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Home » Great Library at Hoeth » Book of Warfare » Tactics » Support units in the High Elf army (6th Ed HE) by Elthair
| Support units in the High Elf army (6th Ed HE) by Elthair |
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Support units in the High Elf army
There are many things that have an influence on the outcome of a
warhammer game, but one of the most important things that enables you
to achieve victory is to have each part of your army support the other
parts. Especially in specialized, expensive armies like High Elves, it
is crucial to support your main battle line or spearhead by all means
if you want to win the game.
It is just as important to disrupt your opponent's lines of advance and
thus stop him from deploying his carefully devised plan. In addition,
nothing is better than to see the look on your opponent's face when you
disable his March move for the 3rd time in a row.
There are many different types of support units, and in this article I
will try to explain how to use each of these unit-types by covering
them one by one.
Although I will only cover the high elf army, many of the tactics
explained here will work for other armies in about the same way. The
most important types of support for your army are:
- Supportive characters
- Magical support
- Missile support or fire support
- Scouts
- Fast cavalry
- Combat-support
- Flyers
It is important to realise what you are trying to achieve before
continuing. This because these units will not make you win instantly,
nor will they kill your opponent outright. Instead, you will use them
to gain small tactical advantages over your opponent. This means things
like gaining a position on the flank or rear of his force. All of these
things are geared at gaining an 'artificial' advantage over the enemy
by dividing his forces. Of coursem you will also use them to stop the
enemy from doing this very same thing to you.
Keep this in mind during army composition or a game: Support Units will
not earn their points back in kills during some games, don't try to
make them do so just for the sake of it. There are other priorities.
Supportive characters
Many races like chaos or dwarves have the option of turning their lords
or heroes in weapons of mass destruction, and even for high elves there
are some lethal combinations. However, these fully decked out princes
are very expensive, will lose against most equally priced opponents and
will often not pay back for themselves.
Instead, you should try to equip your chars in a way that has them add
things to your army that you normally would lack. A normal commander
using a no-AS sword is the perfect way to give your s3 spearmen unit
some can-opening abilities. A commander with the armour of the gods and
a great weapon can give any high T unit a headache, and is the bane of
chariots while he isn't really expensive. It is a good idea to design
your chars to do a job, and not to give them any equipment you don't
need. Also, a commander will often do a job that most people take a
prince for, who will rarely pay back his double point cost. In this
way, you will support your main battle line and save points for other
things, thus giving you a larger army to command.
Magical support
It is not hard at all to use a mage like a cannon, and i doubt this part of the magic phase needs any explanation.
However, it is mainly the supportive lores that really can give you an
edge (not in the least place becuase these spells often seem less
dangerous than they are). The re-rolls from a spell like second sign of
amul can really make a difference (Impact hits or Battle Banner
anyone?), and a spell like the howler wind or rain lord can effectively
destroy your opponents entire shooting phase and thus keeping your
battle line intact.
The High elves have one of the best support lores to take: high magic.
High magic is capable of many things. For instance, it allows you to
shut down the complete enemy magic phase (drain magic, fortune is
fickle). This can be very handy, since denying your opponent the
ability to support his army is as important as supporting your own.
The curse of arrow attraction can make your fire support department
much more effective, and fury of khaine and the flames of the phoenix
do deal damage and can be used for other things like taking away
another support possibility from your opponent by destroying his fast
cav.
Another very useful spell is vaul's unmaking, because it can make his
very expensive lord fight with a 50-pts costing hand weapon, or make
him wear a 35 pts heavy armour suit or necklace.
You can also make magic support your army in a more defensive way: one
L1 mage with 2 dispel scrolls will be able to stop the enemy's most
important spells for three turns when you dispel selectively. When you
do this, you can also support your army in another way: leave things
out! You can get 3 spearmen for that extra level, while your mage won't
cast anything due to lack of power, and why take channeler when you
aren't going to cast things?
Keep in mind though that some abilities or spells can be taken without
having to take seer by selecting one of the other 8 lores. Since you
can use all of them, you'll always be able to find what you need
without having to risk a mage with useless spells.
Though it may be difficult to find the "right" supportive magic at
first, simply try to look at 'gaps' in your list: is it easy to shoot
apart? do you need more firepower? do you need to shut down your
opponents magic phase, or do you need an edge in combat? Once you
answered that question, find a spell that can help you do what you
chose.
Don't try to cover up too large gaps with magic though, and look for
more reliable or cheaper solutions if possible: magic can be dispelled,
mages can miscast, and they cost a good 180 pts a piece when decked out
too: hardly just a "cheap supportive asset"!
Missile support or fire support
Again, a branch of your army which people think can be used for pure
killing. Unfortunately, its not nearly as effective as we want it to
be, and therefore the following kicks into gear:
It isn't bad to kill enemy models at all, but sometimes it is a good
idea to think about what to kill. For instance, 10 archers will make
short work of enemy fast cav, where shooting at that huge enemy unit
will have a much smaller effect on the game. Causing small units in the
enemy army to panic can cause useful holes in his line. Pick your
targets carefully. Use the well-known Boltthrowers to take away some
points from his rank bonus, giving your main line a better chance in
combat, or to take out important targets. A good idea is to leave the
enemy without support units of his own but only the big and expensive
main battle units, so you can attack him from several directions at
once and have a bigger chance to beat them. This way, you won't have to
worry about any counter-strikes from his side.
Scouts
Contrary to the units mentioned above, scouts will never be able to do
some outright killing. However, there are a number of other tasks they
can reform. Scouts can be used to slow down the enemy army by placing
them somewhere along the enemy's line of advance (in a wood on the
centre of the table, for instance). When the enemy come near, his March
move is negated and a part of his army slowed down. This will give you
more time to shoot at it and force panic tests, or make him attack
piecemeal when he keeps moving full speed with the rest of his army.
Scouts can be used as missile screens. Due to the -1 to hit, they will
suffer less hits than the screened unit, and because of they block LOS,
the unit behind it can't be fired upon. Unfortunately, 15 pts shadow
warriors are a bit expensive for this.
There is another trick that uses a screen: place 5 Shadow warriors in
front of your spearelf unit. The enemy charges the shadow warriors,
destroys them, breaks them and overruns into your spearelves. But then,
that combat will be resolved in your own turn so before that combat
starts you will have the time to counter-charge with a nearby unit.
Below, you can see the setup before the enemy (red unit) declares its
charge:
In case he tries to shoot the screen you'll still get advantages of it:
- he is wasting time and firepower by doing so
- They are shooting at long range (likely) against skirmishers, so
for most races to harm them seriously or eradicate them, they must roll
a heap of dice.
Take in mind this is but ONE fighting group in our army. If you also
have 2 MBU SH with characters and combat support running towards his
flank, what do you think he'll shoot at? You see the point.
As long as you have a single miniature left, you can make this work. A
character leaving the unit (only if there are no others for the job,
they are way too expensive) can even do it. It is an easy and effective
tactic against most armies. A unit that needs a particular mention here
is the great eagle.
Fast cavalry
When you look on the stats of most fast cavalry, they seem to be
expensive, weak, without fighting power and easy to kill. However, fast
cavalry is one of the most important support units in the game thanks
to it's special rules: free reform, free manoeuvring and shooting while
marching are invaluable. In the high elf army, fast cavalry comes in
the form of Ellyrian Reavers. With movement 9, these guys can get
anywhere in no time.
There are many things that reavers are capable of, but the four most
important are: stopping marches, deflecting charges, harassment, and a
quick charge on its time. Stopping March moves is done very easily:
just move your reavers within 8 inch of the enemy's unit, and you're
done. Another trick is putting them about 6" in front of enemy cavalry.
Your enemy will have to choose: charge, or move around. If he charges,
flee. If you get caught, this will drag his big heavy cavalry unit 16
inch over the table. If you "aim" right, this will bring him within
charge range, and as you know cavalry's main strength comes from their
charge. Fair trade, for only 97 pts loss on your side.
To deflect a charge, position you cav between your enemy's intended
target, and his unit. Position your unit in such a way, that when he
charges you he'll charge your front, and that he will face away from
his target due to the wheel to align move. Make sure you can charge
them in their flank with one of your units. Such a unit (or more of
them) should be positioned earlier with this purpose in mind. Again, a
fair trade. This move is pictured below. As you can see, most of the
enemy unit is in the front arc of your unit and thus it is a frontal
charge. When the enemy aligns, he shows his rear to your unit. Even if
he breaks and persues the enemy unit, he likely will end up with for
example Silverhelms in his rear.
Obviously, this example is the perfect version of this manuevre.
Often you will only be able to gain a flank charge, even this however
is most devatating against practically any enemy.
In many occasions, It will not be neccisary to actually sacrefice the
unit. Fast cavalry units are great at fleeing from charges, and this
now and then comes very handy. Simply bait the enemy into declaring a
charge against them by placing them straight in front of his unit,
perhaps at an angle to make it seem less obvious a trap.
When he charges, flee, pray to the dice gods for a good flee roll
and smash your own carefully positioned countercharge unit into him in
your own movement phase.
Harassment is the easiest of all things fast cav can do: equip them
with bows, and shoot on any soft target that is within range. This can
often be combined with a stop-march-move, and can take out enemy fast
cavalry and alike out of action fast.
The last thing, strike, doesn't seem a good thing for such a badly protected, expensive unit. However, its often very useful.
It can be very useful to support a charge with fast cavalry. Thanks to
their high manoeuvrability, they can easily charge in the flank or rear
of an enemy unit to cancel their rank bonus while one of your main
combat units does the real fighting. Also, my cavalry has been the bane
of many artillery crews, archer units or lone wizards.
As you may notice, fast cav is dangerous. Therefore, one of their uses
is to keep enemy fast cav at bay too. Anything you can do to him, he
can do to you.
Combat support
Combat support is very easy, whether in cavalry or infantry armies. In
infantry armies, the idea is that spearelves take the charge of a unit
they can't deal with (easily) themselves, and that unit gets flanked by
some hard-hitting support units like in the SW tactic mentioned above,
hopefully breaking it.
Almost every unit in your army can be used as combat support unit, be
it reavers or great eagles, but some units are more suited for this
role than others due to the following factors:
- US. A unit needs at least unit strength 5 to cancel rank bonuses of
the enemy unit and thus making victory more likely. Also, you have more
chance on the outnumbering bonus. Keep in mind that flying units or
skirmishers never cancel rank bonus!
- 2) Strength. Strength = kills and thus less kills in return. This makes you more likely to win.
- 3) Speed: if a unit flees, it is a good thing to run them down. When
a unit can pursue 3d6 (when it has more than M 6) you are more likely
to destroy the enemy in pursuit.
When we take the points mentioned above, the most useful infantry units
for this job are Swordmasters or White Lions. They have a high strength
charge, and they'll keep this during multiple rounds of combat.
Unfortunately, their low armour save makes them an easy target if
combat would rage on. A unit of 10-15 would do well, but they aren't
too mobile so they might be unable to catch up with fleeing enemies.
Basically, they are a form of HE detachment.
When using cavalry, You need different units. Because you will attack
yourself you need units that are fast enough to get into position
before you do. Elite infantry obviously is too slow here. Therefore,
you need to use different, faster units that can get into position
before you charge.
These can be used in conjunction with infantry very well too, giving you more options to support your spearelves with too:
- Chariots. They pack a huge punch for little points. Their downside,
however, is that they only have US4, and thus they don't cancel ranks.
Because of that, the are more useful when used in addition to another
unit. By pursuing 3d6, they have a good chance of running the enemy
down when they flee.
If you put a character in a chariot, It'll add even more punch and will
negate ranks, though they are even more attracting targets for any S7+
weapon.
- Silver helms. They also have a high strength charge, and 5 of them
have us 10 and thus they'll cancel ranks. They are more expensive than
chariots, but have more staying power than them too due to their 2+
save. When you lack points and you are sure they'll be use for this
only, you don't have to upgrade their AS, making them only 130 pts for
a unit with full command. The also pursue 3d6 instead of 2d6, so they
are more likely to catch up with the fleeing enemy and destroy them by
running them down.
- Reavers. As mentioned in the Fast-cav part of the article, these are
very easy to get into position. They have a good US and remove ranks,
though they are easy to wound and thus will often prove to be some
quite easy kills for your opponent. Take this into account, because
often more CR for your opponent is not what you need. Still, as long as
this is not more pts than you gain it is a very good option when you
have trouble positionning countercharge units for any reason, be it
terrain, skill or your opponent.
Flyers
The high elf army gets flyers in the form of great eagles, most
certainly one of the most useful units in the game and the best unit in
the entire army list. These are mandatory, and it would be safe to say
I have fallen in love with them.
They have a great movement of 20, and can pass any obstacle or unit,
and land watching in any direction. Due to this, they are useful for
many things:
- First of all, you get a good statline for 50pts: a ws5, s4, I5, a2, w3,ld8 guy who can fly as mentioned above.
- March stoppers. Slowing enemy moving towards you and really disturbing him.
He can't move his whole army it's maximum range, giving you more time
to shoot at it, or make them attack piecemeal if your opponent is not
too bright. This is done in the same way as fast cavalry stops marches:
stick em within 8" and you're done.
- They are the best war machine hunters that HE can get. A lone eagle
can make almost every warmachine to cease fire. Against dwarves a
single eagle will have to struggle to win, but even getting them in CC
stops a warmachine from firing, allowing your army to get near
relatively safe.
- Protect your own army from enemy flyers. Fell Bats, harpies and other
things can easily be intercepted, thus stopping them from causing havoc
in your bolt-thrower battery.
- Protect your cavalry from swarms with eagles. What I really hate are
his swarms that usually try to attack my cav's flank. Eagles can easily
intercept them, tie em up for the entire game and/or destroy them in
most cases.
- Fearfactor: two Eagles moving to the flank of a unit often cause
critical mistakes, and the winner is the general who makes the least of
them. Not to mention they often draw fire and attention beyond their
real danger once you opponent saw them ruining his plans once. Note
that this obviously doesn't mean that they aren't a danger!
- Eagles can be used to redirect enemy units, forcing them to show
their flanks to your countercharge units just like Fast Cav: Place a
great eagle at an angle in the charge arc of your enemy. Make sure
he'll charge your frontal zone still, or he'll pile in in a way we
don't like. Then, he'll have to align with the eagle exposing its
flank: about the same as we did with Fast Cavalry earlier.
Its just easier because of their increased range, lower cost, and
the ability to turn them in any direction after their flight move.
If you don't have a counterstrike unit ready, you can also sent
enemy units to the middle of nowhere. Its likely that they kill or rout
the eagle, get an overrun move in the direction they where facing or
have to persuit. This can be used to send them into a wood or other
difficult terrain, or to place them in a position where they bottleneck
his entire force. Its not quite a reliable maneuver, but often works
nonetheless.
The moves mentioned above can be pulled off because a great eagle is a
monster: enemy units charging them will have to align with them as when
charging units. This means that if you place it at an angle as obvious
bait for any enemy, but so that he will still make a frontal charge.
This makes sure that, if he charges, he has to wheel into align,
showing its weak flank to a countercharge unit. If done right, you can
sometimes even achieve that if the eagle is killed or flees (very
likely) you can get a rearcharge!
The same thing can be used to send enemy units to a far corner of the
field, taking them out of the game for 2/3 turns before they have
manuevered back to the battle.
- Of course, Great eagles can be used for any other tactic that
includes sacraficial units. At 50 pts, they are the best option for
almost any of these.
Lastly
Remember this is about support. Just these units or manuevres won't win
you battles, it's about the combination of large units and support
units in both Infantry and Cavalry armies. Though many other races
don't do so, its essential for elves and those other races often would
also benefit from this a lot.
In addition, remember all races have access to at least a few types of
support units. These can be just as dangerous to you as yours are to
him, and it's very important to take countermeasures.
If you have any questions, suggestions, or any comments at all
regarding this article, feel free to PM or email me
(Elthair_minathar@hotmail.com).
Regards, Elthair
Author: Elthair
Sources: Asur.org Community, especially Elmoth, white dwarf magazine,
warhammer armybooks, the rulebook, my opponents & friends.
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