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(The following is from the Tactica
Longsword which is Copyright Tuomas Pirinan. Its use here constitutes no
challenge, legal or otherwise, to that status)
High Elf Tactics
Table of Contents
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1 Elves in General
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2 Characters
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2.1
General, Hero, Champion, and Lord
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2.2
Battle Standard Bearer
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2.3
Wizards |
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3 Units
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3.1
Silver Helms
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3.2
Dragon Princes of Caledor
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3.3
Reaver Knights
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3.4
Lothern Sea Guard
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3.5
Elf Warriors
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3.6
Shadow Warriors
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3.7
White Lions of Chrace
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3.8
Sword Masters of Hoeth
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3.9
Phoenix Guard
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3.10
High Elf Spearmen
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3.11
High Elf Archers
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3.12
Tiranoc Charioteers |
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4 War Machine
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4.1
Repeater Bolt Thrower |
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5 Special Characters
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5.1
Tyrion
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5.2
Teclis
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5.3
Eltharion
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5.4
Imrik the Lord of Dragons |
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6 Monsters
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7 Allies
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1 Elves in General
The Elves have several weak and
strong points. They have high weapon skill, ballistic skill, and a monstrous
initiative 6. They have a good move of 5 and this can be further improved
with Elven Steeds, which are a real steal at 3 points. They have a good
leadership of 8 and they cause fear on Goblins that don't outnumber them
2:1. But all this is balanced with mediocre strength of 3, toughness of
3 and a very high point cost of 8. This really starts to tell against
opponents like Skaven and Greenskins, who field huge regiment after huge
regiment to your dismay. They have no special rules, and Dark Elves hate
them.
2 Characters
Well, Skaven get plaque priests
and Vermin Lords, Dwarfs get Slayer Champions and Runesmiths, and the
High Elves get Errmmmm, Hmmmmm.
2.1 General, Hero, Champion,
and Lord
These are your standard characters.
You know what they are and what to do with them. High Elf General has
a pretty decent line of statistics if you boost his weak points with,
say Deathsword and the Armor of Protection.
2.2 Battle Standard Bearer
Toughness of 3 and 1 wound means
that your battle standard will die if the enemy just glances evilly at
his general direction. Be very careful with this costly character. I suggest
that you hide him inside a unit so his (compulsory) magical standard helps
the warriors and he stays alive long enough to be useful with the break
tests.
2.3 Wizards
Well, here lies much of the power
of the Elves. With high magic, War Crown of Saphery, and broad choice
of Color spells, these guys are your best bet against enemy wizardy. Learn
the High Magic by heart. Coruscation of Finreir gives your Wizard an immunity
from attacks made by ground troops. This is very effective against Dwarfs
who you can chop at freely, especially if mounted on a Manticore.
Remember that the Fiery Convocation
causes fire damage.
Most dispel items won't work against
the Assault of Stone, which affects the hill, not the opponent's unit.
If you do not want to use any magic at all, go for the Drain Magic. Very
frustrating for undead generals. Never take your wizards into a hand to
hand combat unless you are 100% sure you can win. Best place for them
is inside a unit, for most High Magic spells do not require line of sight.
3 Units
3.1 Silver Helms
- GENERAL NOTES:
- Like all Elven knights, the Silver
helms suffer from a lousy strength score of 3. Though expensive and weak,
they have couple of strong points. First of all, flexibility. They can
be made light cavalry if you don't give them any more armor, thus getting
unlimited number of turns and changes of ranks free. Also, Silver Helms
are very fast, and you can field an unlimited number of regiments. They
can carry a magic standard, thus increasing their flexibility even more.
- WEAKNESSES:
- Strength of 3 and toughness 3 don't
give much protection against spells, especially if those that allows no
save. The Banner of Wrath is a particularly effective in destroying your
41 point per model cavalry unit in an instant. If a protracted fight ensues,
(like when you charge a unit with Crown of Command and thus can't break
them) Silver helms will probably lose because of their low strength and
lack of ranks.
- USES:
- Against Skaven, Humans and everybody
else with toughness of 3, Silver helms truly excel. Steer clear from units
that do not break when you charge them. Without their lance strength bonus,
the Silver Helms are in trouble. Note also that you can make Silver Helms
a fast cavalry unit by keeping their armor save 5+ This gives you unlimited
number of turns and one re-form per movement phase. This makes Silver
Helms an excellent "reserve unit". Since they are very fast (Movement
9/18) hit reasonably hard with lances and can change their formation while
moving, they can easily sift the pressure from one part of the battlefield
to another.
3.2 Dragon Princes of Caledor
- GENERAL NOTES:
- Dragon Princes are heartbreakingly
beautiful models, but not very powerful in combat. It would have been
nice to have at least one unit with strength of 4 and Lances.
- WEAKNESSES:
- Toughness of 3 and strength of
3. Move of "only" 7. The Banner of Wrath is the nightmare of every Dragon
Prince.
- USES:
- If you want a unit with 1+ save
(using standard of shielding, then go ahead. Otherwise, I prefer Silver
Helms. Against Skaven Jezzails, and anybody with low strength (Are there
those nowadays, except the High Elves?) They will do fine because of the
good armor save value.
3.3 Reaver Knights
- GENERAL NOTES:
- Very light cavalry. Elven steeds
and spears do quite a lot to boost their hand to hand potential, however.
Their speed is a great asset.
- WEAKNESSES:
- If you compare their point cost
value to their armor save, you'll probably pale. Good hand to hand troops
will chop the knights into a mincemeat. Don't try it at home, believe
my words.
- USES:
- Either with spears and shields
to charge and break Skavenslaves, peasants, and giant rats, or leave out
the shields and buy bows. This way, you get fast cavalry with bows. Gallop
towards enemy, and shoot until he gets too close. Then turn around, move
9" away, turn around and shoot again! This really wears most enemies down,
since, like all Elves, Reaver Knights are good shots. You need quite a
lot of Reavers for this, though.
3.4 Lothern Sea Guard
- GENERAL NOTES:
- The nice thing about the Lothern
Sea Guard is that they can be equipped with many different ways.
- WEAKNESSES:
- High cost is the only thing that
worries me about the Sea Guard, plus that they can not have a magical
standard. (Common, even Goblins get that!) Also, fielding them asks a
quite lot of strategy.
- USES:
- There is plenty of choice: They
can be archers, a substitute for Phoenix Guard because of their lower
point cost value and the option of taking halberds, or a combination of
these two. You can also field them as archer-spearmen if you really have
to, but I don't recommend it. Against Orcs and others with toughness of
4, strength 4 is the lowest value you can field and expect to do any good.
I usually take them with bows and halberds, give them a musician, and
deploy them in thin lines like other archers. When the enemy gets close
enough, I perform the reform manoeuvre and get ready for opponent's charge
by increasing the number of my ranks to maximum.
3.5 Elf Warriors
- GENERAL NOTES:
- Again, one of the more flexible
Elven units. They have regular elven statistics, but at least you don't
have to pay for that useless light armor.
- WEAKNESSES:
- The usual elven weaknesses prevail.
- USES:
- My usage of Elven warriors is quite
straightforward. Give them spears and additional hand weapons, and fight
it out with low toughness, low save unit. With weapon skill of 4 and 2
attacks when charging and 3 otherwise, they usually can hold their own
against the likes of Skaven, Goblins and Humans. They are relatively cheap,
so you can field quite a lot of them.
3.6 Shadow Warriors
- GENERAL NOTES:
- The scouts and skirmishers of the
High Elves. They can be made decent fighters and equal to best High Elf
archers.
- WEAKNESSES:
- Shadow warriors cost quite a bit,
though this is usually points well spent. They are not at their best against
armies that do not employ Dark Elves, but all your evil opponents are
very likely to do just that, so be on guard.
- USES:
- They are simply a must against
Dark Elves so you can at least fight in equal terms. With long bows and
skirmishing formation they can all draw a bead to their foe, even without
the deployment in a hill. Of course you can use them as missile screen
or as a flanking unit to protect your main units from charges. They are
a bit expensive for these sacrificial roles, though.
3.7 White Lions of Chrace
- GENERAL NOTES:
- Strong as a hell and skilled beyond
the dreams of most opponent's worst nightmares. This magnificent unit
suffers from their double handed weapons very badly. Because they always
strike last, they have to be used carefully. Other units with double handed
weapons are their speciality because of the high initiative.
- WEAKNESSES:
- Two handed weapons that cause them
to strike last. Toughness of 3. No armor to speak about. Quite expensive.
- USES:
- Hate to say this, but with toughness
of 3, armor save of 6+, and two handed weapons, these superb warriors
are very specialized. Use them against goblins, skeletons, Skavenslaves
and especially the Chaos Dwarf Axemen. Goblins and such have so low weapon
skill that they will hit only with 5+, thus giving you a chance to fight
back. They are a must against Chaos Dwarfs who have to field a unit of
their axemen. Giving that you got higher weapon skill, higher initiative,
and higher strength, you will chop them to pieces every time. If the Chaos
Dwarfs fall back to Their hand weapons to strike before you, so what?
They still hit you only with 4+ and wound you on 4+. You, on the other
hand hit them with 3+ and wound them with 2+, and still they get no save!
Also against the Chaos Dwarfs, you can use them to attack the Bull Centaurs,
but you will probably lose because of their multiple attacks, high strength
and 2 wounds. If you field them as a gamble make tracks towards nearest
unit with double handed weapons, like greatswords. If you know that your
game table will have lots of defensive obstacles, then race to take shelter
behind them. Your opponent will hit you only with natural 6's and thus
you can strike back, lethally.
3.8 Sword Masters of Hoeth
- GENERAL NOTES:
- This unit is the cream of the elven
elites, and a one ray of light in otherwise very depressing list of regiments.
Effective strength 5, weapon skill 5 and initiative 7 are something to
stir the heart of any true High Elf general. Equipped with the right magic
standard like the battle banner, joined by a hero with Crown of Command
and Sword of Fortitude who fights from the second rank with a spear, and
perhaps supported with the Battle Standard Bearer (with Banner of Might)
plus a mage (to give the unit a chance for rebounds and destroy spell).
- WEAKNESSES:
- Toughness of 3, strength of 3 and
armor save of 6+ means that missile fire, spells, and mounted shock troops
will kill Sword Masters in droves. They cost an arm and leg in points,
so you can't field a 100 strong regiment. You need one, though.
- USES:
- I usually compose the backbone
of my army from the Sword Masters. They fight like blazes, can be supported
by other troops very effectively, and have all the usual advantages of
the Elves. Use them a lot. Protect them from magic as well as you can.
Elven cavalry is nice, but to have enough numbers and ranks is to win
battles. Their strength 5 is enough to bother even a fully armored knights.
3.9 Phoenix Guard
- GENERAL NOTES:
- The SuperHalberdiers (TM). With
weapon skill of 5 and initiative of whopping 7, they also have an option
to carry magic standard or don heavy armor. Halberds give a nice strength
bonus.
- WEAKNESSES:
- Very high point cost (I don't want
that extra point of initiative! Give me my points back or increase the
strength!) And low toughness plus average strength.
- USES:
- When facing opponents with weapon
skill of 4 or lower, and not that many troops, they are very solid infantry,
especially with heavy armor and Standard of Shielding. Personally I prefer
Sea Guard.
3.10 High Elf Spearmen
- GENERAL NOTES:
- Every Elf general owns lot of them
and barely ever uses them. They chop up human and goblin light infantry,
but the days of really tough guys are here, so you rarely have any use
for them.
- WEAKNESSES:
- Horribly high point cost value
and low strength.
- USES:
- This one is tricky. If your opponent
likes to field many numerous but relatively weak regiments, you can fight
back with spearmen because their weapon skill 4 and two attacking ranks.
Expensive as they are, they are still cheaper than most of the elven troops.
I personally prefer the Elf Warriors, though.
3.11 High Elf Archers
- GENERAL NOTES:
- They are just what it reads. They
are just about worth their points if you don't give them light armor.
Long bows are essential, as you might imagine.
- WEAKNESSES:
- Too few ranks to give any hand
to hand ability at all. Bows have strength of only 3, so anything with
toughness of 7 or more (like manticore) is totally immune to their fire
and can charge them without any worries. Opponents with high armor save
value are also quite immune to their arrows.
- USES:
- I usually field either couple of
small units, so I don't have to care if I lose one. My firepower stays
high, and a small units don't spread the panic. If I face opponents with
relatively few high toughness opponents, I wield a quite large unit of
them. This discourages charging them, as their "stand and shoot" response
can be deadly. You need about 30 of them at least to make this effective,
though.
3.12 Tiranoc Charioteers
- GENERAL NOTES:
- I have put this last because it
is essentially a War Machine rather than a regiment. These things sum
up the Elven strategy. Weaken your opponent and then crush him with your
troops. It is the latter part where the Charioteers enter the picture.
With charge range of 18", and ability to cause D6+2 strength 7 hits plus
the attacks of the crew and the steeds, this little thing is what you
really need to boost up your combat resolution.
Many people dismiss them as useless
and I heartily disagree. True, if they are hit by determined archers or
powerful spells, they will be wiped out every time. The trick is to hide
them behind hills and buildings, and bring them forth when the time is
right and your enemy is upon you. Most players sent them forth in the
beginning of the game in a glorious charge, and get shot up. Conserve
them, bid your time, and when the true melee begins, charge with them
to swing the balance in your favor. Relatively low point cost enable you
to field quite a lot of them.
- WEAKNESSES:
- Very vulnerable to missile fire,
have only 1 crew and two steeds.
- USES:
- These thing can break even the
hardiest of regiments with ease. Even if your opponents consist of unbreakable
troops, a charge of 3+ chariots causes immensive damage. I usually field
4-5 of them, and I think I will get even more of them. Deploy them very
carefully. If the crewman is killed, the chariot may cause immense havoc
in your own units. It is also a good idea to cover chariots with each
other. E.G. when your chariot is charged by a hero on flying monster,
your other chariots are able to charge him in the following movement phase.
4 War Machine
4.1 Repeater Bolt Thrower
Countless words have been written
about repeater bolt throwers, and most of it is true. This little device
is the bane of the Skaven, Goblin, Dark Elf and Human regiments. Against
knights it is particular effective, since it allows no save, ignoring even
the thickest plate. It can potentially slay 16 models in a one shot! (My
own record is 12) But alas, it can be easily countered. Ruby Chalice, Harpies,
and terror causing creatures usually ruin your carefully laid calculations
for their effectiveness. Still, they cost only 50 points, so I always field
at least 8 of them. Do likewise. One of my most successful armies had 15
Repeater Bolt Throwers in a one continual line, and the rest of my army
was massed behind them, ready to charge anybody foolish enough to harass
my Bolt Throwers. The damage they caused was so immense that only one unit
ever made it to my deployment zone.
5 Special Characters
5.1 Tyrion
- GENERAL NOTES:
- weapon skill of 8, initiative of
10 and couple of nice items (and a beautiful model) makes Tyrion stand
out form the crowd of High Elf lords.
- WEAKNESSES:
- Tough opponents with the sword
of destruction.
- USES:
- A very good general, unless you
want to have a elf lord riding a huge monster. Remember Malhandir's attacks,
strength 4,weapon skill 4 2 attacks is not bad. Tyrion is about the best
choice for Apotheosis spell. Remember that Tyrion's sword is a flaming
weapon (mummy killer!), and that his amulet allows him to try and avoid
any spell except those cast with the Total Power.
5.2 Teclis
- GENERAL NOTES:
- The greatest mage in the world,
Hmmm. Leadership is 10, but otherwise he is equal to any high elf wizard
lord in statistics. Comes equipped with three items so you can choose
only one freely.
- WEAKNESSES:
- Why Teclis has to carry his sword
every battle is quite beyond me. This boosts his point value by 100 points
and since he is not liable to see much hand to hand anyway, it is a complete
waste. Even worse it gulps up one out of his magic item total. Cannot
ride anything. (Except on the picture in the cover!) If your opponent
has the Ring of Corin, he will probably try to destroy the Moon Staff
of Lileath. This will spell doom to Teclis.
- USES:
- In a conventional game where you
calculate point cost total at the end of the battle, he can unleash the
power of his staff in the very last magic phase, and blast away with increased
power. If you need a mage with leadership of 10, or want him to lead an
infantry unit, he is naturally the best choice. Otherwise, take a normal
mage lord.
5.3 Eltharion
- GENERAL NOTES:
- Yet another Elven Lord. Has pretty
useless items, but luckily these can be changed. Hates Goblins. A good
sidekick for your general.
- WEAKNESSES:
- Usual elven soft spots. Easily
countered.
- USES:
- War Machine eater, combat resolution
booster, Goblin slayer. He is essential against Goblins, and especially
if your opponent is going to field Grom.
5.4 Imrik the Lord of Dragons
- GENERAL NOTES:
- Stunningly beautiful model and
an Elf Lord with weapon skill 8 and initiative 10. Where did I see this
before? An extra point of strength would have been nice. Equipped with
the Star Lance. Good for a charge, but after that the lance is a waste.
- WEAKNESSES:
- Cannot ride anything else but a
Dragon. (Well, good gaming groups can bang up house rules.) If he rides
a dragon, he has to take Star Lance. GRRRRR! Otherwise. A good and a reasonably
cheap (points wise) character.
- USES:
- With dragon and suitably powerful
magic items, Imrik is a good hand to hand fighter. My main trick, however,
is to place him amongst infantry and equip him with nice magical things.
Also, when not mounted on dragon, he does not have to take the Starblade
Lance.
6 Monsters
It seems that the High Elf Mages have
destroyed every single swarm in Ulthuan, which is a real pity, since these
critters could hold the enemy up for a round or two while you shoot at your
foes. On the other hand, you get the excellent unicorns so you do not need
Amulets of Fire and such to gulp up your magic item total, and still you
get 4+ dispel. Unicorn is also a powerful and enduring fighter, and 90 points
is not unreasonable. Great Eagle is also nice, for it is cheap and with
weapon skill 7 and strength 5 it can fight pretty well. Manticores are always
commendable, as are the dragons. The Dragonrage special rule has won me
a battle now and then. Dragons are very expensive.
7 Allies
I feel very sorry, but 25% is the
only way to go. Take Empire knights instead of the Dragon Princes, and
Dwarfs to field endurable infantry. Empire and Dwarf War Machines are
some things you'll need, and a Runesmith with 3 Runes of Spellbreaking
is an absolute must, so you can field much nicer magic items with your
wizard. If you want to fight it out in hand to hand, you need flagellants,
troll slayers, beast masters and such.
Please take note that our gaming
group allows only a single war machine and one character per rank and
file unit when choosing allies. This was suggested in WD#147, and we have
found it an excellent rule. Who wants to fight with or against 75% character/50%
War Machines army?
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