High Elf Tactics

by Arjan Ackerman

Taken with permission of Skavenblight


This text is divided in three pieces:
What I think of the High Elf Soldiers
The advantages and disadvantages of the High Elves
My Tactics

What I think of the High Elf soldiers

Dragon Princes- These guys are not worth the points. What do you get for 43 points? A 2+ save, a lance, a horse, an ehh... an Elf. These guys just won't cut it in a battle with other cavalry. With their Strenght and Toughness they die very easily without having dealt major blows. Then you've wasted 215 points (at least, and you should also give them a magic standard, that's one advantage, the magic standard for half price) on some pansies who got killed right away. They do look great though. Maybe if you make a really big unit with a General and a Battle Standard with battle Banner in it, then you would be able to win combat. But I still think that they're not worth it.
Silver Helms- No, then get these guys instead. These guys can be equipped just as heavily as the Dragon princes, but if you give them heavy armour you can field 8 of them for the point cost of 5 Dragon Princes (assuming you gave the Dragon princes a 100-point banner, which in their case costs 50 points) and they'll still be as fast. Giving them barding costs +8 points and you lose -1 Movement. The quick movement is their greatest asset. You can quickly go round an enemy and attack the flank (18" marching/charging) thus creating havoc. Definitely field at least 6 of them, but don't make their units bigger than 8, because this'll make them turn in bigger rounds and that'll cost you movement. The Silver Helms can be used for all purposes.
Ellyrian Reavers- For 25 points you get nothing, you still have to add the bows which makes them 29 points (that's definetely one of the High Elves' main disadvantages, the high point cost). But for those 29 points you have a nice hit-and-run unit. You can charge potentially dangerous units, shoot your arows and then move away again. You can divert the opponents' attention from your main units if you let these guys harass their defense. However, if you get hit you'll surely die, so be careful with them. These guys have potential though, but not if you let them be 'cannon flesh', or get them in combat. They are like Dark Riders, and I once had a couple of Dark Riders moving through my complete first defense in skirmishing formation. Luckily I had some guys left behind to make sure I wouldn't get charged in the back.
White Lions- Oh yeah!! Together with the Sword Masters these are the High Elves' best infantry. They are stronger than the ordinary Elf, they have a good save (4+) against shooting and an adequate save in hand-to-hand (5+). Their 3 special tricks make them the best attacking unit in your army. The Lion Rampant (-1 to hit when charged) is handy when you fail your own charge and get charged, the Lion Leaping (-1 Attack for enemy when charging) is great when you charge a weaker opponent. The opponent will sometimes have no attacks left and you can slaughter the whole front rank at once, and also not lose men because your double-handed axes strike last. Attacking big monsters with your Lion Claw is also not too suicidal, because you can hurt the enemy with your Strenght 6 and then cause D3 wounds per wound inflicted. I love these guys and you will too. Put the general in a unit of 15 of these critters with a good standard (Banner of Might, Battle banner, War Banner) and see the opponent die in droves or run like hell.
Phoenix Guard- 14 points? 14 points? When you can get stronger, way better White Lions for 16 points. Let's calculate: 14-2 (halberds)-2 (light armor) = 10. For +2 points you get +1 WS and an oh so useful +1 Initiative. Thank You Games Workshop, my Inititaive was so low, I really needed that! I use them as a suicide unit sometimes,to create a surprise effect on the enemy because I once bought two blisters of them (hadn't read through the army book yet) and they are quite effective that way because your enemy is like "What the fuck?!" but 14 points? 14 points?
Sword Masters- Just as good as the White Lions, their two special rules (shooters must deduct -1 from their roll to hit, and they don't strike last) are very useful. Shame they're only Strength 5, but these guys are very useful. They are actually skirmishers (-1 to hit rule) and their Movement 5 while wearing heavy armour makes them perefct for flank attacks. Not having to strike last is very useful, you will kill a lot before the opponent has a chance to strike. They could get to the other side of the battlefield safely if you give their champion (or even better, a hero) a Ruby Chalice. And add Alith Anar while you're at it! -4 shooting modifier!
Lothern Seaguard- Very flexible troops, use them as archers to shoot as long as you can, then reform and get ready to receive the charge. Get them longbows (against Dwarfs this means 1 extra round of shooting) and heavy armour if you want. Have them protect something important but make sure they don't get flying things on their backs. These guys are like the best of both worlds.
Elven Spearmen- Use them as one of your defensive units. Their three-rank fighting makes them useful against tough opponents, but don't think of starting to attack Nagash or a Bloodthirster, because to something bigger than them they'll have a hard time. Toughness 4 things will be in trouble, but cavalry will kil them. Give 'em heavy armour, so with a 4+ save they have decent odds of surviving. Quite everyone has a bunch of these lying around at home, since they come in the same boxed set. Why not use them?
Elven Archers- Never leave home without these guys! They're your cheapest unit (10 points) so you'll be able to field a big regiment of them (to Elven standards). Shooting with two ranks with longbows always does damage to a standard guy of your opponent. No armour makes them very easy to kill them, so against a strong army get some more Lothern Seaguard with a 4+ save. Ballistic units are not supposed to get into h-t-h so light armour is a waste of points.
Shadow Warriors- Against Dark Elves always. They skirmish and with light armour they get a 5+ save. They hate Dark Elves so field as many as you can against them to even the scores a little. Against big things they will have a very hard time though so get Lothern Seaguard when not fighting Dark Elves but an army with strong units.
Repeater Bolt Thrower - The only War Machine with shooting capabilities of the High Elves.They can potentially kill 16 opponents, use them against anything that threatens your army. Get as many of them as your income will allow, an army with the full 25% War Machines will surely do a lot of damage! Focus on the enemy's artillery when starting, then the rest.
Tiranoc Chariots - Risky, but fun if they survive the ride towards the enemy. Imagine this, you just spend 132 points on a chariot with scythed wheels, a pair of extra steeds (who are all barded), and your guys get a shield, longbow, and heavy armour (4+ save) and this gets wiped out by one or two cannons, or even worse, an archer unit. Wouldn't you feel fucked. If you want them, get them as assistants, helping out where necessary, or letting them attack armies with little or not so powerful artillery (Undead (both armies), Chaos, Bretonnia). D6+2 S7 hits always hurt, and I've seen Undead chariots grinding their way through the enemy and I'll probably get two in time.
Great Eagle - Very handy monster. It can annihilate enemy artillery with its S5 and WS7 and afterwards start attacking other units, and also aid where necessary. Pain in the ass for the enemy general, occupy him while you send a character to him to finish him off. And he's 75 points.
Alith Anar - Use him against Chaos and Dark Elves. His magic items are helpful, especially his Stone of Midnight and the Moonbow. Moonbow is fun against Dark Elves and with the Stone of Midnight he's almost invulnerable in h-t-h. Getting the unit he's leading to skirmish is great too, imagine the Sword Masters or White Lions skirmishing! I'm buying him and Tyrion to use against Chaos and Dark Elf armies, together they cost 710 points compared to 725 points for Imrik and the simplest Dragon, whom I won't use in such battles.
Eltharion- He himself is 172 points, it's his equipment and his griffon take make him so expensive. Get Tyrion instead, who's better and has better magic items.
Alarielle- Tha Babe. She can carry 7 spells which makes her tremendous fun in the magic round, firing of  spells for free in one round. Her handmaidens are the best Elf warriors. With the Horn of Isha they cause a lot of casualties. Shame the Everqueen only has 4 wounds which makes her vulnerable to artillery.
Belannear- If you dare to put a 550 points mage Lord into battle I think he will serve you well. He has fantastic magic items (-2 Strength, autodispel first spell, no armor save, D6 extra Attacks once, one free power card extra for each spell, the Verses) so he'll be a match for warriors and mages. I've used the Mage with staff model as him once but failed to get him into combat. I did rule the magic phase though.
Korhil- Hubba Hubba Hubba. Great fighter (WS7 S7), doesn't have to strike last, 3+ and 4+ save, and a great bodyguard. He also does D3 wounds like all White Lions. This guy is fun! Combine him with Belannear or another lvl 4/5 mage who casts Apotheosis when Korhil's dead. Then run away from your friend at the other side of the table, and watch out for those long, sharp knives flying towards you!
Caradryan- As if a Ld4 creature would come and slay him, so the Mark of Asuryan is useless, or do you think the chances of slaying the Bloodthirster are really high (8.33% actually).
Tyrion- Get him. I was unlucky to have bought Imrik before reading the book, else I would have gotten Tyrion. He is your best fighter (together with Imrik) but his overall package is cheaper and he gets far better magically equipped. Sunfang gives him S7 and D3 wounds, against Daemons all hits wound automatically, and the firebolt is useful when surrounded by weaker foes. The Dragon Armour is great (1+ save, 4+ special save, fire...HA HA) and the Heart is useful too (4+ save against magic, if slain he returns to live with 1 Wound). Malhandir makes him march as far as dragons can fly, and has 2 WS4 S4 attacks too. Superkiller.
Teclis- Tyrion's brother may be a fuckin' gay when it comes to fighting, when the magic phase arrives he is the Master of the battlefield. His 5 spells, the Scroll of Hoeth are nice toys. The Moon Staff is highly destructive in the last round of the game, when you only have to go through the magic phase and then it's over (get it destroyed and Teclis is bound to die). The Sword of Teclis is a bit of a waste 'cause you wouldn't send a WS4 S4 T4 W4 A3 guy over to fight Nagash, now would you? He also can't ride things so he's kinda slow on his own and is an easy prey for cavalry.
Imrik- Together with Tyrion the creme de la creme of High Elf Warriors. He's at least 725 points and his Star Lance is only useful when charging but for the rest he will definetely dominate the skies during the battle. All flying objects are bound to be crushed when coming face-to-face with Imrik and his Dragon. When really feeling like making these two undefeatable let Imrik mount an Emperor Dragon, and when using the Dragonhorn and being lucky you can send 4 WS8 S7 and 15 WS8 S8 towards the enemy. If that doesn't kill the mightiest of foes nothing will. The Armour of Caledor is good, maximal 2+ and minimal 5+ save, and also being immune to dragon breath. He and the two Great Eagles first take out enemy artillery, then the general and the mage, and then start killing off cavalry and infantry. That is great fun, believe me!

The advantages and disadvantages of the High Elves

Advantages:

Disadvantages:

Example army
18 Lothern Seaguard (with longbows) 270 15 White Lions (with standard bearer and musician) 240 15 Sword Masters (with standard bearer and musician) 272 30 Elven Archers (with longbows) 330
Regiments: 1112 points General in White Lions unit 160+ Mage Lord in Sword Masters unit 328+
Characters: 488 points 2 Repeater Bolt Throwers 200 200 points left for magic items and banners.
This example army is more focused on normal troops than on war machines and characters. I don't need a beefed up super general with Sword of Defiance, Spelleater Shield and Doomfire Ring roaming around the battle field on his Emperor Dragon (1260 points) killing everything he sees. Things like a Staff of Nurgle or Hellfire Sword will make your killer combo go bye bye. That's why I made two equally big, equally strong units. Most opponents have one unit in whom they depend, that storms up the field crashing everything in its way (this can also be a character). Who shall he attack. If you attack one, the other will probably not be engaged by him for the rest of the battle, since both units are big and tough. Or that other unit charges him in the back, crushes him and kills him. Confusion! The opponent will now spend a longer time on the field, maeuvering his units to attack in a way which can defeat both units. This is the chance for my ballistic units to strike. I have 48 archers and 2 bolters, and together they can do a lot of damage. When something reaches my side of the battlefield it will be much weaker than how it started.
Deployment would look like this:

Repeater Bolt Thrower ********
*******
Archers
****
****
****
****
White Lions
*********
*********
Lothern Sea Guard
****
****
****
****
Sword Masters
********
*******
Archers
Repeater Bolt Thrower

* marks character.
Lothern Sea Guard are conveniently placed between the two power units, to force the enemy to choose one of the two units.
When you feel like playing an attacking game, swap the bolters for chariots, replace the Sea Guard with Silver Helms, maybe take out some Archers to get more cavalry or chariots, and blast away!

 

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