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I read through the tactics repository and noticed that there were very few/no tactics for high elves, so I decided to write one.
I have been playing high elves ever since they got their 7th edition armybook way back when. After 8th edition started and I dumped my dark elves, high elves became my main (really my only) fantasy army. I will start this tactica off by posting some general tactics and pointers.
1. Fragility
This is the main problem with high elves - they are extremely fragile. This in of itself wouldn't be a problem, but they are really fragile (no elves have toughness 4) and their cheapest unit - spearmen - costs almost as much as some other army's elites. To counter this you can take large units which are harder to destroy, or small units, which individually cost little so your opponent doesn't gain much by killing them. Also, the lore of life meshes amazingly well with them, bringing back our high cost specials and buffing up everything. Just keep in mind you will lose soldiers when making your army list.
2. Speed of Asuryan
This probably should have gone first, but I'm sure anyone that has written a recent high elf tactica put it first too, so I decided to rock the boat. This rule is what makes the high elves go - without it, we would be a terrible army. This special rule, found on every single high elf model, give us the ability to always strike first - with any weapon. This means our great weapons don't go last, or at normal (5) initiative. They always strike first. Many people will tell you they don't. They are liars! Tell them so - then read the special rule in your armybook and laugh. In addition, if our initiative is equal to or higher than our enemies (which is the case against all but like 4 units in the whole game) we get to reroll our misses in every single round of combat - unlike hatred, which only affects the first.
This special rule makes our units - even the basics, extremely choppy in close combat. Also, with our superb weapon skill, coupled with re-rolls to hit, our special will hit 88.9% of the time. No other army can come close to having that kind of hit ratio in close combat, which leaves us with the ability to almsot ignore the to-hit table.
3. Weakness?
This one will be short. With a few exceptions in special, high elves have a strength of 3-4. Most people look at this and immidiately dismiss these units in close combat - as they "can't hit hard". Look at wounding as another roll of the close-combat die. We hit more than any other army, and have a good leadership, which more than makes up for this low strength.
4.Magic Phases
High elves have access to 9 lores of magic - which I believe is unparalelled throughout the current warhammer world, though I may be wrong. We have access to every rulebook lore as well as our own, high magic. We have an innate +1 to dispel. We have dragon mages. We get drain magic for free - if we take high magic. We have amazing magical items at bare bottom prices. The last reason is Teclis. He is easily the most powerful offensive caster in the game - beating out even the best slann. (more on teclis later). I will now give a quick rating for each of the magic lores (in relation to high elves, not in general):
Fire Magic - 4/10
Fire magic is your basic killy shooty lore. It is somewhat strong, but there are much more poweful lores out there, and fire magic has no extra little tricks or tactics to go along with it. Just blast away. It is a great lore for beginners, as it is point-and-shoot, but does really nothing beyond that.
Beast Magic - 6/10
Beast magic's signature spell is great for buffing our wimpy troops. It has a cannon spell, and transformation of kadon is cool, if not as devastating as some would have you believe. It is a solid buffing lore, but there are better.
Metal Magic - 4/10
This lore is all about doing damage to armoured units - but loses out in its inflexibility. it is great against Warriors of Chaos and Brettonians, but sucks against elves and other armies with 5+ on almost every unit. Also, we have other ways of dealing with armour.
Light Magic - 2/10
It is totally unnecessary. It is still decent against daemons, but our weapon skill and iniiavtive values are already through the roof. We already have ASF, and double movement is great, but ours is already better then average. Unless you are playing daemons, overlook this lore.
Heavens Magic - 5/10
This isn't a great lore in my opinion. Wind blast is situationally acceptable, but the big crusher spells, coment of cassandora and chain lighting, can be devastating but both have a chance of doing squat. They also have have a chance of ripping apart armies, but the purple sun is better (usually) in that regard.
Death Magic - 8/10
The ultimate killing lore. Death is great for sniping characters, mages, and annoying units, but caress and fate have no other real uses. Purple Sun can destroy armies, but has limited (virtually nonexistant) uses against elves and other high initiative armies. Also, teclis is the only caster who can reliably cast the boosted version of it.
Shadow Magic - 10/10
You had to wonder when the ratings would get higher right? Well higher it has gotten. Shadow magic literally has it all, a nice (tricky) movement spell, strength and toughness debuffs, a blaster spell and other buffs. Miasma + a boosted pit of shades will destroy any unit. You can drop the miasma against undead, dwarves, lizardmen, ogres, etc, but it is still a great combo. Most people will let miasma through (especially against you) then you can try to force a pit of shades down their throat. Mindrazor, is, debatably, the most ridiculous spell in the rulebook. Strength 8 spears? Does that solve your low-strength problem? This is best on low strength units, because, seriously, your white lions don't need it. This lore is best on an archmage.
Life Magic - 10/10
Most people agree that life is the best rulebook lore. It is amazing for you, even more so than many other armies. Earthblood is a nice little buff on anything but phoenix guard. Regrowth doesn't bring back too many elves, but an elf that comes back to life is awesome. Flesh to stone is amazing. Awakening the wood can be decent, and dwellers bellow give some serious teeth to what is, otherwise, a very defensive lore. Lastly - throne of vines. This spell, when rolled, makes every other spell so much better. You what is scarier than swordmasters? Toughness 7 swordmaster with a 4+ regeneration save. This is also best taken on an archmage.
High Magic - 9/10
I will give a more detailed overview on this later.
Next up will be a few more tips and general tactics, then on to lords and heroes!
I have been playing high elves ever since they got their 7th edition armybook way back when. After 8th edition started and I dumped my dark elves, high elves became my main (really my only) fantasy army. I will start this tactica off by posting some general tactics and pointers.
1. Fragility
This is the main problem with high elves - they are extremely fragile. This in of itself wouldn't be a problem, but they are really fragile (no elves have toughness 4) and their cheapest unit - spearmen - costs almost as much as some other army's elites. To counter this you can take large units which are harder to destroy, or small units, which individually cost little so your opponent doesn't gain much by killing them. Also, the lore of life meshes amazingly well with them, bringing back our high cost specials and buffing up everything. Just keep in mind you will lose soldiers when making your army list.
2. Speed of Asuryan
This probably should have gone first, but I'm sure anyone that has written a recent high elf tactica put it first too, so I decided to rock the boat. This rule is what makes the high elves go - without it, we would be a terrible army. This special rule, found on every single high elf model, give us the ability to always strike first - with any weapon. This means our great weapons don't go last, or at normal (5) initiative. They always strike first. Many people will tell you they don't. They are liars! Tell them so - then read the special rule in your armybook and laugh. In addition, if our initiative is equal to or higher than our enemies (which is the case against all but like 4 units in the whole game) we get to reroll our misses in every single round of combat - unlike hatred, which only affects the first.
This special rule makes our units - even the basics, extremely choppy in close combat. Also, with our superb weapon skill, coupled with re-rolls to hit, our special will hit 88.9% of the time. No other army can come close to having that kind of hit ratio in close combat, which leaves us with the ability to almsot ignore the to-hit table.
3. Weakness?
This one will be short. With a few exceptions in special, high elves have a strength of 3-4. Most people look at this and immidiately dismiss these units in close combat - as they "can't hit hard". Look at wounding as another roll of the close-combat die. We hit more than any other army, and have a good leadership, which more than makes up for this low strength.
4.Magic Phases
High elves have access to 9 lores of magic - which I believe is unparalelled throughout the current warhammer world, though I may be wrong. We have access to every rulebook lore as well as our own, high magic. We have an innate +1 to dispel. We have dragon mages. We get drain magic for free - if we take high magic. We have amazing magical items at bare bottom prices. The last reason is Teclis. He is easily the most powerful offensive caster in the game - beating out even the best slann. (more on teclis later). I will now give a quick rating for each of the magic lores (in relation to high elves, not in general):
Fire Magic - 4/10
Fire magic is your basic killy shooty lore. It is somewhat strong, but there are much more poweful lores out there, and fire magic has no extra little tricks or tactics to go along with it. Just blast away. It is a great lore for beginners, as it is point-and-shoot, but does really nothing beyond that.
Beast Magic - 6/10
Beast magic's signature spell is great for buffing our wimpy troops. It has a cannon spell, and transformation of kadon is cool, if not as devastating as some would have you believe. It is a solid buffing lore, but there are better.
Metal Magic - 4/10
This lore is all about doing damage to armoured units - but loses out in its inflexibility. it is great against Warriors of Chaos and Brettonians, but sucks against elves and other armies with 5+ on almost every unit. Also, we have other ways of dealing with armour.
Light Magic - 2/10
It is totally unnecessary. It is still decent against daemons, but our weapon skill and iniiavtive values are already through the roof. We already have ASF, and double movement is great, but ours is already better then average. Unless you are playing daemons, overlook this lore.
Heavens Magic - 5/10
This isn't a great lore in my opinion. Wind blast is situationally acceptable, but the big crusher spells, coment of cassandora and chain lighting, can be devastating but both have a chance of doing squat. They also have have a chance of ripping apart armies, but the purple sun is better (usually) in that regard.
Death Magic - 8/10
The ultimate killing lore. Death is great for sniping characters, mages, and annoying units, but caress and fate have no other real uses. Purple Sun can destroy armies, but has limited (virtually nonexistant) uses against elves and other high initiative armies. Also, teclis is the only caster who can reliably cast the boosted version of it.
Shadow Magic - 10/10
You had to wonder when the ratings would get higher right? Well higher it has gotten. Shadow magic literally has it all, a nice (tricky) movement spell, strength and toughness debuffs, a blaster spell and other buffs. Miasma + a boosted pit of shades will destroy any unit. You can drop the miasma against undead, dwarves, lizardmen, ogres, etc, but it is still a great combo. Most people will let miasma through (especially against you) then you can try to force a pit of shades down their throat. Mindrazor, is, debatably, the most ridiculous spell in the rulebook. Strength 8 spears? Does that solve your low-strength problem? This is best on low strength units, because, seriously, your white lions don't need it. This lore is best on an archmage.
Life Magic - 10/10
Most people agree that life is the best rulebook lore. It is amazing for you, even more so than many other armies. Earthblood is a nice little buff on anything but phoenix guard. Regrowth doesn't bring back too many elves, but an elf that comes back to life is awesome. Flesh to stone is amazing. Awakening the wood can be decent, and dwellers bellow give some serious teeth to what is, otherwise, a very defensive lore. Lastly - throne of vines. This spell, when rolled, makes every other spell so much better. You what is scarier than swordmasters? Toughness 7 swordmaster with a 4+ regeneration save. This is also best taken on an archmage.
High Magic - 9/10
I will give a more detailed overview on this later.
Next up will be a few more tips and general tactics, then on to lords and heroes!