First Impressions
I like the layout - points for everything (including items) right at the back, special rules are thoughtfully cross-referenced, lots of fluff and a good mix of old and new art.
Army Special Rules
Speed of Asuryan, Valour of Ages - yup. Its been covered.
High Elf Magic
The +1 to dispel only applies when an army that includes one or more High Elf mages/archmages in the army. Dragon mages need not apply.
The question is, do you still get the +1 if your mages are dead?
Spells
0) Drain Magic - 7+, Lasts until next friendly Magic Phase.
ALL casting values are raised by +3, including friendly spells.
Cumulative - multiple castings stack.
1) Shield - 5+. As described, 18" range.
2) Curse - no change.
3) Courage - 8+, ALL units within 12" are stubborn.
4) Fury - no change
5) Flames - mostly the same. Now counts as Flaming Attacks.
6) Vauls - mostly the same. Weapons and armour now count as mundane versions, talismans and the like are useless.
Lords
Prince
- 25 points more expensive
- Spears 3 pts cheaper
- GW 6 pts more expensive
- Longbow 5 pts cheaper
Halberds, additional HW and lances are unchanged.
Basic armour options are unchanged, Dragon armour 1 pt more expensive.
Barded steeds 2 pts cheaper.
Elf steeds, Eagles and Griffons unchanged.
Sun Dragon - 90 pts cheaper
Moon Dragon - 20 pts cheaper
Star Dragon - 50 pts more expensive
May also ride a Tiranoc Chariot for base cost, replacing 1 crew.
No option to ride Lion Chariots
Archmage
5 pts more expensive
Upgrade costs unchanged.
Barded steeds 2 pts cheaper
Elf Steeds, Eagles unchanged.
Sun Dragon - 70 pts cheaper than current Prince dragon
Moon Dragon - 20 pts cheaper than current Prince dragon
May also ride a Tiranoc Chariot for base cost, replacing 1 crew.
No option to ride Lion Chariots
Heroes
Noble
15 pts more expensive.
- Spears 2 pts cheaper
- GW 4 pts more expensive
Halberds, additional HW, longbows and lances are unchanged.
All armour options are unchanged.
Barded steeds 1 pt cheaper.
Elf steeds, Eagles unchanged.
May also ride a Tiranoc Chariot for base cost, replacing 1 crew.
No option to ride Lion Chariots
Mage
5 pts more expensive, upgrade costs unchanged.
Barded steeds 1 pt cheaper.
Elf steeds, Eagles unchanged.
May also ride a Tiranoc Chariot for base cost, replacing 1 crew.
No option to ride Lion Chariots
Dragon Mage
30 pts more expensive than a current Prince's dragon.
Upgrade costs as standard.
NO mages may wear armour.
Rare stuff
Bolt throwers now explicitly state that they are NOT subject to the Multiple Shot rule.
Special stuff
Chariots cost as advertised.
Elite infantry cost as advertised, command groups use current Swordmaster command prices as a base, heavy armour as standard.
Dragon Princes cost as advertised.
All elites can get magic flags and their Champs can carry magic stuff.
Full command for Princes cost 20 pts more than elite infantry command groups.
Helms - As advertised, no magic flags.
Command groups cost 10 pts more than elite infantry command groups.
Reavers - 1 pt cheaper, musicians and standards cost the same, champs are cheaper for shooting upgrades.
Adding bows: 2 pts cheaper
Replacing spears with bows: 3 pts cheaper
Shadow Warriors - 1 pt more, +1 WS, now hate everyone.
Champ cheaper, combat upgrade.
Core stuff
Seaguard - 3 pts cheaper, shields cost the same.
Archers - as advertised.
Spears - as advertised.
All core troops have command upgrades for the points as advertised.
Swag
Common items are unchanged.
Weapons
3 tiers, 2 new items
Top tier - unchanged.
Middle tier - now add the Star Lance (+3, no armour saves on the charge) and the White Sword (Killing Blow GW, foot models only
Third tier - unchanged
Armour
3 new items
Armour of Protection - 5 pts more
Armour of Heroes - 5 pts more
Temakador's Gauntlets - Same cost as Armour of Stars, gives +1 armour and a 5+ ward against S4+ attacks.
Armour of Caledor - Same cost as Shadow Armour, Dragon Armour with a 2+ save, cannot be improved.
Mask of the Merlord - Cheap +1 to armour and is now Aquatic.
Golden Shield, Armour of Stars, Shadow Armour, Helm of Fortune and Dragonscale Shield unchanged.
Talismans
Golden Crown now works against Killing Blow, cost unchanged.
All other Talismans unchanged.
Magic Banners
Banner of Arcane Protection - 15 pts cheaper, only grants MR. No longer targets undead and Daemons.
Banner of Balance - Same effect as before, wording changed to bring it in line with 7th Ed rules.
Arcane Items
5 new items, including the Seerstaff (replaces Seer) and the Ring of Corin
Vortex Shard - 25 pts cheaper than the Book, one use only, automatically ends the enemy Magic Phase, RiP dispelled, all stored dice lost.
Seerstaff - counts as Seer, same cost.
Tricksters' Pendant - force enemy mage to roll twice on a miscast table, you pick which result applies. Same cost as Seerstaff.
Gem of Sunfire - One use only, +2 to Fire Magic casting rolls, same cost as a Helm of Fortune.
Ring of Corin - 3+, one use only, 15 pts cheaper.
All other Arcane Items are unchanged.
Enchanted Items
7 new items, Tome and Amulet are gone.
Null Stone - 20 pts more expensive.
Folariath's Robe - Cloak of Mists and Shadows, 5 pts cheaper, on foot only.
Ring of Fury - 10 pts more, doesn't run out.
Pendant of Vengeance - Same cost as the Cloak, forces the Anvil to re-roll successful strikes, -1 to misfire table.
Dragonhorn - Same cost as Blessed Tome, use at the start of your turn, ALL friendly High Elf models may re-roll all failed rally and psych tests till the start of their next turn, 1 use only.
Skeinsliver - Same cost as Blessed Tome, +1 to see who goes first.
Amulet of Light - Same cost as the Amulet, bearer AND UNIT gain magical close combat attacks.
Gem of Courage - Same cost as a Silver Wand, one use only. Bearer AND UNIT count as cold-blooded for one leadership-based test.
Talisman of Loec - Same cost as a Silver Wand, one use only. Activate at the start of close combat - bearer may re-roll hits and wounds until end of phase, target re-rolls ALL successful saves. After combat, bearer suffers 1 wound, NO SAVES allowed.[/b]