Grimdark Future/Tactics/High Elf Fleets
Why play High Elf Fleets?
The elves are a very flighty and very elite force. All of your troops are quite specialized in their roles, meaning they can serve quite well in their intended role, but will suffer when pushed out of it.
Pros
- Almost your entire army is some shade of Fast
- Great tanks
- Plentiful Rending on the guns
Cons
- Your army is costly as hell
- Troops aren't as tanky as your tanks
Special Rules
- Very Fast: Fast+1. Some of your models can move 12" and dash/charge 24". Your entire army can cover obscene distances without even blinking. You absolutely will be needing it considering your army's pretty lightweight.
- Teleport: When activated, this unit can teleport 6" without sacrificing movement and ignoring any terrain.
Psychic Spells
- Hide (4+): Enemy unit within 12" takes -1 to hit with shooting. Again, this is critical for protecting your troops.
- Soul Seeker (4+): One enemy model within 12" takes an AP 2 hit. Absolutely welcome to have such a cheap sniping spell.
- Creator (5+): Friendly unit within 12" gains +1 to defense when they next get hit. Absolutely worth comboing with Hide.
- Destroyer (5+): Enemy unit within 12" takes 6 hits. Not much, but it can handle mobs.
- Blessing (6+): One friendly unit within 12" can immediately charge 6" and gets to add +1 to hit in melee. You're only going to use this for the dedicated melee units.
- Curse (6+): Two enemy units within 6" take a 4 AP 2 hits each. Evil.
Unit Analysis
Heroes
- Elven King: The king's actually quite well-rounded as a leader. While your lone melee weapons are either the stock CCW or the energy sword, you can spend 20 points for Regeneration without losing the option for a gun - of which you can grab a pretty decent variety. The king also has quite a few options for mobility between Teleport, hawk wings (for Ambush and Flying), Fear or a jetbike (Impact 1, Strider, Very Fast and a twin shardgun). The last and most costly option is the Ancient Commander, giving your shooters some mobility, as you let the king and his unit the ability to move 3" before or after their movement.
- High Seer: Your most elite psychic has 3+ quality, giving a good lot of power. Besides the shard pistol, you have a choice between the energy sword or an energy spear reliable AP 2 without spending anything. Alongside boosting their psychic level to 2, you can buy a jetbike for the seer as well, giving you a super-mobile means to cast and block as you see fit.
- Seer Council: Slightly worse shots than the high seer, but you have three models giving you a psychic level equal to the number of models present, though only one chance to block spells. They are otherwise identical to the high seer, including the ability to buy jetbikes. Good for accompanying the high seer.
- Avatar of Flames: Obscenely costly, but very powerful with a 2+ to quality and defense. It comes with what's effectively a fusion rifle for shooting and 6 AP 2 sword swings, making it frightening to face. On top of that, it remains Fast while also having Regeneration and Tough 12, guaranteeing that the enemy's gonna need to load up the heavy guns to take the avatar down.
Infantry
- Storm Squad: Your force is pretty light, though 4+ quality makes them better than most hordes. Issue is that your armaments are pretty meager with only a shard pistol and CCW, relying on Fast to get stuck in. You can buy two energy swords for some rending and AP, while two of the guns can be either flamethrowers or fusion rifles.
- Guardian Squad: The shooty version of the Storm Squad. Each of them carries a shardgun, which are shard pistols with another attack. Their guns pretty much are their life, though you can grab a weapons platform for a longer-range heavy weapon. If you're not patient with managing reapers, then you're well-served by this.
- Ranger Squad: For only 5 points higher than the guardians, you can get rangers with sniper rifles, Scout and Stealth. While you're not utterly helpless like most dedicated sniper units, you're not in a good spot if you're in danger regardless.
- Avengers Squad: By default, the avengers are slightly better than guardians, with slightly better range on their shard carbines and 4+ defense. And they do so at a cheaper price than the guardians. Like the guardians, you will need to learn to love these things if you want to get far, and you can give one unit two of them for fun. If you want something more suited to melee, you can instead swap the carbine for a shard pistol and either an energy sword or a dire sword (AP 3) for free. However, if you value the lives of these troops, you can go down to a pistol+CCW to give the squad Regeneration.
- Banshee Squad:
- Reaper Squad:
- Dragon Squad:
- Scorpion Squad:
- Spider Squad:
- Hawk Squad:
- Wraith Suit Squad:
- Jetbike Squad:
- Jetspear Squad:
Vehicles
- Anti-Gravity APC:
- Anit-Gravity Tank:
- Heavy Jetbike:
- Combat Walker:
- Wraith Walker:
- Support Artillery:
- Wraith Plane:
- Hunter Plane:
- Wraith Titan:
Army Building
Starter Armies
General Advice
Tactics
Grimdark Future Tactics Articles | |
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General: | General Tactics |
Alien Hives: | Alien Hives - Soul-Snatcher Cults |
Aliens: | Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders Robot Legions - Saurian Starhost - TAO Coalition |
Battle Brothers: | Battle Brothers - Custodian Brothers - Prime Brothers |
Elves: | Dark Elf Raiders - Elven Jesters - High Elf Fleets |
Havoc: | Havoc Brothers - Machine Cult Defilers - Wormhole Daemons |
Humans: | Battle Sisters - Feudal Guard - Gangs of Hive City Human Defense Force - Human Inquisition - Infected Colonies Machine Cult - Titan Lords - Rebel Guerillas |
Ratmen: | Ratmen Clans - Vile Rattus Cult |