Warhammer/Tactics/7th Edition/High Elves: Difference between revisions
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===Core Units=== | ===Core Units=== | ||
* High Elf Spearmen: Nice unit that just got buffed to holy fuck. ASF and their Spears means your opponent will try to keep infantry units out of combat with your basic tarpit unit. Even beefier units like Ogres and Cavalry will be hesitant to fight these guys. | * High Elf Spearmen: Nice unit that just got buffed to holy fuck. ASF and their Spears means your opponent will try to keep infantry units out of combat with your basic tarpit unit. Even beefier units like Ogres and Cavalry will be hesitant to fight these guys (unless said beefier units tear your shit up with Impact Hits and special abilities). | ||
These are your meatshields, use them wisely. | |||
* Lorien Sea Guard: Crap, overcosted and but can do either job of the other two but not at the same time. If they could reform as a charge reaction they would be better, going from archers to spearmen, but until then just use Spearmen and Archers for your Core. | * High Elf Archers: Good fire support, has ASF if they get charged, but generally will die slowly over time. Pretty much use them to whittle down targets until you can get a Spearmen Regiment to carve it. It costs an extra point to put armor on these guys, and many players will not go for the 6+ save. However, Archers do make for a half-decent last ditch tarpit unit, they do have ASF after all (though if you're using them as a tarpit at that point you're probably f***ed anyways). | ||
Has synergy with High Magic spell Arrow Attraction, and makes them more worth their points (since ballistic units are mainly shit in Warhammer) | |||
* Lorien Sea Guard: Crap, overcosted and but can do either job of the other two but not at the same time. If they could reform as a charge reaction they would be better, going from archers to spearmen, but until then just use Spearmen and Archers for your Core. Some players prefer a 7-wide formation as a compromise, and grants extra attacks against a standard 5-wide battle formation. It also allows for more shots with their bows. | |||
A confused unit, but they can usually get in two or maybe three volleys before having to use their spears | |||
===Special Units=== | ===Special Units=== |
Revision as of 16:59, 7 February 2012
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Why Play High Elves
WHY YOU NO WRITE TACTICS
Unit Analysis
Lords & Heroes
Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
Core Units
- High Elf Spearmen: Nice unit that just got buffed to holy fuck. ASF and their Spears means your opponent will try to keep infantry units out of combat with your basic tarpit unit. Even beefier units like Ogres and Cavalry will be hesitant to fight these guys (unless said beefier units tear your shit up with Impact Hits and special abilities).
These are your meatshields, use them wisely.
- High Elf Archers: Good fire support, has ASF if they get charged, but generally will die slowly over time. Pretty much use them to whittle down targets until you can get a Spearmen Regiment to carve it. It costs an extra point to put armor on these guys, and many players will not go for the 6+ save. However, Archers do make for a half-decent last ditch tarpit unit, they do have ASF after all (though if you're using them as a tarpit at that point you're probably f***ed anyways).
Has synergy with High Magic spell Arrow Attraction, and makes them more worth their points (since ballistic units are mainly shit in Warhammer)
- Lorien Sea Guard: Crap, overcosted and but can do either job of the other two but not at the same time. If they could reform as a charge reaction they would be better, going from archers to spearmen, but until then just use Spearmen and Archers for your Core. Some players prefer a 7-wide formation as a compromise, and grants extra attacks against a standard 5-wide battle formation. It also allows for more shots with their bows.
A confused unit, but they can usually get in two or maybe three volleys before having to use their spears