[High Elves]AP and Magical Arrows for High Elves Missile Units
This mod mainly gives AP arrows to Shadow Warriors/-walkers and magical arrows to Mistwalkers, along with other adjustments like HP.
It always bugs me that HE unlike WE and DE have almost no AP archers, even for higher tier units. It seems to be the case in 8th edition too(but not in the Old World). Here I try to adjust some units according to their cost. Still, don’t expect they can trade well with DE/WE archer/crossbow units.
————————————————————
Shadow Warriors(& RoR)
– Gained weak AP arrows
– +2 ammo to 22 in total, like most archer units
————————————————————
Shadow-walkers
– Gained slightly stronger AP than Shadow Warriors
– +2 ammo to 22 in total, like most archer units
– Now a 80 man unit
– Marksmanship bonus reduced from 30 to 10(like most units)
Remarks – from the 30 vanilla marksmanship bonus it seems that CA wants to make them Waywatchers alike. The thing is their vanilla missile weapon is so weak. I’m rather make them more Deepwood Scout alike by making them a 80 man unit.
————————————————————
Sisters of Avelorn(&RoR)
– Increased missile speed(almost as same as Handmaiden)
– Increased calibration distance from 120 to 150(like most HE units)
– Now a 90 man unit
– (Testing) They now have 360 degree fire arc like the Skyhawk but no fire whist moving. Only the fire arc is changed from the original(SoA and Skyhawk consist of two different Battle Entities).
Remarks – IMO they should still be the strongest regular missile unit(apart from the Skyhawks) with their enchanted bow and arrow. I also like CA keeping them in close rank(like in tabletop), making them a bit unique. Still, as Shadow Walkers now dealing similar practically missile damage(even with less AP) along with stalk and other benefits, I think making SoA a 90 man unit like regular archers can buff them a bit while keeping their uniqueness.
————————————————————
Mistwalkers(archer/hybrid units)
– I always find their missile weapon a bit too gimmicky, so I try to make them a bit more regular like here
– Some of them are famous for daemon hunting while having no magical weapons, which I find a bit jarring
– I think magical arrows would be appropriate for the hybrid/archer units, but I hesitate to give them magical melee weapons(at least for now) since even regular top tier units have no magical melee weapons.
————————————————————
Sentinels of Astaril
– Basically a better Sea Guard unit
– Increased HP
– now using the same bow and arrow as Spire Guard of Tor Yvresse
————————————————————
Spire Guard of Tor Yvresse
– Basically a stronger version of Sentinels of Astaril but unshielded
– Reduced ammo from 45 to 30(too gimmicky for me, not immersive, at least for base stat)
– Gained ‘suppression’ arrow contact effect
————————————————————
The Skyhawks
– Gained AP arrows
– Missile penetration reduced from (stop by medium entities) 2 to 1
– Missile speed decreased from 75 to 72(to keep Handmaiden’s arrows the fastest)
– Increased calibration distance from 80 to 100
Remarks – They should have stronger missile performance than SoA, from slightly to a lot better depending on RNG and the unit they are shooting at. I think high penetration can be an acceptable gimmick for a special high tier missile unit, so I try to keep it. With their small unit size and close unit formation, I try to make them like a high risk high reward unit.
————————————————————
Miscellaneous:
– You can now unlock all the Handmaiden’s unique skill line.