1.0 The units of the High Elves
1.0 The units of the High Elves
Next up, a brief synapsis of the many elite units of the High Elves.
1.1 Introduction to the Units of the High Elves
1.2 The Units of the High Elves
1.3 How to Use the Units of the High Elves
1.1 Introduction to the Units of the High Elves
So, by now we probably all know that the High Elves are a league of Elite Warriors, capable of eradicating enemy units on sheer ability alone. That's good, considering the High Elves have no other tricks in their book.
:scratchhead:
Since they're so elite, it only makes sense that they can field more Special and Rare choices than other armies, too (+1 each at any point limit, I do believe). Unfortunately, the High Elves lack Core and Rare troop choices where they gain a prodigious selection of Special Troops, meaning you may have to under-utilize your Army Composition limits...
So, the clue here is that you want to emphasize your Special Units, while minimizing your use of Core troops to make more room for those all-so-important Special Forces! Granted, I love to see some Spear Elves tear apart any weak-ish units more than anyone, but the High Elves have far more interesting units to throw around. You interested to see what they're capable of? Here we go!
1.2 & 1.3 The Units of the High Elves and How to Use them.
First, let's go over the Characters:
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Lords:
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Tyrion
This is the ultimate Combat Character of the High Elves. He has a solid damage output and absolutely fantastic staying power. He has all three types of Saves, several WS9 S7 flaming attacks, and Malhandir dishing out a few extra hits to top things off. He's go more stuff, but his kitting is rather irrelavent to the topic here.
So, how to use him? With his great Movement, he's great at Hunting mages, war machines, scouts, and so on.
As for fighting other Characters, he's decent. He can dish out the damage just well, and can take just about any blow put upon him. However, Killing Blow attacks are his bane, stripping his use of his amazing saves. Aside from that, he can cause Havoc against just about anything save for a Vampire or a Chaos Mortal Lord.
Putting him in a unit is also a good idea. With some Dragon Princes, you'll have a rock-solid unit capable of devastating your opponent's lines or flanks.
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Teclis
By far, the greatest living mage in all of Warhammer, Teclis is a monster in the Magic Phase.
Magic is a completely different ball-park, so I'll cut to the rest here, and go on with Magic at another time.
With Teclis, you have to realize he is absolutely ATROCIOUS in combat. His sword is fantastic on any other character, but with Teclis it's a joke. Don't be fooled, if he ever gets into Combat, he will fall with an ease that would make a Tumbler envious.
That tragedy revealed, he needs protection. Now, I don't mean he needs to be put in a unit, or left alone in the backfield. I only suggest that you try not to present him as an easy target!
Like I said in my Phoenix Guard post (here), the Phoenix Guard can create a great Bunker for Teclis with their High Leadership and survivability. Now, White Lions are another good choice, but I prefer Phoenix Guard. Spear Elves don't have the Leadership nor survivability, and Cavalry units are negatively affected with Teclis amongst their ranks.
Aside from that, he will need LoS most of the time, so you'll want to consider that. Again, avoid combat at all costs!
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Eltharion
I can't say that I'm too experienced with him, but I do love the concept. He can cast spells, shoot, and demolish things in Close Combat! All around, he's nasty!
The problem: his skill set is very sporadic. He doesn't have much focus, so he isn't as killy as a Prince on Star Dragon, can't cast like a Level 4 Archmage, or shoot like Alith Anar. I know he's meant to be a kind medium, and he pulls it off well, make no mistake.
What does that mean? Well, it just means that he'll need support with whatever he does. His shooting alone, for instance, won't be enough to turn ranks. His combat prowess might be able to make a unit flee, but I'd rather see him take to combat with a unit of Dragon Princes or Sword Masters (I'm a jerk, I know).
Altogether, he's a great support Character. Since he has no focus, he'll probably find his niche in a Combined Arms (Balanced) army, where are phases are represented equally in the army.
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Alith Anar
This guy is pure anti-Dark Elf. His plethora of special rules makes him a considerable threat, especially in a Themed or Campaign Battle against the dark kin.
Again, I'm not too well versed with him, but again I like the concept. It seems that he'd do well to support your forces while another unit or two of Shadow Warriors scouts ahead. That way, his high Leadership and amazing skills will serve him and the bulk of your forces well.
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Archmage
Archmages are the generic high-level casters of the High Elves. Since High Elves have a decent selection of things to outfit them with, they can be quite a nasty threat to the opponents of Ulthuan.
As with Teclis, this is more of something that belongs in the Magic seciton.
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Princes of Ulthuan
The generic Combat Characters of the High Elves. As with Archmages, they have a long list of items to equip them with to make them very powerful. There are a few basic ones that seem to fit most builds, however. I'll cover those more elsewhere, since that doesn't entirely apply here.
Now, how to use your combat character? Odds are, a Prince will be used as an Offensive Tank. That is, he'll often have some nasty gear and will be atop a Star Dragon. This makes for a combat powerhouse that can rip apart just about anything in Warhammer Fantasy. They are incredibly tough, too. The problem is that this single unit costs around six hundred points or more! That's a lot of points for anything less than a 2500pt game. If you chose to do that, you'll have to be exceptionally careful with that model.
Other builds often involve the Prince as being a missile platform with one of the magic bows. He'll often ride a Great Eagle, too, just to get around better. This tends to be rather nasty, but expensive for what he does all the same.
As a defensive Leadership Beacon. This is the guy that just sits in the dead center of your battle line, along side your BSB, making sure your units don't run away from anything. This setup usually isn't taken, since it's rather involved for such a simple thing, and within an army where high Leadership is common.
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Heroes:
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Caradryan
Captain of the Phoenix Guard. Hence, he's one of my favorite characters.
He's fantastic at dealing with any of the worst units around. Hydras? Send Caradryan in. He does multi-wound flaming attacks against them. If all else fails, he'll probably bring down whatever killed him just out of spite!
He's great at leading a unit to confer his Fear and Fear-immunity, as well as Magic Resistance. He's decent in combat, too. The idea with him is to send him headlong into the nastiest thing you're going to face.
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Korhil
Much like Caradryan, Korhil is great at buffing your own units. He's rather tough to kill, and is great at dealing damage all the while. He's great at making units stick around.
Since he isn't immune to Fear or Terror, he can easily be defeated causers of said psychological effects. You'll have to be careful with him in respects to such things. Still, his damage output is impressive, and Killing Blow makes him a threat to just about anything.
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Nobles of Ulthuan
Just your basic Combat Hero. You can give them a variety of equipment, and they can be your BSB.
Nobles are rather potent in combat, and can significantly boost the combat effectiveness of just about any troop with an appropriate build. Your Spear Elves lacking some stopping power? Toss one of these guys in with a Great Weapon. Silver Helms need a slightly more forgiving Leadership? Mount a Noble on an Elven Steed and let him tag along.
These guys aren't too fantastic, but they do deliver a lot in terms of helping your forces. Honestly, they won't stand a chance against a WoC Hero, but they can still boost the effectiveness of your army as a whole.
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Mages
Your basic Level 1 or 2 casters. High Elf mages receive +1 to dispel attempts and have access to High Magic and all other common lores. They are both versatile and effective.
Since most High Elf magic items are significantly less expensive than other races' items, it's possible to create a scroll caddy that can still contribute to your own Magic Phase. Two dispel scrolls and the Silver Wand (I do believe that's the combo) can still create a strong scroll caddy.
Obviously, cost is an issue, as it is for all High Elf troops. It's not very economical to fully equip your Level 1 or 2 mages when your Archmage or Prince could use those points more, for instance. It comes down to a matter of balance when kitting out your characters and units with respect to your army as a whole. Such an ideology is easily applicable to the mages. Consider what their purpose in your army is, and kit them accordingly!
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Dragon Mages
Often, these guys are seen as over-rated. The mage on the Dragon is little more than a basic mage (save for an awesome rule!) and the dragon is sub-par as far as monsters are concerned. Still, the package as a whole is still interesting.
What the Dragon Mage does is provide a "Mobile Oppression Palace," of sorts. The idea is to create a mobile offensive platform; you fly around and burn your enemies to the ground with magic and breath attacks. Normally, I would have to say not to get carried away with the Flaming Sword of Rhuin; a mage with an awesome sword is still a mage. The mage is too fragile to use effectively in combat, while the dragon is too expensive to be left out of combat. You're faced with a tactical conundrum! Basically, you'll just have to decide how to use your Dragon Mages as things come up.
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Core Troops:
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Spear Elves
These guys are just about the only units High Elf players can get Static Combat Resolution from. They are the cheapest units available to us, yet they are not slouches in combat. They can fight in an extra rank to the front and have a reasonably high Leadership to boot. They can still be problematic to any army.
Still, they're often seen as under-rated and over-priced within the contexts of the book. Why pay so many points for this unit when a unit of Special troops can do far better? Frankly, the Spear Elves are amazing at what they do (give SCR and can tackle hordes) and the Special choices often are focused on some other part of the game (sword Masters are support units, Phoenix Guard are meant to hold the line, White Lions are a powerhouse/tarpit).
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Archers
The second cheapest unit Available to High Elves. They are often taken in naked units of ten to fulfill minimum core requirements. The idea is that they're cheap yet still effective in such small units.
High Elf archers tend to be over-priced. They can take down hordes, but are not very effective against anything with a decent Toughness or Armor Save. Frankly, Repeater Bolt Throwers are far more threatening than these guys. Still, they make good guard units for RBTs or support units for your Flanks.
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Lothern Sea Guard
These guys are the combination of Spear Elves and Archers, and you pay for it too. They are the most expensive Core troops High Elf players have, and are almost as expensive as some of the Special choices.
Still, they are not to be sniffed at. They can give themselves some supporting fire, and are devastating to anyone wishing to charge them (stand and shoot, fight in three ranks). They can often be seen in units of 10, 15, 18, or 20 models, though most players prefer small units of these guys to maximize their effectiveness as Archers who just happen to also carry spears.
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Special:
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Sword Masters of Hoeth
These are the bane of any Horde Army. They deal out punishment in droves, and are perfect for toppling any kind of Heavy units.
The best way for these guys to lose their effectiveness is through ranged attacks. Shooting and Magic are often what does these guys in. As such, any High Elf general would be wise to keep them from losing their prodigious effectiveness for as long as possible. Either keep their unit size small (more than 5, less than 11), or keep them shielded. Often, doing both is the best alternative.
Remember, though, that these guys belong in combat. That's what they are meant for. They thrive on Active Combat Resolution, so won't need any Static Combat Resolution to be effective. +5 SCR before blows are struck? Big deal; even if I fluff my attacks, odds are I can take down 7 of just about anything shy of Heavy Cavalry.
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Phoenix Guard
Phoenix Guard tend to be very difficult to bring down. They have a decent armor save, but have a fantastic Ward Save. To top it off, they cause Fear. It's pretty clear these guys love to stick around.
They won't deal out significant damage, though. Where they shine is holding off units for as long as possible. How to take them down? That's a hard decision. The best answer is to probably focus your attention elsewhere. These guys won't win games on their own; they'll just tie up your units long enough for the rest of your army to get taken down by Sword Masters or RBTs.
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White Lions
White Lions act as the bodyguards of the high-ranking elves. They're known for their strength and bravery, which is represented on the table very well. They dish out only one attack a piece, but what an attack it is! They are also Stubborn on Leadership 8, so that's pretty tough. They also come with a 3+ armor save against any attacks in the shooting phase.
The problem with them is that they die in droves unless given proper circumstances (a flank attack, wiping the attacking models, etc). They have Heavy Armor in Close Combat, so they'll likely take the attacks given to them. Their Stubborn rule accounts for this, though. The best way to drop them is to where them down.
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Shadow Warriors
I'm not too familiar with these guys, so I'll be extra brief with them. They are the scouts of the High Elves. They have a modest BS5 and Hate all enemies. Other than that, though, they are pretty basic.
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Silver Helms
These guys are often knocked as being a poor special choice, especially when compared against the Dragon Princes. Make no mistake, they're rubbish compared to the DPs. But for what they're worth, they can make a nice and cheap flanking unit. They're fairly tough and have ASF, so they can do fairly well in extended combat (if they have support, that is!).
As with most other cavalry, you won't see the Silver Helms in large units or them acting as a main strike force. Instead, they'll be a part of a larger battle tactic, so if you can stop them you'll likely weaken your opponent's plans. Otherwise, you may want to bog them down, or otherwise make them useless. Even though they aren't fantastic, they still have some strong potential.
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Dragon Princes
You want a cheese unit? You got it! These guys are rock solid; they dish out the damage and can take it, all while ignoring anything having to do with fire. They're the stronger cousins to the Silver Helms, if you want to see their relationship that way.
As tough as they are, they're still susceptible to War Machines or getting bogged down. They are truly effective on a charge, but after that they are significantly less so. Again, they won't likely form the bulk of a force but will rather be a flanking unit, so if you can stop them you'll likely limit your opponent's plans.
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Ellyrian Reavers
These guys are another unit I'm not familiar with. They would make a great flanking unit, though they'd be better put to mage and war machine hunting. They can peel away an enemy unit's rank, charge a flank, or otherwise help out the rest of your forces.
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Lion Chariot of Chrace
This is one vicious chariot. It always dispenses Strength 5 attacks and impact hits, and can peel away the fighting ranks of just about any unit on a charge. As long as they are supported, or support another unit, they will remain very effective.
Taking them down is rather easy, unfortunately. As a chariot, they're vulnerable to Strength 7 attacks. They are also T4 and have a 4+ Armor Save, so aren't too tough either. You can deny their charge or just shoot it away. Even if it charges you, it won't fair too well in protracted combat.
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Tiranoc Chariot
This is the lighter variation to the Lion Chariot. It has the potential to pop off a few bow shots in transition, so it can be dangerous from Turn 1. It's also very fast and still hits rather hard.
It has the same problems as the Lion Chariot, though the Tiranoc Chariot is still weaker. It has a 5+ Armor Save and is T4. They are cheaper, so you'll likely have to deal with more of them. Still, shoot them or otherwise deny them their role (typically as a supporter for another unit) and you'll be ahead of the game.
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Rare:
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Great Eagles
They are one of the best units around to misdirect and march block. They're fairly resilient and are cheap to field. They can even fight well and so make decent War Machine hunters.
They aren't hard to shoot at, and are T4 with a few wounds and no armor. They'll fall to some decent shots. If they get hit by any kind of combat unit they'll be torn asunder. Odds are they'll just inconvenience your units.
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Repeater Bolt Throwers
These are just about required in any army you'll see fielded. I always have at least one!
Regardless of my own impression, they are strong against anything heavily armored or against large Rank and File units, thanks to the RBT's ability to shoot a single bolt or a volley.
They suffer from all the weaknesses of any War Machine, so you can take them down fairly easily if you tried. Still, RBT's are dangerous and should be taken into account as necessary. After all, they can tear apart your heavy cavalry like cheesecloth.
Okay, that's all the units. I'll likely toss in some more detailed information, but this covers the bases I sought to cover initially.