Warhammer/Tactics/6th Edition/High Elves
Why play high elves?
Because you like elves and you like a challenge. High elven units in 6th edition have high stats in most categories but are very pricey and easy to kill. So you opponents will almost always outnumber you and you do not have dwarf-like heavy infantry who can easily soak up the damage. However, HE are still one of the most mobile armies in the game and boost an array of interesting units to chose from. ===
Army Special Rules
- Immune against panic when fighting Dark Elves: Keeps your units from flying in panic and given the high LD of your army it makes them really reliable against Dark Elves.
- Intrigue at the court: Your general gets (somewhat) randomly chosen. Not such a big issue as always stated due to high moral around the board and in smaller battles a good 50% chance at least that the right candidate is chosen but still a very fluffy rule but with only drawbacks
Units Analysis
Named Characters
Lords & Heroes
- Prince: The embodiment of the whole issue with the army. Pricey, easy to kill (for a general) but still somewhat deadly when he gets the change to shine. His LD10 is not that important due to the court intrigues not guaranteeing him to the be general so you have to think twice if you actually bring one. If you do so there are several good options and one bad one. Never bring him (or any general other than dwarfs for that matter) on foot. He is an interesting choice on a steed with a 2+ safe and two handed weapon but if you want to go big get him a griffon, a golden shield or armor of protection and a great weapon. Alternatively the quick gold blade (+3 A) to make him a light infantry killer or the bow of the seafarer to get a flying spear thrower that hits on 2+ most of the time - truly nasty. A dragon is o f course the most powerful option but usually not worth sinking in even 120points more.
- Archmage: For most lists around 2000 points probably the better choice, the archmage packs a serious magic punch for 255 points (lv4) which is pricey but certainly better than the alternative of 260 points for 2 lvl 2 mages. White magic is not half bad but most of the time you will want to bring lore of the heavens for rerolls and some truly powerful indirect damage spells. both his mounts are great. Lots of good gear to kit him out, just make sure you have a high chance to get the spells you want and some additional dice or bound spells to get at least one spell each round through.
- Noble: Nobles are a crucial addition to your army. Since most of your units lack the killing power of their own, your nobles will have to do some of the heavy lifting. Greatweapons or at least a lance when mounted are crucial here for additional strength 6 attacks for your units. Best used on a steed supporting your cavalry but it might also pay of to have one on a great eagle for easy flanking or war machine hunting.
- Mages: pricey and on their own will not win a match for you. I recommend bringing one with scrolls or just go with an archmage and never look back. If you want to try magic spam then bring two and an archmage or otherwise you might not have the dice or spells to dominate. Lore of heavens is great as always but white magic or fire magic might also be viable. Depending on the lore get a steed or hide one in a forest out of sight or least preferred option an infantry block but usually you will not have a spare unit for protection.