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Made in ca
Frenzied Berserker Terminator





Canada

High Elves

10 Lothern Seaguard
Full Command
Shields
Total 150

10 Swordmasters
Full Command
Total 160

5 Reavers
Harbinger
Bows
Total 105

5 Shadow Warriors
Shadow Warrior
Total 80

*1 Mage
Level 2
Total 120

Repeater Bolt Thrower 70


11 Phoenix Guard
Musician
Standard Bearer
Banner of Swiftness
Total 200

*2 Noble A
Armour of Fortune
Great weapon
Luckstone
Total 114

Grand Total 999/1000

Unit Allotment
Lords and Heroes allowance 249/250
Core requirement 249/250
Special allowance 499/500
Rare allowance 249/250



Options. These may be used in place of the appropriately marked units. See bottom for details.

*1 Noble A
Ogre Blade
Dragon Armour
Total 120

*1 Noble B ( same as *2 Noble C )
Add Luckstone
Total 120

*2 Noble B
Ogre Blade
Heavy Armour
Total 114

*2 Noble C
Elf Steedasaurus
Lance
Heavy Armour
Enchanted Shield
Sword of Might
Total 115

*2 Noble D
Battle Standard Bearer
Banner of Eternal Flame
Dragon Armour
Total 115

*1&2 Noble
Griffon
Enchanted Shield
Lance
Lion Cloak
Total 235

*1&2 Archmage A
Level 4
Channeling Staff
Total 235

*1&2 Archmage B
Cloak of Beards
Talisman 6+
Khaines Ring
Total 235


*3 Noble
BsB
Heavy Armour
Total 99

*3 Noble A ( same as *2 Noble C )
Add Talisman 6+
Add Potion of Foolhardy
Total 135


Note that the 1 point difference in the optional *2 entries do not impact Unit Allotment negatively, and bring the grand total to 1000 points. All optional replacements maintain Unit Allotment at both 999 and 1000 points.



How the options list works.

When selecting an army you may choose to replace the Mage and Noble with options from each of the lists accordingly. Note that if the BsB is used the Mage must become the General. However this can be avoided at the cost of giving up the Mage for an appropriate Noble option. Alternatively one may swap both the Mage and Noble for any one option marked *1&2. As a further alternative option *3 is presented, wherein a much cheaper BsB can be used in conjunction with a more powerful general.


Tactics.

If a Magic user is taken he will always join the Swordmasters. The Noble or BsB will always join the Phoenix Guard, unless he is mounted. The Infantry will deploy in a bowed line with the Sea Guard in the middle. The Bolt Thrower, Shadow Warriors and Reavers will act symbiotically, the artillery can go on either flank, supported by either unit depending on the situation. The other unit will guard the opposite flank. The whole army should move forward to engage the enemy with a devastating charge. The Phoenix Guard can be the anvil, engaging sooner thanks to their banner, tying up a unit while the Swordmasters move around the far flank. The Sea Guard can act as a secondary anvil too, allowing the Phoenix Guard to flank, but ideally what will happen is this. The line advances, the Phoenix Guard engage, the Swordmasters flank and the Sea Guard prevent the enemy flanking. This will hopefully give the Swordmasters and their magic user time to buff up their ward saves and get off a few spells and the Sea Guard should be able to fire a few arrows and take a charge. Hopefully some Reavers and Shadow Warriors will remain to add support. This is where holding the Reavers back to protect the Bolt Thrower may pay off as they have the mobility to reach the front lines, whereas the Warriors are dependant on good ambush placement.

Advanced Tactics, using alternative generals. Note that all basic tactics still apply except where noted.

Griffon Rider. In this set up the General either hangs back and waits to flank as the infantry proceeds or he charges headlong into the weakest point in the enemy lines alongside the Reavers and Phoenix Guard. In either case care must be taken to not lose the Griffon before it can contribute.

Mounted Nobles. The mounted Nobles can join the Reavers or not. If he does, use the Reavers as a flanking force. If not then hide him behind the infantry, making full use of his leadership and when the moment is right swing behind the enemy.

The Archmages. These guys bring the pain via High Magic, again joining the Swordmasters to give them the all important ward save. This is probably the only General option that allows the army to fight defensively, all other tactics are purely offensive. Simply hang back and pepper the enemy with missiles and magic, then launch a counter attack when the time is right. In this scenario the Bolt Thrower does not need protecting as the infantry is much closer, the Reavers and Warriors may now act as flankers, getting behind the enemy, charging flanks and cutting down fleeing units.


There we go! That is my 1000 point High Elves list. Let me know what you think. I hope the options don't confuse you, but that's just how I write lists.

Any comments or criticism is welcome. Keep in mind though I'm not able to swap any units for different ones, this is pretty much all my models, but any tips for gear or tactics is greatly appreciated!

Thanks for lookin!





Automatically Appended Next Post:
Oh by the way an Elf Steedasaurus is what I'm calling my hijacked Cold One Knight. In case anyone was wondering...

This message was edited 1 time. Last update was at 2015/02/11 03:39:26


 
   
Made in au
Stubborn White Lion





I'm only looking at this in passing, so I'm still thoroughly confused as to how you have formatted the list...

However, some thoughts;
- The 10 Sea Guard might as well just be 14 archers with a musician. Sea Guard are a sub-par unit as it is, least of all when they are in so few numbers so they don't make use of their spears or extra bow shots.
- 5 Shadow Warriors. These guys aren't going to accomplish anything of note. They are basically just an extremely costly five S3 shots/attacks at this stage.
- The Reavers. Great unit. But the Harbinger should be a musician instead.

Warhammer is the right of all sentient nerds!
 
   
Made in gb
Water-Caste Negotiator





Celestial Realm

Hmmm, looking good, but it may be worth giving the Mage some protection as at the minute he's easy kill. I agree with putting the Mage in the Swordmasters, though, as (if you take High Magic) he can give them a ward save each magic phase. For taking out big units easily, I would charge them with the Phoenix Guard before flanking them with the Swordmasters, this should be good for taking them out, but then, obviously, you have just tied up your stronger units, so only do this if you think you have a chance of winning before either of those units get flanked or attacked on the rear. If you decide to make the Swordmasters attack the far flank of a unit, true you get +2 Combat Resolution, but it might take them a long time to get there and the Phoenix Guard may be wiped out by then. Anyway the rest should be fine and I hope this helps

"Good men mean well, we just don’t always end up doing well." 
   
Made in ca
Frenzied Berserker Terminator





Canada

alex87 wrote:
I'm only looking at this in passing, so I'm still thoroughly confused as to how you have formatted the list...

However, some thoughts;
- The 10 Sea Guard might as well just be 14 archers with a musician. Sea Guard are a sub-par unit as it is, least of all when they are in so few numbers so they don't make use of their spears or extra bow shots.
- 5 Shadow Warriors. These guys aren't going to accomplish anything of note. They are basically just an extremely costly five S3 shots/attacks at this stage.
- The Reavers. Great unit. But the Harbinger should be a musician instead.


Can't swap sea guard. Besides, archers look like Polly Pocket meets Terry Pratchett.

Shadow Warriors weigh in at 80 points, that's pretty cheap to my mind. In all the games I've played they perform their intended function perfectly. I can't agree with your assessment of them.

Reavers. Why bother with the Musician? Horses have the mobility, why should I need to swift reform? If I'm reforming my Reavers it's because I made a mistake and let you get somewhere I don't want you. Not to mention the fact that if you're behind those Reavers then you're about right in range to get stomped on by PG. I went with the Harbinger because I find that in WFB, you miss a lot. So anything to boost my chances of shooting well are going to take precedent.



Gets along better with animals... Go figure. 
   
Made in au
Stubborn White Lion





darkcloak wrote:
Can't swap sea guard. Besides, archers look like Polly Pocket meets Terry Pratchett.

I guess if these are the only models you have then guess you just gotta work with them then...

Shadow Warriors weigh in at 80 points, that's pretty cheap to my mind. In all the games I've played they perform their intended function perfectly. I can't agree with your assessment of them.

It wasn't so much an assessment or my opinion, it's just a fact. 80 points isn't cheap when all they are contributing is 5 S3 longbow shots. They don't have the manoeuvrability of Reavers or an eagle either.

Reavers. Why bother with the Musician? Horses have the mobility, why should I need to swift reform? If I'm reforming my Reavers it's because I made a mistake and let you get somewhere I don't want you. Not to mention the fact that if you're behind those Reavers then you're about right in range to get stomped on by PG. I went with the Harbinger because I find that in WFB, you miss a lot. So anything to boost my chances of shooting well are going to take precedent.

You want a musician for bonuses to rallying. I would assume you are going to use these guys as redirectors to help set up favourable charges for your Swordmasters or PG. Having +1 to hit on one S3 bow is completely insignificant. Being able to flee a charge to pull an enemy unit out of position or expose a flank and then being able to rally reliably and then move and/or shoot in your next movement phase is not insignificant.

Warhammer is the right of all sentient nerds!
 
   
 
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