Art of War- High Elf tactica

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Art of War- High Elf tactica

Post by Njaalbear »

High Elves bring to war various highly specialized units in combination with magical prowess. They’re capable of having a very strong magic phase as well as potentially having strong shooting or combat phases, depending on the army set-up. This article is a review of unit types as well as some of the unique abilities that a High Elf army can bring to bear in an attempt to prepare for facing them in combat.

1. Basics

1.1 Special Rules & Terminology
The following are a look at the special rules that apply to the army and how they will affect Wood Elves.

Martial Prowess: This allows units to provide supporting attacks in melee from one extra rank, and shoot in one extra rank (allowing shooting in Volley Fire from the first three ranks plus half of each subsequent rank). It is important to note that this rule stacks with all other rules allowing extra shooting or combat attacks, as spears are the basic weapon of High Elf core melee!

Valour of Ages: If your army contains one or more models from Dark Elves, it allows units with the rule to re-roll all failed panic, fear, and terror tests. This rule only comes into effect if you have one or more units from the Dark Elf army list, so it can usually be ignored (though, it may affect your choice of allies or mercenary units in a Triumph & Treachery game).

Always Strikes First: While not a rule specific to High Elves, as of 8th edition Speed of Asuryan has been dropped, instead using the basic rule. This is merely a change in name only. This means that the majority of High Elf units will be striking first and, given their initiative, most likely re-rolling missed attacks.

Lion Cloaks: While not an army-wide special rule, this item can be taken by Princes and Nobles, giving them a bonus against non-magical shooting. It’s important to note this item, given the amount of shooting Asrai bring to the table.

Dragon Armour: Again, not an army-wide special rule, but an item worth noting. Can be taken by combat characters (in addition to Dragon Princes, more on this later), giving the wearer not only heavy armour but near immunity to flaming attacks.

Ithilmar Barding: Elven steeds either have this as standard or an upgrade option. It follows the same rules as barding in the core rules without reducing the movement of the mount.

1.2 High Elf Magic
High Elves are allowed to choose magic from any of the 8 Lores, as well as access to High Magic. Additionally, all of their casters who have access to High Magic have the special rule Lileath’s Blessing, allowing them a bonus to cast High Magic spells. Two things make High Magic a potential issue: the lore attribute and the casting values of High Magic spells combined with the bonuses to cast. An overview of High Magic follows:

Lore Attribute – Shield of Sapphery: Each time a spell from High Magic is successfully cast, the caster and his unit gain a ward save (or an increase to an existing ward save) until the caster’s next magic phase. This stacks with each successive cast to a point. Watch for casters embedded in units spamming low cast value High Magic spells in order to buff ward saves in preparation to receive or initiate a charge!

Signature – Drain Magic: Can be used on friendly or enemy units to remove all magical effects currently on the unit. The higher difficulty version affects all units within range. This means that it will remove all beneficial and detrimental effects, effectively being able to nullify any remains in play spells at a (potentially) lower difficulty than actually dispelling it. It is important to note that it strips all magical effects on the unit, including any buffs on the unit.

Signature – Soul Quench: A medium range magic missile capable of generating enough hits to wipe out small units, especially units vulnerable to magical attacks. It’s important to remember that, in addition to being a fairly potent attack, if it succeeds the caster (and his unit) will gain the ward save bonus from the lore attribute, thus making the caster/unit harder to kill in retaliation.

Apotheosis: A healing spell that targets one model, restoring a single (or multiple) wounds and granting the model the Fear special rule until the start of the caster’s next magic phase. While this won’t really help the High Elves against Treemen, it will help them in combat against Treekin and Dryads, so watch for melee kitted characters hunting our fearsome units.

Hand of Glory: A buff that increases weapon or ballistic skill, initiative, or movement on the target unit (or, alternatively, all four characteristics for the enhanced version). While this is not really a huge boost, it may cause issues for Asrai and their out-maneuvering other armies. Again, keep in mind that if the caster is in the buffed unit the effect of the lore attribute!

Walk Between Worlds: This spell makes a unit Ethereal until the end of the current phase and allows them an immediate move. This spell is a potential game changer, plain and simple, as it allows for a short to medium range movement through terrain, effectively allowing even heavy cavalry to quickly bypass obstacles to threaten the flanks and rears of units that are utilizing cover for survivability.

Tempest: A large template direct damage spell with decent range. It hits harder on units with flying, so watch your warhawks and eagles. Additionally, any unit that takes unsaved wounds from it have a penalty to all rolls to hit, both melee and ranged, until the caster’s next magic phase, which can be a vicious way of setting up a combat against our forest spirits.

Arcane Unforging: Double hitting spell targeting a single model that inflicts a wound based on armour save and then follows up with destroying a random magic item carried by the model. Models without armour cannot be wounded by the spell, which is a bonus for us, but the loss of a magic item can change an entire build for a character.

Fiery Convocation: This is the spell High Elf generals hope for. The remains in play unit killer. Every model in the target unit takes a flaming attack hit, and then at the end of every magic phase takes another one. While painful in a two player game, multiplayer games make this even more painful, as it potentially can wipe an entire unit out before the caster gets back to his turn. The flaming rule is especially painful to our forest spirits. This is definitely a good one to try and dispel.

2. High Elf Units

2.1 Lords
Prince: A typical foot character that has options for different mounts, including eagles, griffons, horses, chariots and even dragons. Typical builds have them tooled up for close combat mounted on barded steeds and embedded in a unit of cavalry to get them into close combat quickly (and alive). Other lists will see them on dragons, again tooled up for combat, and then screened behind other units or terrain in order to get them into combat. Given the high cost of a dragon mounted prince, this is typically only seen in very high point value lists (2000+).

Archmage: The heavy hitter for High Elf magic. Typically embedded with a unit that won’t see much combat, they can also be mounted on eagles, steeds, chariots, or dragons, though this last option is less likely to be seen, given that dragons are better in close combat and archmages aren’t.

Anointed of Asuryan: This choice is a specialized character for High Elves that is starting to see more uses. Comes standard with heavy armour and a halberd and some special rules that makes him a contender, including a decent ward save, causes fear, and grants any unit he’s with a ward save and immunity to psychology and can take magic items like any other Lord choice. When on foot, he can usually be found embedded with a unit of White Lions (see below) with a High Magic caster in the unit to increase the ward save for the unit. Probably the greatest asset the Anointed brings is the ability to be mounted on a Phoenix of either the flame or frost variety, with frost being the generally preferred choice (more on Phoenixes later).

Loremaster of Hoeth: Another choice that is starting to see more uses, this is a character version of the Swordmasters that operates as a wizard that knows all the signature spells from the standard 8 Lores (important to note: he does not have access to High Magic). Like all Swordmasters, he gains a ward save against all non-magical, non-template shooting attacks. He can be tooled up with the standard Lord-level magical items, allowing him to be kitted for combat or for casting, or a combination of both (though usually he’s kitted for one specialty). Essentially, he’s either a combat character that can add some magical punch, or he’s a character that can hold his own in combat.

2.2 Heroes
Noble: A toned down version of the Prince, this character has many of the same options with the exception of Nobles cannot be mounted on dragons. They can, however, be made the battle standard bearer (BSB) of the army. Can be kitted with magic items with the same restrictions as all Heroes. If ran as a BSB, can usually be found embedded into a larger unit for survivability, and to maximize the benefit of any banner taken. If kitted for combat, can also be found with a unit of cavalry to add some killing factor.

Mage: A toned down version of the Archmage, can only be mounted on a horse or chariot. A common tactic is to take a Mage as a dispel scroll carrier, and avoid a lot of expensive upgrades. An older tactic is the coven of light army build (see below).

Dragon Mage: This mage comes standard on a Sun Dragon and is limited to the Lore of Fire. However, they gain a bonus to casting Fire spells but receive no bonus to dispel attempts. They have their first spell chosen for them and thus are limited to one spell without upgrading them to a more powerful caster. They are the only dedicated caster allowed to take Dragon Armour (see above) as a standard upgrade, and are allowed to take the standard hero allocation of magical items. What does a Dragon Mage mean to the Asrai? A survivable caster bringing flaming magic, riding on a dragon that is bringing along a flaming breath weapon. Keep your forest spirits safe.

Lothern Sea Helm: A mediocre choice on foot, this Hero can choose to take mounted on a Skycutter (see below). The only perk to taking this character on foot is the Naval Discipline rule that he brings, allowing the unit he is with (on a successful Leadership check) to perform a combat reform after being charged, after the charging unit has moved all his charging units. This rule cannot be used if the unit opts to flee or stand and shoot as a response to the charge, however.

Handmaiden of the Everqueen: A rather specialized choice, this character is designed for ranged combat. Not only does she have the quick to fire rule, she grants quick to fire to any Sisters of Avelorn (see below) unit that she’s with. Additionally, her ranged attacks are flaming (poor forest spirits) and decrease the save roll for all Forces of Destruction (which is a non-issue for Asrai). If the Everqueen is taken (see special characters), the Handmaiden may take a one use magic item that increases chances to hit (for one turn) to the unit she’s with, otherwise she’s allowed the standard hero allotment of magic items.

2.3 Core Units
Spearmen: This is the bread and butter melee unit for High Elves. Armed with spears, light armour, and shields, coupled with standard elf toughness, they’re not the most resilient troops but they do sufficiently well when ranked up to take advantage of spears and martial prowess. They also get to take advantage of Always Strikes First, usually allowing them re-rolls due to their initiative. A change from previous editions, one spearman unit per army is allowed to take a magical banner if they have a standard bearer, rather than electing one unit of core to take the magical banner.

Archers: This is a standard shooting core selection for High Elves, armed with longbows, who have the option to take light armour, however few generals go with this option. The most common use of archers is to take multiple small units and forego command options except for a musician, allowing for them to swift reform.

Lothern Sea Guard: A hybrid unit between archers and spearmen, they combine shooting (bows, not longbows) with light armour and the potential for shields (considered a must take option). A lot of High Elf generals deem the Sea Guard (or LSG) to be too expensive for a rank and file core choice, opting to spend their points on other choices. They key downfall to LSG is their lack of specialization in a specialized army, however some see this as a perk. More survivable than archers due to armour and shields, but less range than archers; as effective as spearmen without being able to take a magic banner. One key thing to note when dealing with LSG is that they are spearmen who can stand and shoot as a charge response.

Silver Helms: In this edition, Silver Helms are moved from Special to Core, and High Elf generals rejoiced. Lances, heavy armour, barded mounts, and the option to take shields all makes for a core unit that combines survivability, speed, and the ability to inflict some damage. Additionally, this is a popular unit to add combat characters to in order to get them into the fray where they can earn their points back. Sometimes a high magic caster will be added in to further increase the chances of surviving until the unit gets into combat. Considered a staple core selection for cavalry armies.

Ellyrian Reavers: Fast cavalry that can include bows, this is another unit that is considered a staple under the latest edition. Like Silver Helms, they were moved from Special to Core and there was much rejoicing from High Elf generals. Used as a harassing unit, expect to find them flanking, hunting war machines, and generally acting as a nuisance or redirector unit. When used as a redirector unit it allows High Elf armies to leave Great Eagles at home and use Rare choices for other units.

2.4 Special Units
Lion Chariot of Chrace: Combining chariots and White Lions, this unit has potential for causing some damage. Armed with great weapons, causes fear, stubborn, and impact hits can potentially be used to weaken tougher units, especially when the lions pulling the chariot get their hits in. While a lot of High Elf players don’t care for chariots, when chariots are taken they’re most likely going to be lion chariots.

White Lions of Chrace: The bane of Asrai, these woodsmen are armed with great weapons, heavy armour, and lion cloaks while being stubborn and have forest striding. Additionally, they can have a magic standard (potentially giving the unit flaming attacks or near immunity to magic if the World Dragon (see below) appears) and the champion has access to magic weapons, plus this is a popular character bus, so try and avoid them or take them out with magic (unless they have World Dragon on them), as the lion cloaks make them harder to stop with ranged attacks, effectively making this the absolute bane of any Asrai army. A large block of these, taken with full command, Banner of the World Dragon, and used as a special character bus can pretty much nullify an entire Wood Elf army. Yes, you may throw your dice at your opponent at that point, as it may be more effective. The only downfall to White Lions is that they’re armed with great weapons, meaning that they now strike at initiative and lose re-rolls to hit.

Swordmasters of Hoeth: These are no longer the scary whirling blades of death that they were in previous editions. Great weapons means that they lose re-rolls to hit and strike at initiative. They do get a ward save against non-magical shooting, however. A lot of High Elf players will shelve them in favor of taking White Lions, regardless of the opponent, as the White Lions tend to be a better expenditure of points.

Shadow Warriors: The only scouting and skirmishing unit in the High Elf arsenal, many players believe they’re underpowered for their cost. When taken, they’re usually taken in minimum sized units or as part of a particular set-up, but more often than not the points are spent on Reavers or Great Eagles.

Phoenix Guard: One of the most common anvil units of the High Elf arsenal, the PG have heavy armour along with an innate ward save, ability to take a magic banner, and champion capable of magic weapons coupled with causing fear and wielding halberds, meaning they still get their re-rolls to hit and have an increased strength over other elves. This unit is a popular unit for hiding characters in, as their overall survivability can be further enhanced by a High Magic caster. While they’re not likely to be carrying the World Dragon due to their innate ward save, they’re still capable of toting it around with them.

Dragon Princes of Caledor: Elite heavy cavalry capable of bringing the pain and having good survivability makes this a popular choice. The champion is not only capable of selecting magic weapons, he can also opt to take magic armour, making him almost as good as a noble from the Heroes selections for less than half the cost. Additionally, the standard bearer can take any standard that High Elves have access to, almost effectively giving the army a second BSB. This is another popular unit to give the World Dragon to or to hide mounted combat characters or casters in.

Lothern Skycutter: A flying chariot capable of being either a flying platform for shooting or a mobile bolt thrower that causes multiple wounds that ignore armour (which means little for the majority of the Asrai).

Tiranoc Chariot: A lighter form of chariot, it can be used in units up to three strong. While not as dangerous or tough as the Lion Chariot, it is significantly cheaper to take.

2.5 Rare Units
Eagle Claw Bolt Thrower: Up to 4 (or 8 in a Grand Army) of these can be taken, and they’re one of the staples for most High Elf armies. They have extensive range and can either fire as a normal bolt thrower or can fire a volley of armour piercing shots into the same target (sacrificing the rank piercing rule, however). They have a small crew, and so can be nullified by war machine hunters, but because of their extensive range, are usually so far out of the way or so far behind the enemy lines that getting to them can be a task.

Great Eagles: Monstrous creatures that can be upgraded to have armour piercing and/or always strikes first, these are usually used to redirect, create speed bumps to slow advancing troops, or add to combat resolution for High Elves. They’re fairly standard in most High Elf lists as they’re cheap without upgrades and are used as sacrificial units to allow the more expensive units to see action. An entire guide can be written on effective use of Great Eagles.

Flamespyre Phoenix: A large, terror-causing flying burn machine with a ward save that not only has magical and flaming attacks, if it flies over a unit it causes multiple flaming attacks to that unit (including additional attacks for units with more than one rank). However, phoenixes are magical creatures, and during the magic phase they either grow stronger or weaker depending on the highest die roll for winds of magic. If the phoenix loses its last wound, it becomes a marker on the table (and if it’s carrying a rider, the rider is included). At the end of each turn, the phoenix (and rider, if any) has a chance to either be dead completely, cause flaming attacks and roll again next turn, or return (including the rider, if any). The good news is, most High Elf generals prefer to take the other option of phoenix, detailed next.

Frostheart Phoenix: The frostheart is still affected by the winds of magic, however it trades flaming attacks, ability to drop fire on units, and ward save for an armour save and a cold aura. The aura makes every unit in base contact with the phoenix have always strike last and reduces their strength while in base contact. The common tactic with this brand of phoenix is to use them as tarpits against weaker, rank and file units.

Sisters of Avelorn: Small units of elite archers that fire off flaming arrows that are very effective against Forces of Destruction. Usually used as a counter for regenerating and flammable creatures, protect your Treemen and Treekin from them.

2.6 Special Lord Characters
Most of the special characters are upgraded, kitted out combat characters or casters. Here are a few highlights that usually involve special rules or items to watch out for.
Tyrion: Mounted tank that has magical flaming attacks and can do a magical flaming breath weapon once per game.
Teclis: Super caster that can either take all High Magic spells, or can choose one spell from each of the eight lores in the rulebook. Additionally, he has a built in dispel scroll and can attempt to avoid a miscast once per game.
Eltharion: Griffon mounted combat character who excels against Orcs & Goblins, who also counts as a caster (rulebook lores only).
Alith Anar: Scouting combat character who is resilient to shooting and fires the equivalent of a bolt thrower.
Alarielle the Radiant: The Everqueen. Caster who can generate spells from High magic, Life, or Light (she isn’t limited to one lore, she can choose how many from each lore prior to rolling). Additionally, she heals wounds on other characters or herself each turn and can re-cast a spell previously cast once per game. She allows two magical items to be taken: the item mentioned under the Handmaiden (see above) and a banner that gives a significant bonus to cast Light and Life spells if the unit with the banner is the target.

2.7 Special Hero Characters
Highlights on the special Hero level characters.
Korhil: Upgraded White Lion with paired weapon attacks, a boost to armour, and poison is less effective.
Caradryan: Upgraded Phoenix Guard that blows up if slain in close combat. If slain in a challenge, only blows up on the model in a challenge with (so be careful with your Treeman). Can opt to take a frostheart phoenix as a mount.

3. High Elf Tactics
3.1 Cavalry List
Filled up with silver helms, reavers, and dragon princes, this list is mobile and can deliver a punch where it’s needed. Expect to find characters mounted and hiding amongst cavalry busses. Potential support from bolt throwers and sisters. Stopping the cavalry charge (and any supporting charges) is the main issue, with dealing with bolt throwers outranging Asrai being another complication. Send war machine hunters after the bolt throwers while trying to bog down cavalry via terrain, while focusing as much ranged hurt on the heavy cavalry as possible. Treeman challenges may be an issue with cavalry units that have full command and embedded characters due to the presence of magical weapons and the ability to forego a challenge with a character and still let the magic weapon armed champion take the challenge. Best to try and outmaneuver cavalry blocks and flank them, or get the charge on them rather than take charges from lance-bearing troops.

3.2 Flying Circus
Facing down multiple phoenixes (one mounted by a combat-kitted character), flying chariots, and eagle mounted characters who all have archer and cavalry support is what this army brings to the table. Avoid base contact with frost phoenixes as much as possible and move units out of the blast range from any downed flame phoenixes. This list will attempt to bog down units with the frost phoenix and then bring eagles and cavalry in for a flank or rear charge to maximize combat resolution while softening up everything it can through the mobile bolt throwers. Watch out for eagle positioning to keep from getting destroyed by fleeing through them.

3.3 Coven of Light
An older concept, but one that’s still seeing some use. This concept relies on taking multiple casters and giving them all Lore of Light to maximize the strength of Banishment. Loremaster of Hoeth and Allarielle the Radiant in this edition both count as knowing Light, so it can even include a combat caster and a character, but most coven lists utilize cheaper casters to get as much bang for the buck as possible. The remainder of the army is chosen to maximize damage output and protecting the casters, so White Lions and Phoenix Guard are prevalent in this type of list, usually backed by archers and bolt throwers.

3.4 Shooty List
This list focuses on putting ranged hurt on the opponent. Units will primarily have ranged combat abilities with some magic and close combat support. Biggest challenges to overcome when facing this list will be closing range, dealing with bolt throwers outranging your own shooting, strong magical support, and dealing with heavy cavalry (most likely protected by World Dragon).

3.5 Pride of Chrace
This list focuses on a taking the minimum core possible in the form of cavalry, a couple of eagles and frost phoenixes, a few combat kitted characters with a little magical support, and then dumping as much as you can into white lions. One big block of them. The characters are put into the Lions, the eagles, cavalry, and phoenixes control and direct the opponent (or otherwise keep them occupied), and the lions get stuck in and start whittling down the opponent.

4. Magic Items
Here’s a general look at the High Elf specific magic items, focused primarily on the ones that are used most often.
Star Lance: Magic lance that increases strength and ignores armour. This is pretty much always taken by a mounted character. There’s still some debate as to dragon prince champions taking this item as the wording in the book states “Mounted character only.”
Reaver Bow: Multi-shot longbow. Often taken on a foot BSB or Handmaiden.
Armour of Caledor: Fantastic armour that gives a ward save and near immunity to flaming attacks.
Shield of the Merwyrm: Grants the user a parry save (even if using a magical weapon).
Golden Crown of Atrazar: One use item that allows a ward save against first wounding hit (and cancels any killing blow or multi-wound rule from said attack).
Khaine’s Ring of Fury: Bound Soul Quench (High Magic).
Gem of Sunfire: Primarily only seen with dragon mages, this one use item increases chances to wound for all spells and attacks (shooting or melee) from the user and his mount on the turn it’s used.
Book of Hoeth: Allows a re-roll of a single die for casting or dispel attempts, but cannot be used to re-roll a 6. Pretty much always taken by any caster that can use it.
Banner of the World Dragon: Grants a massive ward save against all wounds caused by spells, magic weapons, and magic attacks in addition to giving stubborn to all dragons near it (friend or foe). This is taken by pretty much everyone.

5. Summary
Fighting against High Elves can be daunting at best. With good mobility, strong magic, and some very specialized units the High Elves are a well-rounded opponent. They can bring some decent armour saves which can be tough to punch through, some shooting that is best countered by utilizing cover and skirmishers, and with all of the high initiative and always strikes first units can make melee rough. Careful target selection and deployment will make or break a game.


I do apologize for any formatting issues.
An questions, clarifications, issues, comments are more than welcome!
Edit: Formatting
Last edited by Njaalbear on 28 Feb 2014, 15:43, edited 1 time in total.
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Re: Art of War- High Elf tactica

Post by Beithir Seun »

A very nice and concise article. The only issues I had, as noted, were with the formatting! Just breaking each paragraph up and leaving a line between each would make it a lot easier to read the wall of text :D


Other than that, I'd really like to see a section that addresses specifically how Wood Elves can deal with the High Elf army. There are some scattered comments that are good advice already - I'd like to see those comments expanded on in detail so that the article not only tells us what we're up against, but also how to beat it!


Good job Njaalbear!
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Re: Art of War- High Elf tactica

Post by hutobega »

I love these. I don't want to buy every army book just to know what I am facing and this is amazing! This makes me wonder why I sold my high elves...oh well lol
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Re: Art of War- High Elf tactica

Post by Njaalbear »

Thanks for the positive comments. I'm new to wood elves, and am still familiarizing myself with the tactica and optimal use of each unit, so I would love some feedback as far as tactics that other people have had success with. :D

I'm going to read through the WE army book a few more times and try to come up with some logical conclusions, but it might take me a little bit as I'm working on some other projects as well
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Re: Art of War- High Elf tactica

Post by Zefiris »

High Elves lost the +1 to dispel attempts in 8th but gained +1 to cast High magic, so their ace in the hole for dispel is the book/scroll.
For dispelling, there is no difference between a Dragon Mage or a Regular mage, while an archmage is a lv4 which they can pick which single dice to reroll. Unlike our wand which rerolls the entire attempt.

That being said, High magic is cheap. While similar to our Loren lore (if you compare you can see the similarities) while ours is back from 6th edition where magic was very different they on the other hand they been updated each edition (that and Lizards use the same lore so High magic was worked on twice as much compared to other lores) and reduced casting cost added with the +1 to cast so they can literally 1-3 dice most spells in their lore with a lv2 mage save for the last 2 spells which an archmage will have no problem 1-2 dice most of the spells and 3 dice the last two spells.
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Re: Art of War- High Elf tactica

Post by Njaalbear »

Zefiris wrote: That being said, High magic is cheap. While similar to our Loren lore (if you compare you can see the similarities) while ours is back from 6th edition where magic was very different they on the other hand they been updated each edition (that and Lizards use the same lore so High magic was worked on twice as much compared to other lores) and reduced casting cost added with the +1 to cast so they can literally 1-3 dice most spells in their lore with a lv2 mage save for the last 2 spells which an archmage will have no problem 1-2 dice most of the spells and 3 dice the last two spells.
A breakdown of high magic odds to succeed
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Re: Art of War- High Elf tactica

Post by Phil Rossiter »

Yeah, pretty rounded account, thank you!

You see the SeaHelm in the lists of very strong players sometimes, he's tricky to use but being able to switch your characters around after the enemy contacts for example can be very useful.

Swordmasters can be pretty decent with a High Mage inside to keep the Shield of Saphery up.

While the World Dragon Lion Horde is undoubtedly a pain, it's still an M5 unit, so you may be able to redirect it and kill the other stuff. Also, the WE book still has a fair amount of non-magical attacks in it. Plus Dwellers...
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Re: Art of War- High Elf tactica

Post by Zarb »

For the record, the frost chicken got it's Ward save on top of it's added armour save, as it's the attuned to magic rules that confers it's Ward....so yeah, the frostie is pretty decent :)
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Re: Art of War- High Elf tactica

Post by godswearhats »

Great summary of the army and builds. I will post some Asrai specific tips when I'm back at my computer.
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Re: Art of War- High Elf tactica

Post by RedPanda »

godswearhats wrote:Great summary of the army and builds. I will post some Asrai specific tips when I'm back at my computer.
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Re: Art of War- High Elf tactica

Post by godswearhats »

High Elf players rely on ASF to dominate their opponents. Not only do they get to attack first, they will almost always get to re-roll misses, making them at least 75% likely to land all their attacks against virtually every other rank and file troop in the game. The exceptions are those that also have ASF, and those with higher Initiative. We have two units available to us with higher Intiative, and they are both fantastic against High Elves: Dryads and Wardancers.

Both of these units are Skirmishers and can therefore be Steadfast in a Forest. Keep them within range of your BSB and General (even an Ld 9 General as I most frequently run) and you only have a 4% chance of fleeing a combat. The only units with the same Initiative than these two are Dragon Princes and Phoenix Guard, so bear that in mind. Also, the only elf unit they have that is greater than S3 base are the White Lions. Why is this important?

Quite frequently you'll find units of Silver Helms or Ellyrian Reavers sent down the flank to harass. If it's Silver Helms, the intent will be to push through your flanking units and into your soft, chewy Glade Guard center. If you get to select the side of the board you are deploying on, pick one that already has a forest on it if possible - it doesn't need to be in your deployment zone but the closer it is to you the better (you can Treesing it to where you want it). You can protect your flanks with a combination of forest and these high Initiative skirmishers from pretty much any attacker, even those with lances.

Dryads will take 2 wounds for every 9 Silver Helms in a unit on the charge (assuming the Silver Helms pass their Fear test - with their ability to fight in extra ranks, you can see small units of 6 and 9 often enough). Not on the charge, they will take 1 wound for every 6 Silver Helms. Most High Elf players will underestimate this. Assuming you take Dryads in units of 8, and you are able to be 5 wide in front, you'll get 12 attacks back which will average 1.333 wounds. You'll lose the first combat, but be Steadfast. You'll lose 1 Dryad every turn, but he'll be losing one Silver Helm every turn too. Eventually, he'll fluff his rolls to wound, or you'll get Wyssan's or Flesh to Stone and that's the combat over. It's not perfect, but it works often enough to be a solid strategy. Ideally you want to ensure that if you do flee, he pursues into something that isn't squishy (or off at an angle).

Likewise, Wardancers can defeat most 5 man units easily, and many larger units depending on how they get into combat. Naturally, you want the benefit of the charge. You can use the ASF dance but it really doesn't give you a lot of benefit vs High Elves - two combatants with ASF strike simultaneously. If you are receiving the charge from cavalry, use the 4+ Ward dance to save as many troops as possible when they are at high strength, and then use either the +1 attack or the KB dance (the latter for heavy cavalry) on the second round. I tend to use the +1 attack dance when I'm on the charge, as you want to land as many attacks as possible while you're at +1 S. Again, being in the Forest and Steadfast can help, so Treesing something to help you out.

Dwellers Below is one of the few hard counters in the game to the Banner of the World Dragon. No ward saves are permitted vs Dwellers, and you are killing troops 1/2 the time, and characters either 1/2 or 1/3 of the time also. Don't be ashamed to use it - they're taking a magic item that makes them virtually immune to all our killy troops, so what are we supposed to do? Roll over and take it? I don't think so!

The Frostheart Phoenix is a pain in the ass. The best counter to it is a couple of Treemen, who will make mincemeat of him in 2-3 turns. However, he's super maneuverable and hard to charge with Treemen. I've had good success with an Eagle Noble with the Stone of Rebirth tarpitting the Phoenix for several turns to enable the Treemen to get over and finish the job. Flamespyre Phoenixes just aren't as tough in combat and so aren't seen as often - being only T5, I'd just ping 'em to death with Glade Guard.

Finally, our shooting is still better than theirs because we can move and shoot without penalty and wound on 3s at close range. Make use of that - get closer if you can (put Treemen and other tough troops between your archers and their killy stuff!) and whittle away at those T3 troops.

Hope this helps,
~gwh
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