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===Counter-charges and Flanking=== Sometimes, the good ol' hammer and anvil is something even the experienced players forget. The concept of a counter-charge is simple: Unit #1 is a unit that can take hits - in the case of High Elves, a giant block of Spears with Steadfast CR up the ass. This is known as the anvil. Unit #2 is a unit that hits hard as fuck but dies to a soft breeze. Sword Masters are a popular choice for a hammer. Your opponent charges your Spearmen because it's the only viable target, and you hold knowing that your Sword Masters (who are conveniently placed on your flank) will have a flank charge next round. Magic is invested in keeping the Spearmen alive and steadfast while the Sword Masters charge their flank next turn. Heads start rolling, and combat heavily swings your way, winning you the day. Flanking is also quite simple: Place something that has good threat range on the far sides of your army and use them as CR generator. I normally like using Dragon Princes for this type of role. Put 5 of these guys down on a wide flank, and they can be used to reliably add CR to any combat mid-field. Flanking can also be used to bypass some of your opponents' attention to hit warmachines and other units chilling in their backfield. Lastly, flanking is also good for having additional CR in combat. An Eagle charging from the far flank gives you 2 CR for just having the balls to be there. It's pretty much free CR.
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