View Full Version: High Elves: the basics

Warhammer Palace > High Elves > High Elves: the basics


Title: High Elves: the basics


Maelduin ab Sardis - June 9, 2003 03:27 PM (GMT)
As I promised some time ago, here are some of the basics of the High Elf army. It is not meant to be an exhaustive guide of how to play with High Elves: consider it as something of an introduction, and maybe as the kind of school your prince would've been sent too when he was still young ;)


This post will be edited to include other parts, but since these might take a while to be written because of my exams, I decided to post this part anyway in order to get some comments.

Right now we have:

1) An introduction
2) Characters
3) Core units
4) Special units
5) Rare units
6) Honours
7) High magic
8) Magic items



An introduction
We’ll start by taking a look at the strengths and weaknesses of High Elves in general.

strengths:
High Elves are fast, skilled, magical, and reliable. In game terms this translates to: high movement and initiative, high WS, BS and special rules, low magic item cost and good magic, and high Ld, plus the fact that they have no such things as animosity or frenzy that reduce their reliability, although we do have the intrigue at court rule, which can mean that you don't always have the character with the highest Ld as the general of the army..

weaknesses:
High Elves are fragile, few and are not very strong. Only T3, low armour, and high points cost make High Elf armies small and fragile, and S3 makes it difficult to wound opponents.

Some people claim that S and T are the only stats that matter in combat, and state that this, combined with the high points cost is the main reason elven armies are weaker than others.

Here are some other considerations though:
- high T troops are usually on larger bases, with dwarfs being the exception
- high WS allows you to hit more often, giving you more chances to wound
- High Elf close combat troops have significant advantages. This goes from S5, fighting in 2-3 ranks, to fear.
- this “low” toughness and strength are standard for quite a few armies
- having a small army is not necessarily a disadvantage, as it allows you to apply more pressure to a smaller part of the battleline

So, to conclude our introduction, High Elf armies are small, skilled, and reliable, but fragile, small and not very strong.


Characters

Compared to certain other armies, our choices are very limited: a spellcaster and a fighter for each of the levels. Then again, what more do you need?


The Prince

A decent fighter, if somewhat hampered by his low T. Magic items do compensate a bit for that though. Don’t use him as an orc or a chaos lord and you’ll do fine. He is not meant to cleave through anything, he is meant to support your army, not to run off on his own and slaughter whole units by himself. Keep this in mind and you can’t go far wrong. Again, the support options are often the best. A lord with the Bow of the Seafarer and mounted on an eagle can spell doom for chaos knights and other expensive troops. Equip your lord with a Talisman of Saphery, and golden shield, and challenge that opposing chaos lord or black orc warboss. You won’t win the challenge, but the opposing general won’t be causing any wounds, your troops won’t be cut down, and they will win the combat for your general, thus saving him. This is the kind of mutual support that is necessary if you want to succeed with High Elves. Another nice trick is to give him Lion guard an stick him in a big unit of spearmen (with the lion standard if necessary). They are pretty much guaranteed to hold up the enemy as long as you protect the prince well, and sets up the enemy for some devastating flank charges.



The Archmage

Your best spellcaster. ALWAYS make him lvl 4. The additional spell, and the extra power die are too good to miss up on. Not always a popular choice unless in magic heavy armies, his potential is limited by the fact that the chance for a miscast increases the more spells you cast, and by his lower leadership. Like with all mages, make sure that he doesn’t get in combat and can’t be targeted, and you’ll do all right. High elf mages are very powerful, so use them well. The key, again is mutual support (write a 100 times “my units will support each other" ^_^ ). I will keep repeating this, so get used to it, it’s simply that essential. Plan your magic phase in function of the following phases, especially the shooting phase; this means more than using curse of arrow attraction. Sometimes it’s better to use magic on troops that your archery will have trouble with. If your archers have to kill 5 scouts in a tower, it’ll take them eternity, but one fury of Khaine is likely to solve that problem. If you think one of your units might be threatened by an opposing unit, take care of the problem by destroying it or slowing it down.


The Commander
Can be upgraded to a battle standard bearer. Same goes for him as for the Prince: use him to support your troops or your army as a whole.

If you make him a bsb, give him a magical banner, just for rerolling break tests he’s not worth it in my opinion. If you want a commander with magical weapons don’t take a bsb! Always remember that a bsb is more vulnerable due to his lack of shield, so protect him well (don’t put him in base-to-base with a chaos lord ;) )


The Mage

An invaluable support for your army, try and include at least one for every 1000 points, with a minimum of 2, or nothing will get through. Also, make them lvl 2. Same arguments as for the archmage, except that the mages tend to be better in a defensive role, since it really is a waste to give the defensive stuff to your archmage, he should be blasting the enemy! High Elves have a lot of good items, so make sure to use them (silver wand, jewel of the dusk, Anullian crystral, and the magical rings are the first to come to mind)


Mounts

While not strictly a character choice, this seems the most logical place to add them.

Elven steed: fast, cheap, and allows you to hide in or behind cav units. Great for mages too, because it allows them to redeploy quickly, and prevent march moves. The disadvantage is that you lose the 360° LOS°, and can sometimes be targeted if you're not careful; always give them barding, since it doesn’t reduce movement.

Great Eagles: high mobility is great, low survivability isn’t. :( If your opponent has no missile fire at all (and not too much magic either), it might be a valuable choice for disruption. In any case, I only use great eagles unmounted, since characters rarely enjoy getting stranded in the middle of enemy territory with their mount shot from beneath them. The eagle isn’t tough enough in combat, and steeds give almost as much mobility for a lot less points, and these allow you to hide in or behind cavalry.

Griffons: large, terror causing creatures – great against low Ld armies with not too much shooting, since T5 isn’t all that great. He should really go in supported by other troops, because he doesn’t have the killing power to take out ranks. Worth it against cavalry though- the griffon will happily rip through them. It does limit his terror tactics though...

If you're low on points and/or on character slots, or if you’re very fond of the model, it’s worth considering against non-shooty armies. Otherwise, take a dragon

Dragons: big and nasty, T6, 3+ save, S4 breath weapon that causes panic, terror... :wub:
This baby takes up an additional hero slot, but no hero has this kind of combat capability. He costs 320 points + the rider though, so I if you take him in 2000 points he’s a bit of a gamble,and will severely limit your options. If you use him, make sure you get rid of cannons and the like, since he’ll be one hell of a missile magnet. Opposed to the griffon, he’s pretty much immune to small arms fire (though everything counts in large amounts), and he is great in combat. Don’t go up alone against ranked units though, their 5 starting combat res tends to be too much to overcome. Cavalry and supporting charges are great with this baby, the classic High Elf idea of supporting each other coming to the fore again. Another nice trick is to fly him behind enemy lines, and sow terror and panic, charging in when necessary. This usually works best for me, but remember that you might make them flee towards your line, so have reavers or eagles ready to chase the cowards down! :D

Besides that, dragons are pretty much the coolest minis in the game, which for me is reason enough to field them. B)


Chariots: something often overlooked is the option to put characters in chariots. Only an option for combat characters really, since that's were you wanna be with a chariot. It adds some protection, an 18" charge range, and impact hits from crew and chariot, so it's a nice additon. You won't be able to march though, and it will make your character a target too. It has its advantages, but it does take away a crewman, so I usually mount my characters on elven steeds. Nice as a responce force though, and gives opportunities for some cool conversions too. :)



Core units

The citizen levy and the silver helms; these troops are the foundation to build the rest of your army on.

Spearmen
Equipped with light armour, a shield, and a spear, and can fight with an additional rank. Note that this means that you can fight with 2 ranks when charging, giving them great versatility, and making them better then other close combat troops such as dark elf corsairs. Not bad for a ‘defensive’ core unit! They are probably the only High Elf unit with a dual role, since they are good at both attacking and defending. This means you can actually have your cake and eat it, something quite rare in an elven army, so enjoy it to the fullest.

Unit size should be 16 as an absolute minimum, but preferably 20 or 24, allowing you to take some casualties and still retain rank bonus, and maybe outnumbering

Archers

Lots of people claim them to be overpriced when compared to crossbowmen and handgunners.
That’s probably because they aren’t meant to be used as such...

High Elf archers have BS 4, can move and fire, and can outshoot a lot of normal missile troops. Use them to in support of your army, and you’ll do fine. Along the same line, they will be supported by the rest of the army too, so remember that it’s not their job to take on that heavy cavalry unit charging towards you, you have a lot of other stuff to deal with that. Instead, use them on lightly armoured units, scouts messing up your march moves, or fast cavalry. That way, they are easily worth their points. Remember High Elves are specialists: they are not good at everything, but they are very good in their chosen role.

If you have backup in the form of spearmen or other infantry, units of 10-12 usually work best, if you don't a unit of 16 with standard isn't the greatest combat unit, but still stands a reasonable chance. Remember that they shouldn't be getting in close combat though, consider this a last resort. Also, try giving them musicians, so you can flee from a charge if necessary, and you will rally a bit easier if you panic for some reason too.

Silver Helms

Heavy cavalry as a core unit. While not the most powerful cavalry, they are very good. Unfortunately, they don’t have Ithilmar barding, which reduces their M characteristic to a mere 8”, but this is still better than most opposing cavalry. The key, again, is to support them with the rest of the army. Use them for threatening flanks, or give them the banner of ellyrion, so you can both chase scouts out of woods and hide in them, giving you a safe haven from where to lash out at your enemies. Always equip them with full armour, since it doesn't slow them down, and increases their survivability no end, something you should always aim for in a High Elf army. The points you win won't buy you enough other things to compensate for the reduced effectiveness of your silver helms if you don't equip them properly! I usually deploy them in units of 8-12 , but if you're low on points, a unit of 5 or 6 might work in an all-cav army as an additional unit. If they are your only cav unit, they should be 8 at least, because this will make them prime targets.


Lothern Seaguard

A combination of archers and spearmen, which makes them quite expensive. In theory, another ‘have your cake and eat it unit’, in practice too costly and almost impossible to use to its full potential. The reason for this is the simple fact that defenders have to be in front of your archers and bolt throwers, not in between them. I know most people start out in a battle line, but spearmen should be moved forward to limit the charge arcs of your opponents. Since seaguard can really only be used when deployed in 3 ranks with the last 2 on a hill, this limits their usefulness. Add to that the fact that they don’t carry long bows, and can't use a magical banner, and this units isn’t really worth it, because a portion of its points will never get used to its full potential.
If you want to use them, be prepared to sacrifice their shooting ability as soon as the enemy gets close, or he might just charge past them into the archers next to them...
Considering unit size, if I took them, it would be in a smal unit (10-15) and be used as a last resort.


Special units


Ellyrian reavers

Fast cavalry, which is always a good asset in an army that needs the manoeuvrability advantage. Their main disadvantage is that equipping them with bows makes them hideously expensive, so I rarely do that. I’d rather use them to chase down lone mages and war machines, hamper movement, charge units in the flank (something they're very good at thanks to their spears), or draw frenzied troops out of position. One of their strengths is their 18" charge, which means you can threaten a lot of targets. Beware of enemy shooting, and realise that, in order to block march moves, they can’t march themselves. Always buy them a musician: they are fast cav, so they’ll probably be fleeing at one time or another, and it dramatically increases their rallying chances, and since they are fast cavalry, they can move again that turn . Also, if they don’t rally, they are quite likely to flee of the battlefield...5-8 is the number here, or you'll lose your manoeuvrability



Dragon princes of Caledor

The fastest heavy cavalry in the game. While they don’t have a 1+ save or S5 standard, they have 9” movement, Ws 5, Ld 9 basic, S5 on the charge (only time it should matter really)and the ability to carry a magic banner and up to 25 points of magic items for the Drakemaster. And they’re immune to flame attacks too. They’re a brilliant unit, as they cost only 3 points more than a fully equipped silver helm, so if you play an aggressive army, these guys are the ticket.

You have an 18” charge range. This is necessary, make no mistake. If you allow them to get charged, you’re in trouble. Remember to support them with the rest of the army, and they will do you proud, trust me on this one. WS 5 and S5 on the charge is a heavy hitter, but remember that you can’t expect cavalry to slice through infantry as if it weren’t there in 6th ed., make sure to coordinate the attack with other units, as with all elves. Also, because of the 18” charge, you can change the point of attack quite quickly, or threaten several units at once ( a recurring theme, I know, but so damn handy). The best defense in the world won’t help when the attack is somewhere else!

They won't be able to smash through everything in their path, unless you throw in a battle banner somewhere of course, but that requires a bsb, so this is something to be considered carefully. If you do take a bsb, put him with these guys for the additional movement, which is wasted otherwise, and 2” additional charge range is actually quite a lot... It’s the only unit that is really viable if you want an ‘all-your-eggs-in-one-basket’ type of unit, though I would still advise against it, since it is not the High Elf way of warfare.

If you use them, take at least 8, and preferably a bit more. Also, take account of any characters you plan to add, and adapt the unit size. Don't put them on a large frontage either, because it increases the movement cost for wheeling.



Swordmasters of Hoeth

Expensive elite infantry, with an effective strength of 5 and a monstruous Ws of 6... They sound extreme on paper, but the classical elvish weaknesses of low survivability and high points cost hamper their usefulness. Many people are pretty much in love with them, but for 13 points each they die as easily to arrow fire as a gobbo... Shield them well or use the sacred incense to protect them, and try to make sure you’ll be the one charging with this unit, since enemies with WS 3 still hit you on a 4+... If they charge, they’re devastating, so I’d say there lies the key to their effectiveness. And how do we achieve that ?(all together now) mutual support ;)

Also, remember the ability of all elite units to have a 50 points magic banner and up to 25 points of items for the champion (the bladelord in this case)

Concerning unit size, it depends on their role. If they are your main combat unit, 20-24.If they are there for flank charges and the like, 10-15 (5 by 3 in that case) should do it.


Shadow Warriors

Scouts with longbows and BS4. These guys are brilliant , and have a lot of uses. Make sure to protect them a bit (placing them in a tower or wood, and so that only part of the enemy force can see them), and try to avoid salamanders and hellblasters and the like, because they don’t have to roll to hit, which can mess up you shadow warriors in no time. They are perfect for hunting down war machines and lone mages, and for hampering march moves. They are even a bit better at this then the reavers, because skirmishers can always move at double pace, making them a bit faster, and meaning they have a 360° charge arc, which is perfect to get at those annoying spellcasters.

They are vulnerable to magic and shooting though, so keep that in mind when using them (of course, dead spellcasters don’t cast- always a good argument :D )

Don't make the unit too big, or they won't be able to take advantage of the terrain. 10 is an absolute maximum in my opinion, and I usually use 6-8 of them, depending on the points. Don't give them a shadow-walker; instead, add an additional shadow warrior- champion upgrades for archers are too fiddly anyway, with that separate roll each time you fire, and it doesn't really help out either.

Tiranoc Chariots

A beautiful 18” charge, d6 S5 impact hits, and the attacks of the crew and steeds too... A wonderful machine, especially since you can take 2 for 1 special choice, something you should always do, since they work best in tandem. T4 and 4 wounds doesn’t make it the most survivable chariot, but they’re decent, just don’t put them where every guy with a bow can see them... As with all chariots, make sure to get the charge, and use them in support for your combat units. They move a bit slower then cavalry because they can’t march, but they’re perfect in support of infantry, as a second wave, to guard the rear against fast cavalry, and when executing a well-planned trap. I usually don’t bother with the additional steeds, since an additional Ws3 S3 attack usually won’t make the difference. If you have 14 points to spare though, you could do far worse things then buy 2 additional steeds. Also, don’t forget the crew carry bows. This may not seem like much, but they can sometimes shoot at targets other units can’t see or target, and they still have BS 4 so they have chance of hitting even when moving.

The key word here is support (once again), do that and they’ll cause quite some havoc in the opposing ranks.



Rare units

Phoenix guard

The most expensive infantry at 15 points apiece, but they do have their uses. While they are not a standard unit to be used in every battle, I think their use lies in battles against small elite armies, where a nice big unit can autobreak those enemy elite units when flanking. A difficult unit to master, but one that certainly has potential, even if it is quite expensive. I wouldn’t advise it against any army with decent shooting capabilities though, or for people with little experience with the Asur, since they don’t allow for mistakes. Well used though, you can chase away Archaon and his chosen bodyguard, and chase them down with an eagle if you’re really lucky :D . The key to using them is to consider them a support choice: they are too expensive to just throw into battle, so use them only in the right situation, and only if you are sure to win the combat- well as sure as you can get when rolling dice anyway. They should come in reasonably big unit. 20-24 would be my preferred number, since they are hideously expensive, but need to come in big units to be able to exploit their fear. This means that their fear becomes something of a double-edged sword, since as a support unit they do take away 300+ points from your main units. Another disadvantage is that they compete for rare slots with eagles and repeater bolt throwers, making them a lot less likely to be picked...

As always, remember the ability of all elite units to have a 50 points magic banner and up to 25 points of items for the champion (the Keeper of the Flame in this case)

On a final note, they are rarely worth it against horde armies, since these will try to keep their important units within the generals Ld range, thus largely taking away your fear advantage, and on top of this they’ll outnumber you. Not good for fear-causers...


Repeater bolt throwers (‘eagle claws’)

Ah, the most reliable artillery. They can’t misfire, and with the BS 4 of the crew have a decent chance of hitting too. They should be used to take care of anything the rest of the army will have trouble with. You should let the battlefield circumstances dictate your targets, but here are some general guidelines: your first choice should always be large monsters and/or heavy cavalry, depending on the threat rating (ie. Which unit will cause you the most trouble or will be the most difficult to get rid of in other ways). Next, large blocks of armoured infantry and special stuff such as ogres or trolls should always be high on your list, and unarmoured infantry comes last. If you’re shooting at skirmishers and they are non-flyers, you’re doing something wrong, or you’re mopping up. I’m hoping for you it is the latter.

Try putting them in a protected place. Towers are a favourite here, or hills, but I’m usually inclined to leave the hills to the archers, since the eagle claws need more protection from shooting.

They are expensive at 100 points but well worth it, and you can take up to 2 for 1 rare choice. Lovely.

You should always fire a volley, unless you can hit on a 2+, or that juicy unit of knights is showing its flank - and even then it isn't always the right thing to do. Don't forget that you'll only wound that bloodthirster on a 4+, so if he's only on 1 wound the volley might still be better. In general, go with volleys, because the chances of missing or not wounding with a single bolt make this a bit risky, so: make sure the risk is worth it if you do decide to fire a single bolt! Making chaos knight kebab is something we all want to, but since you can shoot their flank they'll ususally be facing the wrong way to cause damage too, so weigh your options carefully - missed bolts do squat after all...

Lastly, their numbers: if you’re going shooty, about half your rare choices should be filled up with eagle claws, otherwise 1 for every 1000 points is about right. Of course, if you’re taking a cav army, their points are best spent elsewhere.


White Lions

At 13 points apiece, they cost a lot, and can’t strike in initiative order like swordmasters. Then again, they’re not B) . If you take these troops, you should fully exploit their woodsmen ability, keeping them safe from missile fire. In a forest, opponents have –1 to hit you and you have a 4+ save vs shooting, best of all the infantry! Also, in a forest they are quite safe from enemy units, since most will get bogged down in the forest, while you can move through it without penalties. Taking them for their bodyguard ability doesn’t strike me as very efficient, since the Lion guard honour can give that ability to any unit. Then again, that way you can effectively give the woodsmen skills to the character, which also helps out. It’s a nice ploy, but don’t count on it when creating your army. Their hitting power when charging from the woods is the key, since it gives them the charge with their nice big axes. If you know your opponent will mainly be using great weapon armed models, they are also worth a shot of course, but still, I believe woods are the key to these troops. Use them either in big units (20-24) when they are your main unit, or use them in units of 12-15, and keep them in the woods till they can charge a flank and cause some havoc.

As all elite units, they can take a 50 points magic banner and up to 25 points of magic items for their champion (the Guardian- no not the newspaper...)


Great eagles

A bargain at 50 points each and 2 for each rare choice you spend on them. Lovely eagles. They will rarely see the end of the battle though, most of the time being reduced to christmas dinner or pillow fillings :lol: . That’s because their main roles are disruption, hunting weak stuff, and chasing down fleeing units, with disruption their single most important job. Also, they are the only really expendable unit in the whole army.

The hunting weak stuff part means they can take on war machine crew and lone mages, though I’d be wary of dwarfs, since these actually stand a decent chance against them..

Their role of disruption is simply great for them, they have too many uses to mention them all. Here are a few though: use them for triggering fanatics, since they only cost 50 points and have 20” movement; block off march moves by flying behind enemies; and as a parting gift my favourite: put them 1” in front of your enemies’ best combat unit. Considering their absolute lack of toughness and hitting power, this may seem suicidal, but that’s the whole idea :P . In your positioning, angle them a bit, so your opponent can’t get past them, and if he charges them, he’ll be facing in the wrong direction, presenting you with a flank and maybe blocking his own troops if he overruns. Always keep in mind that those 20 chosen chaos knights of Khorne will have to overrun into that forest if you play your hand right. To put the icing on the cake, move up a combat unit within charge range, so your opponent has to either charge the eagles or face being charged by one of your units. Much sweating and cursing by your opponent will usually follow on this use. Enjoy. :D :D :D

Chasing down fleeing units doesn’t really require an explanation I think, just make sure that you don’t send them in a combat where they’ll die, and try to chase enemies off the table or in front of their own troops.

Considering numbers, I try to take at least 2, maybe 4 in a really big battle (3000+) or when I expect to be losing quite a few to fanatics or as decoy for chosen knights of Khorne.



Honours

Honours are much like bloodline powers or the Brettonians virtues, in that they are abilities rather then items, and, as a consequence, can be taken several times in an army.


Pure of Heart

The one mandatory honour, making the unit the character is with immune to panic. I usually give it to my lord for fluff reasons, but one of the best places for a character with this honour is in your missile base (if you have one), or in the regiment that is expecting to get shot at the most. Remember that, if the character dies, it gives away a 100 vps, as much as killing the general of the army, so protect the character well, or make he sure he can stand up to some punishment.


Lion Guard

Making a unit stubborn is great, adding a lion cloak is fluffy but does squat, since this kind of character should be in a unit (granted, it adds protection vs a hochland long rifle). The advantage of this honour is that you decide where your character goes, whereas with White Lions a random die roll can severely mess up your plans. A unit with this character, and maybe with the lion standard vs undead or demons, can easily hold up all those devastating units, as long as your character survives. And there’s the catch. You’ve just spent 45 points on a cloak which doesn’t protect you in hth. Make sure he’s protected by other characters, or load him up with defensive gear.

This honour is at it’s best wen using a unit as an anvil, thereby setting up your opponent for a suitably devastating flank charge.


Loremaster

Making a hero a lvl 1 mage is nice, the fact that he can’t wear army is a bit of a bummer, logical as it may be. The Radiant gem if Hoeth allows you to wear armour and be a lvl 1 mage, so unless you really need that talisman of protection, give the guy some armour. Besides, if you want mages, take mages, they can be upgraded to lvl 2, which is a serious advantage, meaning you can actually use 3 dice when casting,and your heroes can do what they're good at: fighting...


Swordmaster

+2 strength and killing blow? Yes please . The disadvantages are that you can’t take a magic weapon, and that you have to be on foot. If you have a character on foot, it’s a nice option, especially if you’re facing a lot of multi-wound opponents, thought these are rather rare in 6th ed. All the multi-wound stuff tends to be ogres and the like, and your killing blow doesn’t work on that. It’ll still allow you to cut through chaos knights though, since killing blow doesn’t allow armour. This honour is really at its best when facing chariots and combined with the Armour of the gods, making your prince strength 7.


Seer

Choosing your spells is very powerful, but I rarely take it because I’d rather spend my points on items that help me during the battle. It’s nice if you need certain spells, or if you can’t use a lot of the spells (say, facing dwarfs with a cav army ). Other then that, I usually am quite happy to use any spells I get. Also, don’t forget you can always exchange a spell for the first one in the list, even if you already rolled it, effectively giving you a reroll.


Chaneller

A bargain at 10 points, it’s great for lvl 2 mages, archmages rarely need to be able to use 5 or 6 dice...



High magic

One of the two lores to have 7 spells ( Lore of Tzeentch being the other one), with the difference that High mages always get an additional spell, doubling the number of spells for a lvl 1! Besides that, you also get a +1 to your dispell, which comes in very handy, especially vs bound items.

As always, magic should be used in support of your troops; If you want to use your mage as mobile firepower only, you are wasting a lot of his potential. High magic is made for disabling enemy magic users and magic items, so use it that way.


Drain magic

The basic spell that all mages know, and it’s sure to annoy any opposing magic users. Taking away all sixes is fun, taking away all fours or more is great. Common sense usually puts this spell on casting level 7+ though, taking away fives and sixes, and seriously disabling the opposing mage, while being relatively easy to cast.


Walk between worlds

The basic spell, and, in a way not so good. It’s the basic spell, so it should be useful for all mages, but it can’t be used by mounted mages... For mages on foot it’s great protection against cannon snipers and Hochland long rifles though.


Curse of arrow attraction

Great in a missile based army. The ability to reroll your rolls to hit means a lot of casualties will ensue on the chosen unit. Remember that cav will still have their armour save though, so don’t expect miracles either. Also, use it when you have a decent chance to hit, since it’ll increase your total number of hits more when having to roll 3+ then when having to roll a 6...


Fortune is Fickle

Causing miscasts on any double... This will make opposing wizards (and especially orcs and gobbos) a lot less enthusiastic about tossing spells in your general direction...


Fury of Khaine

The standard 2d6 S4 magic missile attack; This is best used for either softening up approaching regiments, or for targeting units that your archers will have problems with (eg. scouts in a building)


Flames of the Phoenix

Granted, it’s an 11+ spell. But it hits every model in a unit, and your opponent will surely want do dispell it in his turn, or he’ll be facing a S4 hit on all his models next turn...Cast it on that unit of 40 stormvermin coming your way and enjoy the smell of burnt rat in the morning.


Vaul’s unmaking

A magic item killer... Gotta love it. In a game where magic items can change the course of a battle, disabling them is great. Not only that, but your opponent is forced to tell you all the magical items he has in the unit, meaning he won’t be surprising you with them, and allowing you to better assess the strength of the unit.


Magic items

The magic items will be rated from 1 to 10, 1 being total crap and 10 god’s gift to the elves. I realsie that some of you may disagree with me. If you do, don't start a flame war, but explain why. If it makes sense, I'll gladly change the way I think about the relevant item. Ok, enough ranting, here goes:

Magic weapons

Claw of devastation

For twice the cost, you get a slightly improved blade of sea gold... A reroll to wound is nice, but not worth 80 points, and the high cost also means your prince won’t be wearing much protection, which is definitely a bad thing. I’ll give it a 5. Not totally useless, but not worth it IMO, especially if you see what the dwarfs got...

Blade of leaping gold

Devastating in the hands of a S5 model, so-so with S4. I’m not huge fan of this item, but it can be useful against certain opponents. I’ll grade it a 7

Bow of the Seafarer

A BS 6 bolt thrower? Yes please. In the hands of a prince this is devastating. It does mean lessened close combat capability, but this is a trade off that is worth it, considering the potential havoc that can be wreaked with this item. It gets a 9

Sword of Hoeth

Wounding automatically is nice, but if your opponent has an armour save, you’re still in trouble. And if you want to go hunt large stuff, a foe bane is almost as good for only 25 points...A 7. Not worth it every time, but it might surprise certain opponents.

Blade of darting steel

Hitting first is handy sometimes, and +1 to hit is quite nice, meaning you’ll usually hit on a 2+.
I strongly believe that High Elves should try and get the charge themselves however, so unless you’re expecting a very fast enemy or assassins (skaven and druchii come too mind), I wouldn’t take an item that goes against my strategy of getting the charge. Useful against very fast enemies, otherwise High Elves will come first anyway, either by charging or because of I 5. I’ll give it a 7.5, because it only has specific uses but is very good in those cases.

Reaver bow

A bit similar to the bow of the seafarer, in that it reduces the combat capability of the character, but it allows him to wreak havoc from a distance. S5 hits are pretty nice, so it does give a few interesting options. I’ll give it an 8.

Blade of sea gold

The classic armour–negating weapon. Pretty much every army has one, though, of course, ours comes with a discount, making it even better. A 9, because ignoring armour is always a good thing.

Fusil of conflagration

First of all, it’s a gun. Second, it’s a short range S3 breath attack... A 5. It would get a 6 if it wasn’t a gun, an 8 if it was S4. S3 hits just don’t cut it, not even with a template.

Foe bane

Wounding monsters on a 2+, including trolls, dragon ogres, minotaurs... Lovely item for its points, and a very nasty surprise against the right opponent. I’ll give it an 8 because it’s uses are slightly limited, but it is good in the right circumstances.

Sword of striking

+1 to hit is nice, but not always necessary for elves. You could do worse then give this to a character though. I’ll give it a 7.

Sword of battle

+1 A is always nice, and it’s cheap enough to allow for some additional stuff, always something to consider. I’ll give it a 7. Not outstanding, but not bad either.

Sword of might

+1 S is nice, especially vs all those T4 troops. I’ll give it an 8 because it always helps out.

Biting blade
-1 Save... Yay... If you only have 10 points spare, spend them on something else, I don’t really see a use for this item. A 3


Magic armour


Armour of protection

A 4+ ward is nice, the 6+ save is a bit less. Still good though, a 4+ ward will stop a lot from the damage coming your way, but I'd rather stop it with that additional point of armour to be honest. A 7.

Golden shield

One of my favourite items, it means that a lot of characters will be hitting your lord on a 5+. Who cares what uber-killy weapon they may have, if they can’t hit you, they can’t hurt you. A 9

Armour of the gods

A 3+ save and +1 S, just great. Equip the hero with an additional hand weapon or a halberd, and let it rip . The fact that you can only use it on foot is a bit of a bummer, but it’s still great; same goes for the fact that you can’t improve the save any further. It gets a 9.

Armour of stars

The ultimate weapon against opponents who suffer from the ‘uber-character on a dragon’ syndrome. Simply challenge, he does one wound, you’re zapped to safety, and he gets CR 1. Just hope you don’t land in front of an opposing unit. An 8 because of it’s limited use, and an 8 because it rules in the right circumstances.

Armour of heroes

Nice and fluffy, but usually enemies with low Ld are nothing a high elf character should fear...
A 6.

Shadow armour

Allowing a character to infiltrate can be very mean against the right armies. Probably one of the better items for mage hunters and the like. An 8.

Helm of fortune

A +1 save and and a reroll for the armour save make this a nice item for anyone on a horse.
An 8.

Dragon scale shield

It combines the properties of an enchanted shield and a talisman of protection for exactly the same amount of points. Not bad, but not great either. A 7.

Enchanted shield

The additional save is always handy, and at 10 points it’s dead cheap, too. An 8.


Talismans


Vambraces of defense

They don’t come cheap at 55 points, but a rerollable save and a 4+ ward is always nice. An 8.

Golden crown of atrazar

Ignoring one wound is nice, but I’d rather save that wound... A 6

Loremaster’s cloak

Great if your opponent is magic heavy. A 2+ save vs magic means not much will be getting through; A 9.

Talisman of Saphery

Nothing better then watching an opponent who realizes he won’t be using his 100 points magic axe this combat. A 9.

Sacred incense

Probably left at 30 points so champions can’t take it; still a great item vs missile armies though. An 8.

Guardian Phoenix

A 5+ ward is always nice, and at 25 points it’s bargain. An 8

Amulet of fire

Magic resistance is always good to have, the fire resistance might be useful. Just don’t count on it. A 7.

Talisman of protection

Let’s face it: the chance of rolling that 6 when you need it isn’t something I’d want to rely on... A 4


Arcane items

Book of Hoeth

Expensive but highly efficient. Casting a spell with irresistible force on a double is very nice, and will make your opponent wet his pants. At 100 points it does mean it’s the only thing your archmage will be carrying though... A 9

Annulian crystal

A great defensive item, it greatly increases your chances of getting through the opposing magic phase unscathed. A 9

Starwood staff

+1 to cast. Not bad, but not great either. Id rather invest in power stones if I want my spells to succeed. A 6

Staff of Sorcery

+1 dispel is nice, especially when combined with the High Elves own +1 to dispel, but I rarely find it necessary. A 7.

Sigil of Asuryan

A funny item, but one that relies on chance. A worthy gamble vs certain armies, though just keep in mind that for this price you get 2 dispell scrolls... A 7.

Staff of Solidity

Ignoring a miscast is always nice, so I’ll give it an 8.

Power stones

If you feel like rushing your opponent’s magic defences, these are the tools for the job. An 8.

Dispell scroll

A bargain at 20 points, worth a 9 IMO.

Jewel of the dusk
+1 power dice in each of your magic phases.. A great item, definitely a 9.

Silver wand

An additional spell can be handy, and it’s a nice way of spending those last 10 points. An 8.

Null stone

May be great, but you’re not allowed magic items either, and you can still be targeted by spells... A 6.

Healing potion

Allows you to restore your wounds. For 50 points, I can buy a lot of protective items that prevent wounds.. A 3

Radiant gem of Hoeth

Allows you to have a lvl 1 wizard that can wear armour, which is good, but if I want a wizard, I’ll buy one. Might be good in small games though. A 7.

Cloak of beards

Only good vs dwarfs, but oh boy will they be annoyed. Essential vs dwarfs. Period. An 8 on account of limited use.

Ring of Corin

God’s gift to the Elves. A lvl 4 bound spell (meaning most opponents will spend 2 dispell dice), that can’t run out, and that destroys a magic item from a unit. And it reveals the other stuff in the target unit. Yeah, baby, yeah! A 10.

Ring of Fury
Another bound spell item, this time with a fury of Khaine inside, and it runs out of power on a 1. Still good though, since it’ll always draw dispell dice. An 8.

Blessed tome

Considering the fact that you don’t know who’s gonna be your general this a great item. And it can be given to unit champs, leaving the points from characters free for the juicy stuff. A 9.

Amulet of the purifying flame

A –3 to the casting roll means most opponents will have to spend an additional dice, and it only costs 15 points. A 9.

Magic banners

Battle banner

+D6 combat resolution. evil grin A 9

Banner of the world dragon

Total immunity to spell effects is nice, but it isn’t really necessary considering the magical defences of the High Elves, especially since you need a bsb for this banner. A 6.

Banner of Sorcery

+ D3 power dice is always nice. An 8.

Standard of balance

Immune to psychology is nice, but what's really nice is that it makes the opposing units in combat immune to psychology as well: no more being frenzued or stubborn for example, allowing you to smash through units that might otherwise prove very hard to break. An 8.

Banner of arcane protection

Deadly vs undead and daemons, nice vs all the others, Magic resistance 2 is great, especially when combined with the amulet of the purifying flame. An 8.

Lion standard

Great against psychology armies. A 7 on account of limited use.

War banner

An additional +1 combat resolution. At 20 points, this is a real bargain. A 9.

Banner of Ellyrion

Allowing you to ignore terrain, this is quite handy. A 9.




I hope this helps out some of you, and feel free to comment on the post. Make it constructive though, flaming and spamming should be left for the GW boards ;)

This is meant to be a living document , which means it'll change as people add comments and I learn new stuff about the army, so feel free to throw in your 2 cents!

Bigsmileguy - June 9, 2003 03:38 PM (GMT)

A very good start!

I will be wating for the special and rare units!

WarlordTrik - June 9, 2003 04:05 PM (GMT)
I wmust agree with Bigsmileguy, it was really great. It was thought out, informative, and very helpful. I say thank you for the help.

JinUlrik - June 9, 2003 05:08 PM (GMT)
A slight weakness to add to the basics is Intrigue at Court, which can hamper the good leadership of the Prince to count for only one unit.

A note on Eagle Claw as I read it, your opponent gets VP if the crew leave their warmachine what ever the reason unless they get to recrew it, page 119 rulebook "for purposes of calculating Victory points if either the machine has been destroyed or its entire crew has abandoned the machine (whether they have fled, been killed or moved away). Too "The entire crew may deliberately abandon a war machine in order to crew another". So you cannot save your vp in this way :blink:

But I tend to group my Eagle Claws because I like to concentrate fire on one unit at the time to cause panic tests or rapidly decrease combat efficience of the worst enemy units. :lol:

Perhaps you should make a note on when to fire multiple and single shots :D

Good job keep it up :lol:

Maelduin ab Sardis - June 9, 2003 05:17 PM (GMT)
good point JinUlrik editing it straight away :)

WarlordTrik - June 9, 2003 07:42 PM (GMT)
The second part is really good too. One thing though, you said Swordmasters are 16 points a piece but they are actually 13 points a piece. So they are much cheaper. It would also be cool if you go over the magic weapons. How they should be used and good combos for beginners and more advanced combos, that envolve more strategy to use correctly.

Maelduin ab Sardis - June 9, 2003 07:44 PM (GMT)
QUOTE
The second part is really good too. One thing though, you said Swordmasters are 16 points a piece but they are actually 13 points a piece. So they are much cheaper. It would also be cool if you go over the magic weapons. How they should be used and good combos for beginners and more advanced combos, that envolve more strategy to use correctly.


Hmm typos are bound to happen... soz about that, I'll correct it straight away :rolleyes:

I'm planning do do all the choices, a magic item, a High magic,and a tactics topic, and maybe I'll add the mounts in too somewhere

Drauthnir - June 9, 2003 08:02 PM (GMT)
Nice job. One thing to consider though would be unit sizes. How big would you take your Shadow Warriors? Is it really worth taking two chariots? Those kinds of questions.
Well done, and pretty much sums up everything. The Rare choices will be interesting...

Maelduin ab Sardis - June 9, 2003 08:06 PM (GMT)
OK i'll start working on unit sizes straight away, good idea :)

Moonshadow - June 9, 2003 11:41 PM (GMT)
That's an awesome article, Maelduin. I'll pin this right away! ^_^ This is great for people who are just starting High Elves and need to know what to buy. At the end when you're done with your Rare Units, you might want to add a few of your favorite strategies and tricks. That would be useful for everyone.

Maelduin ab Sardis - June 10, 2003 05:30 AM (GMT)
As stated above, I'm planning to do so, just give me the time :D

tx for the support guys !

gandalf - June 10, 2003 09:31 AM (GMT)
Nice tactics Maelduin ab Sardis, will stop some people moaning for a HE revison and shows how good the asur can be in battle, cant wait for the rest!

Maelduin ab Sardis - June 11, 2003 04:32 PM (GMT)
Ok people, the rest might take a bit longer, since these were the easy parts. I'll try and add the magic items and magic this month, but I'm not sure I'll be able of finishing the tatcics in the near future due to exams and stuff

WarlordTrik - June 11, 2003 04:48 PM (GMT)
Really great stuff! Never thought of some of those uses for Eagles. Can't wait for the next installment.

Maelduin ab Sardis - June 11, 2003 04:59 PM (GMT)
I think great eagles may be the most underrated choice for High Elves. I love'em, and they can do all that stuff for just 50 points...

The only problem is that most of it doesn't involve direct combat, and in the beginning , most players just want to bash things- I know i wanted to :P

That's also why there are so many complaints about elves, they are not a standard 'I will bash you' army, they require some subtlety ( and coordination :D ) to use. I hope that this thread will open up some options for the High Elf players out there, after all it took me 9 years to figure most of this stuff out ;)

Vriishnak the Twisted - June 11, 2003 07:42 PM (GMT)
This is a really good, in-depth analysis, thanks for putting in the time to write it.
Just a small thing, but you recommened one RBT per 100 points. You might want to add an extra 0 to clarify your meaning ;)

Maelduin ab Sardis - June 11, 2003 08:06 PM (GMT)
hhmm, the new chaos god 'Typo' has worked his magics again... correcting it straight away ;)

Drauthnir - June 11, 2003 08:15 PM (GMT)
Pheonix guard are great and underrated. They do cost 15 points, but that's only 2 more than a swordmaster. For those 2 points you get -1S, fear, and you switch 1WS for 1I. It's not too bad of a trade off. Like Maelduin said, They're good against elite armies.

EDIT: I almost forgot, they have Ld 9 as well.

Great job again, Maelduin.

Maelduin ab Sardis - June 17, 2003 03:37 PM (GMT)
QUOTE (JinUlrik @ Jun 9 2003, 05:08 PM)
A slight weakness to add to the basics is Intrigue at Court, which can hamper the good leadership of the Prince to count for only one unit.

A note on Eagle Claw as I read it, your opponent gets VP if the crew leave their warmachine what ever the reason unless they get to recrew it, page 119 rulebook "for purposes of calculating Victory points if either the machine has been destroyed or its entire crew has abandoned the machine (whether they have fled, been killed or moved away). Too "The entire crew may deliberately abandon a war machine in order to crew another". So you cannot save your vp in this way :blink:

But I tend to group my Eagle Claws because I like to concentrate fire on one unit at the time to cause panic tests or rapidly decrease combat efficience of the worst enemy units. :lol:

Perhaps you should make a note on when to fire multiple and single shots :D

Good job keep it up :lol:

hmmmz missed that paragraph in the rulebook- thanks for pointing that out

oh, and , if you have comments, don't edit your previous posts please, since it won't show up as new and I won't know that something has been changed unless I happpen to read it, which isn't always the case - this is why it took me so long to reply to this

tx for the help though :)

Maelduin ab Sardis - June 27, 2003 07:02 AM (GMT)
Ok guys, honours and high magic have been added. I'm thinking of doing the magic items by rating every item on a scale of 1-10, and giving a short explanation. What do you think?

Drauthnir - June 27, 2003 03:13 PM (GMT)
That does sound good. Just be careful with the magic items, because "ones man's junk is another man's treasure". Every item has some brilliant use, maybe even one that noone has thought of yet.

Maelduin ab Sardis - July 16, 2003 11:30 AM (GMT)
Ok guys, the magic items have been added. The next, and last, installment to the series will be some tactics, but I think I'll keep those rather basic, since it's something you should largely figure out for yourself.

Demon_Aenarion - December 21, 2003 12:50 AM (GMT)
Eagles are great, I'm thinking of theming an all eagle army... Coolness at it's max!

Slai - January 25, 2004 01:37 AM (GMT)
QUOTE
Your best spellcaster. ALWAYS make him lvl 4. The additional spell, and the extra power and dispel dice are too good to miss up on.


Errr... You dont get an extra dispel dice from lvl3 to lvl4 (or am i just not getting something here)?

Xarhain - January 25, 2004 11:22 AM (GMT)
No thats correct Slai, you don't get an extra dispel. Maelduin made a mistake, he's human.

You do get an extra spell though, and can cast with an extra dice, and get an extra power dice, so it is worth it.

Slai - January 25, 2004 03:05 PM (GMT)
Hehe, Im not doubting the fact that you always get the lvl4 upgrade =) . Merely pointing it out, so that he could change it.

Maelduin ab Sardis - January 25, 2004 05:46 PM (GMT)
It's been corrected, thanks for pointing it out. I'm only elvish after all ;)

Deathmaster Snikch - June 18, 2004 08:59 PM (GMT)
Great Eagles are good but Wood Elves get it awesome
Great Eagles are still only 50pts but are a Special Choices leaving the foresters with access to waywatchers and treemen galore

Maelduin ab Sardis - June 19, 2004 07:23 AM (GMT)
Yep, but this is not a wood elf tactica ;) . And trust me, if they were special in a High Elf list they'd be overpowered when combined with rbts...

Malcolm - January 9, 2005 08:26 PM (GMT)
Standard of Balance-- This can crack open greatswords, temple guard, Ironbreakers, because they aren't stubborn anymore. Also, swarms aren't unbreakable (I think). This means a unit a DP's can steamroller that Slann's unit and barner 800+ VP's in one fell swoop! I think that for this reason the banner should get an 8.

Maelduin ab Sardis - January 10, 2005 07:02 PM (GMT)
If it actually does take away being stubborn, that would make it a lot better yes. I'm not 100% sure about that though, since the book specifies that it takes away the bonuses of frenzy, but doesn't mention being stubborn.

If I get a rules clarification on that, I'll update the banner, thanks for pointing it out!

King Ulrik Flamebeard - January 10, 2005 08:01 PM (GMT)
Maelduin - He's correct, the Standard of Balance makes both units immune to psych. If you look at Stubborn in the BRB it is a psych ability this is why you cannot have a stubborn unit who are immune to psych .

KU

Maelduin ab Sardis - January 10, 2005 08:16 PM (GMT)
Got that right; checked int he BRB. Guess the standard of balance will be getting a better score then. Thanks for the input!

Wilko - January 10, 2005 10:18 PM (GMT)
But doesn't that mean then that because the unit isn't stubborn they will become immune to psychology and that means that the enemy unit WONT panic and therefore not flee......... So I guess we wont be steam rolling that slann unit anymore

Maelduin ab Sardis - January 10, 2005 10:26 PM (GMT)
QUOTE (Wilko @ Jan 10 2005, 10:18 PM)
But doesn't that mean then that because the unit isn't stubborn they will become immune to psychology and that means that the enemy unit WONT panic and therefore not flee......... So I guess we wont be steam rolling that slann unit anymore

Agreed, but a unit immune to psychology can still break, and that's what you want to be doing in combat. ;)

Wilko - January 10, 2005 10:46 PM (GMT)
how can it break :wacko: , because won't it just mean that they stay in combat like undead sort of... I don't know how this works ^_^ mainly cause I have yet to use it

Dark Lord Jim - January 11, 2005 03:08 AM (GMT)
You're getting confused between "Unbreakable" and "Immune to Psychology". Only the former means that they will never break in close combat, and that is the rule that allows my beloved Undead to stick around so long.

Cheers,
DLJ

Wilko - January 11, 2005 04:31 AM (GMT)
so a unit who is immune to psychology is stiil able to break in combat with the normal modifiers?

Funky the Elf - January 11, 2005 12:18 PM (GMT)
Yup, thats right.

Lucius - February 7, 2005 01:16 PM (GMT)
One would also do well to note that a unit that is unbreakable is immune to psychology.

I have used the standard of balance to a huge degree of effectiveness against many armies. It's like a mini lion standard too :)

As was mentionned, it kills stubborn units (dwarves, temple guard, stegadons). You cannot cause panic by charging an engaged enemy in the flank, so keep this in mind. I love it for it's ability to negate frenzy ;) Very nasty surprise wherever you go!

To bad it doesn't negate BSB :)

A good guide, and I've read it a few times now... espcially since we seem to agree on so many topics. Well done Maelduin, this constant refferance is a wonderous help!




* Hosted for free by InvisionFree