TacticsThis page was last updated on Friday, 13 April 2001. |
High Elf Tactics 101 So you want to know how High Elves play? I am assuming that most people reading this will be at least familiar with the High Elf army book. I will try to make this useful for people fighting elves too, as in that old Sun Tzu saying "Know your enemy, know yourself, and you shall never be defeated...". Note: Individual unit strengths and weaknesses are listed under the appropriate unit in the High Elves link above. High Elf strengths : Speed, that plus one move makes a big difference for infantry, and your cavalry generally has 9 move which is more than most too. Design your army with the thought that you should be the one charging. Citizen Levy, means you can concentrate your archer units more, and allows more units to be closer to your general, another rank of spearmen makes them much more effective too. Magic, you can pick any spell lore. High Elf weaknesses : Point costs, few troops, few characters. Low strength, need magic items to boost wounding-power. Low toughness, you die easy. Commanders only have 3 Toughness. No unique units that no other army duplicates (well maybe Swordmasters, but they aren't very special). If you want to beat High Elves, take a big rampaging character, lots of flying monsters, and troops with as high a toughness as you can get, charge. Elven comparisons : Dark elves have Repeater bolt throwers, witch elf hero's, hatred. Wood elves have better bows, BS 5 troops, dryads, wardancers. Both Dark and Wood elves have better skirmishers, flying units. Cold ones better than Dragon princes, more attacks and toughness. Black guard better than Seaguard, unmodified 5+ save, repeater crossbows. Things are reasonably even though, so no cause for alarm. Against Dark elves you want to have units of Shadow Warriors, and judge your bowmen to out-shoot their crossbows, you must kill their Bolt Throwers, and conversely keep yours alive. I have yet to see witch-elves and their blood cauldron be useful. But watch those witch elf heroes, they will slaughter you in combat, often with obscene magic weapon combo. At least Ravening Hordes doesn't have Shadowblade, he used to have a great chance of killing your general first turn, real nasty... Wood elves are different, here you want to get into Hand-to-hand, otherwise you will be outgunned. This is because people usually field archer-based armies. Dragon Princes can be much more effective here as their 2+ armour save, Vs that great Elven strength of 3, means they are less likely to die. Just make sure you take something to combat the hawk-riders and treemen. Army design choices : I've tried most of the combinations possible to make with High Elves. I have tried shooting based armies. These are top heavy with RBT's and archers. The problem is you generally can't kill enough units, and end up trying to kill a damaged, but still fearsome, melee unit with small units of archers. Pure cavalry armies fair better, but you tie up a lot of points in individual models and units. This can work, especially against low S enemy, but you will lose real fast against an offensive magic army. My current combination is an infantry based army (cheaper cost compared to cav), with some faster manoeuvre elements designed to slow the enemy (lets more shooting happen), take out warmachines, and negate flank bonuses. The goal is to weaken the oncoming enemy, and then finish it with co-ordinated charges - preferably rolling a flank, so that moral might make a few units flee too. What do I like? White Lions with the General - they aren't actually all that good in combat, but it means your army won't flee easily, as this unit can last more than one round of combat (saying a lot for elves!). Reavers, Shadow Warriors, and a Hero on an Eagle - they can get to the enemy quick. Then they stop marching, and kill warmachines or archer units. Then pad out the rest of the force with some shooters, and another unit to support the Lions in combat. I am tending towards anti-magic. A level 2 mage, plus a couple of level one mages. This gives you a reasonable number of dice, and if you take the Staff of Sorcery you still get a reasonable chance to dispel. These are the ideas I am currently utilising, but check out my tournaments to see how this generalised force does. General Tactics : Deploy forwards, your archers will be in range sooner, and if you get some big terror causing monster land nearby, you will have room to flee. Have a mobile reserve to support charges by your infantry. Chariots are harder hitting, but Dragon Princes are a little more durable. Reavers are cheaper, and move a lot faster. Try grouping your missile troops offset to one flank. Then sweep your other troops on to the same side, hopefully your enemy wont be able to transfer his troops to the flank you attacking on quickly enough. It is more important in 6th edition to negate the rank bonus people get, otherwise big units start on a +5 combat resolution (+3 ranks +1 standard +1 outnumbering). Always take a magic item to help against flyers, or have some troops set up behind your bolts throwers. If they charge them, the crew can flee, and hopefully the enemy wont destroy your bolt throwers before you charge the next turn. This also works as a general response to fast armies. If you can deploy something either behind or to the side of something cheap, say archers, fleeing (so that he cant redirect a charge) and causing a failed charge will enable you to counter-charge, simple huh? but it gets more difficult when trying to guess various ranges. Design your hand-to-hand units to charge and win in the first round of combat, don't impede your movement. Repeater Bolt throwers are more damaging than 10 archers, if you want to shoot, take them instead. You can just about guarantee that you will be outnumbered, so try to slow down some units with skirmishers, and attack the others at 2-1 odds. Their characters will usually be better than yours, so think carefully before attack their general. Take at least one flyer, if they have some and you don't it will go badly, as you must protect your Bolt Throwers, and if they don't you can attack their war-machines. Think what you want your mage to do, I suggest all-out attack (powerstones, Fire Lore, Death Lore) , or all-out defence (Staff of Sorcery, Heavens, Lore of Metal), don't waver in-between. I almost always have my general as a HtH fighter (Commanders now suck with 3 toughness), I don't try to get him into combat against other characters unless I have to, but it is nice to have the option if some over-pumped deathmaster is slaughtering your troops. Here's something from the net:
He makes some good points, the Psychology thing is a bit nasty - appearing confident is very useful however. The other thing is analysing your losses, why did something happen? did those fanatics paste your cav, then throw something cheap in front first. Elves do get it a bit rough, you really have to put some effort in to win. Something else, never play "to the death", play limited rounds, because chances are there will be some mean unit which you will want to avoid or try-up. Undead are a classic example, they will just keep getting bigger in an infinite length game. It will be interesting to see how the new army book will affect things, I'm hoping we will get some more damaging troops or it may get a bit messy trying to deal with the spate of high toughness and good armour save units out there. Conclusion : You are normally outclassed. So use your brains. |