The Elven way: A Tale of Gaming updated 13/10/23 Game 22 v New Twilight Kin

As requested my thoughts on Clash of Kings: Magic and General changes Impact on Elves

New/changed rules:

Rampage and Slayer: seem more of a threat than an opportunity for elves.

Spellward: provides good protection for our opponents from our lightning bolt mages but probably more of a deterrent to those naughty triple lightning bolt Archmage generals. On the plus side is we may face less risk of facing lightning bolt spam armies.

Adjusted Spells and Arcane Abilities: not much of interest here that hadn’t already changed last year imo.

New Spells and Spellcaster Tiers:

I really like the idea of being able to buy different levels of spells to give more flexibility in points and would like to see it expanded to all spells in the future. Whilst tempting to go all in on the highest level of spell to maximise the dice I think flexibility is the best approach only splurging on the expensive options where there is a real need to fill a gap or provide a key ability to your forces.

Veil of Shadows: I like it, I’m not sure if I’ll find the points regularly though as I favour attack over defensive abilities. However, Shooting is a vulnerability for elves so it depends what your facing but if you’re having to storm a war machine encampment creating a protected bubble when you move into striking range could be a game winner.

Celestial Restoration: long range heal, I like the idea of the extra flexibility to cast heal where it’s needed most, it seems an all round better option that classic heal to me especially with the Shroud only adding heal 2 now.

Barkskin: that’s a long spell description. A preemptive heal is really nice for our def 4 hordes of infantry acting as a nerve buff when you might need to absorb a dicey charge.

Alchemist Curse: helpful spell as Elves lack high crushing/piercing options. But would you want it alongside lightning bolt? If you’re going to take it I feel you go all in for the 35pts tier 3 version.

Wither and Perish: anything that influences combats is a big deal. Without access to drain life this is tempting. My hesitation would be it works best at reducing enemy damage from charges you don’t really want to take would it be better to focus on bane chant to kill the unit off instead? It feels like an annoying spell to deal with when facing defence 6 heavy armies.

Scorched Earth: a big potential issue for Elves neutering the potential of our alpha strikes. Main takeaway for me is perhaps we should be taking hex regularly as a potential counter to this threat. I guess it depends if it becomes commonplace in opposing lists.

Host Shadowbeast: I‘m keen to try this out I’m very much of the opinion that fast individuals are too powerful if they have over 5 attacks. I doubt it’s worth it for elves unless you have tooled up king. I’m definitely thinking it’s a good choice when I take the Shardblade of the beast slayer combo on my mounted king. Otherwise you really want more than the CS 1 your other options offer and would be better with bane chant. The top tier is pricey and probably more for the fun of doing something silly like one shotting an infantry horde single handily. I think the bottom tier is the one to go for most of the time 3-5 extra attacks with conjurers staff is sufficient to tip the balance in a key combat where the King is supporting a main unit.

The big question with spells is does this replace lightning bolt as the go to option? I don’t think they do as a primary option but they do encourage mages to take a second spell perhaps instead of boomstick.

Magic Artefacts:

Ones that catch my eye:

Skirmishes Boots: could be fun not sure how effective it will be but worth a try on Forest Guard and maybe a Stormwind Troop. Will lack of height be a big factor.

Helm of the Drunken Ram: could be good on all our main combat options probably not first choice but TC 3 Stormwind or Drakons could be a frightening frontal charge to absorb incase you spiked your hit rolls. as even if hindered 4+ elite TC 2 would still rout light units or be frightening in the flank.

Amulet of Fireheart: Conjurers staff seems better unless your willing to commit to two combat based spells.

Gnome glass shield: could be tempting On a king if you’re in the habit of keeping individuals safe from shooting. Could even be worthwhile to draw out shooting whilst say in cover giving a minus 2 to hit and defence 6 target they really want to hit to prevent facing a defence 6 roadblock in combat.

Torc of Dissonance: potential protection mechanism against Shattered Earth? It seems like it would work after moving 18 inches and doesn’t need line of sight.

Wand of borrowed time: sounds fun idea but unless I’m missing something isn’t it a much worse version of the cheaper Amulet of the Fireheart? I appreciate you can use it multiple times but it’s very hit an miss that you’d get much value out of that.

Boomstick: sensible that something would happen to this, it still feels like probably the most competitive option but not by much. It feels like dropping it in the short term will be worth it just to get out of the rut of having used it in nearly every list for the last 2 years. It may reappear when I take a foot king as he’s a more appealing option than using the Arch mage’s precious item slot.

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