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- 9.1 Elves in General 90
- 9.2 Characters 90
- 9.2.1 General, Hero,
Champion, and Lord 91
- 9.2.2 Battle Standard
Bearer 91
- 9.2.3 Wizards 91
- 9.3 Units 91
- 9.3.1 Silver Helms 91
- 9.3.2 Dragon Princes of
Caledor 92
- 9.3.3 Reaver Knights 92
- 9.3.4 Lothern Sea Guard 93
- 9.3.5 Elf Warriors 93
- 9.3.6 Shadow Warriors 94
- 9.3.7 White Lions of Chrace
94
- 9.3.8 Sword Masters of
Hoeth 95
- 9.3.9 Phoenix Guard 95
- 9.3.10 High Elf Spearmen
96
- 9.3.11 High Elf Archers 96
- 9.3.12 Tiranoc Charioteers
97
- 9.4 War Machine 97
- 9.4.1 Repeater Bolt Thrower
97
- 9.5 Special Characters 98
- 9.6 Monsters 99
- 9.7 Allies 100
- 9.8 Magic Items 100
- 9.9 Tactics 100
- 9.9.1 The Arch of the
Heavens 101
- 9.9.2 The Starblade Ram 101
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.
Well, Skaven get plaque priests and Vermin Lords, Dwarfs get
Slayer Champions and Runesmiths, and the High Elves get Errmmmm,
Hmmmmm.
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.
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.
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
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.
- 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.
- 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.
- 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.
- 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.
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.
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?
If your gaming group has decided that the shadow armor affects
the chariots, this gives you a character mounted on chariot with
ability to move through woods, over hills and so on. Highly
recommendable. War Crown of Saphery is almost essential.
Dragonblade Lance is one of most point cost effective magic items
around. I usually give it to a mounted hero and equip him with
strength potion in addition to the lance. Then I go looking for
enemy Battle Standard Bearer who usually hides in the back ranks
of a unit, gulp down the Strength potion and use my lance as a
Bolt Thrower. With descending strength of 9, I usually can kill
the 1 wound Battle Standard Bearer. Dwarf Generals fall to pieces
when they lose the Master Rune of Valaya!
More than any other general, a Commander of the Glorious Host
of Ulthuan has to rely on his tactical cunning and a careful
deployment. My own firm favorite is the Defensive Arch. Let me
explain this strategy.
I deploy my toughest and largest infantry units in the middle
of the field, supported by fast and hard hitting things like
chariots and allied treemen on their left and right. My war
machines and archers are on the hills, towers, and deployed
between the units. My supporting cavalry and lighter infantry
units are deployed in the extreme flanks. When the game starts, I
use every possible trick to slow my opponents down. Wardancers, a
horn with Master Rune of Dismay, wind blast spell, anything that
will do.
I usually have couple of invisible organ guns waiting if a
Vampire Lord, Chaos General or a dragon flies to attack my ranks
in hopes of snatching an easy victory. Barrels 1-5 ready! Target:
Arkhan the Black! Commence Fire!
My bolt throwers, war machines, archers and mages keep a
relentless screen of missiles going, causing as much havoc as
possible. My mage is usually safely hidden in unit, so flying
things can't eat him up. There is, of course, a possibility to
negate magic totally with Drain Magic and appropriate items,
namely Wand of Jet, Chalice of Sorcery, power scrolls, and so on.
These things enable you to have enough power to cast Drain Magic.
When the enemy realizes that he has to charge those main
infantry blocks, he will throw everything against them. This
could be fatal as the bad guys have such high close combat troops
nowadays, but my units are protected against break tests with
runes of courage, crown of command and so on. When they refuse to
break both my flanks start to bend inwards, engulfing the enemy.
Cavalry charges, monsters, chariots and cannon fire are all
concentrated against the cream of enemy forces. Hopefully the
enemy regiments have been weakened enough so it is possible to
break them, or if they are, say Slaaneshi Knights, to simply cut
them down.
This tactic is for those hot blooded young Elf Generals who
prefer aggressive approach.
The trouble with the offensive High Elf Army is that the Elves
are not really suited for offensive warfare. If, however, you
wish to field all those magnificent Elf cavalry units, this is
what I suggest you should do.
First of all, you must choose who you fight. If Elves ever
wish to win a melee combat, you'll need overwhelming advantage. I
compose my offensive armies from the fastest moving and hardest
hitting units I can, put them all in one flank, and go looking
for suitable targets. I always give Ring of Corin to one of the
characters, so if I charge a unit with the Crown of Command, I'll
have a chance to destroy it and get along with the battle.
The units I use are usually one regiment of eight to twelve
Dragon Princes. They usually get the lion's share of missile fire
and spells, so I rarely put too many points in them. My real
hitting power consists of Silver Helms. At least one large
regiment with all possible equipment and one to two fast cavalry
regiments to support their advance. If I have points to spare, I
buy couple of Chariots to follow my initial charge. Since they
can`t make a march move, they usually arrive too late, though.
The cavalry units need all the possible help they can get. I
put as many characters in these units as I can, and I always
include Banner of Might, Standard of Shielding and the Battle
Banner. The characters who lead the units all get magical
weapons. Since I have already spent considerable amount of points
in buying the actual characters, I give them items such as
Dragonblade Lance, Blade of Ensorcelled Iron (to a Hero in a unit
with Banner of Might, if he is faced with an enemy with lower
weapon skill than his own, he will hit automatically!) And the
Ogre Blade. All these items are relatively cheap and effective.
These land bound troops will need some aerial support. Elf
Lord mounted on Manticore is my favorite aerial assault unit. He
must be equipped with all the best items possible: Black Amulet,
Slayer Sword and such. Also, a couple of independent Griffons and
Manticores should be a good idea.
Now, you must always concentrate your attacks against one unit
at a time. A frontal charge with the cavalry, supported by aerial
charges of your flyers, while your fast-cavalry Silver Helms race
to the flanks to get ready to charge in the next round. Wounds
caused by the charges, the boost given by the War Banner/Battle
Banner and Terror and panic tests and your flyers cause should
break almost any unit. The trick is to destroy the enemy units as
fast as possible, using concentrated attack and a local
superiority of arms and numbers.
A word to a wise: Some armies like the Skaven and Chaos are
simply so powerful in hand to hand that this tactic is without
hope against them. Also, any spare points should still be spent
on Repeater Bolt Throwers. There is always some enemy units
you'll want to weaken before you engage them in melee.
"From darkness I cry for you,
The tears you shed for us
Are the blood of the elven kind,
O Isha.
Here I stand
on the Last Shore
a sword in my hand
Ulthuan shall never fall."
-A war song of the Swordmasters.
Next part: Greenskin Tactics.