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===Infantry=== *'''Spearmen''': Your standard, tier one Infantry, armed with spears and shields. They are what they say on the tin. High Melee Defense and low Attack means they are used more for holding the line rather than outright killing their opposition, unless they are fighting straight up chaff. At 500 points, they are hardly what one would consider "cheap" compared to what others can brings, so swarming isn't exactly the plan with these guys. Also with only 40 armour, they will be chewed up by any missiles not hitting the shield. As with most spear units, they have Charge Defense against large and Anti Large, so they are great light cav killers. A go to pick in a lot of match ups. **'''Scions of Mathlann (RoR, DLC)''': Same as above, with slightly better stats and give an AoE 12% ward save. This can help keep your front line going just a little bit longer, though the short range and the fact that people enjoy distancing their units to avoid the risk of spells killing them is means their usefulness is a bit limited. Certainly one of those "better in campaign" units. *'''Rangers (DLC)''': Your tier one chaff clearers from The Warden and The Paunch. Your cheap (by High Elf standards anyway) tier one offensive infantry. Dual swords gives them a nice bonus vs infantry, meaning they are great for clearing out enemy chaff such as Goblins and Skavenslaves. While you may look at their 30 armor and grow concerned, their loose formation and their 20% physical resistance means they can take more missile fire than you would expect an unshielded unit of that tier to take. They are also decently fast by infantry standards, so they won't be soaking up fire for too long anyway. Granted, they are going to get trounced by anything mid tier or higher or anything that has a decent armour value. You want to be bringing these guys against factions that throw in unarmored trashed to bog you down, like Skaven or Beastmen. *'''White Lions of Chrace''': I don't know if the King's Court faced some serious budget cuts or whatever, but man these guys have fallen on some hard times. [[Derp|These bodyguards of the Phoenix King are mid tier infantry that go down to mid to elite tier units from other factions]]. Jokes aside, these guys got a bad wrap but they aren't AS bad as people say, you just can't use them as a front line (Unless you're fighting Dwarfs). They have great AP values and good armor with missile resist, so they're hardly useless. Use them as support for your spears to cut through enemies and they can do some work. It's understandable CA didn't want to give the High Elve 2 elite great weapon units, but the fact the King's bodyguards got reduced to mid tier left a sour taste in the mouth of lots of High Elf fans. **'''The Puremane Company (RoR, DLC)''': More or less the same as above, only with better stats and new abilities. These guys have -30 armour sundering, which only further helps them as a support option for a cheaper frontline without AP. They also get the guardian trait to protect Lords and Heroes from harm, so they at least now actually act like bodyguards. Great against heavy armour like Dwarfs and Warriors of Chaos, they will not only do lots of damage, but support others in doing damage as well. *'''Silverin Guard (DLC)''': Now THIS is a staunch line of spears. These guys are to normal Spearmen what Longbeards are to Dwarf Warriors. Just a better, sturdier and more expensive alternative. Great defensive stats and magic resistance means that cutting through these guys is not going to be easy to anyone but dedicated armour piercing and/or strong anti infantry units. Their main use is to give a massive middle finger to any rush faction, and watch as they try to slam their heads against this wall to no avail. Of course, they are a much more expensive frontline than normal spears, so you will have less resources in other parts of the battlefield. Despite that, they are still a fantastic choice and can hold forever against the right opponents. The switch from magic to spell resist does make their resistance less useful versus demons than you would hope, but it still helps if the enemy brings offensive spells so that's something. *'''Swordmasters of Hoeth''': Now we're getting into the big guns. These guys put White Lions to shame, and stat wise can take on any other non RoR infantry 1 one 1 and win. Combine fantastic stats with an armour piercing anti infantry bonus and they will lawn mower their way through any infantry they come across. Plus, they even have a missile block chance, which allows them to mitigate missiles, which is usually the best way to fight great weapons. However, they are expensive, and most competent enemies know how scary they are. Because of this, a lot of people bring monstrous infantry to deal with these guys, which is not something they enjoy fighting. They can earn you a lot of profit against infantry, but if your enemy burns them down before they fight anything, that's 1250 points you aren't getting back. *'''Phoenix Guard''': The Anti Large alternative to Swordmasters. With a large 30% physical resistance, fear and charge defense against large, they are tanks through and through. They can hold the line and carve apart monsters with fairly little issue. Their lack of shields does leave them vulnerable to AP missiles, however, so watch out for that. Magic attacks are a lot more common in Immortal Empires so be careful, their physical resist isn't quite as reliable. **'''The Keepers of The Flame (RoR, DLC)''':Even better Phoenix Guard with magical attacks and The Mark of Asuryan. What that does is when a model dies, it explodes, and deals damage to enemies around them. This makes them much better infantry killers than normal Phoenix Guard, as an explosion will probably drag a model or two with them.
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