Weak points:
A mediocre S and T of 3, too high initiative to be worth it
(chews up points), no special rules (well, barely no special
rules). Mostly bad h-t-h troops. No heavily armoured infantry.
Longbows (I'd rather have x-bows). Their knights have a silly
strenght of 3 and can so be beaten by cheaper human knights (as
well as by more expensive Chaos Knights-but that's another
story). High points cost.
Strong Points
Repeating Bolt Throwers, Swordmasters of Hoeth, chariots
coming from regimental points, good move, WS, BS and Ld,
Repeating Bolt Throwers, elven steeds (costs the same as warhorse
and is better). Usually very good magic.
How to easiest deal with them:
Use a Ruby chalice, Radiance of Ptolos, Multi-wound units,
cheap creatures, etc. as protection from Repeater Bolt Throwers.
You can probably out-number them or alternatively out-class them
(at least in h-t-h) so use the Elves high points cost vs. low T
and armour save to your advantage. You'll probably beat them in
h-t-h but their RBT's will beat you in shooting. A good idea to
beat them is to take a fairly large regiment of fast skirmishers
with the Ruby Chalice to kill of the RBT's. Much of the trick of
beating High Elf armies is beating the RBT's, which is easier
said than done since they are in the top 5 of the best items for
their points (together with Beastmen, Harpies and Manticores).
Use cheap flyers, expensive flyers, fast cavalry (as if they
wouldn't get shot down before coming halfways towards the RBT's),
fast moving shields and my favourite: disruptions. Earthshaker
cannons and The Tempest (high magic spell) are great against High
Elves since they rely on their skill with missiles and fast move
to take the fight to the enemy (not to mention that The Tempest
will blast their Chariots and RBT's to smithereens). Your own
missiles and war machines will suffer from the Tempest though and
it's easy to dispel. Actually, taking many High Magic spells is a
good deal (to move on to a totally different subject) since they
have several great low-power spells (Apotheosis, Coruscation of
Finreir, Glamour of Teclis, etc.) and a few 3 power spells (The
Tempest, Assault of Stone) which can be totally awesome if used
correctly. Now for different races tactics against High Elves:
- Chaos: You can hardly out-shoot the High Elves so
that's not an option. What you can do is to
minimize the missile/magic casualities. Since Chaos is
very reliable on hand-to-hand unlike most other armies,
who usually have at least some missile weapons
(not counting Centaurs and Flamers), you have to be
especially careful about the missile/magic superiority of
the High Elves. All the usual comments for dealing with
shooting apply. Luckily for Chaos they have some of the
most useful weapons against RBT's: Harpies (They are
cheap, flyers and have T4 and 2 wounds, making them less
vulnerable against return fire from other RBT's) and
Beastmen (T4 2 wounds make 'em hard to penetrate). Chaos
can also nab off the Tempest without having to worry
about their own missile weapons and war machines. In the
Magic phase, you have to decide whether you will try to
negate it completely (talisman of Obsidian, Collar of
Khorne, skull staff, Drain Magic, Chalice of Chaos, etc.)
or dominate it (magic items giving extra power cards,
Book of Ashur, zappit items, lots of Wizards, etc.).
Going halfway will not get you anywhere. Negating is the
cheaper option but it is not bullet-proof and is often
reliable on a few models. The domination can be hard to
achieve since the High Elves are definitely one of the
better magic users in the game but with determination it
can work, plus, you get to shoot back with this option.
Just one thing to remember: concentrate your magic on
their shooters and magicians, you'll beat them in h-t-h
anyway. Once in h-t-h I don't think any Chaos player
needs advice against High Elves. (oh yeah, watch out for
those chariots, they are difficult to stop without a bow)
- Chaos Dwarfs: I only say one thing: Earthshaker
Cannons!! You must really get some, try to protect
them against flyers too. A Death Rocket or Hobgoblin Bolt
Thrower can be good for this. The High Elves will be
totally crippled by even one good shot. You'll rarely
strike first (low M and I vs. the Elves high M and I) so
make sure your regiments can stand up to a round of blows
in h-t-h (usually not a problem with T4 and heavy
armour). The Bull Centaurs are a lovely strike force,
they are very resistant to missile fire and can beat
almost everything in h-t-h. A nasty idea is to take the
Chalice of Darkness, one Sorcerer (lv 1) with the skull
staff, and a lot of zappit and magic protection items.
The Blunderbusses are usually not worth to bring along
against High Elves (though a small regiment of five in
front of every other Chaos Dwarf regiment is good: stand
and shoot and then the unit behind gets to charge the
Elves) because of their short range. Book of Ashur is
useful to get Grey or Ice magic and go for either (or
both!) of the Bridge spells. Don't forget the Sapphire
Arch spell in the Celestial deck either.
- Dark Elves: Dark Elves have several advantages
over High Elves; Better h-t-h troops, better archers,
hatred, etc. They share several of the High Elves good
points: RBT's, RBT's and RBT's. However, they have a
rather mediocre magic deck and the obedience rule can be
irritating for crossbowmen. They have the Harpies that
can take out the High Elves RBT's but they are sadly
limited to one unit. The trick is to engage the High
Elves in a battle they can not win: Hand-to-hand combat.
Though the Dark Elves have better cavalry than the High
Elves try to avoid taking Cold One Knights, a 2+ save
won't help against an RBT. Shield the Witch Elves and
other expensive units with more cheaper units like
Warriors. Watch out for the High Elves one good h-t-h
regiment: Swordmasters.
- Orcs & Goblins: The orcs have a T of 4 so
archers can hardly bother them and the goblins are too
numerous to be really crippled. Greenskins are an
unreliable army as directly opposed to High Elves. This
can be bothering so make sure you have at least some
protection against it (animosity and psychology
preventing items). Mork's War Banner is a good thing to
take out enemy wizards with (as well as
"Waaaagh" and "Eadbutz" of course),
but it is easily countered. The trick is to keep the
enemy guessing where the banner is (or even better, if
it's in the army at all). This means you should waste
dispels cards on the unit with Mork's War Banner instead
of letting the banner dispel, in this way, the enemy will
not think it's in there! Crossbows are a better missile
weapon than the Longbow but animosity and low BS will
counter this. Chariots are generally a waste against High
Elves, whose longbows will easily kill crew/draft
animals. The notable exception is the Snotling Pump
Wagon: at only 40 points it will usually make worth it by
the fire it draws. You also have a beefed-up version of
Swordmasters: Night Goblins with The Bad Moon Banner and
2-handed weapons (maybe even with some fanatics). Also,
the Bad Moon Banner grants the unit a protection against
missile fire: -1 to hit. Your shamans are so cheap (1st
level goblin) so you can afford a fair number of dispel
scrolls (as well as a fair number of 'eadbangz of
course). Ogres and Trolls are pretty reliable against
missile fire.
- Undead: The Undead are very reliable on magic so
they have to look out for the Drain Magic spell (as well
as Banishment of course, always have a spare dispel
scroll for that one). To further add to the problem Drain
Magic can never be dispelled so you can't boost up dispel
scrolls for that. The easiest way to deal with it is to
kill the mage with the spell (though even that is easier
said that done). Flyers are about the only thing that can
manage such a feat (at least without Vanhels Danse
Macabre and Raise the Dead-both of which are spells!) so
make sure you have a fair number of Manticores (at least
one....). Later on, they can join the Carrion in the
assault on the RBT's). Carrions are a good weapon against
RBT's as well as any "Raise" spell. The Undead
general can probably munch anything in the Elf army alone
(except an Emperor Dragon) and the High Elves don't have
any cannons to take him out with. Watch (as always) out
for the Black Gem. Undead chariots are amongst the few
who can be useful against High Elves (at least if the
Drain Magic spell is taken out) since they can be healed.
Mummies are good against High Elves.
[Here David
Linacre gives some of his advice for dealing with High
Elves playing Undead] I feel that High Elves are the
only race who are equal or maybe even superior to the
magic might of Undead. Repeater bolt throwers can be a
nuisance to an Undead commander as they are able to take
out some of your toughest regiments such as mummies and
wights they are also capable of dealing death to your
characters. To get around this threat I would use the
spell Wind of death which has a fair chance of taking
them all out in the first turn. Another problem for the
Undead commander will be with the High Elf spells
Banishment which is very deadly for Undead and Drain
magic which will stop you using your own spells. Glamour
of Teclis can really stuff up your plans and fiery
convocation can wipe out a lot of mummies. To counter
these spells I can think of three solutions. Firstly you
could take a level four wizard armed with the book of
Ashur, this way you can take five of the high magic
spells and stop your opponent getting them, Secondly you
could take the banner of Arcane Warding a few spell eater
shields (bufos hex scroll is good as well) and many a
dispel magic scroll, a down side to this is that it will
cost you about an extra 500pts. My last and probably best
solution to get the biggest monster with a vampire lord,
Carstein ring, Frost blade, Black amulet and Potion of
strength and go straight in for the kill.
- Skaven: The Chittering Hordes have a wonderful
weapons against RBT's: The Screaming Bell. Imagine
rolling an X and shattering every RBT on the board!!!
Sadly, with all the missile power of the High Elves the
Bell won't last long. They can also field Harpies (which,
for reasons ovbious, are good against High Elves) and
Skaven are so fast (especially helped by Screaming Bells,Death
Frenzy spells and Skavenbrews) that they will
(hopefully) make it in h-t-h before the "Kebab"
effect has begun to take it's toll. A word of advice: I
wouldn't take any Jezzails, Warpfire throwers or Poison
Wind Globaiders, they'll be shot to pieces by the
archers. If you take enough Plague Censer bearers they
might make it into combat (-2 to hit+long range half of
the time) but it's a gamble. Gutter runners can be nice
to destroy RBT's with. Plague Monks are good with their T
of 4 (the elves can barely harm them) and any Rat Ogres
are great!!!