High Elf Fleets Tactics
Jump to navigation
Jump to search
| High Elf Fleets | ||
| Setting: | Grimdark Future | |
| Games: | Grimdark Future, Grimdark Future: Firefight | |
| Species: | Elf | |
| Version: | v3.1.0 | |
Note: as v3 is in constant development the following might not be accurate.
Why Play High Elf Fleets
The High Elf Fleets are a very flighty and very elite force. All of your troops are quite specialized in their roles, meaning they can serve quite well in their intended role, but will suffer when pushed out of it.
Pros:
- Almost your entire army is some shade of Fast
- Great tanks
- Plentiful Rending on the guns
Cons:
- Your army is costly as hell
- Troops are quite fragile
- Your army is very specialized in what they do; attempting to do anything beyond that will only be met with mediocre results at best.
Army Special Rules
- Drop Grenades: Whenever this model moves over enemy units, pick one of them and roll one die, on a 6+ it takes 1 hit.
- Energy Field: This model and its unit get Stealth.
- Hit & Run: This model and its unit may move by up to 3” after shooting.
- Protected: Attacks targeting units where all models have this rule count as having AP(-1), to a min. of AP(0).
- Seer Council: Pick one model in this unit to count as having Caster(1), which gets +1 spell token per other model with this rule in its unit each round. If the model is killed, pick another model in the unit to become the next caster.
- Shield Wall: This model gets +1 to defense rolls against non-spell attacks.
- Shield of Grace: This model and its unit get the Regeneration.
- Speed Boost: Moves +2” when using Advance, and +4” when using Rush/Charge.
- Teleport: Once per activation, before attacking, place this model anywhere within 6".
- Very Fast: Moves +4” when using Advance, and +8” when using Rush/Charge.
Psychic Spells
- Hide (1): Target enemy unit within 12" gets -1 to hit rolls next time it shoots.
- Soul Seeker (1): Target enemy unit within 12" takes 2 hits with AP(2). Absolutely welcome to have such a cheap sniping spell.
- Creator (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits. Absolutely worth combining with Hide.
- Destroyer (2): Target enemy unit within 12” takes 6 hits.
- Blessing (3): Target 2 friendly units within 18" get +2 to hit rolls next time they charge.
- Curse (3): Target 2 enemy units within 12" take 3 hits with AP(1) each.
Unit Analysis
[THIS SECTION HAS NOT BEEN UPDATED SINCE v2.5.0]
Heroes
- Elven Noble: Your elite hero is incredibly flexible with a very welcome array of options. With a 3+ quality and 4+ defense, they're pretty much embodying the glass cannon lifestyle of the elves, but their loadout makes them far more specialized in certain roles.
- Melee: Their base CCW can be replaced with quite a few special weapons for the melee-minded noble, but they won't be strong enough to easily take down stronger heroes. The Dire Sword gives you the means to handle small crowds. The Energy Sword is better for fighting infantry with high defenses, but the Chain-Sword gives an extra swing without Rending. The Killing Sword provides the ultimate answer for heroes and monsters, leaving the Energy Spear to punch through high defense.
- Shooting: Their stock Shard Pistol provides a single shot with Rending for potential high AP. The Shard Carbine gives better range as well as an extra shot. The Laser Blaster gives you better range but no Rending. The Web Spinner gives an extra shot to the pistol, but replaces Rending with a high AP(4). Shot Missiles give you incredible range AP(3) Deadly(3), but you're only getting one shot. The Fusion Rifle provides you the means to demolish tanks, while the Swarm Missiles give extreme-range AP(1) shots.
- Mounts: While not all actual "mounts", they all take the same slot. The Banshee Howl is best for melee nobles by equipping Fear. The Scorpion Suit is a bit more covert, giving Scout and Stealth on top of Impact(1) so they can help with flanking Scorpions. Hawk Wings give you the flight power of jetpacks for other armies with Ambush and Flying, which the Spider Suit can substitute with Teleport. Last among these is the jetbike, which not only gives Speed Boost for high-speed antics, but also more Tough, Strider and a Twin Shardgun.
- Upgrades: Apart from the other upgrades is an Energy Shield, giving Regeneration if you're expecting plenty of targeted fire like a sniper. Aside from that is a choice between either High Seer for Psychic(1), Ancient Commander for Hit & Run antics for annoying shooting, and Lord Protector for Shield of Grace's squad protection.
- Guardian Elite: A slightly more affordable Noble, but they're now on par with the Defenders and Storms with a 4+ quality and 5+ defense. They're otherwise able to equip the same weapons as the Noble, though the only mount they can get is the jetbike. If you're planning to hide a hero in the back with Psychic or Shield of Grace, then you'd be better served by saving the points for an Elite and the boosts.
Infantry
- Seer Council: A squad of three Guardian Elites with 4+ defense, giving you a Psychic(1) but able to roll as many dice as there are models for each cast or block they make. They come with Energy Swords and Shard pistols, with their only options being either buying Energy Spears for a guaranteed AP(4) or buying jetbikes so they can go fast. While very expensive in comparison to a hero who buys Psychic, there's no denying the reliability of their casting by having three bodies.
- Defender Squad: Your basic troops with 4+ quality, making them a good bit more dangerous than something like the HDF troops. Each of them carries a Shardgun, which are Shard Pistols with another attack. Their guns pretty much are their life, as you've got no other guns to equip aside from buying a gun platform. If you're not patient with managing reapers, then you're well-served by this.
- Gun Platform: While very expensive, buying a Gun Platform gives you long-range firepower that can better handle hordes and tanks. The Shard Cannon is essentially two Shardguns slapped together with double the range, so you have plenty of chances to trigger Rending. The Scatter Laser gives better range for rapid-fire AP(1), which the Star Cannon can improve at considerable cost for AP(2). The Missile Launcher is best for taking down Aircraft or Stealthed enemies thanks to Lock-On while the Laser Lance gives better AP.
- Storm Squad: Melee defenders given a pretty meager with only a Shard Pistol and CCW, relying on Fast and Scout to get stuck in. You can buy two Energy Swords for some Rending and AP, while two of the guns can become either Flamethrowers or Fusion Rifles if you need some special weapons. If you're particularly worried about their safety, the Hologram Platform can give you a bit of extra defense at range by providing Stealth.
- Avengers Squad: By default, the avengers are slightly improved guardians, with slightly better range on their Shard Carbines and 4+ defense. Like the guardians, you will need to learn to love these things if you want to get far, and you can give one unit two of them for fun. If you want something more suited to melee, you can instead swap the carbine for a Shard Pistol and either an Energy Sword or a Dire Sword if you need some melee prowess and 5 extra points. However, if you value the lives of these troops above all else, you can take the Pistol+weapon and replace the Pistol to give the squad Shield of Grace - but beware that doing so comes at an OBSCENE cost.
- Banshee Squad: You'll be needing Strider because this unit's all about close combat. After all, they get Energy Swords as default weapons and for 20 points you can buy Fear. If you're planning on focusing more on shooting you can try a Tri-Sling to exchange melee power for shooting power while those more keen on melee by weight of die would look at the Dual Mirror Swords so you can go all-in on the melee train. Buy a Killing Sword if you plan on throwing the banshees at a hero or heavy unit, as it's the best use for Deadly.
- Spider Squad: Ambush and Teleport mean that they can pretty much be wherever they want, though they lack Fast. The Web Spinner is pretty much a Shardgun with an insane AP(4), making it one of your main tools against high-defense squads. The Web Rifle is there if you need a but more range, but the Twin Web Spinner exists if you just want things gone faster. You can also give a model Dual Spider Blades with Posion, but don't delude yourself into thinking that this will make them any reliable in a fight.
- Hawk Squad: Your Laser Blasters have twice the range and more attacks, but it lacks the Shardguns' Rending. With Ambush and Flying, you'll have plenty of space to move around for the sake of getting all your shots, though buying Drop Grenades can let you also pop some enemies while not even engaging them. If you need more beyond your Laser Blasters, you can give one model either the surprising AP(2) Hawk Laser or the Sun Blaster if you really need rapid fire on top or Rending. You can also get an Energy Sword, but as with any other squad with fancy guns and CCWs, this won't make them good in combat that they should be thrown in the front lines.
- Scorpion Squad: Another melee squad, but you have Scout and Stealth to set you up in better positions and Chain-Swords for a sizeable amount of AP(1) swings on top of Impact(1). One model can replace their base pistol for a Scorpion Fist (that is actually a gun) if you really need more pistol shots and another can replace their sword with a Biting Sword for Poison on their hits instead of AP(1). Another model still can turn in their entire loadout for Dual Energy Swords, making for some incredible melee power.
- Dragon Squad: The entire squad has Fusion Rifles, meaning you're presenting an existential threat to any tank-heavy armies. If you're really keen on annihilating a superheavy tank or titan, you might want to try a Fusion Pike for an even deadlier fusion weapon, while giving the entire squad Heavy Flamethrowers is there if you're actually up against massive hordes.
- Ranger Squad: Like Defenders but with Sniper Rifles, Scout, Stealth, and Strider so they can set up from anywhere at any time. Though the 4+ quality makes them far from defenseless in a fight, they're very much a lost cause if they aren't shooting.
- Reaper Squad: A heavy weapon squad with Relentless and Fast is a hard thing to find in this game. If the base Swarm Missiles don't satisfy, you can give any of them Shot Missiles for some Deadly shots. You can also buy one model either a Shard Cannon for mass fire with Rending, or Tempest Missiles for bombardment with Indirect - which might be an issue if you're planning to keep them moving.
- Wraith Suit Squad: Heavyweight units with 3+ quality and defense and Tough(3) Fearless but they lack Fast. Their base Distortion Guns provide you with Blast(3) right out the box, but you could also give the squad Wraith Cannons for more high AP attacks. If you're keen on making these tanky boys more melee-focused, you're stuck with replacing their guns with either Dual Energy Swords for a ton of attacks or Energy swords and Shields for Regeneration.
- Jetbike Squad: Jebikes are fun because they have Strider and Very Fast, meaning they can pretty much be anywhere you want, and come with Tough(3) so they won't go down quickly. Thankfully they're also quite flexible thanks to having both Twin Shardguns as well as CCWs+Pistols in order to engage at any range. The Shardguns can be swapped out for either a Shard Cannon for rapid fire at a better range, while the Scatter Laser comes with a fixed AP(1). On top of that, you can also replace bike's CCW+Pistol for Sniper Rifles if you need the super-mobile sharpshooter and Hologram Fields for the squad helps protect them from potshots. However, you can also replace the melee weapons with either Energy Spears for more Impact or Laser Spears to nail Tough things - which can then be replaced with either an Energy Sword for a more reliable infantry fighting choice or a Star Spear if you have high defenses to rip through.
Vehicles
- Anti-Gravity APC: A fairly cheap but very versatile transport with Very Fast and Strider to make sure you get where you need. You also have the option of Stealth and the Pulse Laser to get around cover.
- Shooting: On top of the stock Twin Shardgun you can swap this for a longer-range Shard Cannon, you can also buy two more Shard Cannons. Each of these cannons can be replaced with a list of weapons. Scatter Lasers provide extra range for a fixed AP(1), the Missile Launcher lets you pop flyers with Lock-On, the Laser Lance demolishes tanks, and the Star Cannon exists to blow up high-defense infantry.
- Anit-Gravity Tank: A bit tougher than the APC and comes with two Rapid Shard Cannons on top. While it can replace the Twin Shardgun with a Shard Cannon and the option of Stealth and Pulse Laser like the APC, its focus is more on the big guns.
- Shooting: Those Rapid Shard Cannons can be either be replaced one at a time or both at once depending on what you want to prioritize. Replacing only one can let you grab a rapid-fire AP(1) Rapid Scatter Laser, a Rapid Missile Launcher to guarantee any flyers go down, a Rapid Laser Lance to total tanks, and the Rapid Star Cannon for more AP(2). Replacing both gives you the option between either the tank-demolishing Prism Cannon or the Spinner Cannon's high-AP artillery power.
- Support Artillery: Your only Slow unit in the army, but you don't need to move it much anyways - the stock Shadow Cannon is a Blast weapon with Inaccurate. If you want anti-air, you can snag the Vibration Cannon, or grab the Distortion Cannon if you need high AP artillery.
- Heavy Jetbike: While considered a bike, it's really as well equipped as the APC that just happens to be Very Fast. That Shard Cannon can be replaced with any of the weapons that you could get for the same one on the APC and tank if you got one on those, and whatever you do will still keep the Twin Shardgun to maintain mid-range Rending.
Walkers
- Combat Walker: While not as fast as everything else, this walker's still Fast and comes with Scout so you can use those Shard Cannons early. You can swap either of these cannons out of the list of heavy weapons available to the APC and Heavy Jetbike in any manner of combination. Again, Stealth will help as you will be grabbing attention pretty early.
- Wraith Walker: The bigger walker has two Shardguns and two Ghost Swords for anti-infantry. If you want more shooting, you can buy Flamethrowers for more shots to replace the Shardguns and you can buy up to two Rapid Shard Cannons, each of which can be replaced with any of the weapons given to the Tank that replace only one gun. If you need more AP, you can drop a sword for an AP(4) fist. On top of all this, you can also make the pilot Psychic so you can have a heavyweight caster to back up your hero.
Aircraft
- Wraith Plane: Bizarrely enough, this plane is Psychic. This means that you can have a very mobile and hard to hit plane firing mind bullets and shielding allies while also using its Twin Distortion Guns to obliterate crowds. That said, make sure you target whatever dedicated long-range firepower and anti-air the enemy has, because that's what you really should fear.
- Hunter Plane: The dedicated dogfighter. This plane's got a Pulse Laser and Twin Laser Lance, giving you plenty of anti-armor firepower. Your only option is to swap out the Twin Laser Lance, for a Twin Star Cannon, sacrificing Deadly for more firepower so it can handle infantry more handily.
Titans
- Wraith Titan: A genuine behemoth. It comes stock with merely stomps as well as some high AP punches, but it comes with quite a few options to fight. Before you can even equip its hands with anything, you can buy up to two mounts for either mass-fire Rapid Shard Cannons, Rapid Scatter Lasers, or Star Cannons depending on how much you need the range as well as the AP. If you need to go all-in on melee, then you can grab a Titan Sword, complete with a Titan Shield for melee power with Regeneration. If you wanted to stay at range, you can replace the fists with either a Twin Heavy Wraith Cannon to demolish tank and titan alike or the Sun Cannon for titan-sized artillery complete with the Titan Shield.
- Avatar of Flames: Lacks customization, but with a 2+ quality and defense on top of Regeneration as well as some devastating weapons, there's no need to. Its Gaze of Doom is as powerful as multiple Fusion Guns so it can burn tanks if it doesn't want to go through the effort of approaching for its barrage of AP(2) Rending sword strikes and stomps. The one thing that might deter someone from using it is the fact that it's way more expensive than the Wraith Titan for fewer Tough and less specialization.
List Building & Tactics
General Advice
Note: This section needs more content. You can help the wiki by expanding it.
Tactics
Note: This section needs more content. You can help the wiki by expanding it.
See Also
- High Elf Fleets
- High Elf Fleets Quickplay Armies
- Grimdark Future Tactics
- Grimdark Future List Building
- Grimdark Future Strategy
- Grimdark Future
| High Elf Fleets |
|---|
| Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |