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===Missile Infantry=== *'''Archers''': It's all in the name. Fellows with bows that have a whooping 180 range. Only Waywatchers out range you, meaning you can get some easy free fire on most enemy units before you come under pressure. Lack of AP aside, a great unit. Of course, you need to protect these little bastards as they are crap in melee. They also come in a "Light Armour" varient that cost 50 more gold for 30 more armour. Given the fact that the DPS is the same and they'll die when light cav sneezes on them anyway, most people just go with the standard version. **'''Talons of Tor Caleda (RoR, DLC)''': Fun unit if you love playing with fire. Not only do they do Fire damage, but they also imbue a fire weakness. Team these guys up with some Sisters of Avelorn and watch whatever they're shooting get blown to smithereens! *'''Lothern Sea Guard''': Another non AP archer unit, but one who trades a bit of range for a spear. While they don't have the sheer oppressive firing range of normal archers, it means you don't have to babysit them nearly as much. If a light cav shoots them they will laugh as they turn in the horse pelts for new boots. Granted, you'd rather they not be fighting light cav because you want them shooting, but hey. They can even serve as a front line, especially if you pay extra for the shielded variant. A great hybrid unit that can fulfill all kinds of roles and are useful even with no ammo. Upkeep is about the same as Sisters of Avelorn, ask yourself are they ever really better than just more sisters? Generally the answer is no. Kinda a trap option because they fight slightly worse than basic spearman and shoot slightly worse than basic archers. Not bad just overshadowed. **'''The Storm Riders (RoR, DLC)''': These guys really wanted to become Shadow Warriors but unfortunately grew up in the pleasant city of Lothern and not the shithole that is Nagarythe. One day they said, "fuck it, we can do skirmishing better than them!" They can't. Vanguard and fire while moving is nice but you want these guys stationary to help with your lines, so it seems pointless. They do have that fear though, which can come in handy. *'''Shadow Warriors (DLC)''': They have the same range and damage output as normal archers. You're paying extra for vanguard, stalk, fire while moving and better melee stats (not like you want them throwing hands with anything stronger than Clanrats.) They are ok if you are really into the kite game, and want to use mobile skirmishing to blast the enemy to pieces. Granted with only 22 Melee Defense they aren't that good in melee, and honestly in most match up archers will do the same job for cheaper. They have a nice niche, particularly against factions with shit infantry, but aren't a staple by any means. Don't bother with them in campaign honestly, the only faction that would want to use them has the better shadow-walkers instead. **'''The Grey (RoR, DLC)''': No point in taking these guys over normal Shadow Warriors. All they get is snipe and a banner that makes them unspottable. Save your cash. *'''Shadow-Walkers (FLC, Nagarythe Only)''': Not much to say about these guys, they're just better Shadow Warriors. The poison they have is cool. a good option for campaign. *'''[[Sisters of Avelorn]] (DLC)''': Feast your eyes and despair, for your gaze upon one of the best archer units in the game. With 180 range, massive armour piercing, magical and fire damage and the ability to fight in melee makes them one of the best overall units the High Elves have. Anything they shoot turns to dust, and they can create a firing line that can make [[Gunpowder (Warhammer Fantasy)|gunpowder]] factions jealous. Also, they are pretty damn good in melee, able to hold off cav charge until reinforcements come and can tear apart chaff that is thrown their way. Their big failing is their high price, meaning you will have one or two on the field at a time if you want to invest in anything else. Used wisely, and these lovely ladies can win games all by themselves. In Campaign, where financial concerns become laughably inconsequential, their price-tag becomes a complete non-issue. Objectively the most op and cost effective unit on the high Elf roster. For comparison they are 50% cheaper than Greatsword Shades from the Dark Elves and about the same upkeep as Lothern Sea Guard with shields. Now that magic resistance only affects spells they lost their one weakness pretty much. **'''Everqueen's Court Guard (RoR, DLC)''': These even better ladies come with encourage and The Banner of Avelorn for more magic recharge. Want your troops to hold out longer? Want more magic in your pool? These ladies got you covered.
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