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(The following is from the Tactica Longsword which is Copyright Tuomas Pirinan. Its use here constitutes no challenge, legal or otherwise, to that status)

High Elf Tactics

Table of Contents

1 Elves in General
2 Characters
2.1 General, Hero, Champion, and Lord
2.2 Battle Standard Bearer
2.3 Wizards
3 Units
3.1 Silver Helms
3.2 Dragon Princes of Caledor
3.3 Reaver Knights
3.4 Lothern Sea Guard
3.5 Elf Warriors
3.6 Shadow Warriors
3.7 White Lions of Chrace
3.8 Sword Masters of Hoeth
3.9 Phoenix Guard
3.10 High Elf Spearmen
3.11 High Elf Archers
3.12 Tiranoc Charioteers
4 War Machine
4.1 Repeater Bolt Thrower
5 Special Characters
5.1 Tyrion
5.2 Teclis
5.3 Eltharion
5.4 Imrik the Lord of Dragons
6 Monsters
7 Allies

1 Elves in General

The Elves have several weak and strong points. They have high weapon skill, ballistic skill, and a monstrous initiative 6. They have a good move of 5 and this can be further improved with Elven Steeds, which are a real steal at 3 points. They have a good leadership of 8 and they cause fear on Goblins that don't outnumber them 2:1. But all this is balanced with mediocre strength of 3, toughness of 3 and a very high point cost of 8. This really starts to tell against opponents like Skaven and Greenskins, who field huge regiment after huge regiment to your dismay. They have no special rules, and Dark Elves hate them.

2 Characters

Well, Skaven get plaque priests and Vermin Lords, Dwarfs get Slayer Champions and Runesmiths, and the High Elves get Errmmmm, Hmmmmm.

2.1 General, Hero, Champion, and Lord

These are your standard characters. You know what they are and what to do with them. High Elf General has a pretty decent line of statistics if you boost his weak points with, say Deathsword and the Armor of Protection.

2.2 Battle Standard Bearer

Toughness of 3 and 1 wound means that your battle standard will die if the enemy just glances evilly at his general direction. Be very careful with this costly character. I suggest that you hide him inside a unit so his (compulsory) magical standard helps the warriors and he stays alive long enough to be useful with the break tests.

2.3 Wizards

Well, here lies much of the power of the Elves. With high magic, War Crown of Saphery, and broad choice of Color spells, these guys are your best bet against enemy wizardy. Learn the High Magic by heart. Coruscation of Finreir gives your Wizard an immunity from attacks made by ground troops. This is very effective against Dwarfs who you can chop at freely, especially if mounted on a Manticore.

Remember that the Fiery Convocation causes fire damage.

Most dispel items won't work against the Assault of Stone, which affects the hill, not the opponent's unit. If you do not want to use any magic at all, go for the Drain Magic. Very frustrating for undead generals. Never take your wizards into a hand to hand combat unless you are 100% sure you can win. Best place for them is inside a unit, for most High Magic spells do not require line of sight.

3 Units

3.1 Silver Helms

GENERAL NOTES:
Like all Elven knights, the Silver helms suffer from a lousy strength score of 3. Though expensive and weak, they have couple of strong points. First of all, flexibility. They can be made light cavalry if you don't give them any more armor, thus getting unlimited number of turns and changes of ranks free. Also, Silver Helms are very fast, and you can field an unlimited number of regiments. They can carry a magic standard, thus increasing their flexibility even more.
WEAKNESSES:
Strength of 3 and toughness 3 don't give much protection against spells, especially if those that allows no save. The Banner of Wrath is a particularly effective in destroying your 41 point per model cavalry unit in an instant. If a protracted fight ensues, (like when you charge a unit with Crown of Command and thus can't break them) Silver helms will probably lose because of their low strength and lack of ranks.
USES:
Against Skaven, Humans and everybody else with toughness of 3, Silver helms truly excel. Steer clear from units that do not break when you charge them. Without their lance strength bonus, the Silver Helms are in trouble. Note also that you can make Silver Helms a fast cavalry unit by keeping their armor save 5+ This gives you unlimited number of turns and one re-form per movement phase. This makes Silver Helms an excellent "reserve unit". Since they are very fast (Movement 9/18) hit reasonably hard with lances and can change their formation while moving, they can easily sift the pressure from one part of the battlefield to another.

3.2 Dragon Princes of Caledor

GENERAL NOTES:
Dragon Princes are heartbreakingly beautiful models, but not very powerful in combat. It would have been nice to have at least one unit with strength of 4 and Lances.
WEAKNESSES:
Toughness of 3 and strength of 3. Move of "only" 7. The Banner of Wrath is the nightmare of every Dragon Prince.
USES:
If you want a unit with 1+ save (using standard of shielding, then go ahead. Otherwise, I prefer Silver Helms. Against Skaven Jezzails, and anybody with low strength (Are there those nowadays, except the High Elves?) They will do fine because of the good armor save value.

3.3 Reaver Knights

GENERAL NOTES:
Very light cavalry. Elven steeds and spears do quite a lot to boost their hand to hand potential, however. Their speed is a great asset.
WEAKNESSES:
If you compare their point cost value to their armor save, you'll probably pale. Good hand to hand troops will chop the knights into a mincemeat. Don't try it at home, believe my words.
USES:
Either with spears and shields to charge and break Skavenslaves, peasants, and giant rats, or leave out the shields and buy bows. This way, you get fast cavalry with bows. Gallop towards enemy, and shoot until he gets too close. Then turn around, move 9" away, turn around and shoot again! This really wears most enemies down, since, like all Elves, Reaver Knights are good shots. You need quite a lot of Reavers for this, though.

3.4 Lothern Sea Guard

GENERAL NOTES:
The nice thing about the Lothern Sea Guard is that they can be equipped with many different ways.
WEAKNESSES:
High cost is the only thing that worries me about the Sea Guard, plus that they can not have a magical standard. (Common, even Goblins get that!) Also, fielding them asks a quite lot of strategy.
USES:
There is plenty of choice: They can be archers, a substitute for Phoenix Guard because of their lower point cost value and the option of taking halberds, or a combination of these two. You can also field them as archer-spearmen if you really have to, but I don't recommend it. Against Orcs and others with toughness of 4, strength 4 is the lowest value you can field and expect to do any good. I usually take them with bows and halberds, give them a musician, and deploy them in thin lines like other archers. When the enemy gets close enough, I perform the reform manoeuvre and get ready for opponent's charge by increasing the number of my ranks to maximum.

3.5 Elf Warriors

GENERAL NOTES:
Again, one of the more flexible Elven units. They have regular elven statistics, but at least you don't have to pay for that useless light armor.
WEAKNESSES:
The usual elven weaknesses prevail.
USES:
My usage of Elven warriors is quite straightforward. Give them spears and additional hand weapons, and fight it out with low toughness, low save unit. With weapon skill of 4 and 2 attacks when charging and 3 otherwise, they usually can hold their own against the likes of Skaven, Goblins and Humans. They are relatively cheap, so you can field quite a lot of them.

3.6 Shadow Warriors

GENERAL NOTES:
The scouts and skirmishers of the High Elves. They can be made decent fighters and equal to best High Elf archers.
WEAKNESSES:
Shadow warriors cost quite a bit, though this is usually points well spent. They are not at their best against armies that do not employ Dark Elves, but all your evil opponents are very likely to do just that, so be on guard.
USES:
They are simply a must against Dark Elves so you can at least fight in equal terms. With long bows and skirmishing formation they can all draw a bead to their foe, even without the deployment in a hill. Of course you can use them as missile screen or as a flanking unit to protect your main units from charges. They are a bit expensive for these sacrificial roles, though.

3.7 White Lions of Chrace

GENERAL NOTES:
Strong as a hell and skilled beyond the dreams of most opponent's worst nightmares. This magnificent unit suffers from their double handed weapons very badly. Because they always strike last, they have to be used carefully. Other units with double handed weapons are their speciality because of the high initiative.
WEAKNESSES:
Two handed weapons that cause them to strike last. Toughness of 3. No armor to speak about. Quite expensive.
USES:
Hate to say this, but with toughness of 3, armor save of 6+, and two handed weapons, these superb warriors are very specialized. Use them against goblins, skeletons, Skavenslaves and especially the Chaos Dwarf Axemen. Goblins and such have so low weapon skill that they will hit only with 5+, thus giving you a chance to fight back. They are a must against Chaos Dwarfs who have to field a unit of their axemen. Giving that you got higher weapon skill, higher initiative, and higher strength, you will chop them to pieces every time. If the Chaos Dwarfs fall back to Their hand weapons to strike before you, so what? They still hit you only with 4+ and wound you on 4+. You, on the other hand hit them with 3+ and wound them with 2+, and still they get no save! Also against the Chaos Dwarfs, you can use them to attack the Bull Centaurs, but you will probably lose because of their multiple attacks, high strength and 2 wounds. If you field them as a gamble make tracks towards nearest unit with double handed weapons, like greatswords. If you know that your game table will have lots of defensive obstacles, then race to take shelter behind them. Your opponent will hit you only with natural 6's and thus you can strike back, lethally.

3.8 Sword Masters of Hoeth

GENERAL NOTES:
This unit is the cream of the elven elites, and a one ray of light in otherwise very depressing list of regiments. Effective strength 5, weapon skill 5 and initiative 7 are something to stir the heart of any true High Elf general. Equipped with the right magic standard like the battle banner, joined by a hero with Crown of Command and Sword of Fortitude who fights from the second rank with a spear, and perhaps supported with the Battle Standard Bearer (with Banner of Might) plus a mage (to give the unit a chance for rebounds and destroy spell).
WEAKNESSES:
Toughness of 3, strength of 3 and armor save of 6+ means that missile fire, spells, and mounted shock troops will kill Sword Masters in droves. They cost an arm and leg in points, so you can't field a 100 strong regiment. You need one, though.
USES:
I usually compose the backbone of my army from the Sword Masters. They fight like blazes, can be supported by other troops very effectively, and have all the usual advantages of the Elves. Use them a lot. Protect them from magic as well as you can. Elven cavalry is nice, but to have enough numbers and ranks is to win battles. Their strength 5 is enough to bother even a fully armored knights.

3.9 Phoenix Guard

GENERAL NOTES:
The SuperHalberdiers (TM). With weapon skill of 5 and initiative of whopping 7, they also have an option to carry magic standard or don heavy armor. Halberds give a nice strength bonus.
WEAKNESSES:
Very high point cost (I don't want that extra point of initiative! Give me my points back or increase the strength!) And low toughness plus average strength.
USES:
When facing opponents with weapon skill of 4 or lower, and not that many troops, they are very solid infantry, especially with heavy armor and Standard of Shielding. Personally I prefer Sea Guard.

3.10 High Elf Spearmen

GENERAL NOTES:
Every Elf general owns lot of them and barely ever uses them. They chop up human and goblin light infantry, but the days of really tough guys are here, so you rarely have any use for them.
WEAKNESSES:
Horribly high point cost value and low strength.
USES:
This one is tricky. If your opponent likes to field many numerous but relatively weak regiments, you can fight back with spearmen because their weapon skill 4 and two attacking ranks. Expensive as they are, they are still cheaper than most of the elven troops. I personally prefer the Elf Warriors, though.

3.11 High Elf Archers

GENERAL NOTES:
They are just what it reads. They are just about worth their points if you don't give them light armor. Long bows are essential, as you might imagine.
WEAKNESSES:
Too few ranks to give any hand to hand ability at all. Bows have strength of only 3, so anything with toughness of 7 or more (like manticore) is totally immune to their fire and can charge them without any worries. Opponents with high armor save value are also quite immune to their arrows.
USES:
I usually field either couple of small units, so I don't have to care if I lose one. My firepower stays high, and a small units don't spread the panic. If I face opponents with relatively few high toughness opponents, I wield a quite large unit of them. This discourages charging them, as their "stand and shoot" response can be deadly. You need about 30 of them at least to make this effective, though.

3.12 Tiranoc Charioteers

GENERAL NOTES:
I have put this last because it is essentially a War Machine rather than a regiment. These things sum up the Elven strategy. Weaken your opponent and then crush him with your troops. It is the latter part where the Charioteers enter the picture. With charge range of 18", and ability to cause D6+2 strength 7 hits plus the attacks of the crew and the steeds, this little thing is what you really need to boost up your combat resolution.

Many people dismiss them as useless and I heartily disagree. True, if they are hit by determined archers or powerful spells, they will be wiped out every time. The trick is to hide them behind hills and buildings, and bring them forth when the time is right and your enemy is upon you. Most players sent them forth in the beginning of the game in a glorious charge, and get shot up. Conserve them, bid your time, and when the true melee begins, charge with them to swing the balance in your favor. Relatively low point cost enable you to field quite a lot of them.

WEAKNESSES:
Very vulnerable to missile fire, have only 1 crew and two steeds.
USES:
These thing can break even the hardiest of regiments with ease. Even if your opponents consist of unbreakable troops, a charge of 3+ chariots causes immensive damage. I usually field 4-5 of them, and I think I will get even more of them. Deploy them very carefully. If the crewman is killed, the chariot may cause immense havoc in your own units. It is also a good idea to cover chariots with each other. E.G. when your chariot is charged by a hero on flying monster, your other chariots are able to charge him in the following movement phase.

4 War Machine

4.1 Repeater Bolt Thrower

Countless words have been written about repeater bolt throwers, and most of it is true. This little device is the bane of the Skaven, Goblin, Dark Elf and Human regiments. Against knights it is particular effective, since it allows no save, ignoring even the thickest plate. It can potentially slay 16 models in a one shot! (My own record is 12) But alas, it can be easily countered. Ruby Chalice, Harpies, and terror causing creatures usually ruin your carefully laid calculations for their effectiveness. Still, they cost only 50 points, so I always field at least 8 of them. Do likewise. One of my most successful armies had 15 Repeater Bolt Throwers in a one continual line, and the rest of my army was massed behind them, ready to charge anybody foolish enough to harass my Bolt Throwers. The damage they caused was so immense that only one unit ever made it to my deployment zone.

5 Special Characters

5.1 Tyrion

GENERAL NOTES:
weapon skill of 8, initiative of 10 and couple of nice items (and a beautiful model) makes Tyrion stand out form the crowd of High Elf lords.
WEAKNESSES:
Tough opponents with the sword of destruction.
USES:
A very good general, unless you want to have a elf lord riding a huge monster. Remember Malhandir's attacks, strength 4,weapon skill 4 2 attacks is not bad. Tyrion is about the best choice for Apotheosis spell. Remember that Tyrion's sword is a flaming weapon (mummy killer!), and that his amulet allows him to try and avoid any spell except those cast with the Total Power.

5.2 Teclis

GENERAL NOTES:
The greatest mage in the world, Hmmm. Leadership is 10, but otherwise he is equal to any high elf wizard lord in statistics. Comes equipped with three items so you can choose only one freely.
WEAKNESSES:
Why Teclis has to carry his sword every battle is quite beyond me. This boosts his point value by 100 points and since he is not liable to see much hand to hand anyway, it is a complete waste. Even worse it gulps up one out of his magic item total. Cannot ride anything. (Except on the picture in the cover!) If your opponent has the Ring of Corin, he will probably try to destroy the Moon Staff of Lileath. This will spell doom to Teclis.
USES:
In a conventional game where you calculate point cost total at the end of the battle, he can unleash the power of his staff in the very last magic phase, and blast away with increased power. If you need a mage with leadership of 10, or want him to lead an infantry unit, he is naturally the best choice. Otherwise, take a normal mage lord.

5.3 Eltharion

GENERAL NOTES:
Yet another Elven Lord. Has pretty useless items, but luckily these can be changed. Hates Goblins. A good sidekick for your general.
WEAKNESSES:
Usual elven soft spots. Easily countered.
USES:
War Machine eater, combat resolution booster, Goblin slayer. He is essential against Goblins, and especially if your opponent is going to field Grom.

5.4 Imrik the Lord of Dragons

GENERAL NOTES:
Stunningly beautiful model and an Elf Lord with weapon skill 8 and initiative 10. Where did I see this before? An extra point of strength would have been nice. Equipped with the Star Lance. Good for a charge, but after that the lance is a waste.
WEAKNESSES:
Cannot ride anything else but a Dragon. (Well, good gaming groups can bang up house rules.) If he rides a dragon, he has to take Star Lance. GRRRRR! Otherwise. A good and a reasonably cheap (points wise) character.
USES:
With dragon and suitably powerful magic items, Imrik is a good hand to hand fighter. My main trick, however, is to place him amongst infantry and equip him with nice magical things. Also, when not mounted on dragon, he does not have to take the Starblade Lance.

6 Monsters

It seems that the High Elf Mages have destroyed every single swarm in Ulthuan, which is a real pity, since these critters could hold the enemy up for a round or two while you shoot at your foes. On the other hand, you get the excellent unicorns so you do not need Amulets of Fire and such to gulp up your magic item total, and still you get 4+ dispel. Unicorn is also a powerful and enduring fighter, and 90 points is not unreasonable. Great Eagle is also nice, for it is cheap and with weapon skill 7 and strength 5 it can fight pretty well. Manticores are always commendable, as are the dragons. The Dragonrage special rule has won me a battle now and then. Dragons are very expensive.

7 Allies

I feel very sorry, but 25% is the only way to go. Take Empire knights instead of the Dragon Princes, and Dwarfs to field endurable infantry. Empire and Dwarf War Machines are some things you'll need, and a Runesmith with 3 Runes of Spellbreaking is an absolute must, so you can field much nicer magic items with your wizard. If you want to fight it out in hand to hand, you need flagellants, troll slayers, beast masters and such.

Please take note that our gaming group allows only a single war machine and one character per rank and file unit when choosing allies. This was suggested in WD#147, and we have found it an excellent rule. Who wants to fight with or against 75% character/50% War Machines army?

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