Highelves Unit Stats

Psychic_Llamas

Wizard in the Making
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This thread is where i will post all of the Highelves unitstats, and also the general Highelf special rules.


HIGHELVEN SPECIAL RULES:

Elven Enmity

High Elves do not hate their kin, the Dark Elves, for hatred would debase and corrupt them as surly as it brought low the Dark Elves themselves. Hatered is what separates the 2 races. Dark Elves embrace it whilst High Elves reject it, cultivating instead the high and noble ideals that are their race’s greatest achievements.
(note this special rule does not apply to High Elves that ‘Hate’ Dark Elves, eg Shadow Warriors)
-Resolve:
Though the High Elves do not hate their Dark Brethren, centuries of destruction and bloodshed by the Dark Elves have certainly left their mark. The High Elves have become resolute in the face of evil. When they take arms against the Dark Elves they know they are confronting their race’s greatest folly, and that it is their duty to oppose the evil that they themselves have spawned. The High Elves thus fight with a steely determination, as they would rather all Elven kind perishes then have their enemies gain the upper hand.
To represent this unique and enduring enmity the High Elves are affected by special rules when fighting against dark elves. Only when fighting against Dark Elves, High Elves are considered to be ‘stubborn’ and will not flee in the face of danger.
Battles between High Elves and Dark Elves are likely to be bloody affairs in which neither side is likely to give way easily. As such, High Elves and Dark Elves are always considered to be in some state of war, whether it is constant skirmishing missions, full blown invasions, or simmering distaste for the other.
When the High Elf civ meets the Dark Elf civ war is instantly declared, and peace cannot be declared.


High Elf Citizen Levy

Many centuries ago the Phoenix King Morvael introduced a levy system whereby all elves receive some military training so that they could be called upon to fight at any time. These levies were organized into bands based around their cities, towns and villages. Since that time, all ordinary citizens of Ulthuan have learned how to fight with either spear or bow.
To represent this, all cottage towns etc, improvements cause damage to enemies if they enter those squares. Also, when enemies are in sight of cottages towns etc, they can randomly spawn a spearman or archer unit equivalent to the current age.


Ithilmar

Ithilmar means ‘Sky silver’ for it is said to be as light as the sky and as lustrous as polished silver. Ithilmar does not tarnish, and is a delight to work, and yet it is as hard as steel. Only the High Elves know how to forge it, though a Dwarf Runesmith would surrender his entire family’s treasure horde to learn it’s secrets.
Ithilmar can only be found under the steam-clad slopes of Vaul’s Anvil, where the World’s sole vein or the metal can be found.
To represent this, Ithilmar can only be obtained through the construction of the Vaul’s Anvil wonder in the High Elves Capital, which supplies 3 sources of the precious metal.


Ithilmar Armour

Once Ithilmar is available, all units that have access to it, and can reach a magic forge, can upgrade their armor to Ithilmar Armour, which grants a permanent +20% defensive bonus.
This armour in no way inhibits its wearer, and therefore archers can also wear it.


Dragon Rage:

If a dragon’s rider is slain, the Dragon’s bond with its rider will prevent it from flying away, and instead the player can still control it as normal. However the dragon now has the ‘enraged’ promotion giving it +100% strength while attacking, but –100% while defending.

Dragon Tamer.

The Elves of Caledor have a natural empathy for dragon kind that is recognized by all dragons of any type (even chaos). Any Highelf Dragon rider fighting another enemy dragon, forces the enemy dragon to take and pass leadership test before battle commences. If the Leadership test is failed, the enemy dragon will refuse to fight, and will not be able to move next turn. However, if it is attacked in this next turn it will attack back to defend itself.
 
My suggestions for the High Elves Unit Stats, based on the ones for the Empire:

Ancient

Highelf Settler: S0, M3, can found a new city - cost 110
Highelf Worker: S0, 0FS, M3, can improve tiles - cost 70
Work Boat: S0, M2, cannot enter ocean, can create fishing boats and whaling boats - cost 30
Ancient Highelf Warrior: S2, 1FS, 1FSC, M2, +25% City Defense - cost 25
Ancient Highelf Spearman: S4, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 40
Ancient Highelf Archer: S3, 1FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 35
Ancient Highelf Axeman: S4, 0FS, 1FSC, M2, +25% vs Melee - cost 40
Ancient Highelf Swordsman: S4, 1FS, 1FSC, M2, +20% City-Attack - cost 40
Ancient Highelf Shamaness: S3, 0FS, 1FSC, M2, can cast spells - cost 45
Catapult: S4, 1FS, M1, no Defense Bonus, Withdraw 25%, collateral 3 units 10%, City-Bombard 15% - cost 35
Tiranoc Chariot: ???
Pegasus: (isn´t in the High Elves Army List - I would suggest to exchange it with the Great Eagle) ???
Highelf Scout: S1, 1FS, 1FSC, M3, +100% vs Animals, only Defense, better results from Villages - cost 25
Galley: S2, M2, Cargo Space 2, cannot enter ocean - cost 50


Age of Magic

Citizen: Citizen-Soldier (Can Upgrade to Lothern Sea Guard as well as militia units): ???
Highelf Spearman: S6, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 75
Highelf Archer: S5, 2FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 65
Highelf Swordsman: S6, 1FS, 1FSC, M2, +20% City-Attack - cost 65
Ellyrian Reaver: S7, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 80
Highelf Hedge-Wizard: S5, 0FS, 1FSC, M2, can cast Spells - cost 75
Bolt-Thrower: ???
Tiranoc War Chariot: ???
Griffon: S10, 2FS, 2FSC, M3, +50% vs Artillery, +25% vs Melee, Withdraw 25%, flying - cost 210
Highelf Explorer: S3, 1FS, 1FSC, M3, better Results from Villages - cost 50
Hawkship: S3, M3, Cargo Space 1 (can carry scout, explorer, missionary, spy, or great people), can explore rival territory w/o triggering war - cost 60


Age of Discovery

White Lion of Chrace: S8, 1FS, 1FSC, M2, +25% vs Melee - cost 110
Phoenix Guard: S8, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 110
Swordmasters of Hoeth: S8, 1FS, 1FSC, M2, +20% City-Attack, +25% vs Monsters, +25% vs Melee - cost 120
Lothern Sea Guard: S7, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 95
Silverhelms: S9, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 130
Shadow Warriors : S6, 3FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 90
Wizard: S6, 0FS, 1FSC, M2, can cast spells - cost 110
Repeater Bolt-Thrower: ???
Eagleship: S5, M4, Cargo Space 3 - cost 80
Dragonship: S8, M4, Can bombard city defenses -10% - cost 90


Mechanical Age

Dragonprinces: S10, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 150
Emperor Dragon: ???
Merwyrm: ???
Highelf Sorcerer: ???
 
nice list, but here are some of my suggestions:

Spoiler :
Ancient

Highelf Settler: S0, M3, can found a new city - cost 110
Highelf Worker: S0, 0FS, M3, can improve tiles - cost 70
Work Boat: S0, M2, cannot enter ocean, can create fishing boats and whaling boats - cost 30
Ancient Highelf Warrior: S2, 1FS, 1FSC, M2, +25% City Defense - cost 25
Ancient Highelf Spearman: S4, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 40
Ancient Highelf Archer: S3, 1FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 35
Ancient Highelf Axeman: S4, 0FS, 1FSC, M2, +25% vs Melee - cost 40
Ancient Highelf Swordsman: S4, 1FS, 1FSC, M2, +20% City-Attack - cost 40
Ancient Highelf Shamaness: S3, 0FS, 1FSC, M2, can cast spells - cost 45
Catapult: S4, 1FS, M1, no Defense Bonus, Withdraw 25%, collateral 3 units 10%, City-Bombard 15% - cost 35
Elven Chariot: S5, 1FS, 1FSC, M2, - cost 50
Pegasus: (isn´t in the High Elves Army List - I would suggest to exchange it with the Great Eagle: S5, 2FS, 1FSC, M3, flying -cost 65
Highelf Scout: S1, 1FS, 1FSC, M3, +100% vs Animals, only Defense, better results from Villages - cost 25
Galley: S2, M2, Cargo Space 2, cannot enter ocean - cost 50


Age of Magic

Citizen: Citizen-Soldier (Can Upgrade to Lothern Sea Guard as well as militia units): ???
Highelf Spearman: S6, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 75
Highelf Archer: S5, 2FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 65
Highelf Swordsman: S6, 1FS, 1FSC, M2, +20% City-Attack - cost 65
Ellyrian Reaver: S7, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 80
Highelf Hedge-Wizard: S5, 0FS, 1FSC, M2, can cast Spells - cost 75
Bolt-Thrower: S6, 1FS, M1, no Defense Bonus, Withdraw 25%, collateral 3 units 20%, City-Bombard 15% - cost 50
Tiranoc Chariot: S7, 1FS, 1FSC, M2, - cost 65
Griffon: S10, 2FS, 2FSC, M3, +50% vs Artillery, +25% vs Melee, Withdraw 25%, flying - cost 210
Highelf Explorer: S3, 1FS, 1FSC, M3, better Results from Villages - cost 50
Hawkship: S3, M3, Cargo Space 1 (can carry scout, explorer, missionary, spy, or great people), can explore rival territory w/o triggering war - cost 60


Age of Discovery

White Lion of Chrace: S8, 1FS, 1FSC, M2, +25% vs Melee - cost 110
Phoenix Guard: S8, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 110
Swordmasters of Hoeth: S8, 1FS, 1FSC, M2, +20% City-Attack, +25% vs Monsters, +25% vs Melee - cost 120
Lothern Sea Guard: S7, 1FS, 1FSC, M2, +50% vs Cavalry (not ranged) - cost 95
Silverhelms: S9, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 130
Shadow Warriors : S6, 3FS, 2FSC, M2, +50% City-Defense, +25% Hills-Defense - cost 90
Wizard: S6, 0FS, 1FSC, M2, can cast spells - cost 110
Repeater Bolt-Thrower: S8, 2FS, M1, no Defense Bonus, Withdraw 25%, collateral all units 20%, City-Bombard 15% - cost 80
Eagleship: S5, M4, Cargo Space 3 - cost 80
Dragonship: S8, M4, Can bombard city defenses -10% - cost 90


Mechanical Age

Dragonprinces: S10, 1FS, 1FSC, M3, no Defense-Bonus, +50% vs Artillery, +25% vs Melee, Withdraw 25% - cost 150
Emperor Dragon: S15, 2FS, 1FSC, M3, terror, Flaming breath attack (collateral Damage) +25% Hills-Defense - cost 260
Merwyrm: ???
Highelf Sorcerer: S7, 1FS, 1FSC, M2, can cast spells, Strong magic resistance (but not immune), cost 190
 
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