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=== Synergies === Just some overview on stuff that works well together. In the end you have to built your own lists and adapt them to the challenges ahead so knowing synergies is helpful. * '''The difficult Terrain Squad:''' Cavalry + White Lions + Shadow Warrior. Your cavalry units can take the banner of ellyrion making difficult terrain passable. Be aware of the 2-inch view restriction in forests though. White lions can also go at least through forest without movement penalty and your shadow warriors can also pass through difficult terrain and even use forests to get setup out of sight of the enemy. White lions and shadow warriors are not recommended units but if you anticipate a lot of woods you can think about the synergy. Otherwise just use the banner and support the surprise attack through the woods (don't forget the 2-inch visibility - don't lose 2 turns by being in the woods) with a flyer * '''Arrow Curse, Sign of Amul and Repeater Bolt Throwers:''' Marginalizing chance of failure is one of the best strategy to win. There are many ways too it and several reroll possibilities for strong shooting is very powerful. The Arrow cures means rerolls to hit, the Sign of Amul rerolls can be used for wounds or in case the Arrow Curse does not come through. If both hit then using regular bolts from your bolt thrower become much more feasible and will be devasting against armored targets and monsters. Watch your enemies cry over their generals on mounts and best units when 4 repeater bolt throwers focus on one target with rerolls. * '''Magic Battery with a twist:''' A common tactic for all magic offensive armies - focus your efforts on your lvl 4 mage and make him as reliable and strong as possible. Your other mages act more as batteries but HE need to be a bit more creative here. The HE do not have a reroll magic dice item which makes them more prone to miscasts so your priority is to have the staff of strength (ignore first miscast) and casting Sign of Amul for rerolls to avoid an unfortunate end of the magic phase (or for your archmage). You can give the magic banner to one of your units to get another W3 dice each magic phase and get the staff for the +1 to cast (both staffs are arcane items so can be combined). One of your Lvl1 or Lvl2 mages should also cast the Sign of Amul and use the ring of Corin to get the enemy to commit more dispel dice. Make sure with the wise title and silver staff that you get all the spells you need for two of your mages since the elves do not have an item to enable your LVL4 to cast a spell twice so important spells need to be on two of your mages or otherwise your enemy will easily defend against them for two turns with scrolls. * '''The flying Circus''' HE can for 520 field 4 flying nobles with 4+ save and greatweapons on giant eagles. In reality you probably want some magic items in there and maybe a mage in there is better but HE still can field a lot of flying heroes for a lot of strong striking where you need it. Add in another 2 great eagles and you will totally dominate movement with 6 flyers and enemy war machines will be gone by turn 3. To take on larger enemy units you will need support from regular troops or focus of several flyers at once but with 1400 points left at 2000 you should be able to field some blocks / cavalry. Biggest issue with this list (and why I have never even seen one) is the lack of models to portray heroes on great eagles. Lotr Great eagles might be a way out and the Griffon Lord from the 8th starter sits on such a small Griffon that I think its feasible to field it as a great eagle instead. Otherwise Wood Elf warhawks combined with High Elf mounted heroes can work. * '''No Fear''' Playing against the undead fear and auto-break are your biggest enemies. HE have a lot of options dealing with it though and interestingly your cavalry only army might perform worse than a more traditional infantry army. The Lion Banner and Banner of Balance are your first choices but also your Lord on a Griffon will not be affected and against undead you might even consider bringing Phoenix guards due to their fear immunity and lack of enemy shooting. Additionally the banner of arcane protection will be melting undead troops on contact. In general fighting undead negates the HE weakness against shooting (Yes Tomb Kings can somewhat shoot but str.3 hits and some overpriced catapults shouldnt worry you too much if you can block their magic) and make your movement strength shine even more. Bring dispel dices (annulian crystal!) and the aforementioned banners for your infantry and you will have a good fighting chance. If your cavalry army is fighting the undead try to get as many combined and side charges in as possible. {{Warhammer6th_Tactics_Races}} [[Category:Warhammer/Tactics]] [[Category:Warhammer/Tactics/6th Edition]]
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