared by any who would oppose them. In a Pitched Battle scenario, the High Elves may deploy up to 18" from their board edge instead of the usual 12", to represent their superior knowledge of the enemy’s actions, through their vast connection of scouts, the numerous seers within the Council, and the Loremasters’ own intuition of their enemy’s minds. In addition, on a tie in the case of rolling for deployment of scouts, the High Elf player may choose which side’s scouts will be deployed first.

    Stoic: When fighting against a Dark Elf army, all High Elves are immune to Panic.

    Purging Vow: All models with the Swordmaster ability or honour may re-roll attacks to hit in the first round of combat against all elves with the Mark of Slaanesh. This is partly to represent their mild hatred of the sect their order goes to great lengths to root out from Ulthuan, but also one of their many vows they are obliged to fulfill with blood, be it their’s or their enemy’s. Against Morathi, they may re-roll attacks to hit against her or her steed in all rounds and are stubborn in any combat she is included in.

Lords:

    0-1 Blademaster
    M Ws Bs S T W I A Ld
    5-8-6-4-3-3-8-4-10
    Options as Prince. 130 pts. Cannot ride a Great Eagle, Griffon, or Dragon.
    Special Rules:
    Swordmaster (note that this does not give the character Killing Blow, and does not take up his 100pt magic item limit)

    Archmage
    As in Army Book, except the following option:
    - If not mounted, may take the Swordmaster ability (like the Blademaster has) for +20 pts.

Heroes:

    Commander
    M Ws Bs S T W I A Ld
    5-7-6-4-3-2-7-3-9
    Options as per Army Book. 80 pts. Cannot ride a Great Eagle.

    Mage (as per Army Book)

Core:

    Swordmasters
    -As per Army Book with the following exceptions:
    A Standard Bearer may carry a magic standard worth up to 40pts.
    The Bladelord may choose up to 20 points of magic items.
    One unit may be upgraded as First Among Equals (note that this option cannot be taken for any unit other than Swordmasters, unlike the regular options). The unit has Leadership 9; a standard bearer may carry a magic standard worth up to 50pts; and the Bladelord may choose up to 30pts of magic items.

Special:
*NOTE: You cannot take more special choices than you have Core choices. Shadow Warriors do not count towards this total when figuring out how many Special choices an army list has, but do count towards the regular maximum.

    Spearelves

    Archers

    0-2 Shadow Warriors
    (due to the fact that Nagarythe is in close allegiance with the all-seeing acts of the Loremasters in many ways, but in say 2000pts you’re not going to find 4 units of SW compared to the minimum 3 SM) Great Eagles*
    You may not take more Great Eagle Special choices than you have Rare choices available per agreed upon points limit.

    0-1 Ellyrian Reavers

    0-1 White Lions

Rare:

    Repeater Bolt Throwers

    Silver Helms

    0-1 Maidenguard

    0-1 Phoenix Guard*
    (You cannot take Phoenix Guard if you take Maidenguard and/or the maximum 2 units of Shadow Warriors. White Lions become Rare choices, and Silver Helms are 0-1. This is to represent a situation when the Swordmasters come to the aid of the Phoenix King or the Shrine of Asuryan, a rare occurrence, but nonetheless a possibility in fluff cases)

    0-1 Lothern Sea Guard*
    (same rule as the Phoenix Guard)

New Choice:

    0-1 Mounted Swordmasters points/model: 31
    M Ws Bs S T W I A Ld
    SM 5-6-4-3-3-1-6-1-9
    Y.C. 5-6-4-3-3-1-6-2-9
    Steed 9-3-0-3-3-1-4-1-5

    Unit Size: 5-9
    Weapons and Armour: Two-handed sword (Great weapon), hand weapon, heavy armour & ithilmar barding.
    Options:
    - Upgrade one Swordmaster to a Musician for +9 pts.
    - Upgrade one Swordmaster to a Standard Bearer for +18 pts.
    - A Standard Bearer may carry a magic standard worth up to 60 pts.
    - Promote one Swordmaster to a Young Commander for +18 pts.
    - The Young Commander may choose up to 40 points of magic items and Honours, but only 20 points maximum may be spent on magic items.

Special Rules:

Swordmasters. Note that Mounted Swordmasters actually are mounted, even though a revision to the Swordmaster rule does not allow this. They are an exception (as is a character in this unit, though there may only ever be one character in the unit and he/she cannot leave it), as the following rule explains.

Master Horsemanship: Mounted Swordmasters are the greatest of Saphery’s arsenal, second only to mages of the White Tower themselves. These warriors usually travel from place to place on steed, carrying messages to and from their sub-commanders, and though they rarely fight together mounted, they are a true sight to behold when they gather.

Mounted Swordmasters move the same way as any mounted unit. In combat, their greatswords grant them an additional +1 Strength as in the 7th edition rules for great weapons used by mounted models. However their Swordmaster ability does allow them to strike in order of initiative. On the charge, their greatswords grant them an additional +1 Strength bonus, to a cumulative total of 6.

Last Hope Tactic: The pride of many Swordmaster Commanders, Mounted Swordmasters train both in lone, sparse formations and as a battering-line main battle regiment. In their lone missions they have developed a tactic of drawing the enemy off of a main army at any given topography. However, they also know when the battle is lost and cannot do any difference.

If a unit of Mounted Swordmasters ever numbers three or less models(not counting characters who have joined them), the controlling player may elect to take a Leadership test. If failed, the unit flees towards the nearest table edge other than in the opponent’s deployment zone. If passed, the Mounted Swordmasters gain the ability of Fast Cavalry. If they break from combat while being Fast Cavalry when attacking from the front or flank of an enemy unit, they lose this option and must rally as normal (this does not apply should they charge the rear of an enemy and flee, however...)

Magic Items:
NOTE: all new and altered magic items are Swordmaster-only items and cannot be used by any unit without the Swordmaster honour. Characters, however, may use any of them unless otherwise listed. Can take all Common Magic Items. Enchanted Shields cannot be given to Blademasters.

    Magic Weapons:
    Cannot take the Bow of the Seafarer, or Blade of Darting Steel.

      Relicweaper, 50 points
      Counts as Great Weapon. The first hit on an enemy with a magic weapon is discounted, and the enemy’s magic weapon is destroyed. This weapon must be the first the opponent attacked with, in the case of 2 magic weapons like Malekith has; otherwise the player may freely decide. In the case of Dwarf weapons, one rune may be discounted per turn, and it is always the HE player’s choice.

      Vaul’s Blind Eye, 60 points
      Always strikes last even if the model has the Swordmaster ability. +1 Strength, two-handed. D6+1 attacks per turn, counts as flaming.

    Magic Armour:
    Cannot take the Golden Shield, Shadow Armour, or the Dragonscale Shield.

      Loremaster’s Plate, Ilenyui, 10 points*
      Tokens the Loremasters award Swordmasters who have accomplished great feats for them are usually in the form of magically-imbued steel or armour. This is a common enchantment, and well known to be given to Sapherians who achieve acts of great peril. May be taken by as many characters as the player chooses, not just one. Counts as a magical breastplate which confers a 4+ armour save.

      Loremaster’s Plate, Vynethuan, 35 points
      Can be taken by Archmages and Mages. 4+ armour save. Note that this armour does not restrict the character’s spellcasting abilities whilst wearing this armour.

      Cadaith Lacoi, 40 points
      An artifact from before the Sundering, this armor is most commonly found in the hands of Swordmasters, though its origin is from an Avelorn commander. The armour shines in darkness, enhancing the wearer’s sight but also his faith in Asuryan. Counts as Heavy Armour. The wearer regenerates against Daemon or Undead attacks, and has Magic Resistance (1) against Dark, Necromany, Death, Shadow, Slaanesh, Nurgle, Skaven, and Tzeentch magic. Cannot be combined with the Loremaster Honour or Radiant Gem of Hoeth.

    Talismans:
    Cannnot use the Vambraces of Defence, the Golden Crown of Atrazar, or Sacred Incense.

      Hopefire, 25 points
      Gives the wearer a 4+ ward save versus shooting and magic.

      Heart of Isha, 45 points
      One of the many sacred stones found within the Evercourt. The Everqueen Alarielle gave it to Eltharion and Tyrion as a token of her thanks of defending Avelorn from Malekith and Malus Darkblade’s advance. Eltharion and Tyrion unanimously agreed to give the stone to the Order of the Swordmasters, to be used in times of great peril by the purest elf amongst them. Can only be used by a Hero or Lord with the Swordmaster ability, and the character must have the Pure of Heart honour. Gives the wearer a 4+ ward save, and the spell Ulzah’s Healing Hand from the Light Magic lore if a spellcaster.

    Arcane Items
      Same as in the High Elves Army Book. No changes.

    Enchanted Items
      Cannot take the Cloak of Beards.

      Crystal of Darkness, 35 points
      Bound spell (Power level 5)
      One Use Only
      The character and unit he/she is with, as well as one other unit of the player’s choice, within 6" are concealed by complete darkness. No shooting or magic can target the(se) unit(s), and anyone fighting against them in combat counts as having a Weapon skill of 1 lower than they actually have (So a Ws of 4 would count as 3, etc.). If the High Elf unit(s) this is cast on do(es) not have the Swordmaster ability, they cannot move unless there is a Swordmaster character leading them (which will let them move, but not march or charge), and they count as having half their regular Weapon skill in combat, rounding up (so 5 would become 3, etc.). Lasts until the High Elf player’s subsequent turn.

    Magic Item Alteration: Blessed Tome

      Blessed Tome, 30 points
      The character with the tome recites the stirring words of heroes of old as battle is joined. All High Elf units within 6" are immune to panic and the character and unit he/she leads are immune to psychology.

    Magic Banners

      Cannot take the Banner of World Dragon or Lion Standard.

      Standard of the Anulii, 40 points
      Made from the hairs of horses whose masters died on one of the many Anulii patrols near the borders of Saphery. A testament to the strength of the High Elves’ watch over their lands, this banner and many others like it are commonly seen on watchtowers in times of peace, and atop the parapets of the great Gates to inspire acts of great bravery amongst the defenders. The unit bearing this standard automatically passes the first break test each game. However, when trying to rally, they do not count as having a musician even if there is one present. The general’s leadership may still be used as always.

      Standard of Dark Shadows, 30 points
      Swordmasters Only (NOT Mounted Swordmasters)
      Woven from the veiled mists of time and carried by the greatest of the Swordmasters, this banner is said to shift the sands of time. In the capable hands of Saphery's finest, near-impossible feats seem effortless, and the archer can only roll his eyes as even the surest of missiles is cloven in mid-air.
      Roll a dice for any missile of Strength 5 or less targeting a member of the unit with this banner. On a 5+, the missile is deflected and has no effect.

    Honours

      Revision to the Swordmaster honour:
      Swordmaster, 20 points
      The character is equipped with a Great weapon and if they take a magic weapon found in the Common Magic Items list or those in the High Elf army book, this honour is useless. Instead of striking last in any turn he does not charge, the character will strike in initiative order, as explained on page 68 of the Warhammer rules. With this honour (or with the Swordmaster special rule), the character also has the option of taking up to one of the honours listed below:

      Focused, 20 points
      The character has the killing blow special rule.

      Agile, 25 points
      Deftly darting from side to side, the character has garnered a reputation for being untouchable. With nearly a century of training behind him, he yearns to better himself daily, and is the likes that young, aspiring heroes stand no chance against. All attacks against the character are at a -1 to hit.

      Dodge, 20 points
      The character has a 5+ ward save if wearing light or no armour.

      Will of Ithilmar, 30 points
      There is nothing more the character desires than bringing death to the foes of Ulthuan, specifically the White Tower. With a true heart, there is little this character cannot do.
      The character is immune to psychology, and may re-roll rolls to hit in the first round of any combat.

    The following honour can be taken by any character and does not apply to the Swordmaster set of honours.

      Hope of Asuryan, 25 points
      The character gains +1 Leadership, to a maximum of Ld 10.

      Revision to the Lion Guard honour:
      Guardian, 40 points
      Commanders and Lords only
      The character and the unit he leads is Stubborn.

Simple Tactica:

The strength of the High Elves is always found in their skill at the sword, bow, lance, and lores of magic. However, their dying race is destined to only diminish in numbers as time passes on due to constant fighting with their vile cousins, the Druchii. Keeping this in mind, as well as the GW fluff for Eltharion’s Swordmaster horde, I’ve attempted to roughly make these advantages and disadvantages even more present, but in an army that catches everyone’s attention. The skills and abilities of every unit in the army, with the exception of the Archers, rivals the best units of other races, and this is a key asset for any aspiring general. The fact that the army is always at a disadvantage points-wise compared to any other army in the same situation calls the High Elf player to greater acts of bravery and cunning. Don’t expect to win every game with an army of great-weapon-wielding elves, and know beforehand that every lost unit is a tragedy that can cripple your army. Also consider your list of opponents: going against a Wood Elf army will likely be suicidal, and because you must take more units of Swordmasters than anything else, you are restricted more than the regular High Elf list, being forced to take elites that cost more but die just as easily. The advantages, however, such as magical protection offered by the greatest warriors and mages of Ulthuan, coupled with the strength of great weapons striking at initiative left, right and centre, and enough speed to bring the battle to the enemy before great harm is done, can leave even the most stubborn Khornate generals contemplating what power a tactical list can give them.

Firstly, look at your only Core choice. Suddenly, the shock of having up to 60pts of magic items on every unit changes things greatly, allowing you to specialize every unit of your army to any task you wish. Why is this important? Well, take a look at an Empire army fully deployed. Before you and your opponent roll for first turn, you already know everything except what banner his knights and First Infantry have, and the magic items given to characters. In this army, your opponent will know you will be taking 3 Swordmaster units at least in 2000 points, but as to what role they will take, guessing is underestimating. From passing freely through difficult terrain, to immunity to magic, to protection against missile fire, to automatically holding in the first round of combat, there is no way your opponent can tell. This haze of doubt may change his choice of missile fire and magic, and as any good general knows, forcing the opponent to react to you is a great advantage indeed.

Special choices have also dramatically changed, though the base has stayed the same: three choices without restrictions and three restricted ones (with the change from White Lions as a Rare choice until the Lion Guard honour is taken to them being solely a Special choice). The roles have altered slightly, toning down cavalry and scouting options as Swordmasters are moved to Core. With Spearelves and Archers being cheaper unit choices than your stock Core units, things have changed slightly. Spearelves themselves are the greatest asset against horde armies, and being special, you will want more of them than Swordmasters even if they did not cost less. And with any ragged allied force defending its own lands with the White Tower’s assistance, you’ll find Spearelves more often than the other available Special choices. Shadow Warriors have a restriction despite the fluff given for Alith Anar’s alliance with Eltharion, and when playing games using rules for Alith Anar, this restriction should be lifted.

Rare choices have been shifted slightly, with one additional unit and Silver Helms taking presence where the general given choice for most High Elf players is the Repeater Bolt Thrower. When fighting in Lothern, Silver Helms and all other provincial elites are further restricted in place of Phoenix Guard and Sea Guard, allowing for a battle set in Lothern, however rare the sight would be. Dogs of War are not allowed, though few players take them anyways. In general, there are options for many different styles or take-offs of this army, and as such almost any GW-accurate fluff of a Swordmaster character can be melded into this list (though once again I should stress how rare the sight of an army solely composed of elites actually is!), and hopefully some of the more inspired High Elf generals will find this of some use and try it out. Whether your warhost brandishes the awesome might and speed of Mounted Swordmasters and Silver Helms to flank the foes of Hoeth, or is a stubborn standing force to assist Eataine in its time of great need in the beautiful, metropolitan streets of Lothern, the Rare choices available to you can accomplish the task.

The greatest change and questionable issue of this list, besides the decreased points limit, is in the Mounted Swordmasters. As in all Alternate Army Lists, the list has not been thoroughly play-tested but rather test-ran against some of the foes it will likely face. Statistically, Mounted Swordmasters are worse on the charge than Dragon Princes and even worse in subsequent rounds of combat in everything except the strength of their weapons. Therefore, if you thought Dragon Princes are not worth their points, or must be backed up by chariots to break combat, don’t even think of using these guys. I chose to include them partly for my own reasons fluff-wise, but also as a likely addition to the Swordmaster tactica, of Swordmasters riding into combat to shorten the distance to their foe immensely, but dismounting before the bloodshed ensues. Even a regular Spearelf has some knowledge of riding on a steed, and with various and obscure missions to all corners of Ulthuan, Swordmasters are no exception. With a little increased training, there is no reason that these elites will not travel more quickly to their foe, even if they would rather fight on foot. So, all in all, they are an option that may not be worth its weight in gold on all occasions, but at times where mobility is a must, there’s no reason the White Tower, or a Warhammer general, would not opt to fill this role with the best at hand. Characters are now also allowed to ride to battle with the Swordmaster honour, though the honour itself usually disallows the character from riding anything. The only mount larger than a steed available is the Great Eagle to balance this out, and only to Archmages.

All in all, the army is extremely elite, but charging headlong at the enemy will get you a loss in no time. Dare to use it or not, but both the advantages and disadvantages are defined to the point that you and your opponent may not want to use it, but will not even think of underestimating the smaller force on the field of battle. It’s worth a try at least, even if it’s not your style of army; and my intention in making it was just that. If you have anything you’d like to add or comment on, please feel free to contact me by MSN or private messaging through the site, and I’ll certainly contemplate anything that will bring more energy and fun to this army, both to play and play against. But most of all, I hope you’ve enjoyed reading this and will think of implementing some custom rules in your own games. The sky is the limit (Just make it balanced!)

-Bloodcrusader
Great Library of Hoeth

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